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|specialqualities=[[Elite_Trooper_(prestige_class)# | |specialqualities=[[Elite_Trooper_(prestige_class)#delay|delay damage]] | ||
|talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Weapon_Specialist_(talent_tree)#devastating|Devastating Attack]] (rifles), [[Weapon_Master_(talent_tree)#focus|Greater Weapon Focus]] (rifles), [[Weapon_Master_(talent_tree)#spec|Greater Weapon Specialization]] (rifles), [[Weapon_Specialist_(talent_tree)#penetrating|Penetrating Attack]] (rifles), [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (rifles) | |talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Weapon_Specialist_(talent_tree)#devastating|Devastating Attack]] (rifles), [[Weapon_Master_(talent_tree)#focus|Greater Weapon Focus]] (rifles), [[Weapon_Master_(talent_tree)#spec|Greater Weapon Specialization]] (rifles), [[Weapon_Specialist_(talent_tree)#penetrating|Penetrating Attack]] (rifles), [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (rifles) | ||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Deadeye (feat)|Deadeye]], [[Martial Arts (feat)|Martial Arts]] (I), [[Point Blank Shot (feat)|Point Blank Shot]], [[Precise Shot (feat)|Precise Shot]], [[Rapid Shot (feat)|Rapid Shot]], [[Sniper (feat)|Sniper]], [[Weapon Focus (feat)|Weapon Focus]] (rifles), [[Weapon Proficiency (feat)|Weapon Proficiency]] (pistols, rifles, simple) | |feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Deadeye (feat)|Deadeye]], [[Martial Arts (feat)|Martial Arts]] (I), [[Point Blank Shot (feat)|Point Blank Shot]], [[Precise Shot (feat)|Precise Shot]], [[Rapid Shot (feat)|Rapid Shot]], [[Sniper (feat)|Sniper]], [[Weapon Focus (feat)|Weapon Focus]] (rifles), [[Weapon Proficiency (feat)|Weapon Proficiency]] (pistols, rifles, simple) | ||
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|specialqualities=[[Elite_Trooper_(prestige_class)# | |specialqualities=[[Elite_Trooper_(prestige_class)#delay|delay damage]] | ||
|talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Weapon_Master_(talent_tree)#burst|Controlled Burst]], [[Weapon_Specialist_(talent_tree)#devastating|Devastating Attack]] (rifles), [[Brawler_(talent_tree)#gunclub|Gun Club]], [[Weapon_Master_(talent_tree)#multirifles|Multiattack Proficiency]] (rifles), [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (rifles) | |talents=[[Armor_Specialist_(talent_tree)#defense|Armored Defense]], [[Weapon_Master_(talent_tree)#burst|Controlled Burst]], [[Weapon_Specialist_(talent_tree)#devastating|Devastating Attack]] (rifles), [[Brawler_(talent_tree)#gunclub|Gun Club]], [[Weapon_Master_(talent_tree)#multirifles|Multiattack Proficiency]] (rifles), [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (rifles) | ||
|feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Burst Fire (feat)|Burst Fire]], [[Charging Fire (feat)|Charging Fire]], [[Double Attack (feat)|Double Attack]] (rifles), [[Martial Arts (feat)|Martial Arts]] (I), [[Point Blank Shot (feat)|Point Blank Shot]], [[Toughness (feat)|Toughness]], [[Triple Attack (feat)|Triple Attack]] (rifles), [[Weapon Focus (feat)|Weapon Focus]] (rifles), [[Weapon Proficiency (feat)|Weapon Proficiency]] (heavy, pistols, rifles, simple) | |feats=[[Armor Proficiency (feat)|Armor Proficiency]] (light, medium), [[Burst Fire (feat)|Burst Fire]], [[Charging Fire (feat)|Charging Fire]], [[Double Attack (feat)|Double Attack]] (rifles), [[Martial Arts (feat)|Martial Arts]] (I), [[Point Blank Shot (feat)|Point Blank Shot]], [[Toughness (feat)|Toughness]], [[Triple Attack (feat)|Triple Attack]] (rifles), [[Weapon Focus (feat)|Weapon Focus]] (rifles), [[Weapon Proficiency (feat)|Weapon Proficiency]] (heavy, pistols, rifles, simple) |
Revision as of 20:13, 9 August 2024
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 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 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

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
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 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
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
NPC Text
O’reenian Military Supervisor Encounters
Soldier

Soldiers are the troopers in the galaxy’s legions. Unlike clones and droids, these individuals are not manufactured, and many of them volunteer to fight for their government. Having received basic training in a variety of martial abilities ranging from hand-to-hand combat to heavy weapons, they are the core of any military force. They consist of the individuals who answered the call of duty, were drafted into the teeming ranks of the Galactic Empire, or who followed their conscience and took up arms to fight alongside the Rebellion.
The average soldier, as presented here, represents the common troopers found in sector forces in the Rebel Alliance, but can also be used for those in the employ of just about any military organization. After the Clone Wars, the Galactic Empire recruited Human soldiers to fill its diminished ranks. Some of these recruits became storm troopers, while others moved on to become officers. This soldier can also represent individuals who might be mustered to defend a single world against invaders or who serve as the personal guard of a powerful noble.t
Soldier Encounters
Soldiers are, obviously, combat encounters for the most part. They are typically used to hold a position after SpecOps agents, commandos, or elite soldiers have taken the site. Soldiers, although brave and possessed of some combat ability, do not compare to veteran crews, and thus make up for their relative inexperience with numbers.
Small teams of soldiers are organized into squads consisting of four to six members and led by a higher ranking soldier (use statistics for a SpecForces heavy weapons specialist). In addition, they are likely to have a medic on hand as well. Companies consist of two to five squads. Heading up these larger forces is a soldier commander (see below).
For large-scale engagements, a military force relies on transport vehicles to deploy troops where needed. During the Clone Wars, the LAAT/i gunship served well in this capacity, able to carry up to thirty passengers at a time, while clearing out an area with its heavy weaponry before depositing its cargo and lifting off to gather another company of troops. Walkers, assault tanks, and gun batteries can also provide covering fire for these assault troops.
Special Forces are another matter entirely. The SpecForces were created to provide small groups of specialized soldiers who could handle mission beyond the abilities of ordinary troopers. Recruits were selected from among the exceptionally brave, those with unique capabilit ies, and those who were nearly fanatical in their loyalty to the Rebellion against the Empire. As a result, most of the soldiers who made up these units were ex-Imperials, refugees from scorched worlds, and just about anyone else who had an axe to grind against the Empire.
A typical SpecForces unit consists of a tight-knit group of three to eight members. Each mission involves a very specific objective, and once that objective is achieved, the unit withdraws and leaves it to the regulars to clean up the mess. Since the nature of the mission is extremely dangerous and leaves no room for error, SpecForces rarely include non-SpecForces personnel in their units and rely on the main body of their force to supply medics, technicians, and other support. Although entrusted with a qreat deal of autonomy and responsibility, SpecForces still abide by the chain of command. The executive officer is usually a high-level soldier commander, commando, or elite soldier who acts as a liaison with the Alliance High Command.
The SpecForce soldier is a good example of any veteran soldier who has specific training, so you can use this statistics block to represent any sort of heavy weapons specialist you might need. You can also use this character to model other SpecForce soldiers such as SpaceOps troopers, pathfinders, urban combat specialists, and so on.
Soldier (CL 1)
Threats of the Galaxy, page 90.
Medium nonheroic 6 / soldier 3 NPC
Force: 3
Initiative: +6; Senses: low-light vision;Perception +6
Languages: Basic
Defenses: Ref 20 (flat-footed 18), Fort 16, Will 13
Hit Points: 42; Damage Threshold: 16
Speed: 6 squares
Melee: combat gloves +9 (1d4+6)
Ranged: heavy blaster pistol +9 (3d8+3) or
Ranged: heavy repeating blaster +9 (3d10+5) or
Ranged: heavy repeating blaster +7 (3d10+5) when braced autofire or
Ranged: heavy repeating blaster +4 (3d10+5) with Burst Fire or
Ranged: missile launcher +10 (6d6+5, 2-square burst)
Base Attack: +; Grapple: +9
Attack Options: autofire (heavy repeating blaster), Burst Fire, Devestating Attack (heavy), Suppression Fire
Abilities: Str 15, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Talents: Devastating Attack (heavy), Weapon Specialization (heavy)
Feats: Armor Proficiency (light, medium), Burst Fire, Skill Training (Mechanics), Suppression Fire, Weapon Focus (heavy), Weapon Proficiency (heavy, pistols, simple)
Skills: Knowledge [tactics] +9, Mechanics +9
Possessions: combat gloves, heavy blaster pistol, heavy repeating blaster, missile launcher with 2 magazines, battle armor (+8 armor, +2 equipment) with helmet package, datapad, field kit
Soldier Commander

The soldier commander encompasses a broad range of military ranks held by those who lead squads and companies of troopers and soldiers. Examples include the Rebel field officers who fought a delaying tactic against the Empire while the Alliance evacuated Echo Base as well as the commanders that led the ground assault against those same Rebels from their AT-AT walkers. “Commander” is indeed a rank, and one recognized in various military groups throughout the galaxy, but for these purposes, it can cover any people in charge, from sergeants to field marshals.
The most obvious role of the sol dier commander is to lead those under his command toward a specific military objective-hold ing the line, rooting out the enemy from a well-defended base, raiding supply lines, and so on. The soldier commander is the ultimate authority on the field, and it’s his experience and expertise on which the rank-and-file soldiers depend to survive the engagement.
Soldier Commander Encounters
Soldier commanders lead other martial characters, and so they are found in the company of troopers, soldiers, and similar combatants. A soldier ommander usually occupies a central position, directing his men as needed to best deal with the enemy. Soldier commanders have a well-developed understanding of tactics and strategy, which means that soldiers under their command fight more efficiently and with better positioning.
Deployment is a critical factor for the typical soldier commander. If given the chance to get the jump on his enemies, he positions his soldiers behind cover and scattered in small groups to set up a crossfire if possible. Once combat is joined, a soldier commander holds his position to direct his troops, using Assault Tactics each round, until his position is compromised. A soldier commander is no shirker in fighting, though, and when not giving orders, he adds his blaster fire to those of the soldiers under his command.
Soldier Commander (CL 6)
Threats of the Galaxy, page 92.
Medium nonheroic 6 / soldier 3 / officer 1 NPC
Force: 2
Initiative: +12; Senses: Perception +11
Languages: Basic, 2 others
Defenses: Ref 18 (flat-footed 16), Fort 17, Will 19
Hit Points: 40; Damage Threshold: 17
Speed: 6 squares
Melee: knife +10 (1d4+2)
Ranged: blaster pistol +10 (3d6+2) or
Ranged: blaster rifle +10 (3d8+2)
Base Attack: +8; Grapple: +10
Attack Options: autofire (blaster rifle), Coordinated Attack, Cover Fire, Point Blank Shot, Precise Shot
Special Actions: Assault Tactics, Battle Analysis
Abilities: Str 10, Dex 14, Con 12, Int 15, Wis 13, Cha 15
Talents: Assault Tactics, Battle Analysis, Cover Fire
Feats: Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Precise Shot, Skill Focus (Knowledge [tactics]), Skill Training (Initiative), Weapon Proficiency (pistols, rifles, simple)
Skills: Knowledge $#91;tactics] +17, Initiative +12, Perception +11, Persuasion +12
Possessions: knife, blaster pistol, blaster rifle, combat jumpsuit (+4 armor), field kit, electrobinoculars, datapad, uniform, insignia