Home
Era Notes
Planets
Characters
Species, Feats and Prestige Classes
Force Powers
Equipment
Vehicles

[Note: content on this page is incomplete and untested.]

Allies and Opponents

Gang Enforcer
Wherever there are laws to be broken, petty criminals band together for mutual protection. In urban worlds like Coruscant and Taris, gangs lurk in the lowest levels of vast cities. Whether the gang members favor robbery, extortion or protection rackets, they are generally willing to break any law for the sake of a few credits.

While most gang members are simple thugs, a few are stronger, faster and meaner. These gang enforcers report directly to local crime bosses as bodyguards, sentries and assassins. Gang enforcers are arrogant and brash warriors with ambitions that often outpace their abilities.

Gang enforces can be of any species, but many crime bosses favor Green Nikto for their skills as hunters. Their keen senses, adapted to forest life in the harsh world of Kintan, help them detect intruders and track down debtors or informants. Most importantly, their natural strength ensures that they can handle the brawls and firefights that are all in a day's work for a gang enforcer.

Gang Enforcer: Kadas'sa'Nikto Soldier 2/Scoundrel 1; Init +2 (+2 Dex); Defense +17 (+3 class, +2 Dex); Spd 10 m; VP/WP 25/13; Atk+4 ranged (3d6/20 or DC 15 stun, Blaster pistol, range 10 m) or +5 melee (2d6+3/20, Vibroblade); SQ Scent, Illicit barter; SV Fort +4, Ref +4, Will +1; SZ M; DSP 2; Rep 1; Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 8, Challenge Code B.
Equipment: Light Battle Armor (DR 3, Max Dex +3).
Skills: Climb +3 (+5 when climbing trees), Demolitions +4, Hide +3, Intimidate +3, Listen +5, Move Silently +3, Pilot +6, Spot +3, Survival (forest) +3, Treat Injury +5.
Feats: Armor Proficiency (light), Combat Reflexes, Point Blank Shot, Two-Weapon-Fighting, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).

 

Gamorrean Raider
[Text coming soon]

Gamorrean Raider: Male Gamorrean Soldier 4; Init ±0 (±0 Dex); Defense +14 (+4 class, ±0 Dex); Spd 8 m; VP/WP 34/15; Atk +8 melee (1d12+5/19-20, Great Cleave) or +7 melee (1d3+3, Unarmed); SV Fort +8, Ref +1, Will +1; SZ M; DSP 2; Rep 1; Str 16, Dex 10, Con 15, Int 9, Wis 10, Cha 10, Challenge Code C.
Equipment: Arg'garok (Gamorrean axe), Battle armor (DR 5).
Skills: Intimidate +5, Listen +1, Spot +2, Survival +3, Treat Injury +4.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Cleave, Exotic Weapon Proficiency (Arg'garok), Great Cleave, Improved Bantha Rush, Power Attack, Weapon Focus (Arg'garok), Weapon Group Proficiency (primitive weapons), Weapon Group Proficiency (simple weapons).

Mandalorian Warrior
Though the Mandalorians failed in their audacious bid to overthrow the Republic during the Mandalorian War, remnants of their forces remain scattered across the galaxy. Their distinctive armor still inspires dread in those who remember the destruction that entire armies of Mandalorians wrought during their wars of conquest. While there are no known groups of Mandalorians large enough to seriously threaten the Republic, individual warriors are still among the galaxy’s best soldiers.

The Mandalorian culture emphasizes triumph in battle above all other virtues. As such, even the most isolated Mandalorians seek professions that will give them the chance to prove their martial skills. They find work as mercenaries, death-match gladiators and bounty hunters. Many remaining Mandalorians have a measure of respect for the Republic and Jedi who bested their race. Others resent their own failure during the Mandalorian wars and spend their lives mounting desperate raids against Republic outposts on isolated worlds. When choosing sides in the ongoing battle between the Republic and the Sith, Mandalorians are most likely to side with whoever seems stronger. A select few, however, will choose the side that seems to provide the greatest challenge.

Low-Level Mandalorian Warrior: Human Soldier 6; Init +1 (+1 Dex); Defense +16 (+5 class, +1 Dex); Spd 6 m; VP/WP 60/16; Atk+7/+2 ranged (3d8/19-20 or DC 18 stun, Blaster rifle, range 30 m) or +1/+1/+1/-4 ranged (3d8/19-20, Blaster rifle with Multifire and Rapid Shot, range 30 m) or +8/+3 melee (2d6+2/20, Vibroblade); SV Fort +8, Ref +3, Will +3; SZ M; DSP 2; Rep 2; Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 10, Challenge Code C.
Equipment: Mandalorian battle armor (DR 5), Datapad and datacards, Field Kit, Medpacs, Utility Belt, 3 frag grenades, 3 stun grenades.
Skills: Demolitions +6, Intimidate +6, Knowledge (tactics) +5, Listen +4, Pilot +6, Profession (mercenary) +6, Spot +4, Treat Injury +7.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Combat Reflexes, Dodge, Flurry, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).

High-Level Mandalorian Warrior: Human Soldier 6/Elite Trooper 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense +19 (+7 class, +2 Dex); Spd 6 m; VP/WP 85/16; Atk+7/+7/+2 ranged (4d8/19-20, Blaster, hvy. repeat, range 30 m) or +3/+3/+3/+3/-2 ranged (4d8/19-20, Blaster, hvy. repeat with Autofire and Rapid Shot, range 30 m) or +11/+6 melee (2d6+2/20, Vibroblade); SQ Uncanny dodge (Dex bonus to Defense); SV Fort +11, Ref +6, Will +5; SZ M; DSP 2; Rep 3; Str 14, Dex 14, Con 16, Int 10, Wis 12, Cha 10, Challenge Code D.
Equipment: Mandalorian battle armor (DR 5).
Skills: Demolitions +10, Intimidate +9, Knowledge (tactics) +8, Listen +9, Pilot +10, Profession (mercenary) +6, Spot +10, Treat Injury +7.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Combat Reflexes, Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vehicle weapons), Weapon Group Proficiency (vibro weapons).

Republic Trooper
Republic Troopers are the galaxy’s peacekeepers, a fighting force of all-purpose soldiers tasked with the expansion and defense of Republic territories. Though their ranks were severely depleted during the Mandalorian Wars, they remain ubiquitous in the Core and relatively common throughout the known galaxy.

Republic Troopers sometimes serve specialized roles as pilots or infantry, but the prevailing philosophy in the Republic military is to train well-rounded generalists. Even gunners and tacticians assigned to capital ships are instructed in personal combat. Unfortunately for the Republic, this preparation has not been enough to defend against the superior combat skills of the Sith forces.

The descriptions below represent standard Republic Troopers at different levels of experience. High-Level Republic Troopers are not necessarily higher-ranking, but are combat veterans with a knack for survival. While the Republic welcomes alien enlistees, humans are still the most common species in the military.

Low-Level Republic Trooper: Human Thug 3; Init (Dex) +2; Defense 13 (+1 class, +2 Dex); DR 2; Spd 10 m; VP/WP 0/10; Atk +4 melee (2d6+1, vibroblade) or +5 ranged (3d6/20, blaster pistol);SV Fort +3, Ref +3, Will +1; FP 0; DSP 0; Rep +0; Str 12, Dex 14, Con 10, Int 10, Wis 10, Cha 10. Challenge Code A. 
Equipment: Blast helmet and vest, blaster pistol, vibroblade, 2 frag grenades, comlink, utility belt. 
Skills: Knowledge (tactics) +2, Pilot +4, Profession (military) +2, Spot +1, Treat Injury +2. 
Feats: Armor Proficiency (light), Point Blank Shot, Skill Emphasis (Pilot), Weapon Group Proficiencies (blaster pistols, simple weapons, vibro weapons). 

Mid-Level Republic Trooper: Human Thug 6; Init (Dex) +2; Defense 14 (+2 class, +2 Dex); DR 2; Spd 10 m; VP/WP 0/11; Atk +7/+2 melee (2d6+1, vibroblade) or +8/+3 ranged (3d6/20, blaster pistol);SV Fort +5, Ref +4, Will +2; FP 0; DSP 0; Rep +0; Str 12, Dex 14, Con 11, Int 10, Wis 10, Cha 10. Challenge Code B. 
Equipment: Blast helmet and vest, blaster pistol, vibroblade, 4 frag grenades, comlink, utility belt. 
Skills: Intimidate +1, Knowledge (tactics) +4, Pilot +5, Profession (military) +3, Spot +1, Treat Injury +2. 
Feats: Armor Proficiency (light), Point Blank Shot, Precise Shot, Skill Emphasis (Pilot), Weapon Group Proficiencies (blaster pistols, simple weapons, vibro weapons).

High-Level Republic Trooper: Human Thug 9; Init (Dex) +2; Defense 14 (+2 class, +2 Dex); DR 2; Spd 10 m; VP/WP 0/15; Atk +10/+4 melee (2d6+1, vibroblade) or +11/+5 ranged (3d8/19-20, blaster rifle);SV Fort +7, Ref +5, Will +3; FP 0; DSP 0; Rep +0; Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 10. Challenge Code C. 
Equipment: Blast helmet and vest, blaster rifle, vibroblade, 4 frag grenades, 2 stun grenades, comlink, utility belt.
Skills: Intimidate +2, Knowledge (tactics) +4, Pilot +5, Profession (military) +4, Spot +2, Treat Injury +3.
Feats: Armor Proficiency (light), Point Blank Shot, Skill Emphasis (Pilot), Toughness, Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons, vibro weapons).

 

Sith Trooper
Sith Troopers are the rank-and-file soldiers of the Sith army. While most Sith Troopers are defected Republic soldiers, their desertion was not do to outright cowardice. They cherish power and do not wish to be on the losing side of this galactic conflict. The Sith army requires strong, ruthless warriors who unquestioningly obey orders from their Force-wielding superiors.

Most Sith Troopers began their careers as traitors, but their dark masters have instilled a sense of loyalty and obedience in them. Sith troopers gain +5 to any check or saving throw to resist bribery, blackmail or seduction that would countermand their orders.  If Sith Troopers receive conflicting orders from their superiors, they will always obey the most powerful Force-user commanding them.

Sith troopers are encouraged to forsake their personalities and identities. Their enemies and victims see them as inhuman servants of the Sith collective, a repucation that their faceless armor does little to discourage.

Low-Level Sith Trooper: Human Thug 4; Init +1 (Dex); Defense 12 (+1 class, +1 Dex); DR 4; Spd 8 m; VP/WP 0/11; Atk +5 melee (2d6+1, vibroblade) or +5 ranged (3d6/20, blaster pistol); SQ Immunities (see above); SV Fort +4, Ref +2, Will +1; FP 0; DSP 2; Rep +1; Str 13, Dex 12, Con 11, Int 10, Wis 10, Cha 9. Challenge Code B.
Equipment: Sith Trooper armor, blaster pistol, vibroblade, 2 frag grenades, utility belt.
Skills: Climb -2, Intimidate +2, Jump -2, Knowledge (Sith lore) +2, Profession (Sith Trooper) +2, Search +1, Spot +1.
Feats: Armor Proficiencies (light, medium), Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons, vibro weapons).

Mid-Level Sith Trooper: Human Thug 8; Init +1 (Dex); Defense 13 (+2 class, +1 Dex); DR 4; Spd 8 m; VP/WP 0/14; Atk +11/+6 melee (2d6, vibroblade) or +9/+4 ranged (3d8/19-20, blaster rifle); SQ Immunities (see above); SV Fort +6, Ref +3, Will +2; FP 0; DSP 3; Rep +2; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 9. Challenge Code C.
Equipment: Sith Trooper armor, blaster rifle, 3 frag grenades, utility belt.
Skills: Climb +0, Intimidate +2, Jump +0, Knowledge (Sith lore) +2, Profession (Sith Trooper) +3, Search +2, Spot +2.
Feats: Armor Proficiencies (light, medium), Toughness, Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons, vibro weapons).

High-Level Sith Trooper: Human Thug 12; Init +1 (Dex); Defense 15 (+4 class, +1 Dex); DR 4; Spd 8 m; VP/WP 0/15; Atk +14/+9/+4 melee (3d6+2, double-bladed vibrostaff*) or +13/+8/+3 ranged (3d8/19-20, blaster rifle); SQ Immunities (see above); SV Fort +9, Ref +5, Will +4; FP 0; DSP 4; Rep +3; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 9. Challenge Code D.
Equipment: Sith Trooper armor, blaster rifle, double-bladed vibrostaff, 4 frag grenades, 2 stun grenades,  utility belt, medpac.
Skills: Climb +2, Intimidate +3, Jump +1, Knowledge (Sith lore) +3, Profession (Sith Trooper) +4, Search +3, Spot +2.
Feats: Armor Proficiencies (light, medium), Toughness, Two-Weapon Fighting, Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
*As a full attack, this weapon grants one extra attack per round that deals 3d6+2 damage. The Sith Trooper takes a -6 penalty on the extra attack and a -2 penalty on all other attacks.


back to top