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Latest revision as of 22:39, 3 August 2024
Below are several types of Rebel Alliance members. Most are shown here as Human, but members of the Rebellion can be of any known species; their game statistics should be adjusted accordingly. The additional typical Rebel soldiers from the Saga Edition core rulebook are listed here as well. Bothan spies and other typical character types can be adapted from the generic characters found in Threats of the Galaxy.
Rebel Cell Member
Rebel cell members make up the bulk of Alliance assets on Imperial-held worlds. These covert agents vary greatly in species, skills, and military knowledge. They are often the only Alliance presence on Imperial worlds and therefor must be self-motivated and able to operate without direct oversight. Given the need for secrecy, these agents are unaware of the extent of other Rebel cells operating in the same area. To cell members, secrecy is paramount, as is concealing their true loyalties from those around them.
Rebel Cell Member (CL 1)
Rebellion Era Campaign Guide, page 93.
Initiative: +; Senses: Perception +
Languages: Basic, 1 other
Defenses: Ref 10 (flat-footed 10), Fort 10, Will 11
Hit Points: 5; Damage Threshold: 10
Speed: 6 squares
Melee: unarmed +0 (1d4−1)
Ranged: hold-out blaster pistol +1 (3d4)
Base Attack: +1; Grapple: +1
Abilities: Str 9, Dex 10, Con 10, Int 12, Wis 12, Cha 10
Feats: Skill Focus (Gather Information), Skill Training (Deception, StealthH), Weapon Proficiency (pistols, simple)
Skills: Deception +6, Gather Information +12, Perception +7, Stealth +6, Use Computer +7H
Possessions: hold-out blaster pistol, datapade (encrypted), encrypted comlink
H Human bonus feat or trained skill
Rebel Honor Guard
The guerrilla nature of the Rebel Alliance minimizes the use of ceremonial uniforms and personnel. However, there are occasion when pomp and formality are either required by protocol or desired by Alliance leaders and soldiers alike: medal cermonies, formal visits to high-ranking officials, and bereavement traditions, to name a few.
The first Rebel Honor Guards are survivors of Alderaan, and the adapt their Alderaanian dress uniforms for their new role. Trained as bodyguards, they are the protectors of the Alliance leadership at formal occasions. though Honor Guards are not trained to the same level of ability or fanaticism as the Imperial Royal Guard, they are professional, loyal protectors. Honor Guard personnel are regularly rotated bak into standard Rebel units. There they share their new training with other unit members, which increases the likelihood that a few Honor Guards are available in any given sector. However, the primary reason for the personnel rotation is that Mon Mothma knows the dangers of keeping an elite unit too close to the Alliance’s leadership. By rotating the troops, she hopes to prevent them from developing a sense of elitism.
Rebel Honor Guard (CL 5)

Rebellion Era Campaign Guide, page 93.
Medium Human nonheroic 6 / soldier 3 NPC
Force: 4
Initiative: +11; Senses: Perception +9
Languages: Basic
Defenses: Ref 17 (flat-footed 14), Fort 16, Will 13
Hit Points: 41; Damage Threshold: 21
Speed: 6 squares
Melee: unarmed +8 (1d6+3) or
Melee: ceremonial staff +8 (1d6+3) or
Melee: ceremonial staff −2 (1d6+3/1d6+3)
Ranged: blaster pistol +10 (3d6+1)
Base Attack: +7; Grapple: +9
Attack Options: Point Blank Shot, Precise Shot
Special Actions: Harm’s Way
Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 10
Talents: Armored Defense, Harm’s Way
Feats: Armor Proficiency (light, medium), Improved Damage Threshold, Martial Arts (I), Point Blank Shot, Precise Shot, Weapon Focus (Pistols)H, Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +11, Perception +9H
Possessions: blaster pistol, ceremonial staff, ceremonial uniform, blast vest and helmet (+2 armor), encrypted comlink
H Human bonus feat or trained skill
Rebal Marksman
All Rebels receive training in standard blaster types, but the best shooting soldiers receive additional marksman and sniper training with a variety of blasters and other weapon types. Marksmen are integrated into standard Rebel ground units, and elite snipers can be assigned to Special Forces.
Rebal Marksman (CL 4)
Rebellion Era Campaign Guide, page 94.
Medium Human nonheroic 3 / scout 3 NPC
Force: 4
Initiative: +10; Senses: Perception +8 (can reroll)
Languages: Basic
Defenses: Ref 17 (flat-footed 15), Fort 15, Will 13
Hit Points: 27; Damage Threshold: 15
Speed: 6 squares
Melee: unarmed +4 (1d4+1)
Ranged: blaster rifle +7 (3d8+1) or
Ranged: blaster pistol +6 (3d6+1)
Base Attack: +4; Grapple: +6
Attack Options: autofire (blaster rifle), Careful Shot, Keen Shot, Point Blank Shot, Precise Shot Sniper
Abilities: Str 11, Dex 14, Con 12, Int 9, Wis 10, Cha 8
Talents: Acute Senses, Keen Shot
Feats: Armor Proficiency (light), Careful Shot, Point Blank Shot, Precise Shot, Sniper, Weapon Focus (rifles)H, Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +, Perception +8H (can reroll)
Possessions: blaster rifle, blaster pistol, encrypted comlink, blast helmet and vest (+2 armor)
H Human bonus feat or trained skill
Resistance Leader
Resistance leaders hold a dangerous but critical position. They must recruit new members to the Alliance cause, plan new ways to resist local Imperial actions and then carry out those actions, and remain undetected by Imperial security forces. Discovery and capture mean imprisonment and possible death for sedition or treasonous activities. These leaders must motivate their resistance group or cell network members and encourage the growth of the Rebellion at a grassroots level. Resistance leaders can be found in any business orr government position at virtually any political or social level.
Resistance Leader (CL 5)
Rebellion Era Campaign Guide, page 95.
Medium Human noble 3 / scoundrel 2 NPC
Force: 3
Initiative: +8; Senses: Perception +9
Languages: Basic, Bocce, Huttese, Shyriiwook
Defenses: Ref 18 (flat-footed 17), Fort 15, Will 19
Hit Points: 32; Damage Threshold: 15
Speed: 6 squares
Melee: unarmed +3 (1d4+2)
Ranged: heavy blaster pistol +4 (3d8+2)
Base Attack: +3; Grapple: +4
Attack Options: Point Blank Shot
Special Actions: Fool’s Luck, Inspire Confidence
Abilities: Str 10, Dex 12, Con 11, Int 13, Wis 14, Cha 15
Talents: Connections, Fool’s Luck, Inspire Confidence
Feats: Linguist, Point Blank Shot, Skill Focus (Deception, PersuasionH), Skill Training (Mechanics, Stealth), Weapon Proficiency (pistols, rifles, simple)
Skills: Deception +14, Gather Information +9, Initiative +8, Knowledge [tactics] +8, Mechanics +8, Perception +9, Persuasion +14, Pilot +8H, Stealth +8, Use Computer +8
Possessions: heavy blaster pistol, datapad (encrypted), encrypted comlink, pocket scrambler, electrobinoculars, medpac, mesh tape, security kit, tool kit
H Human bonus feat or trained skill
Rogue Squadron Pilot
The heroic exploits of Rogue Squadron became legendary during the Rebellion and the New Republic. Some pilots remain members of the squadron for extended periods, while others rotate in and out at the determination of the squadron leader. Rogue squadron members are excellent pilots, but they typically have other combat and related skills, enabling them to carry out orders and assignments not usually given to a fighter squadron.
Rogue Squadron Pilot (CL 1)

Rebellion Era Campaign Guide, page 95.
Medium Human scoundrel 3 / soldier 4 / ace pilot 1 NPC
Destiny: 1; Force: 5
Initiative: +11; Senses: Perception +10
Languages: Basic
Defenses: Ref 24 (flat-footed 22), Fort 22, Will 20; Dodge
Hit Points: 60; Damage Threshold: 22
Speed: 6 squares
Melee: unarmed +6 (1d4+4)
Ranged: blaster pistol +8 (3d6+4) or
Ranged: blaster pistol +3 (4d6+4) with Rapid Shot
Base Attack: +6; Grapple: +8
Attack Options: Devastating Attack (heavy), Far Shot, Hyperdriven, Penetrating Attack (heavy), Point Blank Shot, Rapid Shot, Running Attack, Spacehound
Abilities: Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 11
Talents: Devastating Attack (heavy), Elusive Dogfighter, Hyperdriven,Penetrating Attack (heavy), Spacehound
Feats: Armor Proficiency (light, DodgeH, Far Shot, Point Blank Shot, Rapid Shot, Running Attack, Skill Training (Use Computer), Vehicular Combat, Weapon Focus (heavy), Weapon Proficiency (pistols, simple)
Skills: Initiative +11, Mechanics +9, Perception +10, Pilot +11, Stealth +11H, Use Computer +9
Possessions: blaster pistol, encrypted comlink, flight suit, X-wing starfighter
H Human bonus feat or trained skill