Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus

Military (archetypes): Difference between revisions

No edit summary
No edit summary
Line 331: Line 331:
|refpage=60
|refpage=60
|size=Medium
|size=Medium
|species=[[Human (species)|Human]]
|fp=2
|fp=2
|init=+7
|init=+7
Line 372: Line 371:
{{NPC
{{NPC
|name=Intelligence Officer
|name=Intelligence Officer
|challenge=1
|challenge=10
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]] 4
|npclevel=[[noble (heroic class)|noble]] 7 / [[officer (prestige class)|officer]] 3
|playable=NPC
|playable=NPC
|refbook=Threats of the Galaxy
|refbook=Threats of the Galaxy
|refpage=61
|refpage=61
|size=Medium
|size=Medium
|species=[[Human (species)|Human]]
|fp=3
|fp=
|dsp=
|force=
|init=+
|init=+
|senses=
|perception=+
|perception=+
|languages=Basic
|languages=Basic, Bocce, Bothese, Durese, High Galactic, Huttese, Quarrenese, Ryl
|ref=
|ref=23
|flatfoot=
|flatfoot=21
|fort=
|fort=20
|will=
|will=26
|defenses=
|hp=42
|hp=
|threshold=20
|dr=
|threshold=
|immune=
|speed=6 squares
|speed=6 squares
|melee1=
|melee1=unarmed +8 (1d4)
|melee2=
|ranged1=blaster pistol +9 (3d6+5)
|ranged1=
|bab=8
|ranged2=
|grapple=+9
|ranged3=
|attackoptions=Point Blank Shot
|fightspace=
|specialactions=Born Leader, Demand Surrender, Presence, Shif Defense II, Weaken Resolve
|reach=
|str=10
|bab=
|dex=12
|grapple=+
|con=8
|attackoptions=
|int=16
|specialactions=
|wis=13
|powers=
|cha=17
|utf=
|specialqualities=[[Officer_(prestige_class)#command|command cover]], [[Officer_(prestige_class)#share|share talent]] (Shift Defense I)
|techniques=
|talents=[[Leadership_(talent_tree)#born|Born Leader]], [[Influence_(talent_tree)#surrender|Demand Surrender]], [[Influence_(talent_tree)#presence|Presence]], [[Military_Tactics_(talent_tree)#shift1|Shift Defense]] (I, II), [[Influence_(talent_tree)#weaken|Weaken Resolve]]
|secrets=
|feats=[[Improved Defenses (feat)|Improved Defenses]], [[Linguist (feat)|Linguist]], [[Point Blank Shot (feat)|Point Blank Shot]], [[Skill Focus (feat)|Skill Focus]] (Deception, Gather Information, Knowledge [social sciences], Perception, Persuasion), [[Weapon Proficiency (feat)|Weapon Proficiency]] (pistols, simple)
|str=
|skills=[[Deception]] +18, [[Gather Information]] +18, [[Initiative]] +9, [[Knowledge#bureaucracy|Knowledge [bureaucracy]]] +13, [[Knowledge#galacticlore|Knowledge [galactic lore]]] +13, [[Knowledge#socialsciences|Knowledge [social sciences]]] +18, [[Perception]] +18, [[Persuasion]] +18, [[Use Computer]] +13
|dex=
|possessions=blaster pistol, code cylinder, encrypted comlink, datapad, officer’s uniform
|con=
|int=
|wis=
|cha=
|specialqualities=
|talents=
|feats=
|skills=
|droidsystems=
|possessions=
|asterixnote=
}}</div>
}}</div>



Revision as of 21:25, 29 May 2024

Army Soldier

File:Swse nonheroic army soldier.jpg
Army Soldier

NPC Text

Army Soldier Encounters

Army Soldier           (CL 1)

     Galaxy at War, page 189.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Commando

Commando

A commando is a type of soldier who specializes in fighting in hostile and dangerous environments, undert aking difficult missions for which regular troops lack the training and equipment. Most commandos go to deadly worlds, planets that feature harsh environmental conditions, where they are expected to drop in, engage the enemy, and get the job done. Sometimes commandos precede regular ground troops to clear a well-guarded area of enemy forces before the body of the troops lands. Experts in stealth, demolitions, and hit-and-run tactics, commandos are a vital part of any army’s forces.

Commando Encounters

Commando teams consist of small groups of two to four individuals under the command of an officer, usually a squad leader or an elite warrior. For larger missions, several teams might work together, splitting up to achieve smaller objectives that are related to tackling a larger problem. Such large strike teams are reserved for the most deadly and important missions, usually to destroy a vital communications array, sabotage a warship, or seize vital intelligence about an enemy’s plans.

     Commandos in an encounter should be devastating opponents, setting up ambushes against the player characters and us1ng the terrain and environment to their benefit. They strike fast and hard before melting away, disappearing into the surroundings. Commandos often employ hit-and-run tactics to chip away at their opponents’ resources rather than face their adversaries head-on. In fact, such groups might circle around their opponent’s position to disrupt supply lines and destroy support (or escape) vehicles.

     Commandos can also serve as supplemental forces for a group of highlevel characters. As highly trained specialists, commandos might compensate for the heroes’ weaknesses when they are dealing with difficult objectives, covering them while they work toward completing their mission goal.

Commando           (CL 6)

     Threats of the Galaxy, page 22.

Medium nonheroic 8 / soldier 4 NPC

Force: 1

Initiative: +14; Senses: Perception +12

Languages: Basic, 1 other

Defenses: Ref 19 (flat-footed 16), Fort 20, Will 15

Hit Points: 66; Damage Threshold: 20

Speed: 6 squares

Melee: vibrodaggger +12 (2d4+4) or

Melee: vibrodaggger +10 (3d4+4) with Rapid Strike

Ranged: blaster rifle +13 (3d8+2) or

Ranged: blaster rifle +11 (4d8+2) with Rapid Shot or

Ranged: blaster pistol +13 (3d6+2) or

Ranged: blaster pistol +11 (4d6+2) with Rapid Shot

Base Attack: +10; Grapple: +13

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

Special Actions: Indomitable, Tough as Nails

Abilities: Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 10

Talents: Indomitable, Tough as Nails

Feats: Armor Proficiency (light), Point Blank Shot, Rapid Shot, Rapid Strike, Skill Training (Initiative, Stealth), Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Initiative +14, Mechanics +12, Perception +12, Stealth +14

Possessions: blaster pistol, blaster rifle, commando armor (as armored flight suit, +5 armor), secure comlink


Commando Squad Leader

Commandos rarely work alone, though they do tend to function best in small squads with defined roles. Commando squad leaders usually have some officer training and are skilled at making snap decisions in the heat of battle. A commando squad leader makes it his first goal to ensure that he mission is completed with as few casualties as possible. Squad leaders not only inspire the commandos in their squad, they also ensure that they carry out their assigned mission.

Commando Squad Leader           (CL 10)

     Threats of the Galaxy, page 22.

Medium nonheroic 8 / soldier 5 / officer 3 NPC

Force: 1

Initiative: +16; Senses: Perception +14

Languages: Basic, 1 other

Defenses: Ref 24 (flat-footed 21), Fort 24, Will 23

Hit Points: 93; Damage Threshold: 24

Speed: 6 squares

Melee: vibrodagger +16 (2d4+6)

Ranged: blaster rifle +17 (3d8+4) or

Ranged: blaster rifle +15 (4d8+4) with Rapid Shot or

Ranged: blaster rifle +12 (5d8+4) with Burst Fire or

Ranged: blaster pistol +17 (3d6+4) or

Ranged: blaster pistol +15 (4d6+4) with Rapid Shot

Base Attack: +14; Grapple: +17

Attack Options: autofire (blaster rifle), Burst Fire, Point Blank Shot, Rapid Shot

Special Actions: Assault Tactics, Idomitable, Tough as Nails

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

Special Qualities: command cover, share talent (Tough as Nails)

Talents: Armored Defense, Assault Tactics, Indomitable, Tactical Edge, Tough as Nails

Feats: Armor Proficiency (light), Burst Fire, Point Blank Shot, Rapid Shot, Skill Training (Initiative, Stealth), Weapon Proficiency (advanced melee, heavy, pistols, rifles, simple)

Skills: Initiative +16, Knowledge [tactics] +14, Perception +14, Stealth +16

Possessions: blaster pistol, blaster rifle, commando armor (as armored flight suit, +5 armor), secure comlink


Elite Commando

Elite commandos are the most skilled veterans of combat in many armies. An elite commando has seen more missions than many squads combined, and he has learned from his experiences and become a formidable soldier. Elite commandos often embody the phrase “one-man army” in that they can often accomplish any mission with only a blaster and basic supplies. Elite commandos are extremely deadly and difficult to stop once they embark on a mission, and they are equally at home in remote reaches of the galaxy as they are in the urban jungles of the Core Worlds.

Elite Commando           (CL 14)

     Threats of the Galaxy, page 23.

Medium soldier (heroic class) 14 NPC

Force: 4

Initiative: +14; Senses: Perception +7

Languages: Basic

Defenses: Ref 31 (flat-footed 29), Fort 29 (+32 against extremes of cold and heat), Will 24

Hit Points: 129; Damage Threshold: 29

Speed: 6 squares

Melee: vibrobayonet +15 (2d6+8)

Ranged: blaster pistol +16 (3d6+7) or

Ranged: blaster pistol +11 (3d6+7) and
blaster pistol +11 (3d6+7) with Double Attack or

Ranged: blaster rifle +17 (3d8+7) or

Ranged: blaster rifle +12 (5d8+7) with Burst Fire

Base Attack: +14; Grapple: +16

Attack Options: autofire (blaster rifle), Burst Fire, Chargin Fire, Coordinated Attack, Cover Fire, Doubble Attack (pistols), Point Blank Shot, Precise Shot, Triple Crit (blaster rifle)

Special Actions: Battle Analysis, Demolitionist

Abilities: Str 12, Dex 141, Con 13, Int 10, Wis 11, Cha 9

Talents: Armored Defense, Battle Analysis, Cover Fire, Demolitionist (2), Improved Armored Defense, Juggernaut

Feats: Armor Proficiency (light, medium), Burst Fire, Charging Fire, Coordinated Attack, Double Attack (pistols), Point Blank Shot, Precise Shot, Skill Training (Stealth), Toughness, Triple Crit (blaster rifle), Weapon Focus (rifles), Weapon Proficiency (advanced melee, heavy, pistols, rifles, simple)

Skills: Endurance +13, Initiative +14, Knowledge [tactics[ +12, Mechanics +12, Stealth +14

Possessions: blaster pistol, blaster rifle (with vibrobayonet, folding stock, and targeting scope), battle armor (+8 armor, +2 equipment), 1 explosive charge, 2 blocks of detonite with 2 timers, secure comlink, field kit, glow rod, medpac. utility belt

Elite Soldier

Elite Soldier

Elite soldiers are some of the best and deadliest warriors that an army, mercenary force, or planetary guard has to offer. Taught to master the essentials of combat and basic soldiering, elite soldiers receive special, highly intensive training to specialize in particular ways of killing. Because of the time and cost involved in training such troops, they are used sparingly for specific missions in which their skills can utterly dominate the enemy.

     Elite soldiers are often put together in small units of talented individuals—such units are almost equal in capability to a full platoon or even a company of regular troopers. Other elite soldiers are placed in command of normal troops, leading by example and bolstering their firepower and usefulness on the battlefield. Certain elite soldiers serve as bodyguards for high-ranking officials or characters, who might be quite powerful in their own regard. Wherever there is conflict in the universe, elite soldiers are on hand, doing the dirty work that few others are capable of handling.

Elite Soldier Encounters

Elite soldiers can be found in nearly any dangerous situation, where he serve the will of their superiors. Their duty could include serving on traditional battlefields, protecting sensitive areas, or engaging in clandestine operations. As befitting their status, elite soldiers are equipped with the best armor weapons, and gear that their superiors have to offer, including cutting-edge technology not readily available to regular troops.

     Elite soldiers are commonly teamed with commandos, soldiers, and soldier commanders, forming the vanguard of armies or leading assault force here surgical precision is called for. Some elite soldiers form the equivalent of “terror squads,” meant to inflict as much damage in as grandiose a way as possible in order to send a political message or to break down the will of the enemy. These elite soldiers specialize in heavy weapon, demolitions, and psychological techniques that maximize the impact of their actions.

     On occasion, elite soldiers work alongside droids, especially battle droids, who bring additional firepower to a conflict. Any droids assigned to work alongside elite soldiers are considered expendable assets—the cost of a droid is negligible compared to the expense involved in the training and outfitting of an elite soldier. Because of this, droids are sent in as decoys to draw fire while the elite soldiers flank the enemy in order to complete their mission.

Elite Soldier           (CL 1)

     Threats of the Galaxy, page 94.

Medium Human soldier 7 / elite trooper 3 NPC

Force: 2; Dark Side: 3

Initiative: +13; Senses: low-light vision;Perception +10

Languages: Basic, Durese, High Galactic

Defenses: Ref 24 (flat-footed 20), Fort 27, Will 20

Hit Points: 93; DR: 1; Damage Threshold: 27

Speed: 6 squares

Melee: unarmed attack +14 (1d6+7)

Ranged: heavy blaster rifle +17 (3d10+9) or

Ranged: heavy blaster rifle +15 (4d10+9) with Rapid Shot or

Ranged: frag grenade +145 (4d6, 2-square burst) or

Ranged: ion grenade +145 (4d6 ion, 2-square burst)

Base Attack: +12; Grapple: +15

Attack Options: autofire (heavy blaster rifle), Deadeye, Devastating Attack (rifles), Penetrating Attack (rifles), Point Blank Shot, Precise Shot, Rapid Shot, Sniper

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

Special Qualities: delay damage

Talents: Armored Defense, Devastating Attack (rifles), Greater Weapon Focus (rifles), Greater Weapon Specialization (rifles), Penetrating Attack (rifles), Weapon Specialization (rifles)

Feats: Armor Proficiency (light, medium), Deadeye, Martial Arts (I), Point Blank Shot, Precise Shot, Rapid Shot, Sniper, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +11, Initiative +13, Knowledge ]tactic] +12, Perception +10, Use Computer +

Possessions: heavy blaster rifle, battle armor (+8 armor, +2 equipment), 2 frag grenades, ion grenade, encrypted comlink (miniaturized), utility belt with medpac

Elite Warrior

Elite Warrior

Elite warriors include a broad array of professional soldiers who benefit from advanced combatt raining and who are familiar with a large variety of weaponry. Many elite warriors are former rank-and-file soldiers who have proved their fighting expertise to their superior officers. A few might be members of a veteran squad, their experience giving them the edge they need to survive. Other elite warriors could be members of legendary fighting outfits, noted for their discipline and their record of victories.

Elite Warrior Encounters

An encounter with one or more elite warriors is especially dangerous, since these soldiers have far more advanced training than their lesser counterparts do. Skilled in a variety of fighting techniques, from hand-to-hand combat to the use of heavy weaponry, elite warriors are equipped to face and destroy just about any threat that comes against them. The presence of a single elite warrior can shift the tide of a large battle.

     Elite warriors have many similarities to commandos, and in fact, the might lead small teams of these other soldiers. The elite warrior is generally chosen for the most dangerous missions, often against overwhelming numbers. Such missions fall on these characters’ shoulders because they, and only they, can get the job done. As a result, elite warriors are often dispatched to poisonous worlds, sent to lead the vanguard of an attack against an entrenched unit, or even used as shock troops, dropping in and wiping out all resistance to securing a landing site for the main force.

Elite Warrior           (CL 1)

     Threats of the Galaxy, page 102.

Medium nonheroic 3 / soldier 8 / elite trooper 5 NPC

Force: 5

Initiative: +15; Senses: low-light vision;Perception +16

Languages: Basic, 1 other

Defenses: Ref 28 (flat-footed 25), Fort 28, Will 24

Hit Points: 116; DR: 2; Damage Threshold: 28

Speed: 6 squares

Melee: gun club +18 (1d6+9) or

Melee: combat gloves +18 (1d6+10

Ranged: heavy blaster pistol +17 (3d8+6) or

Ranged: heavy blaster rifle +18 (3d20+8) or

Ranged: heavy blaster rifle +16 (5d20+8) with Controlled Burst or

Ranged: heavy blaster rifle +15 (3d20+8) and
heavy blaster rifle +15 (3d20+8) with Double Attack or

Ranged: heavy blaster rifle +10 (3d20+8) and
heavy blaster rifle +10 (3d20+8) and
heavy blaster rifle +10 (3d20+8) with Triple Attack

Base Attack: +15; Grapple: +18

Attack Options: autofire (heavy blaster rifle), Burst Fire, Charging Fire, Controlled Burst, Devastating Attack (rifles), Double Attack (rifles), Gun Club, Point Blank Shot, Triple Attack (rifles)

Abilities: Str 17, Dex 15, Con 12, Int 12, Wis 12, Cha 8

Special Qualities: delay damage

Talents: Armored Defense, Controlled Burst, Devastating Attack (rifles), Gun Club, Multiattack Proficiency (rifles), Weapon Specialization (rifles)

Feats: Armor Proficiency (light, medium), Burst Fire, Charging Fire, Double Attack (rifles), Martial Arts (I), Point Blank Shot, Toughness, Triple Attack (rifles), Weapon Focus (rifles), Weapon Proficiency (heavy, pistols, rifles, simple)

Skills: Endurance +14, Initiative +15, Perception +16

Possessions: combat gloves, heavy blaster rifle with enhanced low-light targeting scope, heavy blaster pistol, Corellian powersuit (+7 armor) with helmet package, utility belt

Officer

Officer

The officer described here represents a leader who goes out in the field, commanding alongside her troops. She is trained in quickly assessing the battlefield and deploying her troops in the most effective way possible-with the hope of keeping losses in both soldiers and equipment to a minimum. This sort of officer leads by example, giving orders from the front lines of combat, often scoffing at the plans concocted by the higher-ups in the safety of the rear deployment zone. An officer must make tough decisions, putting her troops in extremely hazardous, and sometimes suicidal, positions to get the job done. Officers carry little in the way of weapons or armor, relying on other troops for protection and transportation. Depending on their actual rank, this “entourage” can be anything from a bodyguard and an airspeeder all the way up to a brigade of troops, heavily armored tanks, and a contingent of battle droids.

     It is important to remember that an officer’s rank isn’t necessarily tied to her level as a game character—a brigade commander might have fewer heroic levels than the lieutenant of a platoon, especially if that lieutenant has seen intense combat. Heroic levels represent a character’s participation in action-filled adventures or missions of deep intrigue, not the number of years she spent as a desk jockey.

Officer Encounters

Officers are almost never encountered alone-even on “solitary” missions, they are often accompanied by a retinue of noncommissioned officers and enlisted personnel. The officer presented here works best as the ommander of a squad of 6- 10 soldiers or a platoon of 20-30 soldiers, with accompanying support vehicles, equipment, and droids (the exact number depends on the CL of the encounter). This sort of officer is a capable fighter in her own right but works best when she is able to direct the movement of her troops.

     An officer might be assigned to lead a group of highly trained specialists in order to complete a specific mission. Typical allies include commandos, elite soldiers, medics, and pilots—possibly with the officer being the least powerful member of the group.

Officer           (CL 8)

     Threats of the Galaxy, page 60.

Medium nonheroic 6 / soldier 3 / officer 3 NPC

Force: 2

Initiative: +7; Senses: Perception +13

Languages: Basic, Bocce, 4 others

Defenses: Ref 20 (flat-footed 19), Fort 20, Will 23

Hit Points: 62; Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +10 (1d4+3)

Ranged: blaster pistol +11 (3d6+3)

Base Attack: +10; Grapple: +12

Attack Options: Cover Fire

Special Actions: Assault Tactics, Battle Analysis, Deployment Tactics

Abilities: Str 10, Dex 14, Con 12, Int 15, Wis 14, Cha 16

Special Qualities: command cover, share talent (Cover Fire)

Talents: Assault Tactics, Battle Analysis, Cover Fire, Deployment Tactics

Feats: Armor Proficiency (light), Improved Defenses, Linguist, Skill Focus (Knowledge [tactics], Persuasion), Skill Training (Use Computer), Toughness, Weapon Proficiency (pistols, rifles, simple)

Skills: Knowledge [tactics] +18, Perception +13, Persuasion +19, Use Computer +13

Possessions: blaster pistol, code cylinder, officer’s uniform, encrypted comlink, utility belt with medpac


Intelligence Officer

Intelligence officers delve into mounds of intercepted codes, plans, and reports to determine the best way to bring down the enemy by knowing ore than they do. Handpicked for their natural intelligence and personal charm, intelligence officers are masters at teasing out information from a variety of sources. Most are expert interrogators, using a mix of “carrot and stick” to cause an enemy agent to spill his guts, revealing vital data or even convincing him to become a turncoat. Although they bear great similarities to spies, Intelligence officers are part of a strict chain of command and have far more restrictions placed upon them when performing their duties. In short, spies collect the data and intelligence officers process it.

     Because of the valuable knowledge they possess, intelligence officers are considered key targets and highly sought-after prizes. As a result, they are heavily protected by their units to keep them falling into the hands of the enemy.

Intelligence Officer Encounters

The Chain of Command

An advantage to including an officer—as well as commanders or a squad leaders (from other entries)—in an encounter is that such a character effectively increases the challnge provided by each individual ally he brings with him. When designing encounters using officers, the Gamtmaster should keep in mind that the other enemies in the encounter will be slightly more powerful (though not enough to adjust their CL); although this might not make any difference in an encounter that features only a small number of enemies, the effect becomes cumulative when more enemies are added to the encounter. Each additional enemy is one that is more likely to sucessfully use the aid another action for its allies, causing the heroes’ defense scores to drop while enemy attack bonuses rise. Add to that the officer’s ability to share talents (effectively giving nonheroic opponents access to abilities usually reserved for heroic characters), and an encounter’s difficulty can jump drastically. Nonheroic enemies under an officer’s command can become tougher to hit and can deal more damage, so Gamemasters who include large numbers of non heroic enemies in an encounter with an officer should be careful to monitor the effects of an officer’s talents on the overall encounter difficulty.

Intelligence officers rarely go into the field on their own—they use the information gleaned by spies and other sources to make their assessments from the safety of headquarters. Most heroes are likely to encounter an intelligence officer after they have been captured and are undergoing interrogation. Intelligence officers are smooth operators who rarely get riled up (unless they choose to) and are extremely difficult to intimidate or crack. During such interrogations, two to four soldiers or a single elite soldier accompanies an intelligence officer to provide both protection and an intimidation factor.

     When encountered in the field, intelligence officers are heavily protected. One might be accompanied by a squad of up to eight soldiers, or a pair of elite soldiers, as well as a personal bodyguard. In totalitarian regimes, particularly the Empire, intelligence officers might have orders to commit suicide if they are captured, which they carry out after destroying any physical evidence they might possess. In turn, these regimes impose punishment on any troops that kill, rather than capture, enemy intelligence personnel.

     Intelligence officers make extensive use of droids in their work—protocol droids for translation and diplomatic situations, probe droids for intelligence gathering on far-flung worlds (particularly the Viper series probe droid), and specially designed interrogation droids.

Intelligence Officer           (CL 10)

     Threats of the Galaxy, page 61.

Medium noble 7 / officer 3 NPC

Force: 3

Initiative: +; Senses: Perception +

Languages: Basic, Bocce, Bothese, Durese, High Galactic, Huttese, Quarrenese, Ryl

Defenses: Ref 23 (flat-footed 21), Fort 20, Will 26

Hit Points: 42; Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +8 (1d4)

Ranged: blaster pistol +9 (3d6+5)

Base Attack: +8; Grapple: +9

Attack Options: Point Blank Shot

Special Actions: Born Leader, Demand Surrender, Presence, Shif Defense II, Weaken Resolve

Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 13, Cha 17

Special Qualities: command cover, share talent (Shift Defense I)

Talents: Born Leader, Demand Surrender, Presence, Shift Defense (I, II), Weaken Resolve

Feats: Improved Defenses, Linguist, Point Blank Shot, Skill Focus (Deception, Gather Information, Knowledge [social sciences], Perception, Persuasion), Weapon Proficiency (pistols, simple)

Skills: Deception +18, Gather Information +18, Initiative +9, Knowledge [bureaucracy] +13, Knowledge [galactic lore] +13, Knowledge [social sciences] +18, Perception +18, Persuasion +18, Use Computer +13

Possessions: blaster pistol, code cylinder, encrypted comlink, datapad, officer’s uniform

O’reenian Military Supervisor

File:Swse nonheroic oreenian.jpg
O’reenian Military Supervisor

NPC Text

O’reenian Military Supervisor Encounters

O’reenian Military Supervisor           (CL 1)

     Unknown Regions, page 206.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Soldier

Soldier

NPC Text

Soldier Encounters

Soldier           (CL 1)

     Threats of the Galaxy, page 90.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:


Soldier Commander

File:Swse nonheroic soldier commnder.jpg
Soldier Commander

NPC Text

Soldier Commander Encounters

Soldier Commander           (CL 1)

     Threats of the Galaxy, page 92.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills: