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Star Wars Sagas Edition

(expect update in May)

I can't say I am looking forward to Sagas Edition, but I will give it a chance to not suck. Sometime around mid-May, I'll see if it's good to me, or not. This page will predominantly be for write-ups of characters, whether they are ones the first book "misses" or if I am just not impressed with the write-up provided.

New Weapons
Gunblade: For fans of the Final Fantasy series, specifically Final Fantasy VIII, this is the famed weapon of Squall Leonhart and Seifer Almasy. It is normally used like a sword, and functions just as that weapon, but it has an extra mechanism built into it, much like a combination of a primitive slugthrower weapon and a vibro-generator. Normally, the weapon deals 1d8 damage with a successful hit. You can, however, take a -2 penalty to your attack roll. If you do, you can "pull the trigger" as you strike. If your hit succeeds, you instead deal 3d8 damage (slashing). The mechanism has room for six shells, each good for one "shot". It takes a full round to empty the barrel, and reload the shells. While this advanced melee weapon seems primitive, its advantages are that, while it uses ammunition, it isn't powered. You can use it as a regular sword even if you are not proficient, and, some would say most importantly, you can still use various feats (Rapid Strike, Mighty Swing, Power Attack) to further increase what can be a potent melee hit. Some individuals might even devote Talents to it, making themselves even more fearsome with the gunblade. Due to the handle design, this weapon can be selected for the Weapon Finesse feat.

New Race: Tchuukthai (Wharl)
Synopsis
Personality:
Physical Description: They had bristly fur on their shoulders and back, while natural armor plating covered their head, joints, and vital organs. Even where there was no armor, their skin was thick and leathery, offering natural protection. Those that had dealing with other species generally wore clothing, while others did not
Homeworld: Unknown. It is believed to exist in the Unknown Regions.
Languages: Tchuukthese
Example Names: Bval, Drol, Gaarx, Huun, Nrak, Tkur, Zvod
Adventurers:

Tchuukthai Species Traits
Aing-Tii share the following species traits:
Ability Modifiers:
Large Size:
Speed:
Natural Armor: A Tchuukthai's armored hide gives it impressive protection against most forms of attack. It provides a +5 natural armor bonus to their Reflex Defense.
Quadrupedal:
Force Sensitivity: Aing-Tii receive the Force Sensitivity feat at 1st level.
Automatic Languages:

New Race: Aing-Tii
Synopsis
Personality:
Physical Description: The Aing-Tii were a toothless mammalian species, standing around two meters tall on average. They were bipeds, standing erect on two clawed feet, with two spindly arms—each with two large digits. Their bodies were covered entirely in jointed protective coverings of bony plates, which extended up past their necks and onto their heads, acting and appearing as a sort of protective helmet. The Aing-Tii had small heads jutting out perpendicular to their chest, with two large eyes and a series of long, thin tongues that extended around half a meter from their mouths. Each Aing-Tii had a long, prehensile tail, which they used as a form of self-defense. The Aing-Tii each had a set of tattoos covering their entire bodies, though each pattern was unique to a specific Aing-Tii. The Aing-Tii did not communicate through speech and were incapable of producing sound. Instead, they communicated through tasting, smelling and touching each other with their long tongues.
Homeworld: An undisclosed planet concealed within the Kothol Rift.
Languages:
Example Names:
Adventurers:

Aing-Tii Species Traits
Aing-Tii share the following species traits:
Ability Modifiers: +2 Intelligence, -2 Charisma; Aing-Tii possess incredibly advanced organic technology, and space travel, but they are introverted, and stay to themselves.
Medium Size:
Speed:
Natural Armor: +1 natural armor bonus to Reflex Defense.
Force Sensitivity: Aing-Tii characters must take the Force Sensitivity feat at 1st level. Any Aing-Tii who would leave their world must possess this feat.
Automatic Languages:

Characters I Plan to Write
Once I get the book, and see if I even like it, I will perhaps test it by trying to write the following characters here; Emperor Exar Kun (original), General Grievous 2.0, and HK-47.

I have also attempted to fabricate stats for the characters of KOTOR 2. See here for those. A second rewrite is here, and they are, overall, better, though still possibly a bit overpowered.

These stats are for Count Dooku. It seems that the Saga book was stingy on a number of things, most likely so they could sneak us the various "Era" rulebooks, again. So, since they didn't (yet), I tried to write up Darth Tyranus. I hope you like him; I feel the duelist tendencies are strongly represented.

Count Dooku/Darth Tyranus (CL 18)
Medium Human Jedi 7/Jedi Knight 7/Noble 1/Sith Lord (Jedi Master) 3
Force 16; Dark Side 19
Init +16; Senses Perception +22 (Force Perception)
Languages Basic, Geonosian, High Galactic, Neimodian

Defenses Ref 33/37* (flat-footed 31), Fort 32, Will 35/36**
hp 131; Threshold 32
*-+4 Using Lightsaber Defense, Makashi, and Niman, Dooku gains a +4 bonus to Reflex Defense with a lightsaber drawn. This can be further increased with Dodge and Melee Defense
**-Dooku gains a +1 bonus to Will Defense with a lightsaber drawn, due to his Niman

Speed 6 squares
Melee lightsaber +20 (2d8+12/x3) or
Melee lightsaber +18 (3d8+12/x3) with Rapid Strike or
Melee lightsaber +15/+15 (2d8+12/x3) with Double Attack or
Melee lightsaber +13/+13 (3d8+12/x3) with Double Attack and Rapid Strike or
Melee lightsaber +10/+10/+10 (2d8+12/x3) with Triple Attack or
Melee lightsaber +8/+8/+8 (3d8+12/x3) with Triple Attack and Rapid Strike
Base Atk +17; Grp +18
Atk Options #
Force Powers Known (Use the Force +22): Battle Strike, Force Disarm, Force Lightning (2), Force Slam (2), Force Stun, Move Object, Rebuke, Surge; (Force Focus)
Force Techniques Force Point Recovery, Improved Force Trance
Force Secrets Devastating Power, Multitarget Power

Abilities Str 12, Dex 14, Con 13, Int 16, Wis 18, Cha 17

Special Qualities Fearless, Serenity, Temptation
Talents Adept Negotiator, Block, Force Deception, Force Focus, Force Perception, Force Persuasion, Lightsaber Defense, Makashi, Niman, Wealth***, Weapon Specialization (lightsabers)
Feats Dodge, Double Attack (lightsabers), Force Sensitivity, Force Training (x2), Improved Disarm, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Strong in the Force, Triple Crit, Weapon Finesse (lightsabers), Weapon Focus (lightsaber), Weapon Proficiency (simple, lightsabers)
Skills Acrobatics +16, Endurance +15, Initiative +16, Knowledge (galactic lore) +17, Use the Force +22 (may substitute for Deception, Perception, and Persuasion checks)
Possessions lightsaber, vast wealth
***-Count Dooku has access to hereditary wealth of the planet Serenno. Treat his Wealth talent as if he were an 18th-level Noble.

Strategy: An elegant swordsman, Dooku lets his high Reflex Defense with a lightsaber and skill with Block protect him from harm (often choosing not to fight blaster-wielders), flourishing (Adept Negotiator) to weaken their resolve, and then he lets his amazing dueling skills dispatch foes when the opportunity presents itself. If things go against him, he will try to rest an opponent's weapon from their hands, even using the Force to do so, often destroying the weapon (Force Disarm with a Force Point and FP Recovery), if necessary, or using several of his Force powers to disable an opponent.

This is an attempt to write up the greatest mind ever to grace Star Wars military; Grand Admiral Thrawn. This book includes information from Starships of the Galaxy, now that it is finally out. As in the books, Thrawn is an amazing strategist, and incredibly gifted with fleet events, even over huge distances.

I apologize, but there might be a few little errors, here or there.

Grand Admiral Thrawn (5 years after episode VI) CL 18
Medium Chiss soldier 5/noble 5/officer 8
Force 15; Dark Side 8
Init +16; Senses Perception +17
Languages Basic, Cheunh, High Galactic, plus 7 others

Defenses Ref 29 (flat-footed 26), Fort 23, Will 27
hp 115; Threshold 23

Speed 6 squares
Melee as weapon +# (as weapon)
Ranged as weapon +# (as weapon)
Base Atk +16; Grp +#

Special Actions Battle Analysis, Born Leader, Combined Fire, Fleet Deployment, Fleet Tactics, Presence, Vehicular Combat
Abilities Str 12, Dex 15, Con 12, Int 17, Wis 17, Cha 18
Special Qualities command cover +4, share talent (Battle Analysis, Combined Fire, Fleet Deployment, Fleet Tactics)
Talents Armored Defense, Battle Analysis**, Born Leader, Combined Fire*, Demand Surrender**, Fleet Deployment*, Fleet Tactics*, Improved Armored Defense, Legendary Commander*, Presence
*-this Talent is found in Starships of the Galaxy, p. 18
**-see Starships of the Galaxy, p. 15-16
Feats Armor Proficiency (light), Armor Proficiency (medium), Linguist, Skill Focus (Knowledge [galactic lore]), Skill Focus (Knowledge [social sciences]), Skill Focus (Knowledge [tactics]), Skill Focus (Persuasion), Vehicular Combat, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Deception +18, Endurance +15, Gather Information +18, Initiative +16, Knowledge (bureaucracy) +17, Knowledge (galactic lore) +22, Knowledge (life sciences) +17, Knowledge (physical sciences) +17, Knowledge (social sciences) +22, Knowledge (tactics) +22, Knowledge (technology) +17, Mechanics +17, Perception +17, Persuasion +23, Pilot +16, Treat Injury +17, Use Computer +17
Possessions blaster pistol, grand admiral's armor, ysalamiri harness, comlink (encrypted), star destroyer Chimera

Grand Admiral Armor - Grand Admirals are important individuals, and wear slimmed down stormtrooper suits under their white uniforms (at least Thrawn did, when off ship). While it is certain to have come with a helmet, Thrawn never wore his; great officers are inspiring because they are seen.
AB/RD EB/FD MDB Speed Weight
+8 +2 +3 6 squares 7 kg

Ysalamiri Harness - Grand Admiral Thrawn wears a ysalamiri harness acquired on the planet Myrkr. Ysalamiri emanate a field in which the Force cannot function. This is an excerpt from Threats of the Galaxy, p. 131. "A ysalamiri creates a 6-square radius bubble around itself. Characters and creatures cannot employ Force powers, Force techniques, or Force secrets within the bubble, nor can they make a Use the Force check of any kind. Force powers originating outside cannot penetrate into the bubble, and they cease to function if the user moves inside. While not necessarily understanding why, Force-users are immediately aware that their Force powers are gone, and cannot function."

Strategy: As a talented officer, in space combat, Thrawn's strategy is rather simple; ascertain the most important target, and disable it, or destroy it. His presence makes the fleet of ships he commands much more dangerous. He usually uses his Combined Fire and Fleet Tactics talents in the same round, increasing the damage of his capital ship batteries considerably, after using Fleet Deployment to get said ships into a surprise formation. In battle, his Legendary Commander talent makes his flagship even more fearsome. After his volley has done its work, he is often able, and surprisingly willing, to persuade his enemies to surrender; his reputation precedes him, and he is usually willing to accept surrenders. In the unlikely situation that Thrawn enters actual personal combat, Thrawn allows his men to shield him (whether that be elite stormtroopers or his fearsome Noghri bodyguards), and his armor to protect him. His ysalamiri protects him, and those near him, from any Force concerns. He is armed with a blaster pistol, and often accompanied by elite stormtroopers, and/or Noghri bodyguards.

Chiss
Race Description (the following is my interpretation of the Chiss. I could error in one or more areas regarding the Chiss as a race.)
Personality: Chiss are logical, taciturn, and seemingly unemotional. They are supreme isolationists, and resist any attempts to interact with other races. Chiss never initiate an attack (Thrawn was a rare exception, and was banished for it), but they will completely destroy any foe who chooses to fight.
Physical Description: Chiss are roughly humanoid, with only cosmetic features making them seem different. Chiss have light blue skin, black hair, and eyes with no pupils that happen to glow red in an oxygenated atmosphere. They fill the upper end of the human average height and weight range.
Homeworld: Csilla, a mysterious world out in the Unknown Regions, where the Chiss Ascendancy resides.
Languages: Chiss speak, read, and write Cheunh and Basic.
Example Names: Mitth'raw'nuruodo (Grand Admiral Thrawn's given name), Mitth'ras'safis, Sev'rance Tann, Chaf'orm'bintrano
Adventurers: It is rare for the Chiss to adventure. As isolationists who seek to avoid unnecessary conflict, most stay within the Chiss Empire. Those who don't often take up military roles, or, if they lacked that skill (a reason to leave their homes), they might take up a technical field.
CHISS SPECIES TRAITS
Chiss share the following species traits:
Ability Modifiers: +2 Intelligence, -2 Strength. Chiss are smart and technologically-gifted, but their technology has covered for them to the point that their physical strength is less than average.
Medium Size: as Medium creatures, Chiss have no special bonuses or penalties due to their size.
Speed: Chiss base speed is 6 squares.
Conditional Bonus Feat: Chiss have an innate talent for tactics and military actions. A Chiss with Knowledge (tactics) as a trained skill gains Skill Focus (Knowledge [tactics]) as a bonus feat.
Automatic Languages: Cheunh and Basic.

Juno Eclipse CL 12
Medium Human soldier 4/scoundrel 3/ace pilot 3/officer 2
Force 12
Init +14; Senses Perception +12
Languages Basic, Binary (can't speak), Bocce

Defenses Ref 29 (flat-footed 26), Fort 25, Will 28; Vehicular Combat
hp 84; Threshold 25

Speed 6 squares
Ranged blaster pistol +14 (3d6+6) or
Ranged blaster pistol +15 (4d6+6) with Careful Shot and Deadeye or
Ranged blaster pistol +12 (4d6+2) with Rapid Shot or
Ranged blaster pistol +13 (5d6+2) with Rapid Shot, Careful Shot, and Deadeye
Base Atk +10; Grp +13
Atk Options Careful Shot, Point Blank Shot
Special Actions Battle Analysis, Command Cover, Cover Fire, Share Talent (Assault Tactics), Vehicle Dodge +1

Abilities Str 8, Dex 17, Con 12, Int 14, Wis 14, Cha 15
Talents Assault Tactics, Battle Analysis, Cover Fire, Elusive Dogfighter, Fast Repairs, Spacehound, Vehicular Evasion
Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Double Attack (pistols), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Pilot), Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Initiative +14, Knowledge (tactics) +13, Mechanics +13, Perception +12, Pilot +19, Use Computer +13
Possessions blaster pistol, Imperial officer's uniform, code cylinder, comlink, datapad, toolkit

I intend to add another level of Soldier, three levels of Scoundrel, three levels of Ace Pilot, and two levels of Officer. This will cover her as a Rear Admiral, expert pilot, relatively good shot, and such. I have learned that level quantity does not always have to reflect status (an admiral doesn't need to have oodles of levels of Officer). I will insert TIE fighter stats, or something, for her squadron. I am also toying with the idea of giving her Lightsaber Proficiency. She certainly wouldn't use one in combat, but she could be a sparring combatant on long flights with Vader's Apprentice, and the picture I saw shows she might have at least rudimentary knowledge of a lightsaber's use.

After the game is actually out, I will see how the canon ending, or at least the one I like most, goes, and try to write up a higher-level version of her, as well as Vader's Apprentice.


To Be Named (CL 14)
Medium Human Scoundrel 3/Soldier 4/Ace Pilot 7
Force 13; Dark Side 5
Init +16; Senses Perception +15
Languages Basic, Bocce, High Galactic

Defenses Ref 34 (flat-footed 30), Fort 26, Will 25
hp 100; Threshold 26

Speed 6 squares
Melee as weapon +# (d+/x2) or
Ranged as weapon +# (d+/x2)
Base Atk +13; Grp +17
Atk Options #

Abilities Str 16, Dex 18, Con 14, Int 16, Wis 16, Cha 19

Special Qualities #
Talents Battle Analysis, Begin Attack Run, Expert Gunner, Penetrating Attack (heavy weapons), Regroup, Spacehound, Squadron Maneuvers, Starship Raider
Feats Armor Proficiency (light), Burst Fire, Point Blank Shot, Rapid Shot, Skill Focus (pilot), Starship Tactics x2, Vehicular Combat, Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons, pistols, simple) NO FEATS EXCEPT SF APPLIED
Skills Initiative +16, Knowledge (bureaucracy) +15, Knowledge (galactic lore) +15, Knowledge (tactics) +15, Mechanics +15, Perception +15, Pilot +21, Use Computer +15
Possessions blaster pistol, armored flight suit, Wraith One

Strategy: TBD.


No Pic Available
WRAITH ONE
This ship is a TIE Defender; one of the most fearsome fighters ever forged by man, certainly among the most powerful available to the Galactic Empire.

Capabilities
If special.

Wraith One (TIE Defender Squadron Leader Starfighter) CL 11
Huge starfighter
Init +14; Senses Perception +6


Defense Ref 32 (flat-footed 15), Fort 25; +3 armor (use Isolder's heroic level in place of armor)
hp 112; DR 10; SR 35; Threshold 25
Speed fly 16 squares (max. velocity 1,150 km/h), fly 4 squares (starship scale)
Ranged laser cannons +9 (see below) or
Ranged ion cannons +9 (see below) or
Ranged medium concussion missiles +9 (see below) or
Ranged thermal detonator bombing tubes +9 (see below; usually only used in character scale)
Fighting Space 3x3 or 1 square (starship scale); Cover total (pilot; +5 (astromech droid)
Base Attack +2; Grp +27
Atk Options autofire (laser cannons and ion cannons)
Abilities Str 40, Dex 30, Con --, Int 20
Skills Initiative +10, Mechanics +6 (+13*), Perception +6, Pilot +14, Use Computer +6 (+13*)
*If the ship has an astromech droid, use these scores, instead.
Crew 1 plus astromech droid (unique); Passengers none
Cargo 25 kg; Consumables 1 week; Craft Carried none
Payload 10 concussion missiles and 16 thermal detonators
Hyperdrive x1.5 (backup x12), 5-jump memory (astromech droid)
Availability Military; Cost not available for sale (estimated 710,000+)

Laser Cannons (pilot)
Atk +9 (autofire +2), Dmg 7d10x2, fire-linked


Ion Cannons (pilot)
Atk +9 (autofire +2), Dmg 7d10x2, fire-linked
Medium concussion missiles (pilot)
Atk +9, Dmg 9d10x2, 4-square splash
Thermal Detonators (pilot)
Atk +9, Dmg 8d6, 4-square burst radius (character scale only)

Prince Isolder of Hapes (CL 14)
Medium Human Noble 5/Soldier 3/Ace Pilot 3/Officer 3
Force #; Dark Side #
Init +; Senses Perception +
Languages Basic, Hapan, High Galactic

Defenses Ref # (flat-footed #), Fort #, Will #
hp #; Threshold #

Speed 6 squares
Melee as weapon +# (2d8+12/x3) or
Ranged as weapon +# (3d8+12/x3)
Base Atk +#; Grp +#
Atk Options #

Abilities Str #, Dex #, Con #, Int #, Wis #, Cha

Special Qualities #
Talents 3 Noble, 2 Soldier, 2 Ace Pilot(Regroup), 2 Officer (naval)
Feats (make sure to grab Vehicular Combat and Starship Tactics) Weapon Proficiency (simple)
Skills assume Deception, Initiative, Pilot
Possessions blaster pistol, personal shield, Storm starghter

Strategy: Prince Isolder is not your typical fop noble. It was never intended that he rule Hapes, even had he been firstborn, so he did what many Hapan men did; he entered military service. As a talented fighter, pilot, and leader, Isolder is not to be underestimated.

STORM
Prince Isolder's personal starfighter, the Storm is a powerful superiority fighter.

Capabilities
The Storm is a finely crafted starfighter, modified for Prince Isolder of Hapes. It is an advanced starship, also with slighty better shields than the average Miy'til fighter. Isolder also included a pair of thermal detonator dispensers on the ships ventral facing, in order to bomb areas on planets. Storm possesses a sensor jamming system, akin to those mounted on A-Wing fighters, affecting adjacent ships of Colossal size and smaller, reducing their Intelligence score by -5 (starfighters) or -2 (space transports).

Storm (Advanced Miy'til Command Fighter) CL 11
Huge starfighter
Init +14; Senses Perception +6


Defense Ref 32 (flat-footed 15), Fort 25; +3 armor (use Isolder's heroic level in place of armor)
hp 112; DR 10; SR 35; Threshold 25
Speed fly 16 squares (max. velocity 1,150 km/h), fly 4 squares (starship scale)
Ranged laser cannons +9 (see below) or
Ranged ion cannons +9 (see below) or
Ranged medium concussion missiles +9 (see below) or
Ranged thermal detonator bombing tubes +9 (see below; usually only used in character scale)
Fighting Space 3x3 or 1 square (starship scale); Cover total (pilot; +5 (astromech droid)
Base Attack +2; Grp +27
Atk Options autofire (laser cannons and ion cannons)
Abilities Str 40, Dex 30, Con --, Int 20
Skills Initiative +10, Mechanics +6 (+13*), Perception +6, Pilot +14, Use Computer +6 (+13*)
*If the ship has an astromech droid, use these scores, instead.
Crew 1 plus astromech droid (unique); Passengers none
Cargo 25 kg; Consumables 1 week; Craft Carried none
Payload 10 concussion missiles and 16 thermal detonators
Hyperdrive x1.5 (backup x12), 5-jump memory (astromech droid)
Availability Military; Cost not available for sale (estimated 710,000+)

Laser Cannons (pilot)
Atk +9 (autofire +2), Dmg 7d10x2, fire-linked


Ion Cannons (pilot)
Atk +9 (autofire +2), Dmg 7d10x2, fire-linked
Medium concussion missiles (pilot)
Atk +9, Dmg 9d10x2, 4-square splash
Thermal Detonators (pilot)
Atk +9, Dmg 8d6, 4-square burst radius (character scale only)

R2-D5
Isolder received this droid as a gift from Princess Leia Organa; a highly advanced astromech droid. This droid will have a considerably better score in Mechanics and Use Computer, though I have not yet determined to what degree.

Here now is a conundrum I solved. I had a group who played in a setting, and I wanted to pull an NPC I made, but then I couldn't use him later, in another game, because he was from a different setting. Now, though, I have a variant for Empire/NJO, and another Legacy version of him, so I can drop him in almost anywhere.

Velka, Imperial Ace () CL 1
Medium Human jedi 7/jedi knight 2/ace pilot 7 206
Force ; Dark Side
Init +; Senses Perception +
Languages Basic, High Galactic, plus 7 others

Defenses Ref (flat-footed ), Fort , Will
hp ; Threshold

Speed 6 squares
Melee as weapon +# (as weapon)
Ranged as weapon +# (as weapon)
Base Atk +; Grp +#

Special Actions
Force Powers Known (Use the Force +#);
Force Techniques
Starship Tactics Known (Pilot +#); assume Wisdom is 16; x8 Attack Formation Zeta Nine AP, Devastating Hit x2, I Have You Know x2, Skim the Surface, Target Sense x2
Abilities Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1
Special Qualities
Talents Begin Attack Run*, Clear Mind, Deflect, Elusive Dogfighter, Expert Gunner, Force Haze, Force Pilot, Squadron Maneuvers*
*-this Talent is found in Starships of the Galaxy, p. 17-18
Feats Force Sensitivity, Skill Focus (Knowledge []), Skill Focus (Use the Force), Starship Tactics x2, Vehicular Combat, Weapon Proficiency (lightsabers, simple weapons) MUST HAVE STARSHIP TACTICS X2 Start- Human- 1st- 3rd- 6th- 9th- 12th- BF Jedi 2- BF Jedi 4- BF Jedi 6- Armor Proficiency (light), Dodge, Double Attack (heavy weapons), Force Training x2, Rapid Shot, Skill Focus (UtF), Skill Training (), Starship Tactics x2*, Tactical Genius*, Vehicular Combat
Skills Deception +, Endurance +, Gather Information +, Initiative +, Knowledge (bureaucracy) +, Knowledge (galactic lore) +, Knowledge (life sciences) +, Knowledge (physical sciences) +, Knowledge (social sciences) +, Knowledge (tactics) +, Knowledge (technology) +, Mechanics +, Perception +, Persuasion +, Pilot +, Treat Injury +, Use Computer +
Possessions

Nightmare One - This is Velka's ship, a TIE Defender starfighter (see Starships of the Galaxy, p.145). Velka holds the position of Nightmare Leader.

A - .

Velka, Imperial Knight () CL 1
Medium Human jedi 7/imperial knight (jedi knight) 2/ace pilot 7 206
Force ; Dark Side
Init +; Senses Perception +
Languages Basic, High Galactic, plus 7 others

Defenses Ref (flat-footed ), Fort , Will
hp ; Threshold

Speed 6 squares
Melee as weapon +# (as weapon)
Ranged as weapon +# (as weapon)
Base Atk +; Grp +#

Special Actions
Abilities Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1
Special Qualities
Talents Begin Attack Run*, Clear Mind, Deflect, Elusive Dogfighter, Expert Gunner, Force Haze, Force Pilot, Squadron Maneuvers*
*-this Talent is found in Starships of the Galaxy, p. 17-18
Feats Force Sensitivity, Skill Focus (Knowledge []), Skill Focus (Use the Force), Vehicular Combat, Weapon Proficiency (lightsabers, simple weapons) Start- Human- 1st- 3rd- 6th- 9th- 12th- BF Jedi 2- BF Jedi 4- BF Jedi 6- Armor Proficiency (light), Dodge, Double Attack (heavy weapons), Force Training x2, Rapid Shot, Skill Focus (UtF), Skill Training (), Starship Tactics x2*, Tactical Genius*, Vehicular Combat
Skills Deception +, Endurance +, Gather Information +, Initiative +, Knowledge (bureaucracy) +, Knowledge (galactic lore) +, Knowledge (life sciences) +, Knowledge (physical sciences) +, Knowledge (social sciences) +, Knowledge (tactics) +, Knowledge (technology) +, Mechanics +, Perception +, Persuasion +, Pilot +, Treat Injury +, Use Computer +
Possessions

Nightmare One - This is Velka's ship, a Predator-class starfighter (see Starships of the Galaxy, p.122-123). Velka holds the position of Nightmare Leader.

A - .

Cam Salazar, Imperial Knight (CL 13)
Medium Human Jedi 7/Imperial Knight (Jedi Knight) 6
Force 15; Dark Side #
Init +; Senses Perception + ()
Languages Basic, High Galactic

Defenses Ref # (flat-footed #), Fort #, Will #
hp #; Threshold #

Speed 6 squares
Melee lightsaber +# (2d8+12/x2) or
Melee lightsaber +# (3d8+12/x2) with Rapid Strike or
Melee lightsaber +15/+15 (2d8+12/x3) with Double Attack or
Melee lightsaber +13/+13 (3d8+12/x3) with Double Attack and Rapid Strike or
Melee lightsaber +10/+10/+10 (2d8+12/x3) with Triple Attack or
Melee lightsaber +8/+8/+8 (3d8+12/x3) with Triple Attack and Rapid Strike
Base Atk +17; Grp +18
Atk Options #
Force Powers Known (Use the Force +):
Force Techniques Force Point Recovery, Improved Force Trance

Abilities Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1

Special Qualities
Talents (Armored Defense, Block, Improved Armored Defense
Feats Force Sensitivity, Force Training (x2), Weapon Proficiency (simple, lightsabers)
Skills Acrobatics +, Endurance +, Initiative +, Knowledge (galactic lore) +, Use the Force + (may substitute for Deception, Perception, and Persuasion checks)
Possessions lightsaber, battle armor, cortosis gauntlet

Cortosis Gauntlet- Imperial Knights are granted a gauntlet made of pure cortosis, which is able to disable enemy's lightsabers. If a lightsaber contacts the gauntlet, roll a d6. This is the number of minutes that the lightsaber will not reignite. This can be done either by attacking the ignited lightsaber, or using the Block Talent to intercept the lightsaber with the gauntlet. Attacks that interact between lightsaber and gauntlet inflict no damage from the saber; it simply shuts off immediately.

Strategy: Cal fights like most Imperial Knights, using his lightsaber and Force powers to disable his opponents. If they also have lightsabers, the gauntlet will be called upon to disable those weapons, allowing him to focus on a possibly now unarmed opponent. Cal does not hesitate to use his Force powers to win a duel, but he favors winning by lightsaber.


Several Imperial Knights, from Star Wars: Legacy

This is a Saga writeup for an NPC I used in Revised New Jedi Order. "Rick Edgars" (he was Rick in one game, and Edgar in the other) is a mercenary the party inadvertently teamed up with. He is an HRD, though they had no idea at the time, and he proved to be very helpful. He carried a bizarre aresnal of weapons, including some illegal blasters (like a disruptor rifle), and was talented in the field, as well as security-bypassing. His ultimate moment was, when he was flying a battleframe he captured, armed with several E-Webs he confiscated from the Imperial Armory, he flew over the party, slaughtering stormtroopers, as the players fled them and Thrawn. Crashing into a troop carrier, being shot to hell on the way down, he damaged his body, and the suit, considerably, but from the vantage point, and protected by the ship's hull, he was able to decimate the stormtroopers, and cover the party's ship, as it swooped in, to collect the party. After the group was safe, he blasted out of the transport, and, missing the landing board of the party's ship, was Force-pulled into the ship, where the party escaped. He was out of commission for most of the rest of the campaign.

Rick Edgars (NJO era) CL 12
Medium replica droid soldier #/scoundrel #/elite trooper #
Force ; Dark Side
Init +; Senses Perception +
Languages

Defenses Ref (flat-footed ), Fort , Will
hp ; Threshold

Speed 6 squares
Melee as weapon +# (as weapon)
Ranged as weapon +# (as weapon)
Base Atk +; Grp +#

Special Actions Vehicular Combat
Abilities Str 24, Dex 18, Con --, Int 17, Wis 12, Cha 14
Special Qualities
Talents
Feats Armor Proficiency (light, medium, heavy), Vehicular Combat, Weapon Proficiency (heavy, pistols, rifles, simple weapons); more
Skills (not accurate) Deception +18, Endurance +15, Gather Information +18, Initiative +16, Knowledge (bureaucracy) +17, Knowledge (galactic lore) +22, Knowledge (life sciences) +17, Knowledge (physical sciences) +17, Knowledge (social sciences) +22, Knowledge (tactics) +22, Knowledge (technology) +17, Mechanics +17, Perception +17, Persuasion +23, Pilot +16, Treat Injury +17, Use Computer +17
Possessions Multiple heavy blaster pistols, "pulsar" battleframe, 2 E-Web repeaters, disintegrator rifle, jetpack.

"Pulsar" Battle Frame - This weapon/defense was improvised, in order to allow Rick to cover the escape of a group of Republic-supporters. Effectively, it is a plate-covered exoskeleton/armor suit which possesses "arms" that can have weapons mounted on them, and fired via nerve controls and a heads-up display visor or helmet. The significant flaws in this suit are considerable; most people mount heavy weapons on such an apparatus. Weapons with external power must also give an arm to that power generator. Also, such attachments are often considerably heavy, weighing down the wearer, making it hard to move fast. The plates of armor are not totally covering, leaving possible gaps to be exploited, thus not granting the greatest of Defense boosts, for mass, cost, and requirements. Still, if a character can control a spot with some cover, and be able to stay there, they can with enemy forces. Rick's model also had a jet pack unit, which he used to fly across the battlefield. He then proceeded to drop hard onto the top of an Imperial troop transport, burying himself up to his chest. Though he was injured in the landing, and stuck fast, the craft shielded the bulk of him from enemy fire, while his mounted E-Webs decimated the stormtroopers, allowing his comrades to escape. Rick's battleframe has 2 mounted E-Web repeaters, as well as their power generators, and filled the other two with heavy blaster pistols, to round out the firepower. A colleague of his also tried to graft some more plating onto the suit, giving it a +2 equipment onus to Reflex Defense.
AB/RD EB/FD MDB Speed Weight
+5 +4 +1* 4 squares 75 kg
*= Weapons mounted on a battleframe are not affected by your decreased Dexterity, as they are stabilized by the suit, and partially computer-operated. Perhaps they will, in the future, use Intelligence, rather than Dexterity, as a starship/vehicle weapon does.

Strategy: Rick usually avoids combat, but is not afraid to fight, when he feels like it.

Solan Hoarde (CL 14)
Medium Zabrak Noble 4/Scoundrel 10
Force #; Dark Side #
Init +; Senses Perception +
Languages Basic

Defenses Ref # (flat-footed #), Fort #, Will #
hp #; Threshold #

Speed 6 squares
Melee as weapon +# (2d8+12/x3) or
Ranged as weapon +# (3d8+12/x3)
Base Atk +#; Grp +#
Atk Options #

Abilities Str #, Dex #, Con #, Int #, Wis #, Cha

Special Qualities
Talents
Feats Weapon Proficiency (simple)
Skills
Possessions blaster pistol, personal shield, Storm starghter

Strategy: Solan Hoarde is not a warrior, and he doesn't have to be; his facility is armed with literally dozens of defense mechanisms, able to protect him, and even these are practically unnecessary, as only people who want to do business know where to find Solan, and they know that his skill should not be endangered, or risked; he could easily hide a trap in something, and you might never know.

GENESIS VII
Solan's home, and place of business, this hard too find port is a place where ships, droids, weapons, practically anything mechanical, can be changed from junk to amazing, for the right price.

Genesis VII (Asteroid Field and Space Base) CL #

Remote
Solan is ever found with his hovering remote. This device assists with repairs, and also possesses an integrated blaster, for Solan's defense. It is even equipped with programming to intercept a shot for him (virtual talent - Harm's Way), though he hopes to never need to use it. The remote is Solan's favorite friend/possession.

Star Wars Roleplaying Game: Saga Edition Statistics

Cade Skywalker, Bounty Hunter (as of Legacy Vol. 1: Broken) CL 10
Medium male Human Jedi 1/scout 5/soldier 1/bounty hunter 2
Destiny 1; Force 5, Strong in the Force; Dark Side 5
Init +11 (may reroll); Senses Perception +10 (may reroll)
Languages Basic, Huttese, Shyriiwook

Defenses Ref 26 (flat-footed 24), Fort 25, Will 21
hp 96; Threshold 25

Speed 6 squares
Melee unarmed +8 (1d6+5)
Melee lightsaber* +8 (2d8+6)
Ranged double-barreled blaster carbine +9 (3d8+6) or
Ranged double-barreled blaster carbine +4/+4 (3d8+6) with Double Attack
Base Atk +7; Grp +9
Atk Options Double Attack
Special Actions Acute Senses, Deflect, Hunter's Mark, Power of the Dark Side
Force Powers Known (Use the Force +11): dark transfer, Force disarm, Force thrust, move object

Abilities Str 13, Dex 15, Con 18, Int 14, Wis 13, Cha 14
Special Qualities familiar foe +1
Talents Acute Senses, Armored Defense, Deflect, Hunter's Mark, Improved Initiative, Power of the Dark Side
Feats Armor Proficiency (light), Double Attack (rifles), Force Sensitivity, Force Training (2), Martial Arts I, Skill Training (Survival), Strong in the Force, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Acrobatics +11, Initiative +11, Perception +10, Pilot +11, Survival +10, Use the Force +11
Possessions double-barreled blaster carbine (tech specialist mod; +2 to damage) with no stock, data chips, the Mynock, blast vest (+2 armor)

Dark Transfer [Dark Side] -- You use the dark side of the Force to heal another living creature. Time: Standard action. Target: One creature touched.
Make a Use the Force Check: The result of the check determines the effect, if any:

DC 15: The target heals hit points equal to 2 x your character level.
DC 20: The target heals hit points equal to 3 x your character level.
DC 25: The target heals hit points equal to 4 x your character level.

Each time you use dark transfer, you move –1 persistent step down the condition track. You must rest for 8 hours to remove this condition.

Special: You may spend a Force Point to avoid moving down the condition track when you use this Force power. You may spend a Destiny Point to revive a creature that has just died. You must use this Force power within 1 round of the creature's death to revive it, and you must succeed on a DC 25 Use the Force check. If successful, the creature is unconscious instead of dead and does not heal any hit points from the use of dark transfer.
* Cade does not carry his own lightsaber at this time but occasionally uses others when the need arises.

I have a different write-up for Cade that I made, and will probably post it up here, later. For now, here is a slightly advanced one, to fix some possible errors above, and to reflect his Sith training.

********

Cade Skywalker (my version) CL 13
Medium male Human Jedi 1/Scout 5/Soldier 1/Bounty Hunter 2/Sith Apprentice 3
Destiny 2; Force 11, Strong in the Force; Dark Side 14
Init +14 (may reroll); Senses Perception +12 (may reroll)
Languages Basic, Huttese, Shyriiwook

Defenses Ref 33 (flat-footed 30), Fort 31, Will 27
hp 137; Threshold 31

Speed 6 squares
Melee unarmed +12 (1d6+8) or
Melee lightsaber +12 (2d8+8) or
Melee lightsaber +10/+10 (2d8+8) with Double Attack and Multiattack Proficiency or
Ranged double-barreled blaster carbine +13 (3d8+6) or
Ranged double-barreled blaster carbine +8/+8 (3d8+6) with Double Attack
Base Atk +10; Grp +13
Atk Options Double Attack
Special Actions Acute Senses, Dark Side Adept, Deflect, Hunter's Mark, Power of the Dark Side
Force Powers Known (Use the Force +13): dark transfer, Force disarm, Force thrust, move object
Force Techniques Force Mastery (Dark Transfer)

Abilities Str 14, Dex 16, Con 18, Int 14, Wis 13, Cha 14
Special Qualities Familiar Foe +1
Talents Acute Senses, Armored Defense, Dark Side Adept, Deflect, Hunter's Mark, Improved Initiative, Multiattack Proficiency (lightsabers), Power of the Dark Side
Feats Armor Proficiency (light), Double Attack (lightsabers, rifles), Force Readiness, Force Sensitivity, Force Training (2), Martial Arts I, Skill Training (Survival), Strong in the Force, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Acrobatics +14, Initiative +14, Perception +12, Pilot +14, Survival +12, Use the Force +13
Possessions double-barreled blaster carbine (tech specialist mod; +2 to damage) with no stock, lightsaber, data chips, the Mynock, blast vest (+2 armor)

My version adds some Sith stuff, and makes him more efficient with his lightsaber. He also gets the Force Readiness feat from the KOTOR Campaign Guide.


Star Wars Roleplaying Game: Saga Edition Statistics

Deliah Blue (as of Legacy Vol. 1: Broken) CL 8 Medium female Zeltron scoundrel 4/ scout 4 Destiny 1; Force 4; Dark Side 1 Init +6 (may reroll); Senses Perception +10 (may reroll) Languages Basic, Huttese, Shyriiwook Defenses Ref 22 (flat-footed 20), Fort 20, Will 20 hp 55; Threshold 20 Speed 6 squares Melee unarmed +6 (1d4+4) Ranged blaster pistol +9 (3d6+4) or Ranged blaster pistol +9 (4d6+4) with Deadeye or Ranged wrist launcher +8 (1d4+4 and roll 1d20+5 versus target's Fortitude Defense; if successful, target falls unconscious for 1d4+2 rounds) Base Atk +6; Grp +8 Atk Options Deadeye, Keen Shot, Point Blank Shot, Precise Shot, Running Attack Special Actions Acute Senses, Dodge, Hyperdriven, Spacehound, Vehicular Combat Abilities Str 10, Dex 14, Con 13, Int 14, Wis 12, Cha 17 Special Qualities Zeltron empathy Talents Acute Senses, Hyperdriven, Keen Shot, Spacehound Feats Deadeye, Dodge, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Mechanics), Skill Focus (Persuasion), Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons) Skills Deception +12, Mechanics +16, Perception +10, Persuasion +17, Pilot +11, Use Computer +11 Possessions blaster pistol, wrist launcher with knockout darts (max. range 6), tool kit, comlink

Zeltron Species Traits Abilities: –2 Con, –2 Wisdom, +4 Cha. Zeltrons are charismatic and gregarious, but their indulgent nature sometimes leads them to act before thinking. Medium Size: As Medium creatures, Zeltrons have no special bonuses or penalties due to their size. Speed: Zeltron base speed is 6 squares. Conditional Bonus Feat: A Zeltron that has Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Zeltron Empathy: Zeltrons are naturally empathic. As a free action, a Zeltron may make a Perception check opposed by a target's Will Defense. If successful, the Zeltron may discover the target's attitude toward him or her, as well as the target's general emotional state. The target cannot detect this check. Intuitive Initiative: Zeltrons are known for their quick reactions. A Zeltron may choose to reroll any Initiative check, but the result of the reroll must be accepted, even if it is worse. Automatic Languages: Zeltrons speak Basic.

Star Wars Roleplaying Game: Saga Edition Statistics

Han Solo (early Legacy Era) CL 19 Medium Human scoundrel 5/soldier 3/ace pilot 5/gunslinger 5/officer 1 Destiny 3; Force 7; Dark Side 2 Init +20; Senses Perception +16 Languages Basic, Huttese, Rodese, Shyriiwook Defenses Ref 34 (flat-footed 33), Fort 31, Will 35 hp 98; Threshold 31 Speed 6 squares Melee unarmed +15 (1d4+9) Ranged heavy blaster pistol +17 (3d8+13) or Ranged heavy blaster pistol +17 (4d8+13) with Rapid Shot or Ranged heavy blaster pistol +14/+14 (4d8+13) with Double Attack and Rapid Shot or Ranged quad laser cannons +19 ([6d10+9] x 2) or Ranged quad laser cannons +14/+14 ([6d10+9] x 2) with Double Attack or Ranged concussion missiles +21 ([9d10+9] x 2) Base Atk +15; Grp +16 Atk Options Double Attack (pistols), Point Blank Shot, Precise Shot, Rapid Shot, Sneak Attack +1d6 Special Actions Combined Fire*, Deceptive Shot, Draw Fire, Fool's Luck, Full Throttle, Keep It Together, Quick Draw Starship Maneuvers Known* (Pilot +20): angle deflector shields, overwhelming assault, skim the surface Abilities Str 10, Dex 13, Con 11, Int 16, Wis 14, Cha 16 Special Qualities trusty sidearm +2, vehicle dodge +2 Talents Combined Fire*, Deceptive Shot, Draw Fire, Fool's Luck, Full Throttle, Keep It Together, Multiattack Proficiency (pistols), Sneak Attack +1d6, Spacehound, Trigger Work, Vehicle Focus (space transport)*, Weapon Specialization (pistols) Feats Charging Fire, Double Attack (pistols), Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Initiative, Pilot), Starship Tactics*, Vehicular Combat, Weapon Focus (pistols, heavy weapons), Weapon Proficiency (pistols, rifles, simple weapons) Skills Deception +17, Initiative +20, Knowledge (galactic lore) +17, Knowledge (tactics) +17, Mechanics +17, Perception +16, Pilot +20 (may take 10 on space transports and when increasing speed), Use Computer +17 Possessions heavy blaster pistol with targeting scope, tool kit, modified YT-1300 transport (Millennium Falcon) * Described in Starships of the Galaxy

The following character is an example from Wizards.com, found here.

Chalkazza, Wookiee Bounty Hunter CL 1
Medium Wookiee scout 1
Force 5; Dark Side 0
Init +0; Senses Perception +6
Languages Basic (cannot speak), Shryiiwook

Defenses Ref 13 (flat-footed 13), Fort 14, Will 12
hp 26; Threshold 14

Speed 6 squares
Melee vibroblade +3 (2d6+3)
Ranged bowcaster +0 (3d10)
Base Atk +0; Grp +3

Abilities Str 16, Dex 10, Con 15, Int 8, Wis 13, Cha 8
SQ extraordinary recuperation, Wookiee rage
Talents Acute Senses
Feats Shake It Off, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +3 (may take 10 even when distracted), Endurance +7, Perception +6, Persuasion –1 (may reroll checks to intimidate), Pilot +5, Stealth +5
Possessions bowcaster, vibroblade, binders (2), comlink, macrobinoculars

Jensaarai Defender CL 9
Medium Human Jedi 5/soldier 3
Force 5; Dark Side 1
Init +11; Senses Perception +5
Languages Basic

Defenses Ref 25 (flat-footed 23), Fort 22, Will 20
hp 85; Threshold 22

Speed 4 squares
Melee lightsaber +13 (2d8+6) or lightsaber +13 (3d8+6) with Mighty Swing
Base Atk +8; Grp +11
Atk Options Mighty Swing
Force Powers Known (Use the Force +15): battle strike (2), Force slam, surge

Abilities Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 12
Talents Armored Defense, Attune Armor, Block, Deflect, Improved Armored Defense
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training (x2), Mighty Swing, Skill Focus (Use the Force), Weapon Focus (lightsaber), Weapon Proficiency (simple, lightsabers)
Skills Initiative +11, Use the Force +15
Possessions ceremonial armor (+7 armor), lightsaber, comlink, 100 credits

Han Solo (Episode IV) CL 9
Medium Human scoundrel 5/soldier 2/ace pilot 1/gunslinger 1
Destiny 1; Force 5
Init +16; Senses Perception +10
Languages Basic, Huttese, Shyriiwook

Defenses Ref 25 (flat-footed 23), Fort 22, Will 22
hp 61; Threshold 22

Speed 6 squares
Melee unarmed +7 (1d4+4) or
Ranged heavy blaster pistol +9 (4d8+8) with Rapid Shot
Base Atk +6; Grp +8
Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Sneak Attack +1d6, Trigger Work
Special Actions Keep It Together, Full Throttle, Quick Draw, Stellar Warrior

Abilities Str 13, Dex 15, Con 12, Int 14, Wis 12, Cha 14
Talents Keep It Together, Sneak Attack +1d6, Spacehound, Stellar Warrior, Trigger Work, Weapon Specialization (pistols)
Feats Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Initiative, Pilot), Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons)
Skills Deception +11, Initiative +16, Knowledge (galactic lore) +11, Mechanics +11, Perception +10, Pilot +14, Use Computer +11
Possessions heavy blaster pistol with targeting scope, tool kit, modified YT-1300 transport (Millennium Falcon)

When disguised as a stormtrooper (wearing stormtrooper armor and wielding a blaster rifle), Han Solo has the following altered statistics:

Senses Perception +12, low-light vision
Defenses Ref 22 (flat-footed 20)
Melee unarmed +5 (1d4+4) or
Ranged blaster rifle +6 (3d8+4) or
Ranged blaster rifle +4 (4d8+4) with Rapid Shot

Obi-Wan Kenobi, Force Spirit CL --
Medium Human Force Spirit Jedi 7/Jedi Knight 5/Jedi Master 3
Destiny 2; Force 7; Dark Side --
Init +15; Senses Perception +9
Languages Basic, Shryiiwook

Defenses Ref -- (flat-footed --), Fort --, Will 30
hp --; Threshold --

Speed None; instantaneous travel
Melee --
Ranged --
Base Atk --; Grp --
Atk Options --
Force Powers Known (Use the Force +19): farseeing (2)
Force Techniques Force Point Recovery (2)

Abilities Str --, Dex --, Con --, Int 14, Wis 15, Cha 16
SQ Incorporeal
Talents Force Perception
Feats Force Sensitivity, Force Training (4), Skill Focus (Use the Force)
Skills Use the Force +19
Possessions None

Darth Revan CL 16
This is for Darth Revan, from KOTOR.

Droideka Series Destroyer Droid CL 4

Large droid (4th-degree) nonheroic 12
Init +8; Senses Perception +13
Languages Basic, Binary
Defenses Ref 16 (flat-footed 14), Fort 13, Will 12
hp 40; SR 20; Threshold 18
Immune droid traits

Speed 2 squares (walking), 10 squares (wheeled)
Melee unarmed +7 (1d4+3)
Ranged 2 heavy repeating blaster cannons +10 (3d8) or
Ranged 2 heavy repeating blaster cannons +8 (4d8) with Rapid Shot or
Ranged 2 heavy repeating blaster cannons +5 (5d8) with Burst Fire
Fighting Space 2x2; Reach 1 square
Base Atk +9; Grp +17
Atk Options autofire (heavy repeating blaster cannons), Burst Fire, Rapid Shot

Abilities Str 16, Dex 15, Con --, Int 8, Wis 14, Cha 7
Feats Armor Proficiency (light), Burst Fire, Rapid Shot, Dual Weapon Mastery I, Dual Weapon Mastery II, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, rifles)
Skills Perception +13, Stealth +3
Systems walking locomotion, wheeled locomotion (exclusive), remote receiver, 2 tool appendages, shield generator (SR 20), integrated comlink, bronzium shell (+5 armor; treat as quadanium plating)
Possessions 2 heavy repeating blaster cannons (treat as blaster rifles)
Availability Military; Cost 21,000 credits

Non-Star Wars Characters
These are characters who aren't Star Wars, but who I built with the Sagas rules.

Samus Aran (Metroid Series) CL 16
Medium Human soldier 8/scout 4/bounty hunter 4
Force #; Dark Side #
Init +0; Senses Perception +#
Languages Basic

Defenses Ref # (flat-footed #), Fort #, Will #
hp #; Threshold #

Speed 6 squares
Melee as weapon +# (as weapon)
Ranged arm cannon +# (?)
Base Atk +#; Grp +#

Abilities Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1
SQ Chozo-enhanced blood, metroid DNA
Talents
Feats Shake It Off, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Climb +3 (may take 10 even when distracted), Endurance +7, Perception +6, Persuasion –1 (may reroll checks to intimidate), Pilot +5, Stealth +5
Possessions

Samus's Chozo Battle Armor
Samus travels with, and fights in, her Chozo-made battle armor. It is almost more a vehicle than a suit, equipped with environment, head's up display, communications, and a number of potent weapon systems.

Site Links

To Be Decided