Assassin
An assassin usually maintains a cover that enables him to travel freely, yet also explains why he’s in a given location at a given time. Many assassins hold jobs as merchants, sales representatives for interstellar corporations, or diplomats. A truly villainous assassin has a “signature” consisting of a unique weapon, a particular approach, or some memento left with his victims.
Assassin Encounters
Assassins are hidden killers, watching and waiting for the moment when their target is most vulnerable. For the assassin, the attack isn’t personal. It’s just a job, and one that pays well.
Assassins focus on eliminating their targets with the least amount work possible. They aren’t interested in collateral damage, since extra deaths don’t bring in any more credits. That said, an assassin isn’t afraid to kill a few bystanders if that’s the only way to get to the target.
When on a job, an assassin might work alone or might operate as the leader of a small team. He might use assassin droids, espionage droids, or vicious creatures such as the lethal kouhun as tools. These servants are expendable resources, and their use helps to keep the assassin’s hands clean. If an assassin ever finds himself outmatched, he is not above retreating—intending to strike again later and with a great deal more force.
Assassin (CL 5)

Saga Edition Core Rulebook, page 282.
Force: 1; Dark Side: 12
Initiative: +10; Senses: Perception +8
Languages: Basic plus 2 other languages
Defenses: Ref 20 (flat-footed 17), Fort 14, Will 17
Hit Points: 27; Damage Threshold: 14
Speed: 6 squares
Melee: vibroblade +6 (2d6+2) or
Melee: vibroblade +4 (3d6+2) with Rapid Strike
Ranged: blaster rifle +6 (3d8+2)
Base Attack: +3; Grapple: 6
Attack Options: Careful Shot, Dastardly Strike, Rapid Strike, Sneak Attack +2d6
Special Actions: Point Blank Shot, Precise Shot
Abilities: Str 10, Dex 16, Con 8, Int 14, Wis 12, Cha 13
Feats: Careful ShotH, Point Blank Shot, Precise Shot, Rapid Strike, Weapon Finesse, Weapon Proficiency (adv. melee, pistols, simple)
Skills: Acrobatics+10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10
Possessions: blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, encrypted comlink, utility belt with medpac
H Human bonus feat or trained skill
Assassin (revised)
All assassins kill for money. Where particular assassins differ is in the techniques they use. Some are deadly snipers, taking a position far from the watchful eyes of sentries and passersby to wait for that one clear shot before slipping away. Others are more direct, removing their mark with a well-placed thrust of a vibroblade when the target least expects it.
Being an assassin is dangerous work. One who goes it alone must acquire his own customers, pay for equipment out of his own commissions, and lacks any kind of protection when a victim’s friends come looking for revenge.
Some organizations, such as the Assassins Guild, offset the risks of the blood trade by offering skilled killers the protection they need to make a living in this nasty business. Gaining membership in the Assassins Guild is easy; a candidate simply needs a sponsor to vouch for him. The guild is not particularly selective about who joins, since it is powerful enough to punish those who betray its secrets.
Assassin (revised) (CL 10)
Threats of the Galaxy, page 12.
Medium scoundrel 4 / soldier 3 NPC
Force: 3; Dark Side: 12
Initiative: +13; Senses: Perception +11
Languages: Basic, 2 others
Defenses: Ref 25 (flat-footed 22), Fort 21, Will 22
Hit Points: 45; Damage Threshold: 11
Speed: 6 squares
Melee: vibroblade +13 (2d6+7) or
Melee: vibroblade +11 (3d6+7) with Rapid Strike
Ranged: blaster pistol +11 (3d6)+5) or
Ranged: blaster rifle +11 (3d8)+5)
Base Attack: +8; Grapple: 11
Attack Options: autofire (blaster rifle), Carefult Shot, Dastardly Stike, Devastating Attack (adv melee) Point Blank Shot, Precise Shot, Rapid Strike, Running Attack, Sneak Attack +3d6, Sniper
Abilities: Str 11, Dex 17, Con 8, Int 14, Wis 12, Cha 14
Talents: Dastardly Strike, Devastating Attack (adv melee), Sneak Attack +3d6, Weapon Specialization (adv melee)
Feats: Careful Shot, Point Blank Shot (feat)
Skills: Acrobatics +13, Deception +12, Gather Information +12, Initiative +13, Perception +11, Persuasion +12, Pilot +13, Stealth +13
Possessions: blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits
Expert Assassin
Expert assassins are more than simple killers-for-hire. They are experienced, trained masters of dealing death outside normal combat. An expert assassin doesn’t need to master the arts of mass battle, instead learning to kill at a time and place that removes as many variables as possible. Although dangerous in a stand-up fight, the expert assassin prefers to strike when the target is alone and vulnerable. Likely tactics include taking out targets at extreme range, setting explosives to eliminate them in thier homes or vehicles, or finding an isolated venue in which to stab them in the darkness.
Most expert assassins belong to a guild or order, and they must abide by its rules. Some happily kill anyone if paid to do so, while others slay only for religious or philosophical reasons. Even governments might employee assassins as a means of eliminating foes to public to arrest or kill in combat.
Nonplayer character archetype (CL 8)
Scum and Villainy, page 119.
Medium Human scoundrel (heroic class) 3 / soldier 4 / assassin 1 NPC
Force: 4; Dark Side: 14
Initiative: +12; Senses: Perception +11
Languages: Basic
Defenses: Ref 25 (flat-footed 22), Fort 20, Will 21
Hit Points: 62; Damage Threshold: 20
Speed: 6 squares
Melee: vibroblade +9 (2d6+6)
Ranged: sniper blaster rifle +10 (3d10+6), Devastating Attack) or
Ranged: sniper blaster rifle +11 (4d10+6), Devastating Attack) with Deadeye
Base Attack: +7; Grapple: +10
Attack Options: Dastardly Strike, Deadly Sniper, Point Blank Shot, Precise Shot, Sneak Attack +1d6
Special Actions: Ruthless
Combat Gear: 2 medpacs
Abilities: Str 14, Dex 16, Con 10, Int 10, Wis 14, Cha 12
Talents: Dastardly Strike, Devastating Attack, Ruthless, Sneak Attack +1d6, Weapon Specialization (rifles)
Feats: Armor Proficiency (light, medium), Deadeye, Deadly SniperH, Point Blank Shot, Precise Shot, Skill Training (Stealth), Sniper, Weapon Focus (rifles), Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills: Climb +11H, Initiative +12, Perception +11, Stealth +12
Possessions: sniper blaster rifle with targeting scope (enhanced low‑light), hold‑out blaster, vibroblade, comlink, credit chip, electrobinoculars, field kit, utility belt
H Human bonus feat or trained skill
GenoHaradan Assassin
NPC Text
NPC Encounters
GenoHaradan Assassin (CL 1)
Knights of the Old Republic, page 218.
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:
Malkite Poisoner
The remote world Malkii is famed for producing some of the most skilled poison manipulators in the galaxy.
Poisoners operate in deep cover, impersonating nobles and wealthy citizens as a means to get close to their mark. So he can strike when the time is right, a Malkite Poisoner conceals numerous toxins all over his body, from the folds of his clothing to hidden compartments in his belongings. Each dose is so well hidden that a Malkite Poisoner can carry his toxins past even the most resolute security teams.
Malkite Poisoner (CL 13)
Threats of the Galaxy, page 13.
Medium scoundrel +9 / noble +4 NPC
Force: 6; Dark Side: 12
Initiative: +14; Senses: Perception +14
Languages: Basic, Bocce, High Galactic
Defenses: Ref 29 (flat-footed 26), Fort 25, Will 27; Dodge, Mobility
Hit Points: 63; Damage Threshold: 25
Speed: 6 squares
Melee: datadagger +12 (1d4+6) or
Melee: vibroblade +13 (2d6+6)
Ranged: hold-out laster pistol +12 (3d4+6)
Base Attack: +9; Grapple: 12
Attack Options: Dastardly Strike, Malakite Techniques, Point Blank Shot, Running Attack, Sneak Attack +1d6, Triple Crit (datadagger)
Special Actions: Knack, Presence, Weaken Resolve
Abilities: Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 16
Talents: Dastardly Strike, Knack, Malkite Techniques, Numbing Poison, Presence, Sneak Attack +1d6, Weaken Resolve
Feats: Dodge, Improved Defenses, Mobility, Point Blank Shot, Running Attack, Skill Training (Persuasion, Stealth, Use Computer), Triple Crit (datadagger), Weapon Finesse, Weapon Focus (adv melee), Weapon Proficiency (adv melee, pistols, rifles, simple)
Skills: Acrobatics +13, Deception +12, Gather Information +12, Initiative +13, Perception +11, Persuasion +12, Pilot +13, Stealth +13
Possessions: blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits
Sable Dawn Assassin
NPC Text
NPC Encounters
Sable Dawn Assassin (CL 1)
Scum and Villainy, page 145.
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:
Zabrak Assassin
NPC Text
NPC Encounters
Zabrak Assassin (CL 1)
Galaxy of Intrigue, page 166.
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: