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Saga Edition RPG Omnibus
Revision as of 02:21, 22 August 2024 by Tenor1411 (talk | contribs) (Created page with "{{DISPLAYTITLE:Gang Archetypes}} {{npcmenu}} <div id="leader" class="arch"> <h3 class="headline arch">Swoop Gang Leader</h3> <p class="single nomargin">Swoop gangs infest the galaxy. Composed of thugs, hoods, and common criminals, they cause no shortage of trouble in their communities. At the head of these gangs are swoop gang leaders, veteran gang members who have clawed their way to the top using a combination of skill, cunning, and persistence.</p> <div id="leaderen...")
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Swoop Gang Leader

Swoop gangs infest the galaxy. Composed of thugs, hoods, and common criminals, they cause no shortage of trouble in their communities. At the head of these gangs are swoop gang leaders, veteran gang members who have clawed their way to the top using a combination of skill, cunning, and persistence.

Swoop Gang Leader Encounters

Most swoop gangs are small, consisting of two to four malcontents under the command of a charismatic leader. They prowl about their community, get into fights with other swoop gangs, and cause trouble wherever they go. These are easily the most common representatives of swoop gangs, but some are quite a bit larger, with members found on multiple worlds throughout a sector. As with any group, the nature of one of these gangs has a lot to do with its leader.

Swoop Gang Leader           (CL 7)

     Threats of the Galaxy, page 98.

Medium scoundrel 7 NPC

Force: 4

Initiative: +6; Senses: Perception +8

Languages: Basic, 2 others

Defenses: Ref 23 (flat-footed 20), Fort 17, Will 16

Hit Points: 39; Damage Threshold: 17

Speed: 6 squares

Melee: unarmed +6 (1d6+1) or

Melee: vibrodagger +6 (2d4+4) or

Melee: vibrodagger +4 (3d4+4) with Rapid Strike

Ranged: heavy blaster pistol +8 (3d8+3)

Base Attack: +5; Grapple: +8

Attack Options: Fortune(s Favor, Point Blank Shot, Rapid Strike, Skirmisher, Sneak Attack +2d6

Abilities: Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 13

Talents: Fortune’s Favor, Skirmisher, Sneak Attack +2d6

Feats: Martial Arts (I), Point Blank Shot, Rapid Strike, Skill Focus (Pilot), Skill Training (Gather Information), Vehicular Combat, Weapon Proficiency (advanced melee, pistols, simple)

Skills: Deception +9, Gather Information +9, Mechanics +10, Perception +8, Persuasion +9, Pilot +16, Use Computer +10

Possessions: vibrodagger, heavy blaster pistol, modified Raptor speeder bike

Swoop Gang Member

Swoop gang members are drawn from the idle youth of a local community. Many swoop gang members have little interest in being responsible members of society and are common criminals, terrorizing locals and stealing what they need to get by. A swoop gang to these disaffected young people is like a large family, with bonds as close as those between siblings. Most woop gang members ride used and dangerous swoop bikes painted in a variety of colors and patterns, usually working in their gang’s blazon somewhere on their bikes. Many wear distinctive clothing, marking their membership in a particular group. Tattoos are also quite common.

Swoop Gang Member Encounters

Swoop gang members prefer safety in numbers and don’t stick around to fight by themselves. Swoop gangs stake out their territory and spend much of their time making their rounds and causing trouble. Most times, it’s enough for them to be seen, and they go on their way, but many swoop gangs engage in criminal acts including theft and vandalism.

     When not beating up people or destroying property, swoop gang members haunt their local hangout. Most communities that are home to swoop gangs have swoop bars that specifically cater to those who like the fast life. Here, gang members rub shoulders with their rivals, socialize with their friends, and swap lies. Fights are common, especially late in the evenings, but most times these are little more than scraps.

Swoop Gang Member           (CL 2)

     Threats of the Galaxy, page 99.

Medium nonheroic 4 / scoundrel 1 NPC

Force: 2

Initiative: +8; Senses: Perception +2

Languages: Basic

Defenses: Ref 14 (flat-footed 13), Fort 11, Will 11

Hit Points: 15; Damage Threshold: 11

Speed: 6 squares

Melee: vibrodagger +3 (2d4)

Ranged: blaster pistol +4 (3d6)

Base Attack: +3; Grapple: +4

Attack Options: Point Blank Shot, Skirmisher

Abilities: Str 11, Dex 13, Con 10, Int 10, Wis 9, Cha 10

Talents: Skirmisher

Feats: Point Blank Shot, Skill Focus (Pilot), Skill Training (Initiative), Weapon Proficiency (advanced melee, pistols, simple)

Skills: Initiative +8, Pilot +13

Possessions: vibrodagger, blaster pistol, used Nebulon-Q swoop racer