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[Note: content on this page is incomplete and untested.] Allies and Opponents
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. |
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Gamorrean Raider 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. Mandalorian Warrior 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. 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. Republic Trooper 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. |
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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. 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. 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. |
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