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Saga Edition RPG Omnibus

Republic Army Archetypes

Republic Naval Admiral

From the Admiral of the Fleet to the lowest rear admiral, the right to “raise one’s flag” is the signal achievement for all in the Republic Navy. Of the several kinds of admiral, the full admirals typify the Naval ideal. Unlike the aged admirals of the Coreworlds, they continue to fly for the Republic, commanding fleet battles. And where the “junior flags”—vice and rear admirals—can still lose their careers after an embarrassing loss, Admirals have enough connections at Admiralty Plaza to survive anything. More important, they have clout at the shipyards, getting priority on repairs and provisions.

     Full admirals do not run their own vessels, instead traveling within the fleet and transferring their command to whatever ship they are on. However, many find ships they like and captains they enjoy working with—and they have the influence necessary to bring those ships into whatever actions they are mounting.

     Each admiral, regardless of rank, receives an office at Admiralty Plaza and the use of a permanent clerical staff. Most admirals eschew the Coruscant work and bring their entourage with them. Secretary to an admiral is an ideal learning experience for any cadet.

Republic Navy Admiral           (CL 15)

     Knights of the Old Republic, page 172.

Medium Human nonheroic 4 / noble 7 / officer 7 NPC

Force: 4

Initiative: +17; Senses: Perception +19

Languages: Basic, Bocce, Bothan, Durese, High Galactic, Mon Calamarian, Sullustese, Zabrak

Defenses: Ref 27 (flat-footed 27), Fort 25, Will 31

Hit Points: 56; Damage Threshold: 25

Speed: 6 squares

Melee: unarmed +11 (1d4+6)

Ranged: blaster pistol +12 (3d6+7)

Base Attack: +12; Grapple: +12

Special Actions: Bolster Ally, Born Leader, Deployment Tactics, Field Tactics, Inspire Confidence, Outmaneuver, Rally

Abilities: Str 9, Dex 11, Con 10, Int 16, Wis 15, Cha 17

Special Qualities: command cover +3, share talent (Bolster Ally, Field Tactics, Inspire Confidence)

Talents: Bolster Ally, Deployment Tactics, Distant Command, Field Tactics, Inspire Confidence, Outmaneuver, Rally

Feats: Armor Proficiency (light, medium), Linguist, Republic Military Training, Skill Focus (Initiative, Knowledge [tactics], Perception, Persuasion), Skill Training (Initiative, Knowledge [bureaucracy], Knowledge [galactic lore]), Weapon Proficiency (pistols, simple)

Skills: Deception +20, Initiative +17, Knowledge [bureaucracy] +15, Knowledge [galactic lore] +15, Knowledge [tactics] +20, Perception +19, Persuasion +20, Pilot +12

Possessions: blaster pistol, uniform, comlink (encrypted), code cylinder

Republic Army Officer

The Republic Navy’s training system is directed toward a sing le goal: generating quality captains to helm vessels. In the earlier days of the smaller Navy, this took on added importance, as commands were few and ships were precious. Competition remains cutthroat into the early years of the Restoration, but the burgeoning number of available postings turns what was once a privilege into an expectation. The majority of spacefaring captains receive a cruiser of some kind to command.

     As such, the pool of captains is somewhat weaker at the onset of the Mandalorian Wars, and opportunities for captains to distinguish themselves are excellent. Occasionally, a captain with special experience is tapped to helm a larger vessel normally reserved for admirals; Karath, present at field tests of the Vanjervalis data systems, received Courageous while still waiting for his Merit Board to meet on his promotion to rear admiral. The glut of captains also makes the admiralty is less reluctant to allow captains to join their surface teams in action. Captains are not exactly expendable, but they are readily replaceable.

     Pay for captains is based on the size of ship they command, with cruiser captains receiving nearly twice what the handful of frigate captains earn. The few captains serving as space station administrators earn the least.

Republic Navy Captain           (CL 10)

     Knights of the Old Republic, page 172.

Medium Human nonheroic 4 / noble 5 / officer 4 NPC

Force: 3

Initiative: +11; Senses: Perception +11

Languages: Basic, Bocce, Bothan, Durese, High Galactic, Sullustese, Zabrak

Defenses: Ref 23 (flat-footed 22), Fort 20, Will 25

Hit Points: 46; Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +7 (1d4+5)

Ranged: blaster pistol +8 (3d6+5)

Base Attack: +7; Grapple: +8

Special Actions: Battle Analysis, Born Leader, Demand Surrender, Deployment Tactics

Abilities: Str 10, Dex 12, Con 11, Int 14, Wis 13, Cha 16

Talents: Battle Analysis, Born Leader, Demand(Surrender, [Military_Tactics_(talent_tree)#deployment

Feats: Armor Proficiency (light), Linguist, Republic Military Training, Skill Focus (Knowledge [tactics], Persuasion), Skill Training (Initiative, Knowledge [qalactic lore], Perception), Vehicular Combat, Weapon Proficiency (pistols, simple)

Skills: Deception+ 13, Initiative+ 11, Knowledge [galactic lore]+ 12, Knowledge [tactics]+ 17, Perception+ 11, Persuasion+ 18, Pilot+ 11

Possessions: blaster pistol, uniform, comlink (encrypted), code cylinder

Republic Naval Lieutenant

“The galaxy will run out of stars to visit before the Navy runs out of Lieutenants.” This aphorism is not mathematically true, but it reflects the state of starship bridges during the Restoration. Midship graduates from the Academy regard their careers as over if they do not make lieutenant after a year on a ship, and lieutenant is the most common rank noncommissioned crew members receive when promoted to the bridge. The result is an odd split between very young lieutenants and experienced older lieutenants who started out below decks.

     Bridge duty for lieutenants ranges from communications to gunnery control to hyperspace navigation. Lieutenants also find many opportunities off-ship. Those with piloting experience assist with spacelift and starfighter patrols, and those with combat skills join surface parties in securing landing sites. At most of the smaller Naval shipyards, the stationmaster is an older lieutenant; these positions, however important, tend to be dumping grounds for those who have found further promotion impossible.

     Lieutenants are easily the most avid audience of the official communique of the Republic Navy, The Admiral’s List. A mention there makes a career, and graduates of the same class compete to see how many commendations they can receive.

Republic Navy Lieutenant           (CL 5)

     Knights of the Old Republic, page 175.

Medium Human nonheroic 4 / noble 3 / officer 1 NPC

Force: 2

Initiative: +2; Senses: Perception +8

Languages: Basic, Bocce, Durese, Zabrak

Defenses: Ref 17 (flat-footed 17), Fort 15, Will 20

Hit Points: 25; Damage Threshold: 15

Speed: 6 squares

Melee: unarmed +3 (1d4+2)

Ranged: heavy blaster pistol +3 (3d6+2)

Base Attack: +3; Grapple: +3

Special Actions: Assault Tactics, Born Leader, Inspire Confidence

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

Talents: Assault Tactics, Born Leader, Inspire Confidence

Feats: Armor Proficiency (light), Linguist, Republic Military Training, Skill Training (Perception, Pilot), Vehicular Combat, Weapon Proficiency (pistols, simple)

Skills: Deception +9, Knowledge [tactics] +13, Perception +8, Persuasion +9, Pilot +9

Possessions: blaster pistol, uniform, comlink (encrypted), code cylinder