Well, that really comes into another question which is that I could use some help making gunfights interesting. I totally get the idea of using cover and the environment but that's really hard for me to manage when there's no maps of the areas and given the abstracted range rulings (it hurts my head a bit working out triangulations between enemies especially). If a PC says "well, I find some cover" it's hard for me to ever refuse if there's not a map, but as I understand it it only adds one setback die to attack?
For the characters:
1: Sullustan Seeker->Ataru Striker 2/5/2/1/2/2 Athletics 1 Lightsaber 1 Piloting (both) 1 Ranged Heavy 1, Jump Up, Ataru Technique, Parry 2, Reflect 1, Saber Swarm, Heavy Blaster Rifle w/Weapon Harness, Laminate Armor, Rubat/Ilum Double-bladed Lightsaber w/Curved Hilt and Triumph rolled during building for -1 Enc (is there a way to represent that in OggDude's program?). He is over Enc by 1 point because he swapped to Double Bladed Lightsaber from regular Saber without checking but we're fixing that next session. This guy ends most combats in 1 round.
2: Nautolan Guardian->Protector 5/2/2/2/1/2 Athletics 2 Cool 1 Mechanics 1 Melee 3 Resilience 1 Vigilance 1, Toughened 1, Force Protection, Center of Being, Padded Armor w/Mono-molectular edge w/Serrated edge.
3: Cerean Consular->Healer 2/1/5/2/2/2 Cool 1 Discipline 1 Lore 1 Medicine 1 Vigilance 1, Surgeon, Healing Trance, Physician, Force Heal Basic Power, Rubat/Ilum Lightsaber w/Critical Reduction mod free from self building. Outside of combat this guy is probably the sillest one of the lot - because there seem to be no untrained skill rules, Intellect 5 means he just mysteriously knows everything about everything! I think he's made every Knowledge roll so far in spite of having ranks in only 1 of the skills (and I'm not sure he knew he had that because it was down on his sheet as "Law")
4: Twilek Mystic->Makashi Duelist 1/2/2/2/2/5 Charm 3 Lightsaber 1 Perception 1 Vigilance 1, Resist Disarm, Makashi Technique, Duelist's Training, Parry 1, Ilum/Rubat Lightsaber unmodified.
5: Kel Dor Consular->Niman Disciple 1/2/2/2/5/2 Vigilance 2 Cool 1 Discipline 1 Education 1 Leadership 1 Lightsaber 1 Negotiation 1, Nobody's Fool, Niman Technique, Ilum/Rubat Lightsaber unmodified.
So far the typical combat goes:
- Everyone rolls initiative
- Char. 5 uses yyggg to win initiative and gives his slot to Char. 1 (yes, Char 5 is basically an initiative canary)
- Char. 1 autofires heavy blaster with ygggg and autofires to kill a minion group or rival/nemesis in one hit
- In a significant number of the given encounters that's all there is, but if not 2 will charge in
Use maps. Don't worry about grid squares. have a rough idea how far each range band is and go with it.