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Saga Edition RPG Omnibus

Republic Navy Archetypes

Revision as of 21:52, 18 May 2025 by Tenor1411 (talk | contribs) (Created page with "{{DISPLAYTITLE:Republic Navy Archetypes}} {{npcmenu}}<!-- --><div id="brigadier" class="arch"><!-- --><h3 class="headline arch">Republic Army Brigadier</h3><!-- --><p class="single nomargin">Brigadier generals—known as “brigadiers”—are the highest-ranking officers to see action in the Republic Armies from the Great Sith War to the Mandalorian Wars, so they are often the envy of their deskbound superiors.</p><!-- --><p class="single noma...")
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Republic Army Brigadier

Brigadier generals—known as “brigadiers”—are the highest-ranking officers to see action in the Republic Armies from the Great Sith War to the Mandalorian Wars, so they are often the envy of their deskbound superiors.

     That said, brigadiers rarely feel the envy of anyone, as they frequently have to contend with missions out of all proportion to the forces and material available. Crafty brigadiers make do by encouraging their underlings to live off the land, bending—but rarely breaking—local Republic statutes to make sure the mission is accomplished.

     Few brigadiers excel in negotiating skills, a hindrance in dealing with the banes of their existence, the mercenary companies and species militias they are often required to work with. Brigadiers so fear the headaches a promotion to general would entail that many famously sabotage their own careers—never in ways that harm their troops, but by saying or doing things that make them politically radioactive. As such, the longest-serving brigadiers in the Republic are a colorful bunch.

Republic Army Brigadier           (CL 13)

     Knights of the Old Republic, page 174.

Medium Human nonheroic 6 / soldier 5 / noble 3 / officer 3 NPC

Force: 4

Initiative: +12; Senses: Perception +14

Languages: Basic, Bocce, Bothan

Defenses: Ref 28 (flat-footed 25), Fort 28, Will 30

Hit Points: 86; Damage Threshold: 28

Speed: 6 squares

Melee: unarmed +11 (1d6+7) or

Melee: gun club +11 (1d6+7)

Ranged: blaster pistol +11 (3d6+6)

Base Attack: +10; Grapple: +11

Attack Options: Charging Fire, Gun Club

Special Actions: Assault Tactics, Battle Analysis, Bolster Ally, Coordinate +1, Coordinated Attack, Inspire Confidence

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

Special Qualities: command cover +1, share talent (Inspire Confidence)

Talents: Armored Defense, Assault Tactics, Battle Analysis, Bolster Ally, Coordinate, Gun Club, Inspire Confidence

Feats: Armor Proficiency (light, medium), Charging Fire, Coordinated Attack, Martial Arts (I), Republic Military Training, Skill Focus (Deception, Knowledge [tactics]), Skill Training (Knowledge [bureaucracy], Perception, Persuasion), Weapon Proficiency (pistols, rifles, simple weapons)

Skills: Deception +19, Endurance +12, Initiative +12, Knowledge [bureaucracy] +12, Knowledge [tactics] +18, Perception +14, Persuasion +14

Possessions: blaster pistol, officer’s battle armor, comlink (encrypted), code cylinder, electrobinoculars, medpac, portable computer, extra power pack, ration pack

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