Hard Contact Pregens Take 2

So, it’s been a while since I’ve posted anything here, and I figured it was high time that I got off my duff and did something here. So here goes.

I’ve been in the process of rewriting Hard Contact, the module that I had to scramble to get set up last minute due to a computer error to run as a demo at one of our FLGSes in the area. As such, this led me to re-evaluating the pregens that I created last time. Which ones worked well, and which ones needed to be changed? If they needed to be changed, what about them needed to be changed? What abilities could they get more use out of? With that in mind, here are the new pregens.

Asanna Drello

Medium Human jedi 3

Force 4; Strong in the Force

Init +6; Senses Perception +3

Languages Basic

Defenses Ref 14 (flat-footed 14), Fort 14, Will 16; Deflect

hp 44; Thresh 14

Speed 6 squares

Melee lightsaber +4 (2d8+2) or

Melee lightsaber +4 (2d8+3) two handed

Base Atk +3; Grp +4

Special Actions Telekinetic Savant

Force Powers Known (Use the Force +13) Force slam (2), move object (2), negate energy, vital transfer

Abilities Str 12, Dex 11, Con 10, Int 10, Wis 15, Cha 14

Talents Deflect, Telekinetic Savant

Feats Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (lightsabers, simple weapons)

Skills Acrobatics +6, Initiative +6, Use the Force +13

Possessions lightsaber, Jedi padawan robes

Asanna changed from a healer role to more of a TK specialist. She dropped the Consular’s Vitality talent in favor of Telekinetic Savant, and dropped a vital transfer for another use of move object. She kept the Deflect talent to give her some added defense, which, with her high Use the Force check, should allow her to negate at least one ranged attack directed against her each round.

Rowollor

Medium Wookiee jedi 3

Force 4

Init +6; Senses Perception +2

Languages Basic (understand only), Shyriiwook

Defenses Ref 16 (flat-footed 16), Fort 18, Will 15

hp 50; Thresh 18

Speed 6 squares

Melee greatsaber +7 (2d10+6) or

Melee greatsaber +7 (2d10+9) two-handed

Base Atk +3; Grp +6

Atk Options Power Attack, Weapon Focus (lightsabers), Weapon Specialization (lightsabers)

Special Actions rage

Abilities Str 16, Dex 10, Con 14, Int 11, Wis 12, Cha 10

Special Qualities Guardian Strike

Talents Guardian Strike, Weapon Specialization (lightsabers)

Feats Armor Proficiency (light), Force Sensitivity, Power Attack, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)

Skills Initiative +6, Use the Force +6

Possessions greatsaber, Jedi padawan robes, modified clone trooper armor (+6 armor, +2 equipment, no helmet package)

Rowollor changed to better reflect his role in combat. For one, he lost his Force Training. His Use the Force check is abysmal, and it never came up in play last time, so I decided to simply drop the Force powers and give him light Armor Proficiency to let him stand up and take his guardian role a little more seriously. I also finally broke down, and gave him a greatsaber to up his damage potential as well as subbing Staggering Attack for Power Attack.

Goggles

Medium Human (clone) scout 3

Force 4

Init +8; Senses low-light vision; Perception +15

Languages Basic, Shyriiwook

Defenses Ref 20 (flat-footed 18), Fort 18, Will 15

hp 40; Thresh 18

Speed 8 squares; Long Strider

Melee unarmed +2 (1d4+1)

Ranged blaster rifle +4 (3d8+1)

Ranged sidearm blaster pistol (3d6+1)

Base Atk +2; Grp +2

Atk Options Point Blank Shot, Precise Shot

Special Actions Spotter

Abilities Str 10, Dex 14, Con 14, Int 13, Wis 14, Cha 8

Talents Long Strider, Spotter

Feats Armor Proficiency (light), Point Blank Shot, Precise Shot, Shake it Off, Weapon Proficiency (pistols, rifles, simple weapons)

Skills Endurance +8, Initiative +8, Knowledge (galactic lore) +7, Mechanics +7, Perception +15, Survival +8, Swim +6

Possessions clone armor (+6 armor, +2 equipment), blaster rifles, sidearm blaster pistol, utility belt with medpac, cryo pouch

Goggles lost the Acute Senses talent in exchange for the Long Strider talent. His Perception score is high enough that he’s not going to be able to fail the check for his Spotter talent. Upping his speed lets him fit into his forward scout role a little bit more.

“Short”

Medium Human (clone) soldier 3

Force 4

Init +8; Senses low-light vision; Perception +4

Languages Basic, Binary

Defenses Ref 19 (flat-footed 17), Fort 19, Will 14

hp 50; Thresh 19

Speed 6 squares; Stick Together

Melee unarmed +3 (1d4+1)

Ranged ion pistol +5 (3d8+1/+5 vs droids)

Ranged blaster rifle +5 (3d8+1/+3 vs droids)

Ranged sidearm blaster pistol +5 (3d6+1/+3 vs droids)

Ranged ion grenade +5 (4d6+1/+5 vs droids, 3-square splash)

Base Atk +3; Grp +3

Atk Options Comrades in Arms, Disabler, Droid Hunter, Point Blank Shot, Precise Shot

Special Actions Stick Together

Abilities Str 11, Dex 14, Con 14, Int 12, Wis 12, Cha 10

Talents Comrades in Arms, Stick Together

Feats Armor Proficiency (light, medium), Disabler, Droid Hunter, Point Blank Shot, Precise Shot, Weapon Proficiency (pistols, rifles, simple weapons)

Skills Endurance +8, Initiative +8, Knowledge (technology) +7, Mechanics +7, Use Computer +7

Possessions clone armor (+6 armor, +2 equipment), ion pistol, blaster rifle, sidearm blaster pistol, 3 ion grenades, utility belt with medpac, cryo pouch

Short changed quite a bit. He went from being a pure droid specialist to a little more well rounded character with more stopping power against organics in the module, while still shining against droids.

Bullseye

Medium Human (clone) soldier 2/scoundrel 1

Force 4

Init +9; Senses low-light vision; Perception +8

Languages Basic, Shyriiwook

Defenses Ref 21 (flat-footed 18), Fort 17, Will 14

hp 41; Thresh 17

Speed 6 squares; Running Attack

Melee unarmed +3 (1d4+2)

Ranged blastech DT-12 +6 (4d6+3) or

Ranged blastech DT-12 +1/+1 (4d6+3) with Dual Weapon Mastery

Ranged sidearm blaster pistol +6 (3d6+3)

Atk Options Dual Weapon Mastery I, Point Blank Shot, Precise Shot, Running Attack, Skirmisher, Weapon Focus (pistols), Weapon Specialization (pistols)

Abilities Str 13, Dex 16, Con 10, Int 12, Wis 10, Cha 10

Talents Skirmisher, Weapon Specialization (pistols)

Feats armor Proficiency (light, medium), Dual Weapon Mastery I, Point Blank Shot, Precise Shot, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons)

Skills Initiative +9, Jump +7, Knowledge (tactics) +7, Perception +8, Pilot +9

Possessions clone armor (+6 armor, +2 equipment), 2 Blastech DL-12 blaster pistols, sidearm blaster pistol, utility belt with medpac, cryo pouch

Bullseye changed his armament to a more specific type of weapon, and lost the Rapid Shot feat in exchange for being more accurate against foes in melee. That’s about it for him.

Heavy

Medium Human (clone) soldier 3

Force 4

Init +8; Senses low-light vision; Perception +3

Languages Basic

Defenses Ref 19 (flat-footed 17), Fort 20, Will 13

hp 56; Thresh 20

Speed 6 squares

Melee unarmed +4 (1d4+2)

Ranged light repeating blaster rifle +3 (3d8+1) braced autofire or

Ranged light repeating blaster rifle +0 (5d8+1) with Burst Fire

Ranged blaster rifle +5 (3d8+1)

Ranged sidearm blaster pistol +5 (3d6+1)

Ranged frag grenade +5 (4d6+1, 2-square burst)

Base Atk +3; Grp +4

Atk Options autofire (blaster rifle, light repeating blaster rifle), Burst Fire, Comrades in Arms, Focused Targeting, Riflemaster

Abilities Str 13, Dex 14, Con 16, Int 10, Wis 10, Cha 8

Talents Comrades in Arms, Focused Targeting

Feats Armor Proficiency (light, medium), Burst Fire, Riflemaster, Toughness, Weapon Proficiency (heavy weapon, pistols, rifles, simple weapons)

Skills Climb +7, Initiative +8, Jump +7, Swim +7

Possessions clone armor (+6 armor, +2 equipment), light repeating blaster rifle, blaster rifle with grenade launcher, sidearm blaster pistol, 5 frag grenades, utility belt with medpac, cryo pouch

Heavy dropped from the rotary blaster cannon to the light repeating blaster rifle. It drops his damage output, but just by a little bit. He kept his full magazine of frag grenades  and the underslung grenade launcher.

Scrapper

Medium Human (clone) soldier 3

Force 4

Init +8; Senses low-light vision; Perception +3

Languages Basic

Defenses Ref 21 (flat-footed 19), Fort 18, Will 13

hp 47; Thresh 18

Speed 6 squares

Melee shockboxing gloves +6 (1d8+6) or

Melee shockboxing gloves +6 (1d8+9) with Echani Training

Ranged sidearm blaster pistol +5 (3d6+1)

Base Atk +3; Grp +6

Atk Options Martial Arts I, Martial Arts II, Melee Smash, Trip

Abilities Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 8

Special Qualities Retaliation Jab

Talents Melee Smash, Retaliation Jab

Feats Armor Proficiency (light, medium), Echani Training, Martial Arts I, Martial Arts II, Trip, Weapon Proficiency (pistols, rifles, simple weapons)

Skills Endurance +7, Initiative +8, Jump +9, Swim +9

Possessions shockboxing gloves, sidearm blaster pistol, utility belt with medpac, cryo pouch

Scrapper is brand new. I decided I needed another strong melee character aside from the two Jedi, and a Clone Trooper who embraced a more “unusual” style of combat seemed like the best way to go about doing that.

Sarge

Medium Human (Clone) Noble 3

Destiny 1; Force 4; Dark Side 0

Init +8; Senses low-light vision; Perception +9

Languages Basic, Kaminoan, Mando’a, Shyriiwook

Defenses Ref 19 (flat-footed 17), Fort 16, Will 18; Grand Army of the Republic Training

hp 29; Thresh 16

Speed 6 squares

Melee unarmed +3 (1d4+1)

Ranged blaster rifle +5 (3d8+1)

Ranged sidearm blaster pistol +5 (3d6+1)

Ranged frag grenade +5 (4d6+1, 2-square burst)

Base Atk +3; Grp +3

Atk Options Coordinated Attack

Special Actions Anticipate Movement, Born Leader

Abilities Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 12

Talents Anticipate Movement, Born Leader

Feats Armor Profiency (light), Coordinated Attack, Grand Army of the Republic Training, Linguist, Weapon Profiency (pistols, rifles, simple weapons)

Skills Initiative +8, Knowledge (bureaucracy) +7, Knowledge (galactic lore) +7, Knowledge (tactics) +7, Perception +9, Persuasion +7, Treat Injury +7, Use Computer +7

Possessions clone trooper armor (+6 armor, +2 equipment), blaster rifle, sidearm blaster pistol, 2 frag grenades , utility belt with 4 medpacs, cryo pouch

Sarge is the only character that didn’t need to change.

So that’s the second round of pregens. I’ll be running this at the FLGS on June 19th, about a week and a half from now. I’ll be back with another full report after that.

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