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Saga Edition RPG Omnibus

Law Enforcement Archetypes

Revision as of 04:02, 2 August 2024 by Tenor1411 (talk | contribs)

Police Officer

Police Officer

Police officers are charged with keeping the peace and enforcing laws. Depending on each world and its laws, a police officer can be anything from little more than a monitor who has little authority to a brutal instrument of the state. The vast majority of police officers fall in the middle ground. They have the authority to detain suspicious individuals, make arrests (with sufficient evidence), and use deadly force in self-defense or to protect bystanders from harm. Most police officers are overworked and underpaid, but continue to do an otherwise thankless job for the sake of keeping the streets safe. Customs and laws of various worlds make bribery a possibility when dealing with police officers—minor violations might be overlooked for the right amount of credits.

     The statistics provided here can also be used for security guards, pnvate defense contractors, and other individuals dedicated to community protection.

Police Officer Encounters

Police officers typically wear light armor and carry sidearms, which is enough protection and firepower to deal with regular criminals and to deter suspects from doing anything drastic. Many police officers are required to keep their blasters on stun setting as a means of preventing unnecessary fatalities. They also carry stun batons for close combat. Most police officers assigned to a vehicle also carry more powerful (or specialized) weapons to deal with bigger threats. A police “cruiser” typically carries a blaster rifle, an ion rifle, three stun grenades, and an ion grenade. On more authoritarian or violent worlds, police officers have their weapons to do lethal damage and commonly use rifles and heavier armor.

     Police officers are usually assigned to work in pairs and are understanding orders to call for backup if things become dangerous. On average, additional police officers arrive with in 1d10 minutes after a call is made. Wealthier worlds also team police officers with droids to provide additional firepower or reduce the chance of an officer getting injured. These droids are linked into the local precinct’s systems, sending a constant stream of information back for use as evidence.

Police Officer           (CL 2)

     Threats of the Galaxy, page 69.

Medium nonheroic 6 NPC

Initiative: +4; Senses: Perception +7

Languages: Basic

Defenses: Ref 15 (flat-footed 14), Fort 10, Will 9

Hit Points: 14; Damage Threshold: 10

Speed: 6 squares

Melee: stun baton +5 (2d6+1)

Ranged: blaster pistol +5 (3d6)

Base Attack: +4; Grapple: +5

Attack Options: Pin

Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8

Feats: Armor Proficiency (light), Pin, Skill Training (Endurance, Knowledge [bureaucracy]), Weapon Proficiency (pistols, simple)

Skills: Endurance +8, Knowledge [bureaucracy] +8, Perception +7

Possessions: blaster pistol, stun baton, combat jumpsuit (+4 armor), encrypted comlink


Inspector

Inspectors, including customs inspectors and detectives, represent the top tier of law enforcement. Unlike security specialists (who take care of heavy fighting) or security officers (whose presence provides a deterrent to criminals), an inspector has to think like a criminal—be it a smuggler, slaver, pirate, or assassin—to uncover their deceptions and find clues to that lead to their capture. In fact, many customs officers have a shady past, taking inspection positions as a way of maintaining a relatively safe and quiet retirement from more dangerous exploits.

     Although honest customs officers certainly exist (particularly those working in larger starports, with coworkers and supervisors working nearby), it hasn’t escaped smugglers’ attentions that it’s often cheaper to bribe a customs officer than to pay a legitimate tax or fine. Similarly, crime syndicates routinely have at least one inspector “on the take,” often a result of blackmail if not simple greed.

Inspector           (CL 7)

     Scum and Villainy, page 122.

Medium scoundrel 4 / scout 4 NPC

Force: 4

Initiative: +10 (can reroll); Senses: Perception +16

Languages: Basic, Bocce, Huttese

Defenses: Ref 21 (flat-footed 19), Fort 20, Will 20; Dodge, Mobility

Hit Points: 50; Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +4 (1d4+2)

Ranged: heavy blaster pistol +7 (3d8+3)

Base Attack: +5; Grapple: +7

Attack Options: Cornered Rat, Point Blank Shot, Precise Shot, Skirmisher

Special Actions: Quick Draw

Combat Gear: medpac

Abilities: Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 10

Talents: Acute Senses, Cramped Quarters Fighting, Improved Initiative, Skirmisher

Feats: Cornered RatH, Dodge, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Skill Focus (Gather Information, Perception), Weapon Proficiency (pistols, rifles, simple)

Skills: Deception +8, Initiative +10 (can reroll), Gather Information +13, Knowledge [bureaucracy] +10, Knowledge [galactic lore] +10, Perception +16, StealthH +10

H Human bonus feat or trained skill.

Security Personnel

NPC

The galaxy is a dangerous place, filled with all sorts of nasty characters. As a result, security is one of the primary concerns for most people of wealth, prestige, and power. To protect against villainy and to safeguard the common citizen against crime, governments maintain extensive security forces. These groups often consist of law enforcement officers who police the streets on foot or through the air in airspeeders. Like military units, security personnel typically follow a rigid rank structure, with guards outranked by detectives, sergeants, and so on all the way to the commander at the top.

     Security personnel are not restricted to law enforcement agencies. These characters can also represent the personal security forces of powerful figures in the galaxy. Security personnel might be private soldiers of a corporate sector czar or the armed guards of a powerful crime lord. They can be found protecting ambassadors and diplomats, veteran politicians, and just about anyone who holds power and has enemies.

Security Personnel Encounters

Security personnel protect a certain group of people or a specific person. As law enforcement agents, they might patrol in pairs or in small teams to respond to crimes and protect innocent civilians[1] from violence, robbery, or anything else that would harm them. When faced with a significant threat, security personnel double or triple their numbers and supplement their strength with security specialists and soldiers as the situation demands.

     In some instances, a security team might include a number of droids. Patrol droids might fill in for security forces or accompany them as they make their rounds. Likewise, security droids can also augment a security force’s strength, though battle droids and military security droids are rare after the Clone Wars. On the other hand, within the Trade Federation and the Separatist Movmeent, droids served almost exclusively as security forces.

     Security specialists are more advanced versions of standard security personnel. These are special operatives selected for their unswerving loyalty and discipline. Governments and employers relied on them to crack down on unruly civilians or to provide the best protection available. Security specialists are less numerous than standard security personnel and might be charged with leading a security team. Typically, security specialists answer directly to their employers, but in the case of some wealthy and powerful charges, they might deal with a bodyguard who oversees the entire security detail.

Security Personnel           (CL 2)

     Threats of the Galaxy, page 76.

Medium nonheroic 6 NPC

Initiative: +4; Senses: low-light vision;Perception +9

Languages: Basic

Defenses: Ref 16 (flat-footed 15), Fort 11, Will 10

Hit Points: 22; Damage Threshold: 11

Speed: 6 squares

Melee: stun baton +4 (2d6 stun)

Ranged: blaster pistol +5 (3d6)

Base Attack: +4; Grapple: +5

Abilities: Str 10, Dex 12, Con 11, Int 10, Wis 9, Cha 11

Feats: Armor Proficiency (light), Improved Defenses, Toughness, Weapon Focus (pistols), Weapon Proficiency (pistols, simple)

Skills: Perception +9

Possessions: stun baton blaster pistol with holster, blast helmet and vest (+2 armor) with helmet package, security pass, binder cuffs


Coruscant Guard

One of the status symbols marking Coruscant as the new Imperial Center is the development of an elite stormtrooper unit specifically for police duty on the capital world. Befitting their unique status, Coruscant Guards wear distinctive red and black armor not issued to regular storm trooper or military units. They are afforded great authority to search any dwelling or structure as well as to detain virtually any individual when investigating criminal or subversive activities. High-ranking ISB agents might call upon the Guard’s services when investigating politically powerful individuals. Although only a few Guard units have been activated, their numbers are growing. Some expect that new units will also appear on important, and potentially disruptive, Core Worlds in the coming months and years.

     Coruscant Guards use their helmet-mounted communications and sensory gear extensively. Commanders use an internal heads-up display to track troop movements and coordinate maneuvers quickly and efficiently. These displays are also useful for navigating Imperial Center’s complex city structure.

Coruscant Guard           (CL 1)

     Force Unleashed Campaign Guide, page 178.

Medium Human nonheroic 6 soldier 3 NPC

Force: 3; Dark Side: 6

Initiative: +10; Senses: low-light vision;Perception +11

Languages: Basic

Defenses: Ref 19 (flat-footed 18), Fort 18, Will 13

Hit Points: 32; Damage Threshold: 18

Speed: 6 squares

Melee: unarmed +8 (1d4+42) or

Melee: electrostaff +8 (2d6+2)

Ranged: blaster rifle +9 (3d6+1) or

Ranged: stun grenade +8 (4d6+1 stun, 2-square burst)

Base Attack: +7; Grapple: +8

Attack Options: autofire (blaster rifle), Point Blank Shot, Precise Shot

Special Actions: Coordinated Attack

Abilities: Str 13, Dex 13, Con 11, Int 11, Wis 10, Cha 10

Talents: Armored Defense, Second Skin

Feats: Armor Proficiency (light, medium), Coordinated Attack, Point Blank Shot, Precise Shot, Weapon Focus (rifles), Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Initiative +10, Perception +9

Possessions: Electrostaff, Coruscant Guard armor with helmet package (as stormtrooper armor, +6 armor, +2 equipment), comlink, blaster rifle, 2 stun grenades

Deluge Facility Guard

See adventure: The Perfect Storm Encounter: The End of the World.

Deluge Facility Guard           (CL 3)

     Galaxy of Intrigue, page 218.

Medium Human nonheroic 6 / soldier 1 NPC

Initiative: +10; Senses: low-light vision;Perception +11

Languages: Basic

Defenses: Ref 21 (flat-footed 19), Fort 17, Will 12

Hit Points: 34; Damage Threshold: 17

Speed: 4 squares

Melee: stun baton +7 (1d6+2 stun)

Ranged: blaster pistol +7 (3d6) or

Ranged: blaster pistol +5 (4d6) with Rapid Shot or

Ranged: blaster rifle +7 (3d8) or

Ranged: blaster rifle +5 (4d8) with Rapid Shot

Base Attack: +5; Grapple: +7

Attack Options: Point Blank Shot, Rapid Shot

Special Actions: Indomitable

Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 8

Talents: Indomitable

Feats: Armor Proficiency (light, medium), Point Blank Shot, Rapid Shot, Skill Training (Pilot), Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +10, Perception +11, Pilot +10

Possessions: battle armor with helmet package, stun baton, blaster rifle, blaster pistol

Joruba Consortium Troubleshooter Team Memebers

See Mini-Adventure-Opportunity Knocks Encounter: The Trouble‑shooting.

Joruba Consortium Troubleshooter Team Memeber           (CL 2)

     Galaxy of Intrigue, page 158.

Medium Human nonheroic 6 NPC

Initiative: +4; Senses: Perception +10

Languages: Basic, Bocce, 1 unassigned

Defenses: Ref 11 (flat-footed 10), Fort 11, Will 12

Hit Points: 20; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +4 (1d4)

Ranged: blaster pistol +5 (3d6)

Base Attack: +4; Grapple: +5

Abilities: Str 10, Dex 13, Con 12, Int 15, Wis 14, Cha 11

Feats: Cut the Red Tape, Skill Focus (Knowledge [technology], Skill Training (Perception), Weapon Proficiency (pistols, simple)

Skills: Knowledge [bureaucracy] +10, Knowledge [technology] +15, Mechanics +15, Perception +10, Use  Computer +15

Possessions: blaster pistol, Joruba Consortium uniform, comlink, code cylinder

Royal Handmaiden

The Royal Handmaidens are an exclusive security force charged to protect the elected Naboo monarch, most notably Queen (and later Senator) Amidala. The Royal Handmaidens were all young, about the same age as Amidala, and very similar in appearance, allowing them to step in as decoys to keep their mistress safe. Although these are the most famous security specialists, it’s likely that other, similar organizations exist in the galaxy.

Royal Handmaiden           (CL 6)

     Threats of the Galaxy, page 77.

Medium Human noble 3 / soldier 3 NPC

Force: 4

Initiative: +9; Senses: Perception +10

Languages: Basic, Gran, Gungan, High Galactic, Rodese

Defenses: Ref 20 (flat-footed 17), Fort 18, Will 20

Hit Points: 41; Damage Threshold: 18

Speed: 6 squares

Melee: unarmed +6 (1d8+3)

Ranged: sporting blaster pistol +6 (3d4+3)

Base Attack: +6; Grapple: +6

Attack Options: Melee Defense, Point Blank Shot

Special Actions: Battle Analysis, Bolster Ally, Harm’s Way, Inpire Condifence, Quick Draw

Abilities: Str 10, Dex 13, Con 10, Int 13, Wis 14, Cha 16

Talents: Battle Analysis, Bolster Ally, Harm’s Way, Inspire Confidence

Feats: Linguist, Martial Arts (I, II), Melee Defense, Point Blank Shot, Quick Draw, Skill Focus (Deception), Weapon Proficiency (pistols, rifles, simple)

Skills: Deception +16, Initiative +9, Knowledge [tactics] +9, Perception +10, Persuasion +11, Pilot +9, Treat Injury +10, Use Computer +9

Possessions: sporting blaster pistol, comlink, handmaiden’s outfit

Security Officer

Every level of government has at least one law enforcement agency, and virtually all private organizations or individuals with sufficient resources have an independent security force on call. Starports and space stations, due to their importance in interstellar commerce, always have a substantial security presence; similarly, all but the smallest private starships have shipboard security to deter pirates, shipjackers, mutineers.

     Low-risk locations (such as small businesses) might have no security presence at all, and those that do might use minimall trained (and armed) guards. Treat such security guards as thugs, replacing the vibro-ax with a stun baton, binder cuffs, and a comlink.

     Security officers represent the professional backbone of the security or law enforcement unit, and they respond first to any call for help. Any secured area (such as a starport or government facility) will have a minimum of one officer at each entrance, and a detail of two to four (perhaps including a security specialist, below) is common for high-risk locations. When patrolling, these officers might operate speeder bikes, landspeeders, or airspeeders.

Security Officer           (CL 1)

     Scum and Villainy, page 122.

Medium Human nonheroic 4 NPC

Initiative: +8; Senses: Perception +7

Languages: Basic

Defenses: Ref 14 (flat-footed 13), Fort 10, Will 10

Hit Points: 10; Damage Threshold: 10

Speed: 6 squares

Melee: stun baton +4 (2d6+1 stun)

Ranged: blaster pistol +4 (3d6)

Base Attack: +3; Grapple: +4

Attack Options: Point Blank Shot

Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 10, Cha 8

Feats: Armor Proficiency (light), Point Blank ShotH, Skill Training (Perception, Pilot), Weapon Proficiency (pistols, simple)

Skills: Initiative +8, Knowledge [bureaucracy]H +7, Perception +7, Pilot +8

Possessions: combat jumpsuit, blaster pistol, stun baton, binder cuffs, comlink, datapad

H Human bonus feat or trained skill.

Security Specialist

     Threats of the Galaxy, page 76.

Riot Shield

Riot shields are common gear for law enforcement and planetary defense forces. Measuring about 1 meter long and half as wide, a riot shield is made of a metal frame that generates an energy shield that bends light so that its outer surface is opaque while its inner side is transparent, allowing you unobstruted v1sion but not extending the same benefit to your opponents. A riot shield has DR 5, 20 hit points, and a break DC of 25.

     When held, a riot shield grants you cover (+5 cover bonus to your Reflex Defense) against all ranged attacks on any turn during which you fight defensively. You can also wield a riot shield as a melee weapon. When used in this way, it has the same statistics as a stun baton.

     Cost: 500; Weight: 6kg; Availability: Military

The security specialist is an elite guard who has the benefit of special training and extensive experience. Similar in many ways to bodyguards, security specialists are typically the last line of defense between their employer and his or her enemies. Security specialists are commonly trained in close-combat fighting and are equipped to deal with just about any sort of foe. Security specialists vary a great deal, as necessary for their particular mission, so you should customize this statistics block to meet your needs.

Security Specialist           (CL 5)

     Threats of the Galaxy, page 76.

Medium soldier 5 NPC

Force: 4

Initiative: +4; Senses: Perception +8

Languages: Basic

Defenses: Ref 21 (26 with riot shield) (flat-footed 19), Fort 21, Will 16; Dodge

Hit Points: 67; Damage Threshold: 21

Speed: 6 squares

Melee: stun baton +7 (2d6+5 stun)

Ranged: blaster rifle +7 (3d8+2) or

Ranged: heavy blaster pistol +7 (3d8+2) or

Ranged: stun grenade (4d6+2 stun)

Base Attack: +5; Grapple: +7

Attack Options: autofire blaster rifle, Melee Smash, Point Blank Shot, Precise Shot, Stunning Strike

Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 10

Talents: Melee Smash, Stunning Strike

Feats: Armor Proficiency (light, medium), Dodge, Point Blank Shot, Precise Shot, Toughness, Weapon Proficiency (pistols, rifles, simple)

Skills: Knowledge [tactics] +7, Mechanics +7, Perception +8

Possessions: stun baton, blaster rifle, heavy blaster pistol, 2 stun grenades, battle armor (+8 armor, +2 equipment), riot shield, breath mask, comlink, binder cuffs, medpac, glow rod


     Scum and Villainy, page 122.

Security specialists act as bodyguards for VIPs and crisis response teams for cities and starports. Starports, in particular, are dangerous assignments due to the large croeds, constant movement, and intermingling species, maximizing the chances of a terrible misunderstanding due to a language barrier or differences in local customs. Worse, starports might have to deal with a hostile starship if a smuggler, pirate, or outlaw decides to blast their way off the planet. as a result, security specialists tend to be heavily armed (often using heavier vehicles, such as gunships) and paired with sharpshooters (treat as expert assassins).

Security Specialist           (CL 5)

     Scum and Villainy, page 122.

Medium Human soldier 5 NPC

Force: 3

Initiative: +9; Senses: Perception +8

Languages: Basic

Defenses: Ref 18 (flat-footed 16), Fort 21, Will 16;

Hit Points: 62; Damage Threshold: 21

Speed: 6 squares

Melee: stun baton +8 (2d6+5 stun)

Ranged: blaster carbine +7 (3d8+2) or

Ranged: blaster carbine +5 (4d8+2) with Rapid Shot or

Ranged: stun grenade +7 (4d6 stun, 2-square blast radius)

Base Attack: +5; Grapple: +8

Attack Options: autofire (blaster carbine), Combat Reflexes

Special Actions: Battle Analysis, Cover Fire, Harm’s Way, Hitch a Ride[2]

Abilities: Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 10

Talents: Battle Analysis, Cover Fire, Harm’s Way

Feats: Armor Proficiency (light, medium), Combat Reflexes, Hitch a RideH[2], Point Blank Shot, Tactical Advantage, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +9, Perception +8, Treat InjuryH +8

Possessions: armored flight suit, blaster carbine, 3 stun grenades, bandolier, medpac, binder cuffs, encrypted comlink, utility belt

H Human bonus feat or trained skill.

Senate Commando

Part of an elite branch of the Republic’s Senate Guard, the Senate commandos are a special reserve unit that performs missions for both the Senate and the Judicial Department of the Republic. More aggressive than the defensively minded Senate Guard, the Senate commandos act as an elite police unit on Coruscant and sometimes travel to distant worlds on Special missions. The Senate commandos are often responsible for capturing and detaining suspects wanted by the Senate for questioning, and they frequently act as elite bodyguards for Senators traveling to war zones throughout the galaxy.

     The Senate commandos also serve as the bodyguards for Supreme Chancellor Palpatine, prior to the creation of the red-armored Royal Guards. The Senate commandos wear a heavier version of the blue Senate Guard armor, though they do not wear cloaks. The Senate commandos are one of the few nonclone units in the Republic to perform special missions for the Republic, and a fierce rivalry exists between the Senate commandos and elite clone units such as the Republic commandos.

Nonplayer character archetype           (CL 5)

     Clone Wars Campaign Guide, page 154.

Medium Human nonheroic 6 / soldier 3 NPC

Force: 2

Initiative: +17; Senses: low-light vision;Perception +17

Languages: Basic

Defenses: Ref 23 (flat-footed 20), Fort 21, Will 15; +8 armor

Hit Points: 68; Damage Threshold: 21

Speed: 6 squares

Melee: unarmed +10 (1d6+3)

Ranged: blaster rifle +11 (3d8+1)

Base Attack: +8; Grapple: +11

Attack Options: Martial Arts (I), Point Blank Shot

Special Actions: Draw Fire, Harm’s Way

Abilities: Str 14, Dex 16, Con 16, Int 10, Wis 12, Cha 8

Talents: Draw Fire, Harm’s Way

Feats: Armor Proficiency (light, medium), Improved Defenses, Martial Arts (I), Point Blank Shot, Skill Focus (Initiative, Perception), Toughness, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +17, Perception +17

Possessions: battle armor with helmet package, blaster rifle, comlink

Wheel Security

The Wheel’s security forces are well-paid, highly trained, and effective. Beings from virtually any species are hired to serve aboard the station or its auxiliary patrol ships. The Wheel’s security forces are loyal, for the most part. While a few can be bought off or corrupted, they typically don’t last very long before the committed security forces arrest them or toss them out the airlock. Security attempts to deal with incidents in a nonlethal manner, as the current administrator prefers to deport and ban troublemakers rather than imprison or kill them.

Wheel Security           (CL 7)

     Legacy Era Campaign Guide, page 206.

Medium Human nonheroic 8 / soldier 3 / elite trooper 1 NPC

Force: 3; Dark Side: 1

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic, Huttese

Defenses: Ref 23 (flat-footed 20), Fort 22, Will 14

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Melee: combat gloves +12 (1d6+5) or

Melee: stun baton +12 (2d6+4 stun) or

Melee: vibroblade +12 (2d6+4)

Ranged: heavy blaster pistol +12 (3d8+2) or

Ranged: blaster rifle +13 (3d8+, devastating attack) or

Ranged: blaster rifle +10 (3d8+, devastating attack) and
blaster rifle +10 (3d8+, devastating attack) with Double Attack

Base Attack: +10; Grapple: +12

Attack Options: Double Attack (rifles), Point Blank Shot, Running Attack

Special Actions: Devastating Attack (rifles)

Abilities: Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8

Special Qualities: delay damage

Talents: Devastating Attack (rifles), Weapon Specialization, Multiattack Proficiency (rifles)

Feats: Armor Proficiency (light, medium), Double Attack (rifles), Martial Arts (I), Point Blank Shot, Running AttackH, Weapon Focus (rifles), Weapon Proficiency (advanced melee, rifles, pistols, simple)

Skills: InitiativeH +12, Perception +12, Stealth +12

Possessions: battle armor with helmet package (low‑light vision), blaster rifle, heavy blaster pistol, vibroblade, stun baton, combat gloves

H Human bonus feat or trained skill.

 

Footnotes and References
Please see the following pages or sites for further information:

  1. The book originally wrote villains, but I cannot fathom that the writers meant anything other than civilians.
  2. 2.0 2.1 These are the only references to this feat that I can find. It is included for posterity only.