(Saga Edition): Star Wars Classics

possum

First Post
Galphanore: I knew I was missing something. However, the stuff in the Use the Force skill can only be used by Force-sensitives. I see now that you don't have that feat.

Drothgery: I'd say get rid of about, let's say 15% of the 140,000 credits prior to taking into account the ship buying, meaning you're down to about 119,000.

An HWK costs 135,000 new, making your initial down payment 27,000 credits. First month's interest should be 4,181 credits if I did my math right. And no inflation in the GFFA, at least in this game. Real world economics give me headache enough. :p

Heh, I was just playing Dark Forces, too.
 

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Galphanore

First Post
[sblock]Als Sang CL 7

Medium Kel Dor soldier 7
Force 8; Dark Side 0
Init +13; Senses Low-light vision, Perception +9
Languages Basic, Bith, Kel Dor, T'doshok

Defenses Ref 22 (flat-footed 19), Fort 21, Will 18
hp 68; Threshold 21

Speed 4 squares
Melee combat gloves +8 (1d6+5) or
Melee combat gloves +8 (1d6+6) with both hands or
Melee stun baton +8 (1d6+4) (stun 2d6)
Ranged heavy blaster pistol +13 (3d8+5) or
Ranged sporting blaster rifle +12 (3d6+3)
Base Atk +7; Grp +12
Atk Options Devastating Attack (pistol), Penetrating Attack (pistol), Point Blank Shot

Abilities Str 13, Dex 21, Con 10, Int 14, Wis 12, Cha 8
Special Qualities Keen Force Sense, Low-Light Vision, Special Equipment
Talents Demolitions, Devastating Attack (pistols), Penetrating Attack (pistols), Weapon Specialization (pistols)
Feats Armor Proficiency (Light, Medium), Martial Arts I, Point Blank Shot, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills Endurance +8, Initiative +13, Knowledge (Tactics) +10, Mechanics +10, Perception +9
Possessions heavy blaster pistol, sporting blaster rifle, combat gloves, stun baton, battle armor (+8 armor), atmosphere canister, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters, glow rod (x2), breath mask (x2), all-temperature cloak), bandolier, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser (x5)), concealed holster (x1), medpac, mesh tape (x5), electrobinoculars, power pack (x10), enhanced low-light targeting scope[/sblock] EDIT : Final version here : http://www.enworld.org/forum/4872624-post.html
 
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Charwoman Gene

Adventurer
I am a little interested. i have never played saga before so my creation time will be a little slow. No idea what to play, but like rebellion era stuff.
 

drothgery

First Post
Is anyone a wiz with starship modificatioin? Here's what I think I want to do

- add combat thrusters (so capital ship weapons can't target us easily)
- add shields
- improve the weapons
- add concelaed compartments

I figure we can gut the cargo capacity for emplacement points if we need to.
 

Shalimar

First Post
As a CEC ship, the Hawk starts with 5 unused Emplacement points.

Depending on whether or not you want to keep it legal I'd suggest Ion Cannons :p. Legality is a big thing during the empire, and how much it is played up can make being legal a weight off your shoulders without sacrificing too much utility.

Combat thrusters are always a good idea. And generally you should get as many weapon systems as you need to give each person something to do pilot, engineer, and then have the rest of the crew as gunners or maybe one could be a sensor operator.
 

Shalimar

First Post
Since you said that all books are open, I would like to submit a Human Replica Droid who is on the run from her creators the Imperial Department of Military Research. She would be one of the first created, Guri the other HRD that is well known was created about 7 years before the battle of Yavin, and Stella as she is going by now is an attempt to replicate the original.​

[sblock=Stats]
Name: Stella Hawk
Race: Human Replica Droid
Age: 19 (apparent)
Height: 1.6 m
Weight: 68 kg
Eye Color: Blue
Hair Color: Brown
Medium Human Replica Droid: Soldier 6/Jedi 1

Force Points: 8
Init: +11 Perception: +10
Languages: Basic, Binary, Shryiiwook, Huttese, High Galactic
------------------------------------------------------------
Defenses: Ref 22 (18 Flatfooted), Fort 23, Will 18
hp 30 + 6D10; Threshold 23
Speed 6 squares
Melee: Vibro Axe(miniaturized) +11 (2d8+12)
Melee: Rapid Strike Vibro Axe(miniaturized) +9 (3d8+12)
Melee: Dual Weapon Mastery Vibro Axes(miniaturized) +9/+9 (2d8+12/2d8+12)
Ranged: +10 Heavy Blaster Pistol (3d8+3, stun, energy, autofire)
Base Attack +7; Grp +11
Special Qualities: Droid Traits, Improved Sensors Package, Diagnostics Package
------------------------------------------------------------
Abilities (Str +2, Dex +2, Cha -2) [32 Point]
STR 18(+4), Dex 17(+3), Con -, Int 16(+3), Wis 10(+0), Cha 11(+0)
Talents: Melee Smash, Droid Smash, Unrelenting Assault, Devastating Attack (Advanced)
Feats: Armor Proficiency (Light, Medium), Weapon Proficiency (Advanced*, Pistols, Simple), Droidcraft, Quick draw*, Rapid Strike, Dual Weapon Mastery 1, Dual Weapon Mastery 2, Martial Arts 1, Point Blank Shot
Skills: Acrobatics +11, Initiative +11, Mechanics +13, Perception +10, Pilot +11, Use Computers +11
Systems: Improved Sensors Package, Diagnostic Package, Translator Unit (DC 5) (2,000, 8kg), Internal Encrypted Commlink (250, .1kg), 10 kg Internal Compartment Space (500), Locked Access (50 credits)
Possessions: (650/14,000) credits (27.3/81 kg)
Miniaturized Vibro Axe x2 (2,000 credits, 6 kg), Feat Packages x3(3,000 credits), Heavy Blaster Pistol (Rapid Recycler) x2 (2,500 credits, 2.6 kg), Utility Belt (500 credits, 4 kg), Power Packs x2 (50, .2 kg), Power Recharger (100, 1 kg), Hip Holsters x2 (50, 1 kg), Concealed Holsters x2 (100, .4), Security Kit (750, 1 kg), Flight Suit (1,000, 3 kg), Skill Packages x5 (500 credits)


Notes:
Attributes: Stella was built on 28 points instead of 32 points as that is the normal 4 less points that droids get than regular characters

Feat Packages: Quick Draw, Weapons Proficiency (Advanced), Weapons Proficiency (Heavy). Weapon's Proficiency (Rifles) was reprogramed into Quick Draw. Weapon's Proficiency (Lightsabers) was reprogrammed into Weapons Proficiency (Advanced). The Feat Packages are kept in Stella's internal compartment.

Skill Packages: Acrobatics, Treat Injury, Survival, Knowledge (Tactics), Knowledge (Galactic Lore). The Skill Packages are kept in Stella's internal compartment but have yet to be used.

[/sblock]
 
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Galphanore

First Post
Is anyone a wiz with starship modificatioin? Here's what I think I want to do

- add combat thrusters (so capital ship weapons can't target us easily)
- add shields
- improve the weapons
- add concelaed compartments

I figure we can gut the cargo capacity for emplacement points if we need to.
How about this : [sblock=HCK 290, Modified]CEC HWK-290 CL 9

Colossal space transport (Counts as a Gargantuan Star Fighter for combat)
Init +0; Senses Perception +5

Defenses Ref 17 (flat-footed 12), Fort 28; +12 armor
hp 160; DR 15; SR 45; Threshold 78

Speed 12 squares (max. velocity 800km/h), 3 squares (starship scale)
Ranged 2 Laser Cannons +4 (see below)
Fighting Space 12x12 or 1 (starship scale); Cover Total
Base Atk +7; Grp +38
Atk Options autofire (2 Laser Cannons)
Abilities Str 46, Dex 20, Con --, Int 14
Skills Initiative +0, Mechanics +5, Perception +5, Pilot +0, Use Computer +5

Crew 2; Passengers 6
Cargo 65 tons + 1 ton Concealed; Consumables 6 Months; Carried Craft None
Payload 0
Hyperdrive Class 2.0
Availability Licensed; Cost 135000

2 Laser Cannons (pilot, gunner)
Atk +4 (-1 autofire); Dmg 6d10+3x2[/sblock]For the shield I upped it to max that you can get for 2 emplacement points, you can fit a 55 SR shield system on a ship that size but it takes three slots, the combat thrusters are included as are the concealed compartments, spent two points on that to get 1 ton, can up that by 1000kg increments to a max of 3.75 tons. For the weapons, I replaced the blaster cannons with a pair of double laser cannons. I didn't think the military grade would be out of place on the ship since it comes with Heavy Blaster Cannons stock, and I would generally think a ship with 8 weapons would draw more attention then one with a pair of high-grade ones. That and they use up a lot less space.

Emplacement Points Available : 5 (Default free space in a CEC ship)
1 : Combat Thrusters, 10,000 Credits
2 : Smugglers Compartments, 2,000 Credits
2 : Shields, SR 45, 20,000 Credits
0 : Laser Cannon, Double, 18,000 Credits (Replace base blaster cannon, doesn't increase emplacement)
2 : Blaster Cannon, Double, 18,000 Credits (Second set)

Total lost cargo capacity : 10 tons
Total Cost in Credits for Mods : 68,000 Credits

If that's too expensive you could drop the shields to 30 and cut their cost to 10,000, or drop the second laser cannon or change it out for a single fire model (Cut it's cost to 6000). If you're feeling ambitious though, you could drop 10,000 credits and 10 tons of cargo space down to keep the blaster cannons in place and make them autoblasters and add the pair of double laser cannons for the main ship weapons.

If you want more weapons instead of amped up weapons, for 12,000 less credits then the total listed there and 20 more tons of lost cargo space you could have four laser cannons instead of the two double laser cannons. With that setup you could also add the autoblaster blaster cannon mod for another 10,000 credits and another 10 tons of space and have five weapons (4 laser cannons and an autoblaster cannon). With that setup you would loose a total of 40 tons of cargo space (Dropping you to 35 tons) and your total cred cost would be 66,000. With that, however, only the blaster cannon would have autofire.

All the weapons listed above are military grade because the default weapon the ship comes with is military. Let me know if you want something less conspicuous.
 
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Blackrat

He Who Lurks Beyond The Veil
And Blackrat, of course I expected you to be in this game. The way the Star Wars gaming community is here on EnWorld, I'd swear you can play the Six Degrees game and reach all of us from one player. Anyway, character concept appears sound.

Hehee... Yeah, I know. There are a bunch of us HC SW fans around here... I'd be up for even playing the WEG but I'm not sure there's enough guys who have it anymore :D

I'm thinking Trandoshan Scout 3/ Soldier 4. Going for Bounty Hunter the next level and then Elite Trooper.
Initial point buy before racial adjustment: str 12, dex 16, con 14, int 12, wis 12, cha 12

Born to a famous clan of 'Dosh warriors S'Sheer was trained in traditional ways of 'Dosh, becoming a hardy warrior but also taking advantage of his natural reflexes, learning how to fly a ship. This quickly became his passion and he is now among the best pilots his race has produced.

S'Sheer is quite reckless when let in the cockpit but his flying skills are no doubt extraordinary. He is not typical 'Dosh in that he is friendlier than his species' reputation but nevertheless he is as ferocious warrior as all his kin.

S'Sheer is short and agile for a 'Dosh, with almost black scales spotted with reddish tint. He has once lost an arm and for that reason his left hand and arm are a bit lighter shade than the other.
 
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Blackrat

He Who Lurks Beyond The Veil
I'm thinking he might very well acquire a yacht/transport via legitimate financing (20% down, 2%/mo for 5 years after that*); the CEC Hwk-290 in the Force Unleashed CG seems about what he'd be looking for.

You obviously need a capable pilot for that thing... How about saving a 'Doshan life and getting one for free ;)
 

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