There have been several “Sith Empires” Throughout the Star Wars timeline. This page covers predominantly the Knights of the Old Republic with an inclusion for the Legacy era. For Sidious’ Galactic Empire when the original trilogy took place, see Imperial Archeypes.
Sith Officer
Sith officers are normal Humans whose ruthlessness makes up for their lack of Force sensitivity. Most once served the Republic, but their ambitions exceed that age-old military. Many are competent and skilled leaders, but more are hedonists, sadists, and drunkards. Having already lived through the Mandalorian Wars, Sith officers are, if nothing else, cunning survivors.
Sith Officer (CL 6)
Knights of the Old Republic, page 149.
Medium Human nonheroic 6 / noble 3 / officer 1 NPC
Force: 3; Dark Side: 7
Initiative: +5; Senses: Perception +11
Languages: Basic, Durese, Mando’a, Sith
Defenses: Ref 16 (flat-footed 16), Fort 14, Will 19
Hit Points: 34; Damage Threshold: 14
Speed: 6 squares
Melee: unarmed +7 (1d4+2)
Ranged: blaster pistol +7 (3d6+2)
Base Attack: +7; Grapple: +7
Special Actions: Born Leader, Coordinate +1, Deployment Tactics
Abilities: Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 14
Talents: Born Leader, Coordinate, Deployment Tactics
Feats: Armor Proficiency (light), Linguist, Sith Military Training, Skill Focus (Knowledge [tactics], Persuasion), Skill Training (Pilot), Vehicular Combat, Weapon Proficiency (pistols, simple)
Skills: Deception +12, Knowledge [tactics] +17, Perception +11, Persuasion +17, Pilot +10
Possessions: blaster pistol, comlink (encrypted), officer’s uniform
Sith Spy
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NPC Encounters
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}}Sith Trooper
Sith troopers are the Sith Empire’s foundation. Though not wielding Force powers like other Sith constituents, they do possess a dark side, frequently expressed with their blaster rifles. Sporting a sleek, faceless silver armor, the Sith trooper demeanor is like that of a heartless war droid.
Specialized Sith troopers are readily distinguished by armor-color variants, such as red for commandos and black for pilots. Like soldiers of any army, their reasons for joining the Sith Empire are distinct, but they are all fully committed to reaping spoils of riches and power and to committing good old-fashioned bloodletting. Even after defeat in the Jedi Civil War, surviving Sith soldiers join the secret Sith Triumvirate.
Sith Trooper (CL 1)
Knights of the Old Republic, page 148.
Dark Side: 1
Initiative: +2; Senses: low-light vision, Perception +9
Languages: Basic
Defenses: Ref 16 (flat-footed 16), Fort 12, Will 10
Hit Points: 10; Damage Threshold: 12
Speed: 6 squares
Melee: unarmed +4 (1d6+1)
Ranged: blaster rifle +3 (3d8) or
Ranged: frag grenade +33 (4d6, 2-square burst)
Base Attack: +3; Grapple: +4
Attack Options: autofire (blaster rifle)
Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10
Feats: Armor Proficiency (light), Martial Arts I, Sith Military Training, Weapon Proficiency (pistols, rifles, simple)
Skills: Endurance +7, Perception +9
Possessions: blaster rifle, comlink, frag grenades, Sith trooper armor (+6 armor, +2 equipment)
Sith Pilot (CL 2)
Knights of the Old Republic, page 148.
Dark Side: 1
Initiative: +9; Senses: low-light vision, Perception +10
Languages: Basic
Defenses: Ref 17 (flat-footed 16), Fort 12, Will 10
Hit Points: 16; Damage Threshold: 12
Speed: 6 squares
Melee: unarmed +4 (1d4)
Ranged: blaster pistol +5 (3d6+1)
Base Attack: +4; Grapple: +5
Abilities: Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 10
Feats: Armor Proficiency (light), Sith Military Training, Skill Training (Initiative, Perception), Weapon Proficiency (heavy, pistols, simple)
Skills: Initiative +9, Mechanics +8, Perception +10, Pilot +9
Possessions: blaster pistol, comlink, Sith fighter, Sith trooper armor (+6 armor, +2 equipment)
Sith Commando (CL 2)
Knights of the Old Republic, page 148.
Dark Side: 1
Initiative: +10; Senses: low-light vision, Perception +10
Languages: Basic
Defenses: Ref 17 (flat-footed 16), Fort 12, Will 10
Hit Points: ; Damage Threshold:
Speed: 6 squares
Melee: prototype vibroblade +8 (2d6+2)
Ranged: light repeating blaster rifle +3 (3d8) with autofire or
Ranged: light repeating blaster +6 (3d8) with braced autofire
Base Attack: +6; Grapple: +8
Special Actions: braced (light repeating blaster)
Abilities: Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 9
Feats: Armor Proficiency (light), Burst Fire, Sith Military Training, Weapon Focus (rifles), Weapon Proficiency (advanced melee, rifles, simple)
Skills: Endurance +9, Mechanics +10, Perception +10
Possessions: comlink, light repeating blaster, prototype vibroblade, Sith trooper armor (+6 armor, +2 equipment)
