As I mentioned in my last post, I'm going to start putting up the growing and ever-developing work I'm putting into the PC characters for my GenCon Module. I figured a good place to start would be with one that seemed to be the easiest to do; Havoc Squad.
The elite special forces team in the Old Republic, Havoc Squad has a history of being given the toughest assignments, the most dangerous of missions, and coming out on top. The characters that the Trooper in The Old Republic gathers together are a seemingly eclectic bunch, but they become one of the most successful iterations of Havoc Squad in it's storied history.
Specialization: Heavy (adapted from the Hired Gun splatbook, Dangerous Covenants)
Brawn 3, Agility 3, Intellect 2, Cunning 3, Will 2, Presence3
Wound Threshold: 17
Strain Threshold: 12
Melee/Ranged Defense: 0/0
Skills: Athletics 2, Brawl 1, Resilience 2, Vigilance 3, Knowledge (Warfare) 1, Gunnery 3, Perception 2, Ranged (Heavy) 2, Leadership 2, Negotiate 1
Talents: Burly 2, Barrage 2, Brace 2, Spare Clip, Side Step, Armor Master, Toughened 2, Heavy Hitter
Equipment: Laminate Armor, Rotary Blaster Cannon, Extra Reloads, Stimpacks (2)
I know that Heavy is not a Specialization for Soldiers, and that I could have used Sharpshooter from the Age of Rebellion Beta book for Aric (and Krusk, for the Jedi Knights' team), but the Heavy from Dangerous Covenants is too perfect for the Assault Cannon Gunners. Also, I'll be shocked...SHOCKED...if there isn't at least some sort of analogue to the Heavy in an eventual Soldier sourcebook.
Aric's main role in combat is ranged damage, and with a rotary blaster cannon from the aforementioned Dangerous Covenants book he certainly fulfills his role. Being able to grant his weapon the Breach 1 quality on a limited basis can practically ruin any enemy tank character he comes across (or possibly even an enemy tank vehicle...)
Outside of combat, he currently has Leadership and Negotiate to reflect his skills with diplomacy and navigating the chain of command. He can take a fair amount of damage in-combat, but he's got to watch out. With an average Strain Threshold and no bonuses to Defense, someone could focus on Aric and he'd be in a world of hurt.
Brawn 2, Agility 3, Intellect 4, Cunning 2, Will 3, Presence3
Wound Threshold: 14
Strain Threshold: 15
Melee/Ranged Defense: 0/0
Skills: Athletics 1, Knowledge (Warfare) 2, Discipline 1, Medicine 3, Ranged (Light) 3, Knowledge (Xeneology) 2, Knowledge (Education) 1, Resilience 2, Vigilance 1
Talents: Stimpack Specialization 2, Grit 2, Toughened, Dodge, Improved Stimpack Application, It's Not That Bad, Anatomy Lessons, Surgeon
Equipment: Laminate Armor, Blaster Pistol, Medical Kit, Stimpacks (4)
Elara Dorne; former Imperial, now Republic trooper. She's smart, determined, resilient, and knows the rules and regulations almost as well as her skill in medicine. Drawing from the Age of Rebellion Medic specialization, Elara is a rather formidable medic.
Anyone who looks at the Medic skill tree will see some skills missing. Why no Bacta Specialist? Because in a one shot game where I know there won't be time to utilize a bacta tank, the talent isn't worth cluttering up the stat block. Same with Forager and Well Rounded. I didn't want to give her all of the tricks for Medic, so no Supreme Stim Application, Master Doctor, or Natural Doctor I wanted to focus her as a triage/first responder type of healer, not one specialized in surgical, long-term care.
Race: Droid (4th Degree)
Brawn 4, Agility 3, Intellect 1, Cunning 2, Will 2, Presence 2
Wound Threshold: 20
Strain Threshold: 13
Melee/Ranged Defense: 2/2
Skills: Athletics 1, Brawl 3, Coerce 2, Knowledge (Warfare) 3, Melee 1, Ranged (Heavy) 2, Resilience 2, Survival 2
Talents: Point Blank, Strong Arm, Physical Training 2, Durable 2, Improved Armor Master, Unstoppable, Knockdown
Equipment: Heavy Battle Armor/Plate, Mounted Blaster Rifle (Forearm Grip attachment), Internal Comlink
M1-4X is a tank, somewhat literally. His job is to get close to enemies and blast, pound, and smash them to pieces. His programing makes him a loyal Republic soldier, but he's somewhat simple minded. Patriotic to a fault, he focuses his efforts on preserving the Republic and defeating it's enemies. To this end, his Intellect doesn't mean he's stupid, its there to represent his rather one-track programing and his difficulty in varying from it.
M1-4X can take a ton of punishment, but he has some difficulty dealing it out. His integrated blaster rifle is suitable to the task, but it's not his most skilled attack form. He actually may be more effective in Melee combat with his giant steel fists, able to knock foes down with his Knockdown talent. To help his use of the blaster rifle, he's got it set up on a mount that provides a similar benefit to the Forearm Grip attachment, one that reduces the increased difficulty for firing the Blaster Rifle while engaged from two difficulty increases to only one.
He's a wrecking ball, one where I tried to encourage the player to charge his enemies and take on all comers.
Career: Hired Gun
Brawn 4, Agility 2, Intellect 1, Cunning 4, Will 2, Presence 1
Strain Threshold: 11
Melee/Ranged Defense: 1/1
Skills: Athletics 1, Brawl 1, Melee 2, Piloting (Planetary) 2, Ranged (Light) 2, Vigilance 1, Knowledge (Underworld) 2, Streetwise 3, Mechanics 2, Skulduggery 2
Talents: Toughened 2, Street Smarts, Durable, Intimidating, Defensive Stance, Powerful Blast 2, Selective Detonation 2, Enduring, Improved Improvised Detonation
Equipment: Heavy Battle Armor, Vibro-sword, 4 Frag Grenades, 2 Ion Grenades, 2 Plasma Grenades
Tanno Vik is described as being one of the most talented demolitions experts ever to serve in the Republic Military. Born on Nar Shadda, Vik grew up moving from one gang to another. Joining the Republic military was simply a way to join a more powerful gang, and to get access to military-grade explosives. His belligerent attitude has kept him from many promotions in the Republic Armed Forces and even led to his discharge, but General Garza kept an eye on him for emergencies like the one encountered by the Trooper.
While his storyline is explosives, his party role is Melee Tanking. I felt that Dangerous Covenants provided the perfect combination with the Demolitionist and Enforcer specializations. It even has stats for the Weequay. To keep him from being "too good", Tanno's skills and talents are spread out between the two Specs. Since the game mostly takes place on Nar Shadda, I'll likely give him a Boost die to many Streetwise and Knowledge (Underworld) checks. I can occasionally give him a Set-Back die as well, as he may encounter someone from a prior gang that holds a grudge for him leaving.
Specializations: Infiltrator/Force Sensitive Exile
Brawn 3, Agility 2, Intellect 2, Cunning 3, Will 3, Presence 1
Wound Threshold: 15
Melee/Ranged Defense: 0/0
Skills: Cool 1, Discipline 1, Knowledge (Outer Rim) 1, Coordination 2, Perception 2, Stealth 2, Melee 3, Streetwise 1
Talents: Frenzied Attack 2, Soft Spot, Grit 4, Knockdown, Jump Up, Defensive Stance 2, Dodge, Toughened, Uncanny Senses, Uncanny Reactions, Sense Danger, Touch of Fate, Force Rating 2
Equipment: Laminate Armor, Force Pike, Ammonia BreatherForce Powers:
- Enhance (When making Athletics, Resilience, or Brawn check, may make an Enhance power check, spend Force Points to gain Success or Advantage to the check; Force Leap- make an Enhance power check as a Maneuver, may spend Force Point to jump horizontally or vertically to any point in Short range; Range Upgrade - Spend a Force Point to increase power's range bands equal to Range upgrades purchased; May commit a Force Die to increase Brawn by 1)
- Foresee (User may make a Foresee check, spend Force Points to get vague hints of events to come up to a day into his future; Strength Upgrade- Spend Force Point to pick out one specific detail; May roll Foresee power check as part of initiative check, spend Force Point to add Successes to the check, increase Ranged and Melee defenses by 2 for First Round of combat; Magnitude 2 - Spend Force Point to increase the number of affected targets by 2)
Yuun, the Force-Sensitive Gand Findsman who joined the Republic Army to better utilize his skills and to provide a unique talent to the Republic during the Great Galactic War. His Force Training with the Findsmen has honed his ability to enhance his own physical prowess and to see signs and portents in the Force to help find his prey and protect him from harm.
Since no Soldier spec really fit his background, I went looking through the Age of Rebellion beta for additional possibilities for his Career. The Infiltrator spec under the Spy career fit this well, giving him a bunch of good melee skills and talents. To replicate his Gand Findsman abilities, I gave him the Force Sensitive Emergent tree. I originally had him with the Sense and Enhance Force powers, but Foresee fit the theme better.
(Very) Rough Drafts
This is the first pass at Havoc Squad. I'll admit, Tanno and Yuun are two I know very little about with their backstory. I'm sorely tempted to play out the Trooper to the end just to get the insight into these character's plotlines. If anyone out there sees anything that doesn't make sense, or seems to be missing from their builds, let me know.
I'm really looking forward to testing these folks in combat, and seeing how they do.