Blockade Runner

*Reference Book: Star Wars Saga Edition Scum and Villainy*

*Affiliations: The Fringe, The Blazing Claw*

Space battles don't necessarily end when one side manages to disable the enemy's ship. instead, one might hear the sounds of Docking Clamps and breaching charges that signal the beginning of the next stage- the boarding action. Characters experienced in boarding actions might be Blockade Runners, brave souls who pilot Space Transports through enemy lines to bring news or supplies or to get word out of a desperate situation. They might be Pirates or Privateers, two words that both refer to someone hoping to take a ship, or at least it's cargo, intact. Some do it for profit, others to bolster a political cause, but all train to disable a ship and then prepare to fight those within to secure it.

Regardless of their motives or tactics, all Blockade Runners have a few traits in common. Most importantly, they plan to see combat on the inside of a ship they want in good condition, be it their own (if they expect to be boarded) or a prize ship they want to capture and sell or use to expand a private fleet. As a result, they focus on three details: convincing others foes to surrender; using the smallest, most precise blaster they can trust to complete the job; and learning to use melee weapons for close-quarters fighting around a Hyperdrive or concussion missile magazine.

Convincing a crew that they're better off surrendering than fighting takes a bold personality. Though they might have Soldiers, Ace Pilots, and Elite Troopers working with them, the best shipjackers are flamboyant, larger-than-life figures able to make outrageous claims and threats believably. As a result, they don't work well together; even when serving a larger cause, they prefer to operate in separate units.

## Blockade Runner Statistics (CL 8)

Medium Human Scoundrel 7/Master Privateer 1

**Force Points:** 5; **Dark Side Score:** 2, Lure of Piracy

**Initiative:** +4; **Senses:** Perception +5

**Languages:** Basic

### Defenses

Reflex Defense: 22 (Flat-Footed: 20), Fortitude Defense: 19, Will Defense: 24; Combat ReflexesH, Vehicular Combat

Hit Points: 52, Damage Threshold: 19

*H- Human bonus Feat*

### Offense

**Speed:** 6 Squares

**Melee:** Vibroblade +8 (2d6+3)

**Ranged:** Blaster Pistol +8 (3d6+4)

**Base Attack Bonus:** +6, **Grapple:** +8

**Attack Options:** Cornered, Point-Blank Shot, Precise Shot, Weapon Finesse

**Special Actions:** **Cunning Strategist**, **Disruptive**, **Raider's Frenzy**

### Base Stats

**Abilities:** Strength 8, Dexterity 14, Constitution 12, Intelligence 10, Wisdom 14, Charisma 16

**Talents:** **Cunning Strategist**, **Disruptive**, **Raider's Frenzy**, **Spacehound**, **Walk the Line**

**Feats:** Combat ReflexesH, Cornered, Point-Blank Shot, Precise Shot, Skill Focus (Deception), Vehicular Combat, Weapon Finesse, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +17, Knowledge (Galactic Lore) +9H, Persuasion +12, Pilot +11, Use Computer +9

**Possessions:** Blaster Pistol, Vibroblade, Code Cylinder, Comlink (Long-Range), Tool Kit, Utility Belt, Space Transport

*H- Human bonus Feat or Trained Skill*