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<div id="army" class="arch"> | <div id="army" class="arch"> | ||
<h3 class="headline arch"> | <h3 class="headline arch">Imperial Army Trooper</h3> | ||
<p class="single nomargin"> | <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 | {{NPC | ||
|name= | |name=Imperial Army Trooper | ||
|challenge=1 | |challenge=1 | ||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] | |npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 3 | ||
|playable=NPC | |playable=NPC | ||
|refbook=Force Unleashed Campaign Guide | |refbook=Force Unleashed Campaign Guide | ||
|refpage= | |refpage=173 | ||
|size=Medium | |size=Medium | ||
|species=[[Human (species)|Human]] | |species=[[Human (species)|Human]] | ||
|dsp=1 | |||
|dsp= | |init=+7 | ||
|init=+ | |perception=+6 | ||
|perception=+ | |||
|languages=Basic | |languages=Basic | ||
|ref= | |ref=14 | ||
|flatfoot= | |flatfoot=12 | ||
|fort= | |fort=10 | ||
|will= | |will=10 | ||
|hp=8 | |||
|hp= | |threshold=10 | ||
|threshold= | |||
|speed=6 squares | |speed=6 squares | ||
|melee1= | |melee1=unarmed +3 (1d6+1) | ||
|ranged1=blaster pistol +3 (3d6) | |||
|ranged1= | |ranged2=blaster rifle +3 (3d8) | ||
|ranged2= | |ranged3=frag grenade +3 (4d6, 2-squareburst) | ||
|ranged3= | |bab=2 | ||
|bab= | |grapple=+3 | ||
|grapple=+ | |attackoptions=[[autofire]] (blaster rifle) | ||
|attackoptions= | |str=12 | ||
|dex=13 | |||
|str= | |con=11 | ||
|dex= | |int=9 | ||
|con= | |wis=10 | ||
|int= | |cha=8 | ||
|wis= | |feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light), [[Martial Arts (feat)|Martial Arts]] (I), [[Weapon Proficiency (feat)|Weapon Proficiency]] (heavy, pistols, rifles, simple) | ||
|cha= | |skills=[[Initiative]] +7, [[Perception]] +6 | ||
| | |possessions=blaster pistol, blaster rifle, blast helmet and vest (+2 armor), | ||
| | Imperial Army uniform, [[comlink|military comlink]], credit chip | ||
| | |||
|skills= | |||
|possessions= | |||
| | |||
}}</div> | }}</div> | ||
Revision as of 19:27, 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
NPC
NPC Text

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.