Black Sun
Legacy Era Campaign Guide, page 197.
The legendary criminal syndicate Black Sun has reinvented itself many times over the centuries. For such a powerful criminal empire, Black Sun manages to remain relatively obscure, despite its extensive reach. Throughout most of its history, Black Sun’s secrecy has been integral to its success. However, these days, secrecy is not always of prime concern to some of its leaders. In some Outer Rim systems and other iso lated areas, the syndicate openly displays its logo on ships and vehicles, largely in an effort to intimidate rivals and victims.
Black Sun’s internal structure remains virtual ly unchanged from previous eras. Powerful crime lords, called Vigos, run the organization in groups largely divided by region or sector. Each Vigo controls the syndicate’s criminal activities in his or her designated territory. However, Vigos in the Legacy era act with far more autonomy than the Vigos of previous eras. They engage in their own schemes, which range from petty extortion to massive fraud against the major governments and extensive smuggling operations between the warring Empires. However, as in the past, the exact reach or extent of resources available to the synd icate is extremely difficult to determine, even by the Vigos themselves, who get along just well enough to benefit from their association.
Black Sun’s resources include fleets of gunships, squadrons of starfighters, flights of speeder bikes, and the occasional larger warship. The Vigos have individual agents, capable pilots, and considerable muscle at their disposal. The organization’s influence extends into much of the underworld and a fair number of planetary governments, though Black Sun's stranglehold over key worlds has been temporarily diminished by the resurgent Sith Empire.
Black Sun Lieutenant
Black Sun Lieutenant (CL 1)
Legacy Era Campaign Guide, page 198.
Medium Human noble 3 / scoundrel 4 NPC
Force: 3; Dark Side: 4
Initiative: +10; Senses: Perception +9
Languages: Basic, Bocce, Durese, Huttese
Defenses: Ref 21 (flat-footed 19), Fort 19, Will 20
Hit Points: 53; Damage Threshold: 24
Speed: 6 squares
Melee: knife +6 (1d4+4)
Ranged: heavy blaster pistol +8 (3d8+3)
Base Attack: +5; Grapple: +7
Attack Options: Deadeye, Point Blank Shot, Precise Shot
Special Actions: Combat Reflexes, Inspire Confidence, Disruptive, Coordinate, Hyperdriven, Walk the Line, Vehicular Combat
Abilities: Str 13, Dex 15, Con 14, Int 13, Wis 12, Cha 12
Talents: Inspire Confidence, Disruptive, Coordinate, Hyperdriven, Walk the Line
Feats: Combat ReflexesH, Deadeye, Improved Damage Threshold, Linguist, Point Blank Shot, Precise Shot, Skill Focus (Deception), Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, simple)
Skills: Deception +14, Gather Information +9, Initiative +10, Perception +9, Persuasion +9, Pilot +10, Treat Injury +9H, Use Computer +9
Possessions: heavy blaster pistol, knife, comlink (encrypted), datapad (encrypted), medpac, credit chip
H Human bonus feat or trained skill.
Black Sun Pirate
See the mini-adventure Piracy in Deep Space in the Galaxy at War sourcebook.
Black Sun Pirate (CL 6)
Galaxy at War, page 194.
Medium Human nonheroic 6 / scoundrel 2 / scout 2 NPC
Force: 2
Initiative: +5; Senses: Perception +5
Languages: Basic
Defenses: Ref 17 (flat-footed 16), Fort 16, Will 14; Dodge
Hit Points: 42; Damage Threshold: 16
Speed: 6 squares
Melee: vibro-ax +8 (2d10+3)
Ranged: heavy blaster pistol +7 (3d8+2) or
Ranged: stun grenade +7 (4d6 stun)
Base Attack: +6; Grapple: +7
Attack Options: Point Blank Shot, Sneak Attack +1d6
Special Actions: Jury‑Rigger, Shake It Off
Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 10, Cha 8
Talents: Jury‑Rigger, Sneak Attack +1
Feats: Armor Proficiency (light), Dodge, Point Blank Shot, Shake It Off, Skill Training (Endurance, Pilot), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills: Deception +9, Endurance +11, Mechanics +5 (can reroll when juryrigging, must take the result of the reroll), Perception +5, Pilot +11
Possessions: vibro‑ax, heavy blaster pistol, 2 stun grenades, utility belt, comlink
Black Sun Thug
Black Sun Thug (CL 1)
Legacy Era Campaign Guide, page 198.
Dark Side: 4
Initiative: +5; Senses: Perception +7
Languages: Basic
Defenses: Ref 20 (flat-footed 18), Fort 13, Will 9
Hit Points: 21; Damage Threshold: 13
Speed: 6 squares
Melee: knife +5 (1d4+1)
Ranged: heavy blaster pistol +6 (3d8) or
Ranged: blaster rifle +6 (3d8)
Base Attack: +4; Grapple: +6
Attack Options: Point Blank Shot
Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 8
Feats: Armor Proficiency (light, medium), Point Blank ShotH, Weapon Proficiency (heavy, pistols, rifles, simple)
Skills: Perception +7H, Pilot +10
Possessions: battle armor, blaster rifle, heavy blaster pistol, knife, swoop bike
H Human bonus feat or trained skill.
Black Sun Vigo
Threats of the Galaxy, page 26.
The Black Sun is an enormous criminal venture that has incredible power. Its influence pervades almost every aspect of society, with tendrils of corruption seeping into the govern ment. Its two primary sources of income are piracy and smuggling, although the Black Sun has its fingers in every illicit activity possible. A single boss controls the Black Sun, designating power to nine Vigos (an old Tionese term for the word “nephew”), each of whom controls his own sector and region of influence.
Most Vigos cultivate an air of nobility, taste, and cult ure, which only their immense wealth and power can provide. The Vigo presented here does not fit that category. Brutish, tough, and abso lutely merciless, he controls his criminal empire by breaking heads and using force to take what he wants. Although perfectly capable of negotiating or using persuasion, a Black Sun Vigo prefers the sort of diplomacy that comes out the end of his gun.
Black Sun Vigo Encounters
The Black Sun Vigo represents a perfect “boss” to be confronted at the end of an adventure, after the heroes have faced hordes of thugs and minions. Thanks to his vast wealth, a Black Sun Vigo can arm his enforcers with the best weapons, armor, and vessels to make life miserable for anyone that rubs him the wrong way. Unlike the crime lord described above, this Black Sun Vigo prefers getting into a scrap to “make an example” of his enemies, but is smart enouqh to make a tactical retreat if things go wrong. He rules through fear and intimidation, demanding utter subservience from his minions, and has little compunction about sending them into potentially suicidal situations.
In addition to dozens or potentially hundreds of thugs at his command, a bodyguard, elite warrior, or martial artist to serve as his “heavy” to intimidate people and break heads could also accompany the Black Sun Vigo. He also makes use of numerous specialists such as medics, pilots, slicers, and technicians to complete various illegal tasks or to help support his immense staff.
Considering their vast wealth and prestige, Black Sun Vigos often have access to fast ships armed to the teeth, and many keep small fleets of fighters to protect their strongholds or to be used as raiders when piracy is the goal for the day.
Black Sun Vigo (Bith)
Black Sun Vigo (CL 1)
Threats of the Galaxy, page 26.
Medium Bith scoundrel 7 / crime lord 5 / gunslinger 2 NPC
Force: 4; Dark Side: 14
Initiative: +14; Senses: Perception +14
Languages: Basic, Bith, Huttense
Defenses: Ref 30 (flat-footed 28), Fort 24, Will 30
Hit Points: 65; Damage Threshold: 24
Speed: 6 squares
Melee: unarmed +10 (1d4+6)
Ranged: blaster pistol +14 (3d8+8)
Base Attack: +11; Grapple: +13
Attack Options: Deceptive Shot, Lucky Shot, Point Blank Shot, Precise Shot, Running Attack, Skirmisher
Special Actions: evolved intellect, Fool’s Luck, Impel Ally I, Impel Ally II
Abilities: Str 9, Dex 15, Con 10, Int 14, Wis 14, Cha 16
Special Qualities: command cover, evolved intellect, heightened awareness, meditative trance, trusty sidearm +1
Talents: Deceptive Shot, Fool’s Luck, Impel Ally (I, II), Inspire Fear (I, II, III), Knack, Lucky Shot, Skirmisher
Feats: Dual Weapon Mastery (I, II, III), Quick Draw, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Deception), Weapon Focus (pistols), Weapon Proficiency (pistols, simple)
Skills: Acrobatics +4, Deception +20, Gather Information +5, Initiative +4, Perception +4 (can re roll, must take second result), Stealth +4
Possessions: 2 heavy blaster pistols, comlink, dark clothing, datapad, 500 credits, various personal belongings
Black Sun Vigo (Human)
Black Sun Vigo (CL 14)
Legacy Era Campaign Guide, page 198.
Medium Human noble 7 / crime lord 7 NPC
Destiny: 2; Force: 7; Dark Side: 8
Initiative: +19; Senses: Perception +20
Languages: Basic
Defenses: Ref 22 (flat-footed 20), Fort 19, Will 25; Dodge
Hit Points: 85; Damage Threshold: 19
Speed: 6 squares
Melee: unarmed +10 (1d4+7)
Ranged: modified heavy blaster pistol +12 (3d8+9) or
Ranged: hold-out blaster pistol +12 (3d4+7)
Base Attack: +10; Grapple: +11
Attack Options: Point Blank Shot, Precise Shot
Special Actions: Impel Ally (I, II), Inspire Confidence, Inspire Haste, Presence, Quick Draw, Notorious
Abilities: Str 10, Dex 15, Con 13, Int 16, Wis 16, Cha 17
Special Qualities: command cover +3, Inspire Fear (III), Shared Notoriety
Talents: Connections, Impel Ally (I, II), Inspire Fear (I, II, III), Inspire Confidence, Inspire Haste, Presence, Notorious, Shared Notoriety
Feats: DodgeH, Improved Defenses, Linguist, Quick Draw, Point Blank Shot, Precise Shot, Skill Focus (Deception, Initiative, Perception, Persuasion), Weapon Proficiency (pistols, simple)
Skills: Deception +20, Gather Information +15, Initiative +19, Knowledge [galactic lore] +15, Mechanics +15, Perception +20, Persuasion +20, Pilot +14, Treat Injury +15H, Use Computer +15
Possessions: modified heavy blaster pistol (+2 damage), hold‑out blaster pistol, comlink (encrypted), datapad (encrypted), multiple credit chips
H Human bonus feat or trained skill.
Black Sun Vigo (Rodian)
Black Sun Vigo (CL 1)
Threats of the Galaxy, page 26.
Medium Rodian soldier 6 / scoundrel 1 / crime lord 7 NPC
Force: 3; Dark Side: 10
Initiative: +; Senses: low-light vision;Perception +13
Languages: Basic, Huttese, Rodese, 2 others
Defenses: Ref 29 (flat-footed 26), Fort 26, Will 29
Hit Points: 92; Damage Threshold: 26
Speed: 6 squares
Melee: pistol whip +11 (1d6+7)
Ranged: heavy blaster pistol +14 (3d8+9) or
Ranged: heavy blaster pistol +9 (3d8+9) and
heavy blaster pistol +9 (3d8+9)
Base Attack: +11; Grapple: +14
Attack Options: Acrobatic Strike, Double Attack (pistols), Point Blank Shot, Sneak Attack +1d6
Special Actions: Indomitable, Presence, Weaken Resolve
Abilities: Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 12
Special Qualities: command cover
Talents: Attract Minion (2), Gun Club, Indomitable, Inspire Fear ((I, II), Notorious, Presence, Sneak Attack +1d6, Weaken Resolve, Weapon Specialization (pistols)
Feats: Acrobatic Strike, Combat Reflexes, Double Attack (pistols), Point Blank Shot, Skill Focus (Deception, Gather Information, Persuasion, Survival), Skill Training (Gather Information), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills: Acrobatics +15, Deception +18, Gather Information +18, Initiative +15, Knowledge [galactic lore] +15, Perception +13, Persuasion +13 (can reroll when intimidating, must take second result), Survival +18
Possessions: heavy blaster, datapad, encrypted comlink, enforcers (numerous thugs plus 2 11th-level minions), 2,000 credits