HoloNet Uplink – Jedi Hunters

Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.

I recently posted on d20radio’s Facebook group that my Force and Destiny Sith game had reached 600 XP. The campaign is going amazingly and the system is doing an excellent job at running at this XP level. The biggest issue is my PCs can burn through threats pretty easily, which means I’ve usually got to put together something a bit more potent to challenge them.

While I’m running an Star Wars: The Old Republic era game, I know most of you readers are playing in the standard Galactic Civil War era. So instead of dropping one of my threats in an article (although I did offer Battlelord Kreshan from Hammer Station in a previous article) here is something special I’ve whipped up for today. I hope you enjoy sending Morgan and Cinder after your PCs once they demonstrate themselves as worthy prey.

Morgan Artumar, Jedi Hunter [Nemesis]

For as long as the Order have existed there have been beings dedicated to perfecting the skills needed to eliminate Jedi. For some, seeking out and killing Jedi is a traditional role of a culture’s warrior caste. Others may be motivated by revenge. Morgan Artumar hunts Jedi because in his mind they are the most dangerous game in the galaxy. Born on Onderon, Artumar served as a local guide for Separatist forces occupying his world. Once the it was clear the Separatists would be forced off the planet he left with the droid army rather than face imprisonment in Iziz’s dungeons for his treason. Knowing well that it was the Jedi Order’s assistance that turned the tide in the battle for Onderon, Artumar became obsessed with learning the tactics and weaknesses of the Jedi.

Throughout the Clone Wars, Artumar rose in prominence within the Separatists, coordinating and even personally conducting successful anti-Jedi operations behind enemy lines. He developed tactics to strike Jedi quickly and at extreme range, mitigating their superior defenses and perception. Even if the Jedi deflected his shots, his quickly shifting points of aim could unbalance all but the most skilled saberist. He selected specialized slugthrowers and sonic pistols to prevent lightsaber reflection, and requisitioned droids to be fitted with area weapons such as flamethrowers in case of close encounters. Artumar’s kill count rose alongside his reputation within the Confederacy of Independent Systems. He escaped prosecution at the end of the Clone Wars, quietly slipping into the Outer Rim. With the declaration of a New Order and a bounty on Jedi survivors, Artumar once again raises his rifle in the most dangerous hunt.

Br 2, Ag 5, Int 4, Cun 2, WP 3, Pres 2

Soak 3, W. Threshold 18, S. Threshold 18, M/R Def 1/1

Skills: Cool 3, Deception 2, Discipline 2, Knowledge (Lore) 1, Mechanics 2, Melee 2, Perception 2, Ranged (Light) 2, Ranged (Heavy) 3, Stealth 3, Survival 2, Vigilance 2

Talents: Anatomy Lessons (after a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack), Adversary 3 (upgrade the difficulty of combat checks targeting this character a number of times equal to ranks in Adversary), Quick Strike 2 (add a Boost die per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter),  True Aim 2 (once per round, before making a ranged attack may perform a True Aim maneuver, character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim)

Abilities: Multiple Combat Turns (one additional turn at the end of the round) if 4 or more PCs, Play Pazaak (Upgrade difficulty of all attempts to influence the Jedi Hunter’s mind using the Force twice), Unbalancing Aim (characters who use the Reflect talent against the Jedi Hunter’s attacks must suffer 2 additional strain)

Equipment: Model 38 sharpshooter’s rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Extreme]; Accurate 2, Pierce 3), heavy sonic pistol with under-barrel grapnel launcher (Ranged [Light]; Damage 7; Critical 4; Range [Medium]; Stun setting, Special Rule: may not be redirected using Improved Reflect, Grapnel: see pg. 56 of Special Modifications for grapnel rules), load bearing equipment, armored clothing (+1 soak, +1 defense)

 CN-DR, Jedi Hunter’s Droid [Rival]

A mashup of scrap parts from Separatist salvage yards, this droid’s junky appearance hides a deadly and cruel machine. CN-DR, or “Cinder,” is a conglomeration of parts from at least a Super Tactical Droid, MagnaGuard, and a BX-series commando droid. Hidden beneath this mechanical chimera of components are high-output servomotors and a phrik armor lattice which turns the droid into a powerful combatant. While Cinder’s master engages Jedi from the further range possible, this droid is meant to fight up close. The elegance of a lightsaber has little to offer in response to a flame projector. Artumar employs his droid differently depending on the psychology of his traget. Against Jedi on the run, Cinder lies in wait to pin the fugitive with electronets or suppressible flame bursts. Artumar keeps his droid closer at hand against more aggressive Jedi, relying on the phrik-armored bulk Cinder presents as his shield. As expensive and time consuming it was for Artumar to construct Cinder, his years of working with the Separatists has hardened the Jedi Hunter against affection for droids. As such, Artumar will readily sacrifice Cinder for his own safety.

Br 4, Ag 4, Int 2, Cun 2, WP 1, Pres 1

Soak 7 (cortosis), W. Threshold 20, M/R Def 1/1

Skills:  Melee 3, Perception 3, Ranged (Heavy) 3, Vigilance 3

Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this character a number of times equal to ranks in Adversary), Body Guard (once per round may perform the Body Guard maneuver to protect one ally he is engaged with, suffer wounds no greater than ranks in Body Guard – until the start of the character’s next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to wounds suffered), Quick Draw (once per round on its turn, may draw or holster an easily accessible item as an incidental, not a maneuver or reduce amount of time it takes to draw or stow an item that requires more than one maneuver to properly prepare or stow by one maneuver)

Abilities: None.

Equipment: Flame projector (Ranged [Heavy]; Damage 8; Critical 2; Range [Short]; Burn 3, Blast 8), two electronets (Melee; Damage 6; Critical 6; Range [Engaged]; Ensnare 5; Knockdown, Limited Ammo 1, Stun Damage), combat plating (+2 soak, +1 defense, cortosis),

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Christopher Hunt

Staff Writer at d20 Radio
Christopher Hunt is a long-time gamer and has recently broke into the world of RPG freelancing. Chris’ unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games’ Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. Always the gamer, his thesis, which explores conflict short of war by uniting current threats to historical events, was inspired by a historical board game.

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