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Saga Edition RPG Omnibus

Bounty Hunter Archetypes

Bounty Hunter

Bounty hunters track and recover sentient beings to bring them to “justice”—even if that’s little more than a Hutt’s personal vendetta. Before the Empire, most bounty hunters were members of a galaxy-wide guild that worked openly, taking contracts to hunt down criminals for various atuhorities. During the Emperor’s reign, the guild fragmented, leaving a large number of independent operatives. Though they occasionally band together to tackle particularly difficult targets, most of the time they work alone, vying against each other to collect the largest rewards. Bounty hunters differ from assassins in they they usually seek to capture their targets, not kill them.

Bounty Hunter Encounters

Although some bounty hunters prefer to go it alone, many form small crews, with the most notorious member leading a small team of ordinary hunters. These groups form up for short times, usually until a job is done, but sometimes they collapse when greed or grudges get in the way. Hunters are not reluctant to betray even those closest to them, making their alliances tenuous at best. Should a job turn sour, they might turn against one another. perhaps giving their prey the chance it needs to slip away.

     A typical bounty hunter encounter usually involves a skilled bounty hunter of note, supported by a crew of two to three minions. If you use any of the unique bounty hunters listed below, you can also use the generic revised bounty hunter (below) as a tough minion and the bounty hunter in the Saga Edition core rulebook (above) as lesser minions. Bounty hunters who are intent on bringing back their marks dead rather than alive might pair up with an assassin to ensure that the job’s done right.

Bounty Hunter           (CL 7)

     Saga Edition Core Rulebook, page 283.

Medium Human nonheroic 4 / scout 3 / bounty hunter 3 NPC

Force: 2; Dark Side: 4

Initiative: +13; Senses: low-light vision;Perception +14

Languages: Basic

Defenses: Ref 23 (flat-footed 217), Fort 20, Will 18

Hit Points: 64; Damage Threshold: 20

Speed: 4 squares

Melee: vibrobayonet +10 (2d6+7) or

Melee: vibrobayonet +10 (3d6+7) with Mighty Swing

Ranged: blaster carbine +11 (3d8+3) or

Ranged: blaster carbine +9 (4d8+3) with Rapid Shot or

Ranged: stun grenade +9 (4d6+3 stun, 2-square burst)

Base Attack: +8; Grapple: 11

Attack Options: Hunter’s Mark, Mighty Swing, Rapid Shot

Special Actions: familiar foe +1, Hunter’s Target, Point Blank Shot, Precise Shot

Abilities: Str 15, Dex 16, Con 14, Int 8, Wis 14, Cha 10

Talents: Acute Senses, Expert Tracker, Hunter’Mark, Hunter’Target

Feats: Armor Proficiency (light, medium), Mighty Swing, Point Blank Shot, Precise ShotH, Rapid Strike, Weapon Proficiency (adv. melee, pistols, rifles, simple)

Skills: Perception +14H, Survival+12

Possessions: blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, encrypted comlink, utility belt with medpac

H Human bonus feat or trained skill

Bounty Hunter (revised)

Bounty hunters occupy the ambiguous gray area between heroes and villains. For the most part, they are neither good nor evil; they just have a job to do. In some ways, bounty hunters perform a useful service, since they hunt down criminals and other fugitives, bringing them in dead or alive. However, bounty hunters rarely consider the ramifications of what they do or even care about whom they serve. To a bounty hunter, it almost never matters what a target is accused of or why there's a bounty on his or her head. Bounty hunters are often employed by some of the most despicable villains in the galaxy. They can be found haunting the courts of Hutts, scouring the Outer Rim worlds for fugitive slaves, or toiling in the service of the Emperor.

Bounty Hunter (revised)           (CL 10)

     Threats of the Galaxy, page 16.

Medium nonheroic 3 / scout 4 / bounty hunter 5 NPC

Force: 4; Dark Side: 4

Initiative: +9; Senses: Perception +12

Languages: Basic, 1 other

Defenses: Ref 26 (flat-footed 23), Fort 24, Will 20

Hit Points: 82; Damage Threshold: 24

Speed: 6 squares

Melee: vibroblade +12 (2d6+6)

Ranged: blaster carbine +13 (3d8+4) or

Ranged: blaster pistol +13 (3d6+4) or

Ranged: stun grenade +13 (4d6+4 stun)

Base Attack: +10; Grapple: 13

Attack Options: autofire (blaster carbine), Familiar Foe +2, Hunter’s Mark, Pin, Trip

Special Actions: Hunter’s Target

Abilities: Str 15, Dex 17, Con 14, Int 12, Wis 12, Cha 8

Talents: Acute Senses, Expert Tracker, Hunter’s Mark, Hunter’s Target, Nowhere to Hide

Feats: Armor Proficiency (light), Skill Training (Endurance, Knowledge &#91galactic lore], Perception), Pin, Trip, Weapon Proficiency (feat)

Skills: Climb +13, Endurance +13, Gather Information +10 (can reroll when checking to locate specific individual, must take second result), Knowledge [galatic lore] +12, Perception +12 (can reroll, must take second result), survival +12

Possessions: vibroblade, blaster carbine, blaster pistol, 4 stun grenades, encrypted comlink, credit chip with 50 credits, electrobinoculars, glow rod, flight suit, field kit, binder cuffs, utility belt.

Infamous bounty hunters: