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<div id="ambusher" class="arch"> | <div id="ambusher" class="arch"> | ||
<h3 class="headline arch">Ambusher</h3> | <h3 class="headline arch">Ambusher</h3> | ||
<p class="single nomargin">The ambushers are trained veterans who have been sent out to perform a job—kill the enemy—and they do their best to complete the mission. However, they are not supersoldiers or heartless fanatics.</p><p class="single nomargin">{{indent}}See [[Mini-Adventure-That_Which_Does_Not_Kill_Me| | <p class="single nomargin">The ambushers are trained veterans who have been sent out to perform a job—kill the enemy—and they do their best to complete the mission. However, they are not supersoldiers or heartless fanatics.</p><p class="single nomargin">{{indent}}See the mini-adventure [[Mini-Adventure-That_Which_Does_Not_Kill_Me|That Which Does Not Kill Me]] in the [[Galaxy at War]] sourcebook.</p> | ||
{{NPC | {{NPC | ||
|name=Ambusher | |name=Ambusher | ||
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<div id="ambushofficer"> | <div id="ambushofficer"> | ||
<h3 class="headline">Ambusher Officer</h3> | <h3 class="headline">Ambusher Officer</h3> | ||
<p class="single nomargin">Like his troops, the ambusher officer is a trained soldier who has survived many engagements. He is older than the other ambushers and carries an air of command.</p><p class="single nomargin">{{indent}}See [[Mini-Adventure-That_Which_Does_Not_Kill_Me| | <p class="single nomargin">Like his troops, the ambusher officer is a trained soldier who has survived many engagements. He is older than the other ambushers and carries an air of command.</p><p class="single nomargin">{{indent}}See the mini-adventure [[Mini-Adventure-That_Which_Does_Not_Kill_Me|That Which Does Not Kill Me]] in the [[Galaxy at War]] sourcebook.</p> | ||
{{NPC | {{NPC | ||
|name=Ambusher Officer | |name=Ambusher Officer | ||
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<div id="cultacolyte" class="arch"> | <div id="cultacolyte" class="arch"> | ||
<h3 class="headline arch">Cult Acolyte</h3> | <h3 class="headline arch">Cult Acolyte</h3> | ||
<p class="single nomargin">See [[Mini-Adventure-The_Finding_of_Lost_Souls| | <p class="single nomargin">See [[Mini-Adventure-The_Finding_of_Lost_Souls|The Finding of Lost Souls]] mini-adventure in the [[Unknown Regions]] sourcebook.</p> | ||
{{NPC | {{NPC | ||
|name=6 Cult Acolytes | |name=6 Cult Acolytes | ||
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<div id="cultadept"> | <div id="cultadept"> | ||
<h3 class="headline">Master Cult Adept</h3> | <h3 class="headline">Master Cult Adept</h3> | ||
<p class="single nomargin">See [[Mini-Adventure-The_Finding_of_Lost_Souls| | <p class="single nomargin">See the mini-adventure [[Mini-Adventure-The_Finding_of_Lost_Souls|The Finding of Lost Souls]] in the [[Unknown Regions]] sourcebook.</p> | ||
{{NPC | {{NPC | ||
|name=Master Cult Adept | |name=Master Cult Adept | ||
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|possessions=heavy slugthrower pistol, knife, blood‑spattered robes | |possessions=heavy slugthrower pistol, knife, blood‑spattered robes | ||
}}</div></div> | }}</div></div> | ||
<div id="sando" class="arch"> | |||
<h3 class="headline arch">Sando’s Boys</h3> | |||
<p class="single nomargin">Most of Sando's Boys, the long-term members of the band, are Humans from Outer Rim worlds who have joined up with the [[Rodian (species)|Rodian]] for the promise of plunder and violence. [[Sando]] makes sure her men train in hand-to-hand combat as well as ranged combat, and most of her crew carry vibroblades and know how to use them.</p><p class="single nomargin">{{indent}}See the mini-adventure [[Mini-Adventure-The_Mask_of_Darth_Nihilus|The Mask of Darth Nihilus]] in the [[Unknown Regions]] sourcebook.</p> | |||
{{NPC | |||
|name=4 Sando’s Boys | |||
|challenge=8 | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 9 / [[noble (heroic class)|noble]] 5 | |||
|playable=NPC | |||
|refbook=Unknown Regions | |||
|refpage=222 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp=1 | |||
|dsp=4 | |||
|init=+15 | |||
|perception=+7 | |||
|languages=Basic | |||
|ref=23 | |||
|flatfoot=20 | |||
|fort=20 | |||
|will=18 | |||
|defenses=Dodge | |||
|hp=68 | |||
|threshold=20 | |||
|speed=6 squares | |||
|melee1=vibroblade +13 (2d6+3) | |||
|ranged1=blaster pistol +12 (3d6+2) | |||
|bab=9 | |||
|grapple=+12 | |||
|attackoptions=Leading Feint, Personal Affront | |||
|str=12 | |||
|dex=16 | |||
|con=141 | |||
|int=10 | |||
|wis=10 | |||
|cha=16 | |||
|talents=[[Fencing_(talent_tree)#feint|Leading Feint]], [[Fencing_(talent_tree)#noble|Noble Fencing Style]], [[Fencing_(talent_tree)#affront|Personal Affront]] | |||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light), [[Dodge (feat)|Dodge]], [[Improved Defenses (feat)|Improved Defenses]], [[Martial Arts (feat)|Martial Arts]] (I, II, III), [[Skill Focus (feat)|Skill Focus]] (Deception), [[Skill Training (feat)|Skill Training]] (Initiative), [[Weapon Focus (feat)|Weapon Focus]] (advanced melee), [[Weapon Proficiency (feat)|Weapon Proficiency]] (advanced melee, simple, pistols) | |||
|skills=[[Deception]] +20, [[Initiative]] +15, [[Persuasion]] +15 | |||
|possessions=vibroblade, blaster pistol, armored flight suit, [[comlink]] | |||
}}</div> | |||
<div id="verinos" class="arch"> | |||
<h3 class="headline arch">NPC</h3> | |||
<p class="single nomargin">NPC Text</p> | |||
{{NPC | |||
|name=Nonplayer character archetype | |||
|challenge=1 | |||
|image=swse_nonheroic_NPC.jpg | |||
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 4 | |||
|playable=NPC | |||
|refbook=Saga Edition Core Rulebook | |||
|refpage=284 | |||
|size=Medium | |||
|species=[[Human (species)|Human]] | |||
|fp= | |||
|dsp= | |||
|force= | |||
|init=+ | |||
|senses= | |||
|perception=+ | |||
|languages=Basic | |||
|ref= | |||
|flatfoot= | |||
|fort= | |||
|will= | |||
|defenses= | |||
|hp= | |||
|dr= | |||
|threshold= | |||
|immune= | |||
|speed=6 squares | |||
|melee1= | |||
|melee2= | |||
|ranged1= | |||
|ranged2= | |||
|ranged3= | |||
|fightspace= | |||
|reach= | |||
|bab= | |||
|grapple=+ | |||
|attackoptions= | |||
|specialactions= | |||
|powers= | |||
|utf= | |||
|techniques=[[Force_Techniques# | |||
|secrets=[[Force_Secrets# | |||
|str= | |||
|dex= | |||
|con= | |||
|int= | |||
|wis= | |||
|cha= | |||
|specialqualities= | |||
|talents= | |||
|feats= | |||
|skills= | |||
|possessions= | |||
|asterixnote= | |||
}}</div> | |||
{{npcmenu}} | {{npcmenu}} | ||
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[[Category:Nonheroics]] | [[Category:Nonheroics]] | ||
[[Category:Saga Edition Core Rulebook]] | [[Category:Saga Edition Core Rulebook]] | ||
[[Category:Threats of the Galaxy]] | |||
[[Category:Force Unleashed Campaign Guide]] | |||
[[Category:Scum and Villainy]] | |||
[[Category:Legacy Era Campaign Guide]] | |||
[[Category:Galaxy at War]] | |||
[[Category:Unknown Regions]] |
Revision as of 23:36, 14 August 2024
Thug
Thugs are basic bruisers. They are street toughs aspiring to become swoop champions, grunts working for a local crime lord, security guards, or law enforcers prone to breaking heads and taking bribes.
Thug (CL 1)

Saga Edition Core Rulebook, page 284.
Dark Side: 3
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref 10 (flat-footed 10), Fort 11, Will 9
Hit Points: 9; Damage Threshold: 11
Speed: 6 squares
Melee: vibro-ax +2 (2d10+2)
Ranged: blaster pistol +1 (3d6)
Base Attack: +1; Grapple: 2
Attack Options: CleaveH
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10
Feats: CleaveH, Toughness, Weapon Proficiency (adv. melee, pistols, simple)
Skills: Initiative +6, Perception +5H
Possessions: blaster pistol, vibro-ax
H Human bonus feat or trained skill
Ambusher
The ambushers are trained veterans who have been sent out to perform a job—kill the enemy—and they do their best to complete the mission. However, they are not supersoldiers or heartless fanatics.
See the mini-adventure That Which Does Not Kill Me in the Galaxy at War sourcebook.
Ambusher (CL 2)
Galaxy at War, page 182.
Initiative: +4; Senses: Perception +8
Languages: Basic
Defenses: Ref 13 (flat-footed 12), Fort 11, Will 10
Hit Points: 21; Damage Threshold: 11
Speed: 6 squares
Melee: unarmed +4 (1d4)
Ranged: blaster rifle +5 (3d8) or
Ranged: frag grenade +5 (4d6, 2-square burst)
Base Attack: +4; Grapple: +4
Attack Options: autofire (blaster rifle), Point Blank Shot, Precise Shot
Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Feats: Armor Proficiency (light), Point Blank Shot, Precise Shot, Skill Training (Stealth), Weapon Proficiency (pistols, rifles, simple)
Skills: Perception +8, Stealth +14, Survival +8
Possessions: blast helmet and vest (+2 armor) with integrated comlink, camouflage poncho, blaster pistol, blaster rifle, frag grenade, utility belt with medpac
Ambusher Officer
Like his troops, the ambusher officer is a trained soldier who has survived many engagements. He is older than the other ambushers and carries an air of command.
See the mini-adventure That Which Does Not Kill Me in the Galaxy at War sourcebook.
Ambusher Officer (CL 1)
Galaxy at War, page 183.
Medium Human nonheroic 4 / noble 3 / officer 1 NPC
Force: 2
Initiative: +8; Senses: Perception +10
Languages: Basic
Defenses: Ref 16 (flat-footed 16), Fort 15, Will 20
Hit Points: 33; Damage Threshold: 14
Speed: 6 squares
Melee: unarmed +6 (1d4+2)
Ranged: blaster carbine +5 (3d8+2)
Base Attack: +6; Grapple: +6
Attack Options: autofire, Point Blank Shot
Special Actions: Born Leader, Coordinate, Trust
Abilities: Str 10, Dex 8, Con 10, Int 13, Wis 12, Cha 14
Talents: Born Leader, Coordinate, Trust
Feats: Improved Damage Threshold, Point Blank Shot, Precise Shot, Skill Focus (Persuasion), Skill Training (Perception), Skill Training (Stealth), Toughness, Weapon Proficiency (rifles, simple)
Skills: Initiative +8, Knowledge [tactics] +10, Perception +10, Persuasion +16, Stealth +13
Possessions: comlink (encrypted), blaster carbine, camouflage poncho, uniform, datapad with geographic data
Anjiliac Clan Thug
Hutt clans, including the Desilijic kajidic, employ Gamorreans as thugs, but the Anjiliac clan has a preference for using Houks. Given the Houks’ sinister reputation for foul tempers and raw physical strength, their presence on behalf of Zietta the Hutt in Point Nadir often ends a confrontation before it can begin. This suits the Anjiliacs just fine, but it has an undesirable effect on the Houks, who take out their aggressions on less-deserving targets in their spare time.
Houks can be found nearly everywhere in Point Nadir, with at least eighty of them on the Anjiliac payroll. They wander the shadowport in groups of two to five, looking for trouble. If they are unable to find conflict, they are always willing to generate some of their own.
The typical Anjiliac Houk wears a pair of well-worn combat gloves, and carries a vibro-ax and a blaster carbine, as well as a blaster pistol “just in case.”
Anjiliac Clan Thug (CL 3)
Scum and Villainy, page 141.
Medium Houk nonheroic 3 + soldier 2 NPC
Force: 2; Dark Side: 2
Initiative: +8; Senses: Perception +2
Languages: Basic
Defenses: Ref 16 (flat-footed 15), Fort 17, Will 12
Hit Points: 33; Damage Threshold: 17
Speed: 6 squares
Melee: unarmed +9 (1d4+8) or
Melee: unarmed +9 (2d4+8) with Mighty Swing or
Melee: vibro-ax +9 (2d10+7) or
Melee: vibro-ax +9 (3d10+7) with Mighty Swing
Ranged: blaster pistol +5 (3d6+1) or
Ranged: blaster carbine +5 (3d8+1)
Base Attack: +4; Grapple: +9
Attack Options: Cleave, Mighty Swing, Power Attack
Abilities: Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 4
Special Qualities: physical intimidation
Talents: Melee Smash
Feats: Cleave, Mighty Swing, Power Attack, Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills: Initiative +8, Persuasion −1 (+7 when intimidtating)
Possessions: vibro‑ax, blaster carbine, blaster pistol, combat gloves
Brute
Brutes are ubiquitous members of galactic society and can be found anywhere, even on the most peaceful of planets. Brutes are typically crude and unsubtle, regardless of whether they work for some crime lord or act independently. Most are motivated by a simple agenda— greed, power, fear of superiors, or even, on occasion, loyalty. They are rarely well armed or armored, making do with whatever they can find, although they constantly look to find something better (or rob someone who has superior equipment). Brutes strive to gain more status and wealth and will do almost anything to get it, up to and including murder. In turn, brutes typically despise authority figures, especially police officers, military figures, and Jedi.
The brute presented here could be a gun-toting gang member or an organized crime soldier. Alternatively, the statistics could also represent a militia member or a raw conscript who has little training (in which case, remove the Dark Side Score).
Brute Encounters
By their very nature, brutes can be found almost anywhere. They serve as nameless antagonists in every situation—from the high streets of Coruscant to the lowly slums of Tatooine. Brutes commonly travel in pairs or larger groups, each group rep resenting a street gang, a crime syndicate hit squad, or a tribe of warriors. By their very nature, brutes typicallly respond to threats or opposition with muscle and violence, but they can be swayed by intimidation, persuasion, or bribes. However, not all brutes are antagonistic—they can also be used as nameless allies and warriors on the side of the heroes. The brute works fine as a generic spearholder, cannon fodder to be used in the background, or an ordinary (if tough) nonplayer character for the GM to use throughout adventures.
Encounters involving brutes typically occur at lower levels, where they are a threat to the heroes. When the heroes have advanced to 6th level or beyond, the number of brutes required to make a credible threat runs over a dozen making them difficult to coordinate in combat. Thus, individual brutes should be scaled up to represent stronger threats, or another archetype should be chosen. Alternatively, a group of brutes could be paired up with much powerful leaders (often with heroic levels) or droids equipped with serious firepower.
Brute (CL 1)

Threats of the Galaxy, page 20.
Medium nonheroic 3 NPC
Dark Side: 4
Initiative: +7; Senses: Perception +0
Languages: Basic
Defenses: Ref 11 (flat-footed 10), Fort 11, Will 9
Hit Points: 9; Damage Threshold: 11
Speed: 6 squares
Melee: unarmed +2 (1d4)
Ranged: blaster carbine +4 (3d6)
Base Attack: +2; Grapple: 3
Attack Options: autofire (blaster carbine)
Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 9, Cha 10
Feats: Toughness, Weapon Focus (rifles), weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +7
Possessions: blaster carbine, tough-looking clothes
Cult Acolyte
See The Finding of Lost Souls mini-adventure in the Unknown Regions sourcebook.
6 Cult Acolytes (CL 2)
Unknown Regions, page 202.
Dark Side: 1
Initiative: +10; Senses: low-light vision;Perception +10
Languages: Basic
Defenses: Ref 18 (flat-footed 17), Fort 13, Will 10
Hit Points: 20; Damage Threshold: 13
Speed: 6 squares
Melee: vibroblade +9 (2d6+2)
Base Attack: +6; Grapple: +8
Abilities: Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 9
Feats: Armor Proficiency (light), Improved Defenses, Rapid Strike, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, rifles, simple)
Skills: Endurance +9, Mechanics +10l, Perception +10
Possessions: comlink, vibroblade, light acolyte ceremonial armor (+6 armor, +2 equipment)
Master Cult Adept
See the mini-adventure The Finding of Lost Souls in the Unknown Regions sourcebook.
Master Cult Adept (CL 5)
Unknown Regions, page 202.
Medium Human nonheroic 3 / noble 4 NPC
Force: 4; Dark Side: 10
Initiative: +9; Senses: Perception +8
Languages: Basic
Defenses: Ref 17 (flat-footed 16), Fort 17, Will 17
Hit Points: 35; Damage Threshold: 17
Speed: 6 squares
Melee: knife +5 (1d4+2)
Ranged: heavy slugthrower pistol +6 (2d8+2)
Base Attack: +5; Grapple: +6
Attack Options: Point Blank Shot, Precise Shot
Special Actions: Inspire Confidence, Presence
Abilities: Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Talents: Inspire Confidence, Presence
Feats: Improved Defenses, Instinctive Attack, Intimidator, Point Blank Shot, Precise Shot, Skill Focus (Persuasion), Skill Training (Deception, Initiative), Weapon Proficiency (pistols, simple)
Skills: Deception +10, Initiative +9, Knowledge &galactic lore] +9, Perception +8, Persuasion +15
Possessions: heavy slugthrower pistol, knife, blood‑spattered robes
Sando’s Boys
Most of Sando's Boys, the long-term members of the band, are Humans from Outer Rim worlds who have joined up with the Rodian for the promise of plunder and violence. Sando makes sure her men train in hand-to-hand combat as well as ranged combat, and most of her crew carry vibroblades and know how to use them.
See the mini-adventure The Mask of Darth Nihilus in the Unknown Regions sourcebook.
4 Sando’s Boys (CL 8)
Unknown Regions, page 222.
Medium Human nonheroic 9 / noble 5 NPC
Force: 1; Dark Side: 4
Initiative: +15; Senses: Perception +7
Languages: Basic
Defenses: Ref 23 (flat-footed 20), Fort 20, Will 18; Dodge
Hit Points: 68; Damage Threshold: 20
Speed: 6 squares
Melee: vibroblade +13 (2d6+3)
Ranged: blaster pistol +12 (3d6+2)
Base Attack: +9; Grapple: +12
Attack Options: Leading Feint, Personal Affront
Abilities: Str 12, Dex 16, Con 141, Int 10, Wis 10, Cha 16
Talents: Leading Feint, Noble Fencing Style, Personal Affront
Feats: Armor Proficiency (light), Dodge, Improved Defenses, Martial Arts (I, II, III), Skill Focus (Deception), Skill Training (Initiative), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, simple, pistols)
Skills: Deception +20, Initiative +15, Persuasion +15
Possessions: vibroblade, blaster pistol, armored flight suit, comlink
NPC
NPC Text
{{NPC |name=Nonplayer character archetype |challenge=1 |image=swse_nonheroic_NPC.jpg |npclevel=nonheroic 4 |playable=NPC |refbook=Saga Edition Core Rulebook |refpage=284 |size=Medium |species=Human |fp= |dsp= |force= |init=+ |senses= |perception=+ |languages=Basic |ref= |flatfoot= |fort= |will= |defenses= |hp= |dr= |threshold= |immune= |speed=6 squares |melee1= |melee2= |ranged1= |ranged2= |ranged3= |fightspace= |reach= |bab= |grapple=+ |attackoptions= |specialactions= |powers= |utf= |techniques=[[Force_Techniques# |secrets=[[Force_Secrets# |str= |dex= |con= |int= |wis= |cha= |specialqualities= |talents= |feats= |skills= |possessions= |asterixnote=
}}