Xiii Special Bounty Encounters

XIII.XIII. Special Bounty Encounters Section Last Updated: 7/31/16

This system is based on the player character’s acquired bounties by one sector of interest (i.e. Corporate, Imperial, or Crime Lord). Most numerous for Rebels are Imperial bounties, any bounty that remains unspecified is to be placed into the Imperial category.

Bear in mind that these encounters are geared towards the capture of a single individual. The bounty encounters only occur on a planet or large public ship (such as a cruise liner), and will never occur as a space battle.

At the beginning of each Sparks seminar or interactive the two characters with the greatest bounties will be forced to roll their bounty dice pool, which is based on the amount of acquired bounties in the same area (for each area the character rolls separate dice). The scales for rolling are as follows…

Amount in Credits
For every 10,000 credits (round up to the nearest 10,000) in the character’s primary (highest) bounty, they get a die in the Bounty encounter roll. If the Character has more than one bounty, then they get half the dice (round up) for the second highest bounty added to the pool.
Ex. 1: Rockland Hawk has a Crime Lord bounty with Jabba for 15,000cr, giving him 2 dice. He also has several other bounties, the highest of which is a 10,000cr imperial bounty, giving him an extra die for a total of 3 dice to roll.
Ex. 2: Enigma has a bounty on him placed by Jabba the Hutt for 25,000cr, giving him 3 dice. He also has several other bounties, the highest of which is a 25,000cr imperial bounty, giving him an extra 2 dice for a total of 5 dice to roll.

Modifiers
Certain character actions will modify the chance of being found while visiting new Rebel safe worlds. These modifiers change the total on the die pool roll.
-2D Minor steps taken to alter their appearance Disguise Roll > 10
-2D Fake Identity Created Forgery Roll > 20
-4D Major changes to alter physical appearance Disguise Roll > 20
-6D Full body costume being used by Character Disguise Roll > 30
-1D Minor steps taken to disrupt bounty hunter pursuit (altering records, etc.) Associated Roll > 10
-2D Moderate steps taken to disrupt bounty hunter pursuit (altering records, etc.) Associated Roll > 20
-4D Major steps taken to disrupt bounty hunter pursuit (altering records, etc.) Associated Roll > 30
-6D Extreme steps taken to disrupt bounty hunter pursuit (altering records, etc.) Associated Roll > 50
*The Gamemaster may assign any of these modifiers based on the effort and associated skill results accomplished by the player and/or their companions. High skill roll alone will not determine the level of effort. A minor fix with a high roll still results in a minor modifier. The Gamemaster can adjust the modifiers appropriately as needed to balance out specific actions taken by the player and/or their companions.
No encounter if the character has full body changes and successfully completes assuming a new identity.

Likewise certain character actions can increase the likelihood of being found by the Hunters. All characters are assumed to be in a lying low state and not attempting to draw unnecessary attention to them. However, should the character stray from this realm and gather attention, the following modifiers can be applied and the GM can request a new hunter roll, even if the encounter has been avoided with a full body change and new identity.
+2D Making a visible spectacle of themselves (pulling out weapons at odd times, getting into barroom fights, pulling out distinctive weapons/items, etc…).
+4D Visibly, and in a flashy manner, using skills at heroic levels. (i.e. I can shoot that there can from a mile away)
+6D Using their name and persona to influence deals, trades, or any non-protected social or financial exchange. (What!?!? You’ve never heard of me? Why, I’m Arkansas Dave Rudebagh!)
+2D Suspected Force User
+4D Spotted Force User
+1D Per previous Bounty Encounter triggered (not in safe zone) (cumulative). This bonus die is added whether the bounty hunters survive or not. Other hunters will know that they were hunting the character and did not return.
The Rolls
Once the dice and modifiers are totaled roll ALL the dice in the pool, with one of the dice being allocated as the WILD die. Total the dice and consult the chart below to find the level of the encounter. Tier the encounter based on the sheet of the character. If an Encounter is triggered the type of Encounter for that Tier is based on the highest group of bounty types (i.e. Imperial, Independent). Also note that if going into the Bounty Encounter any of the special circumstances identify the target as a potential Force User (may not actually be a Force user) the Force Hunters will be close at hand as if the target is Known to the Hunters, and it increases the potential of triggering the associated Force Encounter.

0.14 Safe Zone
15.25 Tier One Encounter
26-30 Safe Zone
31-45 Tier Two Encounter
46-50 Safe Zone
51-70 Tier Three Encounter
71-75 Safe Zone
76-100 Tier Four Encounter
101-105 Safe Zone
106-135 Tier Five Encounter
136-140 Safe Zone
141-175 Tier Five and Four Encounter
176-180 Safe Zone
181-220 Tier Five, Four, and Three Encounter
221-225 Safe Zone
226-270 Tier Five, Four, Three, and Two Encounter
271-275 Safe Zone
276+ Tier Five, Four, Three, Two and One Encounter

During the encounter – Possible Jedi?!?
If a bounty hunter encounter takes place, and the character is Known by the Jedi Hunters due to being Sensed by the Hunters and/or are Suspected to be a Force User, or have been Spotted using the Force, they will have been informed that the character is close by and to be on standby. This means that if the player character rolls *once* over the cap using *any* Jedi abilities or lightsabers during the combat the Jedi hunters (the next Force Encounter) will show up in 3 (three) rounds.
If the player character is unknown to the Jedi Hunters, and he/she rolls *once* over the cap using *any* Jedi abilities or lightsabers during the combat they then become known. This denotes the bounty hunters or any possible witnesses informing the Jedi Hunters.

Tiering
All bounty hunters will be tiered as follows:
Character Sheet # Adjustment
1.2 No change
3.4 +1D to opponent’s primary skill.
5.6 +2D to opponent’s primary skill, +1 character point.
7.8 +2D to opponent’s primary skill and +1D to secondary skill, +2 character points.
9-10 +2D to opponent’s primary and secondary skill, +2 character points, +1 Force Point
11.12 +3D to opponent’s primary skill, +2D to secondary skill, and +1D to tertiary skill, + 3 character points, +1 Force Point.
13+ +3D to opponent’s primary skill, +3D to secondary skill, and +2D to tertiary skill. +3 character points, +2 Force Points.
Primary skill will be bolded
Secondary skill will be underlined
Tertiary skill will be in italics
Tier One (Imperial)

Imperial Bounty Hunter (One)
Dex: 3D Blaster 5D, Brawling Parry 4D+1, Dodge 4D+1
Kno: 2D Law Enforcement: Imperial 5D
Per: 2D Search 4D, Investigation 3D
Str: 2D Brawling 4D
Move: 10
Equipment: Blast Vest (+1D physical, -0D Dex) Blaster 4D, Stun Cuffs, Imperial bounty hunter ID

Tier One (Independent)

Independent Bounty Hunter (One)
Dex: 3D Blaster 5D, Dodge 4D+1, Melee Parry 4D, Melee Combat 4D
Kno: 2D Law Enforcement 4D, Streetwise 4D
Per: 2D Search 4D, Investigation 3D
Str: 2D
Move: 10
Equipment: Armor (+2D physical, +1D Energy, -1D Dex), Blaster 4D, Stun Cuffs, bounty hunter ID

Tier Two (Imperial)

Imperial Bounty Hunters (Three)
Dex: 3D Blaster 5D, Brawling Parry 5D, Dodge 5D
Kno: 2D Law Enforcement: Imperial 5D, Streetwise 3D
Mec: 2D
Per: 2D Search 4D+2, Investigation 3D, Command 3D
Str: 2D Brawling 4D
Move: 10
Equipment: Blast Vest (+1D physical, -0D Dex) Heavy Blaster Pistol 5D, Blaster Rifle 5D, Stun Cuffs, Imperial bounty hunter ID

Tier Two (Independent)

Independent Bounty Hunters (Two)
Dex: 3D Blaster 5D+2, Dodge 5D+2, Melee Parry 5D, Melee Combat 5D+2, Grenade 4D
Kno: 2D Law Enforcement 4D, Streetwise 4D+1, Intimidation 3D
Mec: 2D Jet Pack Operation 3D
Per: 2D Search 4D+1, Investigation 4D, Hide 3D+2, Sneak 3D+2
Str: 3D
Tec: 2D First Aid 3D
Move: 10
Equipment: Armor (+2D physical, +1D Energy, -1D Dex), Heavy Blaster Pistol 5D, Blaster Rifle 5D, Stun Grenade 5D, Vibroblade (Str+3D), Stun Cuffs, bounty hunter ID

Tier Three (Imperial)

Imperial Bounty Hunters (Four)
Dex: 3D Blaster 6D, Brawling Parry 6D, Dodge 6D, Grenade 4D
Kno: 2D Law Enforcement: Imperial 6D, Streetwise 4D, Intimidation 3D
Mec: 2D
Per: 2D Search 5D+2, Investigation 4D, Command 4D
Str: 3D Brawling 6D
Tec: 2D First Aid 3D+2
Move: 10
*Equipment: Armor (+2D physical, +1D energy, -1D Dex) Heavy Blaster Pistol 5D, Blaster Rifle 5D, Stun Grenade 5D, Medpac, Stun Cuffs, Imperial bounty hunter ID

Tier Three (Independent)

Independent Bounty Hunters (Three)
Dex: 3D Blaster 6D+2, Dodge 5D+2, Melee Parry 6D+2, Melee Combat 6D+2,
Grenade 5D+2
Kno: 2D Law Enforcement 5D, Streetwise 5D+1, Intimidation 4D
Mec: 3D Jet Pack Operation 6D+1
Per: 2D Search 5D+2, Investigation 4D+1, Hide 4D, Sneak 4D
Str: 3D Stamina 3D+2
Tec: 2D First Aid 3D+2
Move: 10
Character Points: 1
*Equipment: Modified Armor (+2D physical, +1D Energy, -1D Dex), Modified Heavy Blaster Pistol 6D, Modified Blaster Rifle 5D+2, Stun Grenade 5D, Vibroblade (Str+3D), Jet Pack (10 rounds of fuel), Medpac, Stun Cuffs, bounty hunter ID
*NOTES:
Armor Familiarity: These Bounty Hunters do not suffer the -1D Dex penalty when wearing their armor due to prolonged use and training in it.

Tier Four (Imperial)

Imperial Bounty Hunters (Six)
Dex: 3D Blaster 7D, Brawling Parry 8D, Dodge 8D, Grenade 6D
Kno: 2D Law Enforcement: Imperial 7D, Streetwise 5D, Intimidation 4D, Interrogation 4D
Mec: 2D
Per: 2D Search 6D+1, Investigation 5D, Command 5D
Str: 3D Brawling 8D
Tec: 2D First Aid 4D+1
Move: 10
Character Points: 3

  • Equipment: Armor (+2D physical, +1D energy, -1D Dex) Heavy Blaster Pistol 5D, Modified Blaster Rifle 6D, 2 Stun Grenades 5D, Medpac, Stun Cuffs, Imperial bounty hunter ID
  • NOTES:

Armor Familiarity: These Bounty Hunters do not suffer the -1D Dex penalty when wearing their armor due to prolonged use and training in it.
Reinforced Armor: When Brawling in their armor they get +2D to damage.

Tier Four (Independent)

Independent Bounty Hunters (Four)
Dex: 3D Blaster 8D, Dodge 6D, Melee Parry 8D, Melee Combat 7D, Melee Combat: Armor Weapons 8D+2, Grenade 6D+2,
Kno: 2D Law Enforcement 6D, Streetwise 7D+1, Intimidation 5D, Interrogation 4D
Mec: 3D Jet Pack Operation 8D+1, Power Armor 5D
Per: 2D Search 6D+2, Investigation 5D+2, Hide 6D, Sneak 6D, Command 3D+2
Str: 3D Stamina 5D+2
Tec: 2D First Aid 4D+2
Move: 10
Character Points: 3

  • Equipment: Modified Heavy Blaster Pistol 6D+2, Modified Blaster Rifle 6D+2, 2 Stun Grenades 5D, 2 Smoke Grenades, Vibroblade (Str+3D), Jet Pack (10 rounds of fuel), Medpac, Stun Cuffs, bounty hunter ID
  • Modified Armor (+2D physical, +1D Energy, -1D Dex)

Built-in Vibroblades (Str+3D), cannot be disarmed.
Thermographic and Ultraviolet optional visions built into Helmet visor (ignore smoke restrictions).

  • NOTES:

Armor Familiarity: These Bounty Hunters do not suffer the -1D Dex penalty when wearing their armor due to prolonged use and training in it.

Tier Five (Imperial)

Imperial Bounty Hunters (Six)
Dex: 3D Blaster 8D+2, Brawling Parry 9D, Dodge 9D, Grenade 7D
Kno: 2D Law Enforcement: Imperial 7D, Streetwise 5D, Intimidation 5D, Interrogation 5D
Mec: 2D Scanners 5D
Per: 3D Search 7D+2, Investigation 7D, Command 6D+2
Str: 3D Brawling 9D
Tec: 2D First Aid 4D+1
Move: 11
Character Points: 5

  • Equipment: Armor (+2D physical, +1D energy, -1D Dex) Modified DeckSweeper 7D (stun), Modified Blaster Rifle 6D+2, 2 Stun Grenades 5D, Smoke Grenades, Medpac, Stun Cuffs, Imperial bounty hunter ID
  • NOTES:

Armor Familiarity: These Bounty Hunters do not suffer the -1D Dex penalty when wearing their armor due to prolonged use and training in it.
Reinforced Armor: When Brawling in their armor they get +2D to damage, in addition add 10 to the difficulty to use Instant Stun, Silent Strike, Stunning Fury, Joint Strike, and similar attacks targeting weak points.
Scanners: +10 to search for weaponry, and +5 to Hit targets moving over 10m per round
Thermographic and Ultraviolet optional visions built into Helmet visor (ignore smoke restrictions).

Dark Side Adept Hunter (with Imperial hunters listed above)
Dex: 3D Blaster 6D, Dodge 8D, Lightsaber 8D
Kno: 2D Streetwise 6D, Intimidation 6D, Alien Species 4D
Mec: 2D
Per: 3D Investigation 7D, Hide 8D, Sneak 8D
Str: 3D Climb/Jump 6D
Tec: 2D Lightsaber Repair 5D
Control: 5D
Sense: 5D
Alter: 5D
Move: 11
Character Points: 5
Force Points: 4
Dark Side Points: 4

  • Equipment: Lightsaber 5D, Blaster Pistol 5D, Blast Vest (+1D Physical, +1 Energy)
  • Force Powers: Lightsaber Combat, Combat Sense, Life Sense, Life Detection, Telekinesis, Resist Stun, Bolt of Hatred, Rage

Tier Five (Independent)

Independent Bounty Hunters (Five)
Dex: 3D Blaster 10D, Dodge 7D, Melee Parry 9D, Melee Combat 8D, Melee Combat: Armor Weapons 10D, Grenade 7D+2,
Kno: 2D Law Enforcement 7D, Streetwise 8D+2, Intimidation 7D, Interrogation 5D
Mec: 3D Jet Pack Operation 10D+1, Power Armor 6D
Per: 3D Search 7D+2, Investigation 7D, Hide 7D+2, Sneak 7D+2, Command 5D+2
Str: 4D Stamina 6D+2, Climb/Jump 6D
Tec: 2D First Aid 5D+2, Demolitions 5D
Move: 11
Character Points: 6
Force Points: 1

  • Equipment: Modified Heavy Blaster Pistol 6D+2, 2 Stun Grenades 5D, 2 Smoke Grenades, Vibroblade (Str+3D), Jet Pack (12 rounds of fuel), Medpac, Thermal Detonator (10D), Stun Cuffs, bounty hunter ID
  • Modified Armor (+2D physical, +1D Energy, -1D Dex)

Built-in Vibroblades (Str+3D), cannot be disarmed.
Thermographic and Ultraviolet optional visions built into Helmet visor (ignore smoke restrictions).
Insulated/Reinforced Armor: Add 10 to the difficulty to use Instant Stun, Silent Strike, Stunning Fury, Joint Strike, and similar attacks targeting weak points.
STR augmentation +1D to STR for damage and related skills

  • Modified Blaster Rifle with scope (6D+2 damage) (Rate of Fire 2 per round)

If 1rd of aiming is performed the bounty hunter gets the following bonuses on all their shots for the round (only):
+1D to hit
+1D damage
Reduce range by 1 range increment

  • NOTES:

Armor Familiarity: These Bounty Hunters do not suffer the -1D Dex penalty when wearing their armor due to prolonged use and training in it.

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