3
« on: July 04, 2025, 12:30:35 am »
EDIT: I just realized that this build is disqualified because it doesn't meet the point buy requirements. And I guess you could say it's more than one build? Although it's kinda showing a progression, like the Wedge one.
This is a bit of an odd build, because it's more of an expansion of an existing table. For Crew Quality, you're given a few modifiers for Untrained, Trained, Skilled, Expert, and Ace crew members. But what if you wanted them to be a little bit more fleshed out? What if they had feats to match the PCs? This series of stat blocks is an attempt to produce those sorts of enemies. These stat blocks are not 100% complete, because it's not possible to build an NPC with +5 to every single skill, for example. So you would just need to designate whatever relevant skills they have as Trained.
These stat blocks have been given free maneuvers according to page 29 of Starships of the Galaxy.
Untrained Crew CL 0
Medium Human nonheroic 1
Initiative: +0; Senses: Perception +0
Languages: Basic
Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 10, Will Defense: 10
Hit Points: 2, Damage Threshold: 10
Speed: 6 Squares
Melee: Unarmed +0 (1d4)
Ranged: Blaster Pistol -5 (3d6)
Base Attack Bonus: +0, Grapple: +0
Special Actions:
Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: (nothing useful)
Skills: +0
Possessions: Blaster Pistol, Flight Suit
These guys suck. They're completely bland, and pretty much braindead civilians who exist to be trampled over by low-level heroes.
Trained Crew CL 0
Medium Human nonheroic 1
Initiative: +5; Senses: Perception +5
Languages: Basic
Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 10
Hit Points: 2, Damage Threshold: 11
Speed: 6 Squares
Melee: Unarmed +0 (1d4)
Ranged: Blaster Pistol +0 (3d6)
Base Attack Bonus: +0, Grapple: +0
Special Actions:
Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +5
Possessions: Blaster Pistol, Flight Suit
H Human-granted skill and feat.
These crew members also suck, but at least they're trained in the relevant skill and proficient in the weapon they're using.
Skilled Crew CL 1
Medium Human nonheroic 3
Initiative: +6; Senses: Perception +6
Languages: Basic
Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 10
Hit Points: 7, Damage Threshold: 11
Speed: 6 Squares
Melee: Unarmed +2 (1d4)
Ranged: Blaster Pistol +2 (3d6)
Base Attack Bonus: +2, Grapple: +2
Starship Maneuvers: 1
Special Actions: Point-Blank Shot, Precise Shot, Vehicular Combat
Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), Point-Blank Shot, HPrecise Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +6
Possessions: Blaster Pistol, Flight Suit
H Human-granted skill and feat. (As far as what should be removed if Human is changed)
This is where you start getting some actual competency. Not as much because their numbers rise, but because their feats are becoming more useful, particularly Vehicular Combat.
Expert Crew CL 2
Medium Human nonheroic 7
Initiative: +8; Senses: Perception +8
Languages: Basic
Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10; Dodge
Hit Points: 17, Damage Threshold: 11
Speed: 6 Squares
Melee: Unarmed +5 (1d4)
Ranged: Heavy Blaster Pistol +5 (3d8)
Base Attack Bonus: +5, Grapple: +5
Starship Maneuvers: 2
Special Actions: Dodge, Point-Blank Shot, Precise Shot, Vehicular Combat
Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), HDodge, Point-Blank Shot, Precise Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +8
Possessions: Heavy Blaster Pistol, Padded Flight Suit
H Human-granted skill and feat.
It's a bit hard to believe, looking at this stat block, that these pilots are supposed to be Experts. But the crew quality table itself doesn't prevent very impressive stats, even compared with first-level PC pilots.
Ace Crew CL 4
Medium Human nonheroic 14
Initiative: +12; Senses: Perception +12
Languages: Basic
Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10; Dodge
Hit Points: 35, Damage Threshold: 11
Speed: 6 Squares
Melee: Unarmed +10 (1d4)
Ranged: Heavy Blaster Pistol +10 (3d8)
Base Attack Bonus: +10, Grapple: +10
Starship Maneuvers: 4
Special Actions: Coordinated Attack, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat
Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 11, Wisdom 11, Charisma 10
Feats: Armor Proficiency (Light), HCoordinated Attack, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +12
Possessions: Heavy Blaster Pistol, Padded Flight Suit
H Human-granted skill and feat.
These guys are certainly not here because of natural talent. They have become decent because of a lifetime of hard work. They are nonheroics, through and through! The guys who have been around for awhile and gotten promoted, simply because they haven't died yet.