Luka Shivi

Luka Shivi, CL8
Medium Female Zeltron Scout 3/Noble3/Soldier 2
Experience: 33,640
Force 8, Dark Side 3
Init +12 (Intuitive Initiative – may reroll, keep second roll); Senses Perception +9, Zeltron Empathy*
Languages Basic, Bocce (a trade language spoken by most species), Huttese, Shyriiwook, Ryl, Zabrak.
_______________________________________

A female Zeltron similar to Luka.
A female Zeltron similar to Luka.

Defenses Ref 24 (flat-footed 20), Fort 22, Will 20
hp 88; Threshold 22
_______________________________________
Speed 6 squares
Melee unarmed +8 1d6+6
Melee shock whip +9 2d4+6, reach 2
Ranged heavy blaster rifle +9 3d10+4
Ranged heavy blaster rifle +7 4d10+4 rapid fire
Ranged grenade launcher +9 4d6+4, 4-square splash. Ammo is in clips of 4 frag and 4 ion.
Ranged heavy blaster pistol +9 3d8+4
Ranged heavy blaster pistol +7 4d8+4 rapid fire
Ranged “Bunny” HH-15 +9 6d6+4 penetrating, splash
Base Atk +6; Grp +8
Special Actions With shock whip, may Pin, Trip as per the Feats, and may attempt Disarm at a +2 bonus. Bolster Ally, Evasion, Harm’s Way, Inspire Confidence, Vehicular Combat, 
_______________________________________
Abilities Str 14, Dex 16, Con 14, Int 14, Wis 11, Cha 18
Talents Bolster Ally (as a standard action, bolster ally in line of sight +1 up condition track, and grant hit points equal to his level if he’s at half his hit points or less), Evasion (1/2 damage from area attacks, none on a miss), Harm’s Way (swift action to shield friend, take all incoming attacks until next turn), Improved Stealth (may reroll Stealth, keep second roll), Inspire Confidence (standard action to grant +1 morale bonus to attack and skill rolls), Rapid Shot
Feats AP (light), Exotic Weapon Proficiency (shock whip, 2d4 weapon, can use Pin or Trip feats. Gain +2 to attempts to disarm), Heavy Weapons, Linguist, Martial Arts I, Rapid Shot, Shake it Off (2 swift to move +1 step on condition track), Vehicular Combat, Weapon Finesse, WP (pistols, rifles, simple)
Skills Endurance +11, Initiative +12, Knowledge (Galactic Lore) +11, Perception +9, Persuasion +18 (Includes conditional racial feet), Pilot +12, Stealth +12
Possessions Shock whip (2d4 exotic melee weapon, reach 2, may use Pin, Trip Feats, gain +2 to Disarm attempts), 4 clips of grenades (8 frag, 8 ion), heavy blaster with under-slung grenade launcher, long range comm with encryption module. She also has “Bunny”, her treasured HH-15 Golan Arms projectile launcher and 12 rockets. See Master List of Threats, new weapon under Force Unleashed: Rebel Vanguard. 49,330 credits.

* As a free action, a Zeltron may make a Perception check opposed by a target’s Will Defense. If successful, the Zeltron may discover the target’s attitude toward him or her, as well as the target’s general emotional state. The target cannot detect this check.

         HEAVY         COST  DAMAGE STUN RoF WEIGHT TYPE   AVAIL
HH-15 1 (large, heavy) 2,000 6d6    No   S   12 kg  Energy Military
1 Splash weapon

The Golan Arms HH-15 projectile launcher is commonly used by Rebel Alliance vanguards. Though old and somewhat outdated, it is still dependable and potent enough to crack through enemy fortifications. The shoulder-fired rocket launcher can launch various payloads (most often an armor-piercing shell), and its rugged design is capable of operating in extreme climates and conditions. While lacking the more sophisticated targeting systems found on Imperial missile launchers, it can acquire a target lock if the operator aims before making an attack. (See “Missiles and Torpedoes,” page 174 of the Saga Edition Core Rulebook.)

Golan Arms HH-15 rocket launcher
Golan Arms HH-15 rocket launcher

The HH-15 is a splash weapon (Saga Edition Core Rulebook, page 155) with penetration 10 (ignoring the first 10 points of the primary target’s DR or SR). Unlike more common antipersonnel missile launchers, the HH-15 is optimized for anti-armor duty. Its detonation is more compact and less prone to causing collateral damage, but that also makes it less useful against concentrations of enemy infantry.

The HH-15 holds a single missile in its chamber, so it must be reloaded after being fired. Replacement missiles cost 100 credits and weigh 2 kg.

Leave a Reply

Your email address will not be published. Required fields are marked *