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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 12, 2025, 04:58:30 am »
Forgot to close this last night, and it looks like we have a 3-way tie for the winner. Flakes' Project Shantipole Technician, sienn_sconn's Capital Ship Captain, and my own Tenloss Pirate all got 2 votes each, so congratulations to each of those contestants! Also randomized the suggestions, and it looks like the next build contest's theme will be "Organizations", so look forward to that next time!
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by Flakes on July 11, 2025, 08:41:02 pm »
I would also second the ideologues/revolutionaries for next build contest.

I'd also like to see a non-heroics only contest someday (but not for next time).
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by sienn_sconn on July 11, 2025, 07:21:04 pm »
1 vote for the Shantipole Technician (nice nod to older material and happenings), and 1 vote for "Lieutenant Kettch" (whoever that Wedge guy is, he is nothing compared to the Furry Fury:  Yub, yub, Commander!).

I think a contest on Gamblers and Charlatans would be fun.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by StevenO on July 11, 2025, 03:35:13 pm »
I'll throw one on the Tenloss Pirate.

I'll throw the other on lil_literalist's generic crew progression at is something that people should be very aware of.



PS.  I'm thinking organizations.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by Flakes on July 10, 2025, 08:53:42 pm »
I see multiple fun options. Koridan looks like an enjoyable melee build with good space combat utility. Commander Winston is a fun look at the Imperial Officer as a Duplicitous Little Guy. And any build with Hyperblazer deserves acknowledgement. I also liked seeing generic crew reverse engineered with feats added because it felt like SotG should have assigned optional feats to ship statblocks. They sort of did that with free maneuvers I guess left feats for GMs to stat out.

I'm casting a vote for Capital Ship Captain, good example of running a "tight ship" in building capable mid-level characters. And my other vote goes to the Tenloss Pirate because it looks like a fun type of run-and-gun opponent as a GM to throw into encounters.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by lil_literalist on July 10, 2025, 12:55:41 am »
For my first vote, I'm picking Flakes's Wedge Antilles build. I think it's a decent progression from a mid-level build to one of the upper tiers. It relies on the Education destiny to make up for the slightly haphazard nature of the build (as opposed to a pilot who is purely focused on starfighter combat from level 1), but I don't mind it. I also appreciate some of the nods to the Legends lore.

My second vote was a toss-up between the StevenO's Trandoshan Chief Security Officer and sienn_sconn's Capital Ship Captain. I really like the fully fleshed out nature of the Trandoshan, but I think I favor the immense practicality of the Capital Ship Captain. It's something which I could easily picture pulling up in a pinch and using. The abilities are fairly similar to what I might expect on a PC build, meaning that it's not a pushover, which is an issue for a lot of official NPC builds. Plus, it really embodies the spirit of the contest well.

For the next contest, I'll submit Combat Techs. These are builds which fit one of the (admittedly limited) flavors of sci-fi technicians, while also being a valuable person to have on your side in a combat scenario.

EDIT: I'm going to change my suggestion of the next contest to Dark Siders.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 07, 2025, 10:49:15 am »
I'm going to give my two votes to StevenO's Koridan build, which I think has the most personality of the contest entries, and Flakes' Project Shantipole Technician build since I think it's a neat little spotlight on the B-Wing project. For the next build contest, I'm going to suggest the them of IDEALISTS AND REVOLUTIONARIES.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 04, 2025, 08:28:05 pm »
Alright, contest entries are now closed. As a reminder, voting is open for one week (ending on the 11th of July in this case), and you can vote for two different builds (that aren't your own) and also a suggestion for the theme of the next build contest.
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on July 04, 2025, 09:19:49 am »
Operating out of the Bajic Sector, Tenloss Pirates are armed with all the contraband their syndicate has available, making them an especially irritating group to those unable to prevent their boarding. Armed with disruptor weapons and advanced vibroblades, these agents of Tenloss make quick work of any corporate shipping vessels trying to muscle in on The Tenloss Corporation's monopoly of the region.

In combat, Tenloss Pirates vary between equipping themselves with both of their Disruptor Pistols (allowing them to fire every turn), or exchange one for their Vibrorapier to be ready to strike in melee or at range. With their Opportunistic Strike, they can quickly gang up on opponents that trigger any Attacks of Opportunity. And between their Fleet-Footed and Rebel Military Training Feats, Tenloss Pirates can move across the battlefield with ease, while locking down their enemies with their Adhesive Grenade if need be.

Tenloss Pirate (CL 3)

Medium Human Nonheroic 8/Scoundrel 1
Force 1; Dark Side 4
Init +11; Senses Perception +4
Languages Basic
Defenses Ref 15 (flat-footed 13), Fort 11, Will 12; Rebel Military Training
hp 29; Threshold 11
Speed 6 squares; Fleet-Footed
Melee unarmed +6 (1d4+1)
Melee vibrorapier +6 (2d6+1)
Ranged disruptor pistol +8 (3d6)
Ranged disruptor pistol -2 (3d6) and disruptor pistol -2 (3d6)
Ranged adhesive grenade +8 (2-square burst)
Base Atk +6; Grp +8
Attack Options Combat ReflexesH, Opportunistic Strike, Point-Blank Shot
Special Actions Quick Draw
Abilities Str 13, Dex 14, Con 11, Int 10, Wis 10, Cha 12
Talents Opportunistic Strike
Feats Combat ReflexesH, Fleet-Footed, Point-Blank Shot, Quick Draw, Rebel Military Training, Running Attack, Weapon Proficiency (advanced melee weapons, pistols, simple weapons)
Skills Initiative +11, Pilot +11H
Possessions disruptor pistol (2), vibrorapier, adhesive grenade, bandolier, holster (hip), mesh tape, visual wrist comm
H- Human bonus Feat or Trained Skill
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by lil_literalist 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.
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