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 Archetypes.
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
Lackeys of the Sith Lords, Sith spies are hidden observers spread throughout the Empire and beyond. Every Sith spy answers to a single Sith Lord (few spies are bold enough to act as double agents for two Sith), and Sith spies are most common on worlds where anti-Imperial sentiments or Alliance sympathies threaten to undermine the authority of the Sith (such as on Bothawui or Dorin). Not every Sith spy is in a position to uncover major secrets just by virtue of his or her occupation or lifestyle; Sith spies are just as likely to be ordinary citizens as they are to be high ranking officers in the Imperial Navy or corporate agents in the Corporate Sector.
Sith spies prize, above all, their secrecy. A Sith spy will almost never reveal his or her affiliation, because to do so would mean certain death. Sith spies reap handsome rewards for their service, but only those who enjoy wealthy or prestigious positions have the ability to flaunt it. Most Sith spies serve their masters because of greed, though others might have different motives. A Sith spy might have a vendetta against one of his master’s rivals, while another might simply believe that the Sith are good for the Empire.
Sith Spy (CL 3)
Legacy Era Campaign Guide, page 165.
Dark Side: 2
Initiative: +6; Senses: Perception +10
Languages: Basic plus 1 additional language
Defenses: Ref 13 (flat-footed 11), Fort 11, Will 12
Hit Points: 23; Damage Threshold: 11
Speed: 6 squares
Melee: by weapon +7
Ranged: blaster pistol +8 (3d6) or
Ranged: hold‑out blaster pistol +8 (3d4)
Base Attack: +6; Grapple: +8
Attack Options: Point Blank ShotH
Abilities: Str 12, Dex 14, Con 10, Int 12, Wis 12, Cha 13
Feats: Improved Defenses, Point Blank ShotH, Skill Training (Deception, Gather Information, Stealth), Weapon Proficiency (pistols, simple)
Skills: Deception +10, Gather Information +10, Perception +10, Stealth +11, Use Computer +10H
Possessions: blaster pistol, hold‑out blaster, encrypted comlink, encrypted datapad, credit chip
H Human bonus feat or trained skill.
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)
