(Created page with "{{DISPLAYTITLE:Imperial Archetypes}} {{npcmenu}} <div id="" style="padding-top: 1.5em"> <h3 class="headline"></h3> thumb|300px <p class="single">Admired, respected, and feared, the officers of the Imperial Army and Imperial Navy are drawn from pretigious families with long histories of military service. Few are promoted up from lower ranks. Most are inducted straight into officer training academies, instructed in doctorin, le...") |
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<div id="" | <div id="atat" class="arch"> | ||
<h3 class="headline"></h3> | <h3 class="headline arch">AT-AT Pilot</h3> | ||
[[ | <p class="single nomargin">AT-AT pilots are among the best vehicle pilots the Empire has to offer. Although certain units, such as the famed Blizzard Force, feature elite pilots, the regular AT-AT pilot is formidable in his own right. They wear armored flight suits very similar to those of Imperial fighter pilots.</p> | ||
<p class="single">Admired, respected, and feared, the officers of the Imperial Army and Imperial Navy are drawn from pretigious families with long histories of military service. Few are promoted up from lower ranks. Most are inducted straight into officer training academies, instructed in doctorin, leadership, and tactics, and then awarded commissions. There, if they distinguish themselves, they finally get a chance to rise through the upper echelons—but rarely do they find occasion to dirty thier hands.</p | {{NPC | ||
|name=AT-AT Pilot | |||
|challenge=2 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 6 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=171 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|dsp=1 | |||
|init=+9 | |||
|perception=+9 | |||
|languages=Basic | |||
|ref=20 | |||
|flatfoot=19 | |||
|fort=13 | |||
|will=10 | |||
|hp=15 | |||
|threshold=13 | |||
|speed=4 squares | |||
|melee1=unarmed +4 (1d3) | |||
|ranged1=blaster pistol +5 (3d6) | |||
|ranged2=by weapon +5 | |||
|bab=4 | |||
|grapple=+5 | |||
|str=10 | |||
|dex=12 | |||
|con=10 | |||
|int=11 | |||
|wis=10 | |||
|cha=10 | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium, heavy), [[Skill Training (feat)|Skill Training]] (Initiative), [[Weapon Proficiency (feat)|Weapon Proficiency]] (heavv, pistols, simple) | |||
|skills=[[Initiative]] +9, [[Mechanics]] +8, [[Pilot]] +9 | |||
|possessions=armored flight suit (+9 armor, +3 equipment), [[comlink]], blaster pistol | |||
}}</div> | |||
<div id="atst" class="arch"> | |||
<h3 class="headline arch">AT-ST Pilot</h3> | |||
<p class="single nomargin">AT-ST pilots are normally Imperial Army pilots trained specifically to handle the light and agile walker in a variety of terrain and circumstances. Given that the AT-STs operate everywhere from the wide open plains to the congested forests of Kashyyyk, it takes specialized training to be effective in all conditions. Due to the confines of their cramped cockpits, AT-ST pilots must forgo most armor other than their helmets.</p> | |||
{{NPC | |||
|name=AT-ST Pilot | |||
|challenge=2 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 6 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=172 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|dsp=1 | |||
|init=+9 | |||
|perception=+8 | |||
|languages=Basic | |||
|ref=13 | |||
|flatfoot=12 | |||
|fort=10 | |||
|will=10 | |||
|hp=15 | |||
|threshold=10 | |||
|speed=6 squares | |||
|melee1=unarmed +4 (1d3) | |||
|ranged1=blaster pistol +5 (3d6) | |||
|ranged2=by weapon +5 | |||
|bab=4 | |||
|grapple=+5 | |||
|attackoptions=Point Blank Shot | |||
|str=10 | |||
|dex=12 | |||
|con=10 | |||
|int=11 | |||
|wis=10 | |||
|cha=10 | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light), [[Point Blank Shot (feat)|Point Blank Shot]], [[Skill Training (feat)|Skill Training]] (Initiative), [[Skill Training (feat)|Skill Training]] (Perception), [[Weapon Proficiency (feat)|Weapon Proficiency]] (heavy, pistols, simple) | |||
|skills=[[Initiative]] +9, [[Mechanics]] +8, [[Perception]] +8, [[Pilot]] +9 | |||
|possessions=blast vest and helmet (+2 armor). [[comlink]], blaster pistol | |||
}}</div> | |||
<div id="hand" class="arch"> | |||
<h3 class="headline arch">Emperor’s Hand</h3> | |||
<p class="single nomargin">Every Emperor’s Hand is a highly specialized individual, selected by the Emperor for ability with the Force and loyalty to Palpatine. Very few Imperial officers or officials dare refuse to help when an Emperor’s Hand appears in their midst. Many don’t believe they exist, un til confronted with an authorization code that demands any and all aid, as if the Emperor himself is requesting it. And in many ways, he is. Each Emperor's Hand believes that he or she is the only one, a belief bestowed by the Emperor and encouraged by Darth Vader and the rest of Palpatine's inner circle. Although no “standard” Emperor’s Hand exists, many of the individuals share similar basic abilities. Below is a prototypical Emperor’s Hand, ready to be adapted for the Gamemaster's campaign.</p> | |||
{{NPC | |||
|name=Emperor’s Hand | |||
|challenge=1 | |||
|npclevel=[[scout (heroic class)|scout]] 5 / [[scoundrel (heroic class)|scoundrel]] 5 / [[Force_Adept_(prestige_class)|Force adept]] 5 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=182 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=6 | |||
|dsp=12 | |||
|init=+15 | |||
|perception=+13 | |||
|languages=Basic | |||
|ref=32 | |||
|flatfoot=28 | |||
|fort=19 | |||
|will=22 | |||
|defenses=Dodge, Mobility | |||
|hp=112 | |||
|threshold=19 | |||
|speed=6 squares | |||
|melee1=lightsaber +12 (2d8+8) | |||
|melee2=lightsaber +7 (2d8+8) | |||
|melee2a=lightsaber +7 (2d8+8) with Double Attack | |||
|ranged1=heavy blaster pistol +12 (3d8+7) | |||
|bab=9 | |||
|grapple=+12 | |||
|attackoptions=Double Attack (lightsabers), Point Blank Shot, Running Attack, Skirmisher | |||
|specialactions=Force Focus, Shake It Off, Telekinetic Savant | |||
|powers=[[Force_Disarm_(force_power)|''Force disarm'']], [[Force_Thrust_(force_power)|''Force thrust'']], [[Move_Object_(force_power)|''''move object'']], [[Surge_(force_power)|''surge'']] | |||
|utf=15 | |||
|techniques=[[Force_Techniques#recovery|Force Point Recovery]], [[Force_Techniques#impmovelight|Improved Move Light Object]] | |||
|str=12 | |||
|dex=16 | |||
|con=14 | |||
|int=12 | |||
|wis=12 | |||
|cha=16 | |||
|talents=[[Control_(talent_tree)#focus|Force Focus]], [[Control_(talent_tree)#recovery|Force Recovery]], [[Force_Item_(talent_tree)#talisman|Force Talisman]], [[Force_Item_(talent_tree)#imptalisman|Greater Force Talisman]], [[Dark_Side_(talent_tree)#power|Power of the Dark Side]], [[Misfortune_(talent_tree)#skirmisher|Skirmisher]], [[Survivor_(talent_tree)#surefooted|Surefooted]], [[Dark_Side_(talent_tree)#swift|Swift Power]], [[Alter_(talent_tree)#telesavant|Telekinetic Savant]] | |||
|feats=[[Dodge (feat)|Dodge]], [[Double Attack (feat)|Double Attack]] (lightsabers), [[Force Sensitivity (feat)|Force Sensitivity]], [[Force Training (feat)|Force Training]] (2), [[Martial Arts (feat)|Martial Arts]] (I)<sup>H</sup>, [[Mobility (feat)|Mobility]], [[Point Blank Shot (feat)|Point Blank Shot]], [[Running Attack (feat)|Running Attack]], [[Shake It Off (feat)|Shake It Off]], [[Vehicular Combat (feat)|Vehicular Combat]], [[Weapon Finesse (feat)|Weapon Finesse]] (lightsaber), [[Weapon Proficiency (feat)|Weapon Proficiency]] (lightsabers, pistols, rifles, simple) | |||
|skills=[[Initiative]] +15, [[Knowledge#galacticlore|Knowledge [galactic lore]]] +13, [[Mechanics]] +13<sup>H</sup>, [[Perception]] +13, [[Pilot]] +15, [[Stealth]] +15, [[Use the Force]] +15 | |||
|possessions=lightsaber, [[comlink]] (encrypted, holo capability), credit chip, heavy blaster pistol, Greater Force Talisman (+1 all defenses) | |||
|asterixnote='''H''' ''Human bonus feat or trained skill'' | |||
}}</div> | |||
<div id="army" class="arch"> | |||
<h3 class="headline arch">Imperial Army Trooper</h3> | |||
<p class="single nomargin">Imperial Army troopers can be found stationed at garrisons and bases throughout the Empire. They are recruited from all Imperial systems, especially the Core Worlds. Their training focuses on ground-based combat. They often operate in conjunction with stormtroopers and other military units on the battlefield.</p> | |||
{{NPC | |||
|name=Imperial Army Trooper | |||
|challenge=1 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 3 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=173 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|dsp=1 | |||
|init=+7 | |||
|perception=+6 | |||
|languages=Basic | |||
|ref=14 | |||
|flatfoot=12 | |||
|fort=10 | |||
|will=10 | |||
|hp=8 | |||
|threshold=10 | |||
|speed=6 squares | |||
|melee1=unarmed +3 (1d6+1) | |||
|ranged1=blaster pistol +3 (3d6) | |||
|ranged2=blaster rifle +3 (3d8) | |||
|ranged3=frag grenade +3 (4d6, 2-squareburst) | |||
|bab=2 | |||
|grapple=+3 | |||
|attackoptions=[[autofire]] (blaster rifle) | |||
|str=12 | |||
|dex=13 | |||
|con=11 | |||
|int=9 | |||
|wis=10 | |||
|cha=8 | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light), [[Martial Arts (feat)|Martial Arts]] (I), [[Weapon Proficiency (feat)|Weapon Proficiency]] (heavy, pistols, rifles, simple) | |||
|skills=[[Initiative]] +7, [[Perception]] +6 | |||
|possessions=blaster pistol, blaster rifle, blast helmet and vest (+2 armor), | |||
Imperial Army uniform, [[comlink|military comlink]], credit chip | |||
}}</div> | |||
<div id="medic" class="arch"> | |||
<h3 class="headline arch">Imperial Field Medic</h3> | |||
<p class="single nomargin">The Imperial field medic is a highly trained medical specialist. They work medical wonders under combat conditions. Medics can be found in every branch of service. Their uniforms vary, but their skills are exemplary.</p> | |||
{{NPC | |||
|name=Nonplayer character archetype | |||
|challenge=5 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 7 / [[medic (prestige class)|medic]] 3 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage= | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=1 | |||
|dsp=1 | |||
|init=+12 | |||
|perception=+7 | |||
|languages=Basic | |||
|ref=15 | |||
|flatfoot=13 | |||
|fort=18 | |||
|will=17 | |||
|hp=41 | |||
|threshold=18 | |||
|speed=6 squares | |||
|ranged1=blaster pistol +9 (3d6+1) | |||
|bab=7 | |||
|grapple=+9 | |||
|specialactions=Extra Second Wind, Shake It Off | |||
|str=8 | |||
|dex=14 | |||
|con=12 | |||
|int=16 | |||
|wis=14 | |||
|cha=10 | |||
|specialqualities=[[Medic_(prestige_class)#impfirstaid|improved first aid]] | |||
|talents=[[Advanced_Medicine_(talent_tree)#medic|Battlfield Medic]], [[Advanced_Medicine_(talent_tree)#extra|Extra First Aid]] | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light), [[Cybernetic Surgery (feat)|Cybernetic Surgery]], [[Extra Second Wind (feat)|Extra Second Wind]], [[Shake It Off (feat)|Shake It Off]], [[Skill Focus (feat)|Skill Focus]] (Treat Injury), [[Surgical Expertise (feat)|Surgical Expertise]], [[Weapon Proficiency (feat)|Weapon Proficiency]] (pistols, simple) | |||
|skills=[[Endurance]] +11, [[Initiative]] +12, [[Knowledge#lifesciences|Knowledge [life sciences]]] +13, [[Treat Injury]] +17, [[Survival]] +12 | |||
|possessions=blaster pistol, Imperial medic’s uniform, [[comlink]], [[datapad]], [[medical kit]], 5 [[medpac]]s, [[surgery kit]] | |||
}}</div> | |||
<div id="inquisitor" class="arch"> | |||
<h3 class="headline arch">Imperial Inquisitor</h3> | |||
<p class="single nomargin">Imperial Inquisitors vary greatly in ability and focus, usually as a result of the source and extent of their Force training. Although powerful and higher-ranking Inquisitors might receive some modicum of training from Jedi or other Force-users, many of the lesser Inquisitors focus their attention on skills and powers related to interrogation techniques. The inquisitor presented here is typical of this type.</p> | |||
{{NPC | |||
|name=Imperial Inquisitor | |||
|challenge=13 | |||
|npclevel=[[Jedi (heroic class)|Jedi]] 3 / [[noble (heroic class)|noble]] 2 / [[scout (heroic class)|scout]] 4 / [[Force_Adept_(prestige_class)|Force adept]] 4 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=184 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=6 | |||
|dsp=14 | |||
|init=+12 | |||
|perception=+13 | |||
|languages=Basic, Huttese | |||
|ref=26 | |||
|flatfoot=25 | |||
|fort=25 | |||
|will=29 | |||
|defenses=Dodge, Mobility | |||
|hp=84 | |||
|threshold=30 | |||
|speed=6 squares | |||
|melee1=lightsaber +11 (2d8+6) | |||
|melee2=lightsaber +9 (3d8+6) with Rapid Strike | |||
|ranged1=blaster pistol +11 (3d6+6) | |||
|bab=10 | |||
|grapple=+11 | |||
|attackoptions=Rapid Strike | |||
|specialactions=Equilibrium, Force Focus, Force Haze, Presence | |||
|powers=[[Battle_Strike_(force_power)|''battle strike'']], [[Force_Grip_(force_power)|''Force grip'']], [[Mind_Trick_(force_power)|''mind trick'']], [[Move_Object_(force_power)|''move object'']], [[Rebuke_(force_power)|''rebuke'']] (2) | |||
|utf=13 | |||
|techniques=[[Force_Techniques#impsenseforce|Improved Sense Force]], [[Force_Techniques#impsensesurround|Improved Sense Surroundings]] | |||
|str=10 | |||
|dex=12 | |||
|con=10 | |||
|int=13 | |||
|wis=14 | |||
|cha=14 | |||
|talents=[[Control_(talent_tree)#equilibrium|Equilibrium]], [[Survivor_(talent_tree)#evasion|Evasion]], [[Control_(talent_tree)#focus|Force Focus]], [[Jedi_Sentinel_(talent_tree)#haze|Force Haze]], [[Imperial_Inquisition_(talent_tree)#interrogation|Force Interrogation]], [[Imperial_Inquisition_(talent_tree)#inquisition|Inquisition]], [[Influence_(talent_tree)#presence|Presence]] | |||
|feats=[[Dodge (feat)|Dodge]], [[Force Sensitivity (feat)|Force Sensitivity]], [[Force Training (feat)|Force Training]] (2), [[Improved Defenses (feat)|Improved Defenses]], [[Improved Damage Threshold (feat)|Improved Damage Threshold]], [[Linguist (feat)|Linguist]], [[Mobility (feat)|Mobility]], [[Rapid Strike (feat)|Rapid Strike]], [[Skill Training (feat)|Skill Training]] (Persuasion), [[Weapon Focus (feat)|Weapon Focus]] (lightsabers), [[Weapon Proficiency (feat)|Weapon Proficiency]] (lightsabers, pistols, simple) | |||
|skills=[[Initiative]] +12, [[Knowledge#bureaucracy|Knowledge [bureaucracy]]] +12, [[Perception]] +13, [[Persuasion]] +13, [[Use the Force]] +13 | |||
|possessions=lightsaber, [[comlink]], blaster pistol, [[datapad]], credit chip | |||
}}</div> | |||
<div id="navy" class="arch"> | |||
<h3 class="headline arch">Imperial Navy Trooper</h3> | |||
<p class="single nomargin">The basic Imperial Navy troopers are specialized in fighting aboard starships and space stations. They serve as shipboard security and fulfill other shipboard roles when their fightfng skills are not required.</p> | |||
{{NPC | |||
|name=Imperial Navy Trooper | |||
|challenge=1 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 3 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=173 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|dsp=1 | |||
|init=+2 | |||
|perception=+6 | |||
|languages=Basic | |||
|ref=13 | |||
|flatfoot=12 | |||
|fort=11 | |||
|will=10 | |||
|hp=8 | |||
|threshold=11 | |||
|speed=6 squares | |||
|melee1=baton +2 (1d6) | |||
|ranged1=blaster pistol +3 (3d6) | |||
|bab=2 | |||
|grapple=+3 | |||
|attackoptions=Point Blank Shot, Precise Shot | |||
|str=11 | |||
|dex=13 | |||
|con=11 | |||
|int=10 | |||
|wis=10 | |||
|cha=10 | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light), [[Precise Shot (feat)|Precise Shot]], [[Point Blank Shot (feat)|Point Blank Shot]], [[Weapon Proficiency (feat)|Weapon Proficiency]] (pistols, rifles, simple) | |||
|skills=[[Mechanics]] +6, [[Perception]] +6 | |||
|possessions=baton, blaster pistol, [[comlink]], [[utility belt]], blast helmet and vest | |||
}}</div> | |||
<div id="officer" class="arch"> | |||
<h3 class="headline arch">Imperial Officer</h3> | |||
<p class="single nomargin">Admired, respected, and feared, the officers of the Imperial Army and Imperial Navy are drawn from pretigious families with long histories of military service. Few are promoted up from lower ranks. Most are inducted straight into officer training academies, instructed in doctorin, leadership, and tactics, and then awarded commissions. There, if they distinguish themselves, they finally get a chance to rise through the upper echelons—but rarely do they find occasion to dirty thier hands.</p> | |||
{{NPC | {{NPC | ||
|name=Imperial Officer | |name=Imperial Officer | ||
|challenge=5 | |challenge=5 | ||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 4 | |image=swse_nonheroic_imperial_officer.jpg | ||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 4 / [[noble (heroic class)|noble]] 3 / [[officer (prestige class)|officer]] 1 | |||
|playable=NPC | |playable=NPC | ||
|refbook=Saga Edition Core Rulebook | |refbook=Saga Edition Core Rulebook | ||
Line 46: | Line 343: | ||
|skills=[[Deception]] +11, [[Knowledge#tactics|Knowledge [tactics]]] +10, [[Perception]] +10, [[Persuasion]] +16, [[Pilot]] +8, | |skills=[[Deception]] +11, [[Knowledge#tactics|Knowledge [tactics]]] +10, [[Perception]] +10, [[Persuasion]] +16, [[Pilot]] +8, | ||
|possessions=blaster pistol, code cylinder, comlink (encrypted), officer’s uniform | |possessions=blaster pistol, code cylinder, comlink (encrypted), officer’s uniform | ||
|asterixnote= | }}</div> | ||
}} | |||
<div id="royal" class="arch"> | |||
<h3 class="headline arch">Royal Guard</h3> | |||
<p class="single nomargin">The Imperial Royal Guard is one of the most recognizable units in the galaxy, thanks to their distinctive red armor and thelr presence at the side of the Emperor at all public functions. Rumors about the Emperor’s most loyal guards outnumber the known facts, The Royal Guard is composed of an elite stormtrooper unit, trained well beyond the standard of any other military force in the Empire. Its exact numbers are unknown, but the Guard is never dispatched along with regular stormtrooper or military units. It is unknown if the Royal Guardsmen are clones, Human recruits. or both.</p> | |||
{{NPC | |||
|name=Royal Guard | |||
|challenge=1 | |||
|image=swse_nonheroic_imperial_royal_guard.jpg | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 6 / [[soldier (heroic class)|soldier]] 6 / [[Elite_Trooper_(prestige_class)|elite trooper]] 2 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=173 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=3 | |||
|dsp=5 | |||
|init=+17 | |||
|senses=low-light vision | |||
|perception=+16 | |||
|languages=Basic | |||
|ref=21 | |||
|flatfoot=20 | |||
|fort=23 | |||
|will=20 | |||
|hp=72 | |||
|dr=1 | |||
|threshold=23 | |||
|speed=4 squares | |||
|melee1=force pike +14* (2d8+7) | |||
|melee2=unarmed +14 (1d6+6) | |||
|ranged1=heavy blaster pistol +12 (3d8+4) | |||
|bab=12 | |||
|grapple=+14 | |||
|attackoptions=Cleave, Flurry Attack, Point Blank Shot, Power Attack | |||
|specialactions=Harm’s Way, Quick Draw | |||
|str=14 | |||
|dex=10 | |||
|con=12 | |||
|int=10 | |||
|wis=14 | |||
|cha=8 | |||
|specialqualities=[[Elite_Trooper_(prestige_class)#delay|delay damage]] | |||
|talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Critical_Master_(talent_tree)#flurry|Flurry Attack]] (force pike), [[Commando_(talent_tree)#harm|Harm’s Way]], [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (advanced melee) | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Cleave (feat)|Cleave]], [[Martial Arts (feat)|Martial Arts]] (I), [[Point Blank Shot (feat)|Point Blank Shot]], [[Power Attack (feat)|Power Attack]], [[Quick Draw (feat)|Quick Draw]], [[Skill Focus (feat)|Skill Focus]] (Initiative), [[Weapon Focus (feat)|Weapon Focus]] (advanced melee), [[Weapon Proficiency (feat)|Weapon Proficiency]] (advanced melee, pistols, rifles, simple) | |||
|skills=[[Initiative]] +17, [[Perception]] +14 | |||
|possessions=Royal Guard armor (+7 armor; as ceremonial armor with | |||
helmet package), force pike, heavy blaster pistol, [[comlink]] (encrypted, long‑range [miniaturized], halo capability), [[utility belt]] with [[medpac]] | |||
|asterixnote=''* Includes 1 point of Power Attack.'' | |||
}}</div> | |||
<div id="protector" class="arch"> | |||
<h3 class="headline arch">Imperial Sovereign Protector</h3> | |||
<p class="single nomargin">The newly created Imperial Sovereign Protectors are the elite of the elite Royal Guards. Not satisfied to let any of his subjects become comfortable in their current position, the Emperor finds new ways to set the bar higher to encourage improvement and distract their attention from sensitive matters or plots of their own. At present, the Imperial Sovereign Protectors are extremely few in number. It takes years of training and the protocols are under development. A few of the elite Protectors have already been revealed as a goal-setting measure for the rest of the Emperor’s guard, as well as a deterrent to those who might plan to eliminate the Emperor through force. The numbers are restricted for another reason: these elite individuals must also be able to learn rudimentary Force abilities for use in defending their sovereign and master.</p> | |||
{{NPC | |||
|name=Imperial Sovereign Protector | |||
|challenge=14 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 6 / [[soldier (heroic class)|soldier]] 6 / [[Elite_Trooper_(prestige_class)|elite trooper]] 6 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=174 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=5 | |||
|dsp=13 | |||
|init=+21 | |||
|senses=low-light vision | |||
|perception=+18 | |||
|languages=Basic | |||
|ref=31 | |||
|flatfoot=27 | |||
|fort=27 | |||
|will=24 | |||
|hp=105 | |||
|dr=3 | |||
|threshold=27 | |||
|speed=6 squares | |||
|melee1=double vibroblade + 18* (2d10+9) | |||
|melee2=double vibroblade + 16* (2d10+9) | |||
|melee2a=double vibroblade + 16* (2d10+9) | |||
|melee3=unarmed +18 (1d8+8) | |||
|ranged1=heavy blaster pistol +18 (3d8+6) | |||
|bab=16 | |||
|grapple=+18 | |||
|attackoptions=Flurry Attack, Point Blank Shot, Power‑Attack | |||
|specialactions=Harm’s Way, Quick Draw | |||
|str=14 | |||
|dex=15 | |||
|con=12 | |||
|int=10 | |||
|wis=14 | |||
|cha=8 | |||
|specialqualities=[[Elite_Trooper_(prestige_class)#delay|delay damage]] | |||
|talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Weapon_Master_(talent_tree)#exotic|Exotic Weapon Mastery]], [[Critical_Master_(talent_tree)#flurry|Flurry Attack]] (double vibroblade), [[Commando_(talent_tree)#arm|Harm’s Way]], [[Armor_Specialist_(talent_tree)#impdefense|Improved Armored Defense]], [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (advanced melee) | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Dual Weapon Mastery (feat)|Dual Weapon Mastery]] (I, II), [[Martial Arts (feat)|Martial Arts]] (I, II), [[Point Blank Shot (feat)|Point Blank Shot]], [[Power Attack (feat)|Power Attack]], [[Quick Draw (feat)|Quick Draw]], [[Skill Focus (feat)|Skill Focus]] (Initiative), [[Weapon Focus (feat)|Weapon Focus]] (advanced melee), [[Weapon Proficiency (feat)|Weapon Proficiency]] (advanced melee, pistols, r1fles, simple) | |||
|skills=[[Initiative]] +21, [[Perception]] +16 | |||
|possessions=Royal Guard armor (+7 armor; as ceremonial armor with helmet package), double vibroblade, heavy blaster pistol, [[comlink]] (encrypted, long‑range [miniaturized], halo capability), [[utility belt]] with [[medpac]] | |||
|asterixnote=''* Includes 1 point of Power Attack.'' | |||
}}</div> | |||
<div id="shadow" class="arch"> | |||
<h3 class="headline arch">Imperial Shadow Guard</h3> | |||
<p class="single nomargin">The Imperial Shadow Guard is a new fighting force. Clearly based on the Imperial Royal Guard, members of the Shadow Guard are rarely seen in public, but are dispatched on special missions as directed by the Emperor himself. The Shadow Guard wears a variation of the Royal Guard armor, albeit with an inverted red and black color scheme, which is often nearly completely black. The Shadow Guard makes use of a unique weapon, called a [[Lightsaber_Weapons#pike|lightsaber pike]], that has a lightsaber blade at one end.</p> | |||
{{NPC | |||
|name=Imperial Shadow Guard | |||
|challenge=1 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 6 / [[soldier (heroic class)|soldier]] 6 / [[Elite_Trooper_(prestige_class)|elite trooper]] 1 / [[Force_Adept_(prestige_class)|Force adept]] 3 | |||
|playable=NPC | |||
|refbook=Force Unleashed Campaign Guide | |||
|refpage=175 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=3 | |||
|dsp=14 | |||
|init=+18 | |||
|senses=low-light vision | |||
|perception=+17 | |||
|languages=Basic | |||
|ref=23 | |||
|flatfoot=22 | |||
|fort=25 | |||
|will=26 | |||
|hp=86 | |||
|threshold=25 | |||
|speed=6 squares | |||
|melee1=lightsaber pike +14* (3d8+11**) | |||
|melee2=unarmed +15 (1d6+7) | |||
|ranged1=heavy blaster pistol +13 (3d8+5) | |||
|bab=13 | |||
|grapple=+15 | |||
|attackoptions=Point Blank Shot, Power Attack | |||
|specialactions=Channel Aggression, Damage Reduction 10, Equilibrium | |||
|powers=[[Battle_Strike_(force_power)|''battle strike'']], [[Force_Lightning_(force_power)|''Force lightning'']], [[Surge_(force_power)|''surge'']] | |||
|utf=13 | |||
|techniques=[[Force_Techniques#mastery|Force Power Mastery]] (Force lightning) | |||
|str=14 | |||
|dex=10 | |||
|con=12 | |||
|int=10 | |||
|wis=14 | |||
|cha=10 | |||
|specialqualities=[[Elite_Trooper_(prestige_class)#delay|delay damage]] | |||
|talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Dark_Side_Devotee_(talent_tree)#aggression|Channel Aggression]], [[Control_(talent_tree)#dr10|Damage Reduction 10]], [[Force_Item_(talent_tree)#empower|Empower Weapon]], [[Control_(talent_tree)#equilibrium|Equilibrium]], [[Dark_Side_(talent_tree)#power|Power of the Dark Side]] | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Cleave (feat)|Cleave]], [[Exotic Weapon Proficiency (feat)|Exotic Weapon Proficiency]] (lightsaber pike), [[Force Sensitivity (feat)|Force Sensitivity]], [[Force Training (feat)|Force Training]], [[Martial Arts (feat)|Martial Arts]] (I), [[Point Blank Shot (feat)|Point Blank Shot]], [[Power Attack (feat)|Power Attack]], [[Skill Focus (feat)|Skill Focus]] (Initiative), [[Skill Training (feat)|Skill Training]] (Use the Force), [[Weapon Proficiency (feat)|Weapon Proficiency]] (pistols, rifles, simple) | |||
|skills=[[Initiative]] +18, [[Perception]] +17, [[Use the Force]] +13 | |||
|possessions=Shadow Guard armor (+7 armor; as ceremonial armor with helmet package), lightsaber pike, heavy blaster pistol, [[comlink]] (encrypted, long‑range [miniaturized], holo capability), [[utility belt]] with [[medpac]] | |||
|bonus={{hanging|border=1px solid black|text=''* Includes 1 point of Power Attack.''}}{{hanging|text=''** Includes +1 damage die for Empower Weapon.''}} | |||
}}</div> | |||
{{npcmenu}} | {{npcmenu}} | ||
{{endbar}} | |||
__NOTOC__ | __NOTOC__ | ||
__NOEDITSECTION__ | __NOEDITSECTION__ | ||
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[[Category:Nonheroics]] | [[Category:Nonheroics]] | ||
[[Category:Saga Edition Core Rulebook]] | [[Category:Saga Edition Core Rulebook]] | ||
[[Category:Force Unleashed Campaign Guide]] |
Latest revision as of 20:28, 14 August 2024
AT-AT Pilot
AT-AT pilots are among the best vehicle pilots the Empire has to offer. Although certain units, such as the famed Blizzard Force, feature elite pilots, the regular AT-AT pilot is formidable in his own right. They wear armored flight suits very similar to those of Imperial fighter pilots.
AT-AT Pilot (CL 2)
Force Unleashed Campaign Guide, page 171.
Dark Side: 1
Initiative: +9; Senses: Perception +9
Languages: Basic
Defenses: Ref 20 (flat-footed 19), Fort 13, Will 10
Hit Points: 15; Damage Threshold: 13
Speed: 4 squares
Melee: unarmed +4 (1d3)
Ranged: blaster pistol +5 (3d6) or
Ranged: by weapon +5
Base Attack: +4; Grapple: +5
Abilities: Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 10
Feats: Armor Proficiency (light, medium, heavy), Skill Training (Initiative), Weapon Proficiency (heavv, pistols, simple)
Skills: Initiative +9, Mechanics +8, Pilot +9
Possessions: armored flight suit (+9 armor, +3 equipment), comlink, blaster pistol
AT-ST Pilot
AT-ST pilots are normally Imperial Army pilots trained specifically to handle the light and agile walker in a variety of terrain and circumstances. Given that the AT-STs operate everywhere from the wide open plains to the congested forests of Kashyyyk, it takes specialized training to be effective in all conditions. Due to the confines of their cramped cockpits, AT-ST pilots must forgo most armor other than their helmets.
AT-ST Pilot (CL 2)
Force Unleashed Campaign Guide, page 172.
Dark Side: 1
Initiative: +9; Senses: Perception +8
Languages: Basic
Defenses: Ref 13 (flat-footed 12), Fort 10, Will 10
Hit Points: 15; Damage Threshold: 10
Speed: 6 squares
Melee: unarmed +4 (1d3)
Ranged: blaster pistol +5 (3d6) or
Ranged: by weapon +5
Base Attack: +4; Grapple: +5
Attack Options: Point Blank Shot
Abilities: Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 10
Feats: Armor Proficiency (light), Point Blank Shot, Skill Training (Initiative), Skill Training (Perception), Weapon Proficiency (heavy, pistols, simple)
Skills: Initiative +9, Mechanics +8, Perception +8, Pilot +9
Possessions: blast vest and helmet (+2 armor). comlink, blaster pistol
Emperor’s Hand
Every Emperor’s Hand is a highly specialized individual, selected by the Emperor for ability with the Force and loyalty to Palpatine. Very few Imperial officers or officials dare refuse to help when an Emperor’s Hand appears in their midst. Many don’t believe they exist, un til confronted with an authorization code that demands any and all aid, as if the Emperor himself is requesting it. And in many ways, he is. Each Emperor's Hand believes that he or she is the only one, a belief bestowed by the Emperor and encouraged by Darth Vader and the rest of Palpatine's inner circle. Although no “standard” Emperor’s Hand exists, many of the individuals share similar basic abilities. Below is a prototypical Emperor’s Hand, ready to be adapted for the Gamemaster's campaign.
Emperor’s Hand (CL 1)
Force Unleashed Campaign Guide, page 182.
Medium Human scout 5 / scoundrel 5 / Force adept 5 NPC
Force: 6; Dark Side: 12
Initiative: +15; Senses: Perception +13
Languages: Basic
Defenses: Ref 32 (flat-footed 28), Fort 19, Will 22; Dodge, Mobility
Hit Points: 112; Damage Threshold: 19
Speed: 6 squares
Melee: lightsaber +12 (2d8+8) or
Melee: lightsaber +7 (2d8+8) and
lightsaber +7 (2d8+8) with Double Attack
Ranged: heavy blaster pistol +12 (3d8+7)
Base Attack: +9; Grapple: +12
Attack Options: Double Attack (lightsabers), Point Blank Shot, Running Attack, Skirmisher
Special Actions: Force Focus, Shake It Off, Telekinetic Savant
Force Powers (known) (Use the Force +15): Force disarm, Force thrust, ''move object, surge
Force Techniques: Force Point Recovery, Improved Move Light Object
Abilities: Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha 16
Talents: Force Focus, Force Recovery, Force Talisman, Greater Force Talisman, Power of the Dark Side, Skirmisher, Surefooted, Swift Power, Telekinetic Savant
Feats: Dodge, Double Attack (lightsabers), Force Sensitivity, Force Training (2), Martial Arts (I)H, Mobility, Point Blank Shot, Running Attack, Shake It Off, Vehicular Combat, Weapon Finesse (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills: Initiative +15, Knowledge [galactic lore] +13, Mechanics +13H, Perception +13, Pilot +15, Stealth +15, Use the Force +15
Possessions: lightsaber, comlink (encrypted, holo capability), credit chip, heavy blaster pistol, Greater Force Talisman (+1 all defenses)
H Human bonus feat or trained skill
Imperial Army Trooper
Imperial Army troopers can be found stationed at garrisons and bases throughout the Empire. They are recruited from all Imperial systems, especially the Core Worlds. Their training focuses on ground-based combat. They often operate in conjunction with stormtroopers and other military units on the battlefield.
Imperial Army Trooper (CL 1)
Force Unleashed Campaign Guide, page 173.
Dark Side: 1
Initiative: +7; Senses: Perception +6
Languages: Basic
Defenses: Ref 14 (flat-footed 12), Fort 10, Will 10
Hit Points: 8; Damage Threshold: 10
Speed: 6 squares
Melee: unarmed +3 (1d6+1)
Ranged: blaster pistol +3 (3d6) or
Ranged: blaster rifle +3 (3d8) or
Ranged: frag grenade +3 (4d6, 2-squareburst)
Base Attack: +2; Grapple: +3
Attack Options: autofire (blaster rifle)
Abilities: Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8
Feats: Armor Proficiency (light), Martial Arts (I), Weapon Proficiency (heavy, pistols, rifles, simple)
Skills: Initiative +7, Perception +6
Possessions: blaster pistol, blaster rifle, blast helmet and vest (+2 armor), Imperial Army uniform, military comlink, credit chip
Imperial Field Medic
The Imperial field medic is a highly trained medical specialist. They work medical wonders under combat conditions. Medics can be found in every branch of service. Their uniforms vary, but their skills are exemplary.
Nonplayer character archetype (CL 5)
Force Unleashed Campaign Guide, page .
Medium Human nonheroic 7 / medic 3 NPC
Force: 1; Dark Side: 1
Initiative: +12; Senses: Perception +7
Languages: Basic
Defenses: Ref 15 (flat-footed 13), Fort 18, Will 17
Hit Points: 41; Damage Threshold: 18
Speed: 6 squares
Ranged: blaster pistol +9 (3d6+1)
Base Attack: +7; Grapple: +9
Special Actions: Extra Second Wind, Shake It Off
Abilities: Str 8, Dex 14, Con 12, Int 16, Wis 14, Cha 10
Special Qualities: improved first aid
Talents: Battlfield Medic, Extra First Aid
Feats: Armor Proficiency (light), Cybernetic Surgery, Extra Second Wind, Shake It Off, Skill Focus (Treat Injury), Surgical Expertise, Weapon Proficiency (pistols, simple)
Skills: Endurance +11, Initiative +12, Knowledge [life sciences] +13, Treat Injury +17, Survival +12
Possessions: blaster pistol, Imperial medic’s uniform, comlink, datapad, medical kit, 5 medpacs, surgery kit
Imperial Inquisitor
Imperial Inquisitors vary greatly in ability and focus, usually as a result of the source and extent of their Force training. Although powerful and higher-ranking Inquisitors might receive some modicum of training from Jedi or other Force-users, many of the lesser Inquisitors focus their attention on skills and powers related to interrogation techniques. The inquisitor presented here is typical of this type.
Imperial Inquisitor (CL 13)
Force Unleashed Campaign Guide, page 184.
Medium Human Jedi 3 / noble 2 / scout 4 / Force adept 4 NPC
Force: 6; Dark Side: 14
Initiative: +12; Senses: Perception +13
Languages: Basic, Huttese
Defenses: Ref 26 (flat-footed 25), Fort 25, Will 29; Dodge, Mobility
Hit Points: 84; Damage Threshold: 30
Speed: 6 squares
Melee: lightsaber +11 (2d8+6) or
Melee: lightsaber +9 (3d8+6) with Rapid Strike
Ranged: blaster pistol +11 (3d6+6)
Base Attack: +10; Grapple: +11
Attack Options: Rapid Strike
Special Actions: Equilibrium, Force Focus, Force Haze, Presence
Force Powers (known) (Use the Force +13): battle strike, Force grip, mind trick, move object, rebuke (2)
Force Techniques: Improved Sense Force, Improved Sense Surroundings
Abilities: Str 10, Dex 12, Con 10, Int 13, Wis 14, Cha 14
Talents: Equilibrium, Evasion, Force Focus, Force Haze, Force Interrogation, Inquisition, Presence
Feats: Dodge, Force Sensitivity, Force Training (2), Improved Defenses, Improved Damage Threshold, Linguist, Mobility, Rapid Strike, Skill Training (Persuasion), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, simple)
Skills: Initiative +12, Knowledge [bureaucracy] +12, Perception +13, Persuasion +13, Use the Force +13
Possessions: lightsaber, comlink, blaster pistol, datapad, credit chip
Imperial Officer
Admired, respected, and feared, the officers of the Imperial Army and Imperial Navy are drawn from pretigious families with long histories of military service. Few are promoted up from lower ranks. Most are inducted straight into officer training academies, instructed in doctorin, leadership, and tactics, and then awarded commissions. There, if they distinguish themselves, they finally get a chance to rise through the upper echelons—but rarely do they find occasion to dirty thier hands.
Imperial Officer (CL 5)

Saga Edition Core Rulebook, page 278.
Medium Human nonheroic 4 / noble 3 / officer 1 NPC
Force: 2; Dark Side: 5
Initiative: +3; Senses: Perception +10
Languages: Basic, Bocce, Durese, High Galactic
Defenses: Ref 15 (flat-footed 15), Fort 14, Will 18
Hit Points: 33; Damage Threshold: 14
Speed: 6 squares
Melee: unarmed +6 (1d4+2)
Ranged: blaster pistol +5 (3d6+2)
Base Attack: +6; Grapple: 6
Special Actions: Born Leader, Coordinate, Trust, Vehicular Combat
Abilities: Str 10, Dex 8, Con 10, Int 12, Wis 12, Cha 14
Feats: Armor Proficiency (light), Skill Focus (Persuasion), Skill Training (Deception, Pilot), Toughness, Vehicular Combat, Weapon Proficiency (pistols, simple)
Skills: Deception +11, Knowledge [tactics] +10, Perception +10, Persuasion +16, Pilot +8,
Possessions: blaster pistol, code cylinder, comlink (encrypted), officer’s uniform
Royal Guard
The Imperial Royal Guard is one of the most recognizable units in the galaxy, thanks to their distinctive red armor and thelr presence at the side of the Emperor at all public functions. Rumors about the Emperor’s most loyal guards outnumber the known facts, The Royal Guard is composed of an elite stormtrooper unit, trained well beyond the standard of any other military force in the Empire. Its exact numbers are unknown, but the Guard is never dispatched along with regular stormtrooper or military units. It is unknown if the Royal Guardsmen are clones, Human recruits. or both.
Royal Guard (CL 1)

Force Unleashed Campaign Guide, page 173.
Medium Human nonheroic 6 / soldier 6 / elite trooper 2 NPC
Force: 3; Dark Side: 5
Initiative: +17; Senses: low-light vision;Perception +16
Languages: Basic
Defenses: Ref 21 (flat-footed 20), Fort 23, Will 20
Hit Points: 72; DR: 1; Damage Threshold: 23
Speed: 4 squares
Melee: force pike +14* (2d8+7) or
Melee: unarmed +14 (1d6+6)
Ranged: heavy blaster pistol +12 (3d8+4)
Base Attack: +12; Grapple: +14
Attack Options: Cleave, Flurry Attack, Point Blank Shot, Power Attack
Special Actions: Harm’s Way, Quick Draw
Abilities: Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 8
Special Qualities: delay damage
Talents: Armored Defense, Flurry Attack (force pike), Harm’s Way, Weapon Specialization (advanced melee)
Feats: Armor Proficiency (light, medium), Cleave, Martial Arts (I), Point Blank Shot, Power Attack, Quick Draw, Skill Focus (Initiative), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills: Initiative +17, Perception +14
Possessions: Royal Guard armor (+7 armor; as ceremonial armor with helmet package), force pike, heavy blaster pistol, comlink (encrypted, long‑range [miniaturized], halo capability), utility belt with medpac
* Includes 1 point of Power Attack.
Imperial Sovereign Protector
The newly created Imperial Sovereign Protectors are the elite of the elite Royal Guards. Not satisfied to let any of his subjects become comfortable in their current position, the Emperor finds new ways to set the bar higher to encourage improvement and distract their attention from sensitive matters or plots of their own. At present, the Imperial Sovereign Protectors are extremely few in number. It takes years of training and the protocols are under development. A few of the elite Protectors have already been revealed as a goal-setting measure for the rest of the Emperor’s guard, as well as a deterrent to those who might plan to eliminate the Emperor through force. The numbers are restricted for another reason: these elite individuals must also be able to learn rudimentary Force abilities for use in defending their sovereign and master.
Imperial Sovereign Protector (CL 14)
Force Unleashed Campaign Guide, page 174.
Medium Human nonheroic 6 / soldier 6 / elite trooper 6 NPC
Force: 5; Dark Side: 13
Initiative: +21; Senses: low-light vision;Perception +18
Languages: Basic
Defenses: Ref 31 (flat-footed 27), Fort 27, Will 24
Hit Points: 105; DR: 3; Damage Threshold: 27
Speed: 6 squares
Melee: double vibroblade + 18* (2d10+9) or
Melee: double vibroblade + 16* (2d10+9) and
double vibroblade + 16* (2d10+9) or
Melee: unarmed +18 (1d8+8)
Ranged: heavy blaster pistol +18 (3d8+6)
Base Attack: +16; Grapple: +18
Attack Options: Flurry Attack, Point Blank Shot, Power‑Attack
Special Actions: Harm’s Way, Quick Draw
Abilities: Str 14, Dex 15, Con 12, Int 10, Wis 14, Cha 8
Special Qualities: delay damage
Talents: Armored Defense, Exotic Weapon Mastery, Flurry Attack (double vibroblade), Harm’s Way, Improved Armored Defense, Weapon Specialization (advanced melee)
Feats: Armor Proficiency (light, medium), Dual Weapon Mastery (I, II), Martial Arts (I, II), Point Blank Shot, Power Attack, Quick Draw, Skill Focus (Initiative), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, r1fles, simple)
Skills: Initiative +21, Perception +16
Possessions: Royal Guard armor (+7 armor; as ceremonial armor with helmet package), double vibroblade, heavy blaster pistol, comlink (encrypted, long‑range [miniaturized], halo capability), utility belt with medpac
* Includes 1 point of Power Attack.
Imperial Shadow Guard
The Imperial Shadow Guard is a new fighting force. Clearly based on the Imperial Royal Guard, members of the Shadow Guard are rarely seen in public, but are dispatched on special missions as directed by the Emperor himself. The Shadow Guard wears a variation of the Royal Guard armor, albeit with an inverted red and black color scheme, which is often nearly completely black. The Shadow Guard makes use of a unique weapon, called a lightsaber pike, that has a lightsaber blade at one end.
Imperial Shadow Guard (CL 1)
Force Unleashed Campaign Guide, page 175.
Medium Human nonheroic 6 / soldier 6 / elite trooper 1 / Force adept 3 NPC
Force: 3; Dark Side: 14
Initiative: +18; Senses: low-light vision;Perception +17
Languages: Basic
Defenses: Ref 23 (flat-footed 22), Fort 25, Will 26
Hit Points: 86; Damage Threshold: 25
Speed: 6 squares
Melee: lightsaber pike +14* (3d8+11**) or
Melee: unarmed +15 (1d6+7)
Ranged: heavy blaster pistol +13 (3d8+5)
Base Attack: +13; Grapple: +15
Attack Options: Point Blank Shot, Power Attack
Special Actions: Channel Aggression, Damage Reduction 10, Equilibrium
Force Powers (known) (Use the Force +13): battle strike, Force lightning, surge
Force Techniques: Force Power Mastery (Force lightning)
Abilities: Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 10
Special Qualities: delay damage
Talents: Armored Defense, Channel Aggression, Damage Reduction 10, Empower Weapon, Equilibrium, Power of the Dark Side
Feats: Armor Proficiency (light, medium), Cleave, Exotic Weapon Proficiency (lightsaber pike), Force Sensitivity, Force Training, Martial Arts (I), Point Blank Shot, Power Attack, Skill Focus (Initiative), Skill Training (Use the Force), Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +18, Perception +17, Use the Force +13
Possessions: Shadow Guard armor (+7 armor; as ceremonial armor with helmet package), lightsaber pike, heavy blaster pistol, comlink (encrypted, long‑range [miniaturized], holo capability), utility belt with medpac
* Includes 1 point of Power Attack.
** Includes +1 damage die for Empower Weapon.