| jedion357 January 16, 2012 - 5:28pm | SF-1 Volturnus Planet of Mystery
Artifact: radio telescope, transmitter and automated laser defense Cybo slugs- flame thrower tech Quickdeath Slavebots- radio controlled by a disembodied sathar brain Sathar attack robot: (MV: Slow, IM/RS: 7/70, STA: 200, DM: 4d10) SF-2 Star Spawn of Volturnus “A large sathar army…..numbering 30,000 plus robots and other weapons” “Attack on the Mechanon Force” “a strange new automatic cannon” with ground and air attack capability Warbots (machine gurns) Combat robots (lasers) cybots –slave bots? (gyrojet rifles) Automatic cannon – 24d10 robot brain, Sathar gun crew- laser rifle The Edestakai Meet their Gods Slitherer & quickdeaths Sathar- laser rifles Cybo Death for the Eorna Cybo dragon – laser and flame thrower tech Sathar- laser rifles Charge of the Ul-Mor Sathar- laser rifles Sathar Patrol table (random encounters) Gyrojet weapons, laser weapons, sonic disrupters, combat robot with machine gun. Sathar miniatures from the box set: mortar tube, radio equipment. Referee screen: Assault on Starship Omicron Sathar use military skien suit, Albedo screen, laser rifle 20 SEU clip, frag grenade, belt pack. Client Species: Zuraqqor Zuraqqor use military skien suit, autorifle Rogue Robot- zuraqqor design that takes control of and reprograms enemy robots (does this outside of combat or in between encounters) looks exactly like a std. robot of any sort from the Frontier Cybodragon –flame thrower tech and laser tech Quickdeath- bio construct SF-3 Sundown on Starmist Holographic projector S.A.S.E. robot Sonic stunner, rocket launcher, electric defense screen Agents from the core four SAM rocket or Surface to Space rocket Slitherer Hover car S.A.S.I. robot Automatic pistols and implanted explosives 3d10 upon death, Sonic disrupter, and needler, Recoilless rifle Gasmask- reserved for leaders Bio-constructs: Clinging violets Fingerllies Creepspine- made from a corrupted common animal in the frontier- uses paralysis poison Grapal vine Froggs Lilly-Po Sail snails Tick tock tree Weeping Wallows Squirreletts NOTE1: I did not catalog any sathar tech from the Beyond the Frontier series as that campaign would be latter in time than the SW1 and my purpose is to identify common themes in equipment and try to establish a base line on what the sathar carried during SW1. NOTE2: The sathar artifact and everything in it represents 900 years old technology for the sathar though they must have serviced it during that time and it could have recieved upgrades. NOTE3: Starmist sees the use of agents from the UPF and new items could also represent stolen tech being added to the sathar's arsenal. NOTE4: there is the ares or polyhedron article about sathar Von Neuman machines- an automated factory that turns out robotic tanks or combat robots (have to review that) the point is that there is no date on the material and that tech can be present at the beginning of SW1 (In fact I like the idea of the sathar landing 1-2 factories on Laco and Pale and the Royal Guard and Ground Fleet being forced to take on formations of hovertanks- that said I'd like the hover tank design to look similar to the war tank in Starmist either as a suggestion of prior contact with the klikk or perhaps as coincidence-leave that up to individual GMs) The secret we should never let the gamemasters know is that they don't need any rules. -Gary Gygax
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| jedion357 January 16, 2012 - 6:18pm | Something should be said at this point about sathar clans- Beyond the Frontier suggests that there are multiple clans vying for dominance with each other and that each focuses on particular techs I believe that the sathar must trade tech with each other- so if one clan is good at bioconstructs it may trade for robots- thus any tech can be present in a sathar attack but perhaps there is a heavy representation of one technology. Clan Y in the above named KHs campaign focused on fighters. its also possible that a clan actually has a focus on 2 technolgies: robots and cybernetic organisms. Baseline tech proposal for SW1 laser rifles robots cybernet organisms (Cybo dragon, cybo slugg, slave bot)- flame and laser tech a common integration with cybernetic organisms. bio constructs (quickdeath, Slitherer) Tech that is available but perhaps not so common: machine guns & auto weapons, gyrojet and other rocket tech, sonic and stun weapons, mortars and frag grenades Leaders get skien suits, albedo screens, gas mask, and power belts. Vehicles: shuttles, ground vehicles (trucks) and hover vehicles I think its easy to also assume that the sathar have cold weather and hazardous enviroment equipment. The bioconstructs of the Starmist era are undoubtably later creations due to experiementing with organisms taken from within the frontier. Interesting statement in SF-2 concerning the auto cannon- that its "new"- we can either make something of that statement and state that its a new introduction since SW1 and seen first on Volturnus but I'm not sure that that is needed. Just from looking at the other equipment on the list its easy to envision that they had other "big guns" as well as other planetary defense weapons like the surface to space rocket in Starmist. The secret we should never let the gamemasters know is that they don't need any rules. -Gary Gygax
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| jedion357 January 16, 2012 - 7:23pm | I would guess that because of their physical
limitations Sathar would rely on power belt packs or back packs as
opposed to using power clips, and even if they did use power clips, I
think that sathar weapons would not be able to be powered by standard
(UPF) clips. For tha matter perhaps sathar weapons have a simple squeeze
trigger in the weapon's pommel, handgrip as opposed to a trigger, and
because sathar have no shoulders, I don't think that they'd have rifles
designed for use by non-sathar, except maybe the Humma (with some
trouble) This was very perceptive- it would seem that sathar dont like automatic weapons, probably because the recoil is difficult to deal with when you have no shoulder (house rule: sathar are -10 when using automatic weapons), Also I like the idea the the firing stud is a simple squeeze mechanism. Also of note is that some sathar robots are equipped with machine guns and the zuraqqor on Starship Omicron were also so the tech is well known to them they just dont like it. The secret we should never let the gamemasters know is that they don't need any rules. -Gary Gygax
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| jedion357 January 16, 2012 - 8:49pm | Sathar artifacts fall into two categories- those designed for use by both the sathar and their subject races, and those designed exclusively for sathar use. Most distinctively sathar designs will be incomprehensible to the peoples of the Frontier worlds. Character skills cannot be successfully applied to these. (This permits the referee to deny the use of certain captured sathar artifacts in the interest of preserving the mystery of the sathar). On the other hand, many commonly used sathar artifacts (like weapons, tools, computers, and electronics gear) employ the same basic engineering principles as found in Frontier world technologies, and are designed to be used easily by sathar subject race, even those somewhat less intelligent and dexterous then Frontier races. These items may be successfully studied and used with character skills at the normal -20% modifiers for alien designs. You must decide how much time is decided to figure out the operation of an alien artifact. SFKH-3 Face of the Enemy Cockroach I security bots using: laser, electrostunner, sonic stunnner and needler weapons Spider I work bots Sathar gear in the submerged sathar vessel: space suits and LS canisters Gli-jets with tail directed maneuver controls engineer tool boxes and engineer laser power torch and power supply laser rifles and heavy lasers grenade rifles examples of every grenade (AD list) TD-19 explosive Stun sticks, electro stunners,sonnic stunners, laser pistols, vibro knives, sonnic knives albedo screen skien suit combos. On the mother ship- everyone on the mother ship has a personal robot (spider 2)- its a distinguishing feature of clan Y Technitians and intelligence group have electrostunners and tangler grenades Officers have laser pistol, tangler, frags and skien suit Scout crew carries: vibroknife and laser pistol, skiens suit and anti shock implant but could carry hvy laser and grenade rifle The secret we should never let the gamemasters know is that they don't need any rules. -Gary Gygax
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| jedion357 January 16, 2012 - 8:59pm | Blind side for the Sathar: no where is there a chronocom listed in sathar equipment. it is a limitation. They do have radios but no personal communicators. they never issue them to the lower caste and they only feel that upper caste needs them or can be trusted with them. The secret we should never let the gamemasters know is that they don't need any rules. -Gary Gygax
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