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)
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
Republic Army Officer
Typically holding the rank of sergeant or corporal in the Republic Army, these officers are the field commanders for most Republic troopers. Culled from the best and brightest members of their respective units, many of these officers were commanders in local militias mercenary bands before joining the Republic Army. These officers also receive extensive training with vibroweapons after the Republic realizes that lightsaber-wielding Sith usually target officers first, giving these officers a fighting chance when faced with a Force-using enemy commander.
Republic Army Officer (CL 6)
Knights of the Old Republic, page 175.
Medium Human nonheroic 3 / noble 4 / officer 1 NPC
Force: 1
Initiative: +5; Senses: Perception +11
Languages: Basic
Defenses: Ref 19 (flat-footed 17), Fort 16, Will 22
Hit Points: 26; Damage Threshold: 16
Speed: 6 squares
Melee: vibroblade +6 (2d6+2)
Ranged: blaster pistol +6 (3d6+2)
Base Attack: +5; Grapple: +6
Attack Options: Melee Defense
Special Actions: Born Leader, Deployment Tactics, Fearless Leader, Republic Military Training, Vehicular Combat
Abilities: Str 10, Dex 13, Con 11, Int 13, Wis 14, Cha 14
Talents: Born Leader, [Military_Tactics_(talent_tree)#deployment
Feats: Improved Defenses, Linguist, Melee Defense, Republic Military Training, Skill Training (Persuasion), Vehicular Combat, Weapon Finesse, Weapon Proficiency (advanced melee, pistols, simple)
Skills: Knowledge [tactics]+ 10, Perception+ 11, Persuasion+ 11, Pilot+ 10
Possessions: blaster pistol, vibroblade with cortosis weave, code cylinder, comlink (encrypted), datapad, officer’s uniform
Republic Army Recon Commando
Light infantry and assault battalions frequently use reconnaissance squads, which specialize in acquiring battle information firsthand. However, the work of recon commandos is not limited to simple drop-and-snoop missions. Once the battle is joined, they assist in tactical control and positioning of the battalion’s combat squads. They might also be detached for special duties, including sabotage operations and Jedi-assist missions.
Inspiration for the use of recon squads in the Republic came from its irregular units—former mercenaries experienced with multitasking. Recon commando squads have multiple operational-environment specializations, ranging from amphibious to spacedrop. The Republic’s quality recon squads are, thus, the busiest postings in the ground military, seeing action wherever they are required.
Republic Army Recon Commando (CL 8)
Knights of the Old Republic, page 175.
Medium Human nonheroic 3 / scout 7 NPC
Initiative: +11; Senses: low-light vision;Perception +10 (can reroll, must take second result)
Languages: Basic, Mando’a
Defenses: Ref 23 (flat-footed 20), Fort 19, Will 19
Hit Points: 39; Damage Threshold: 19
Speed: 6 squares
Melee: unarmed +6 (1d6+5)
Ranged: heavy blaster pistol +8 (3d6+4)
Base Attack: +5; Grapple: +6
Attack Options: Point Blank Shot
Special Actions: Guidance, Quick Skill
Abilities: Str 12, Dex 14, Con 10, Int 12, Wis 12, Cha 10
Talents: Acute Senses, Guidance, Improved Stealth, Surefooted
Feats: Armor Proficiency (light), Martial Arts (I), Point Blank Shot, Republic Military Training, Quick Skill, Skill Focus (Stealth), Skill Training (Knowledge [tactics], Survival), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +11, Knowledge [tactics] +10, Perception]] +10 (can reroll,
must take second result), Stealth +16 (can reroll,
must take second result), Survival +10Possessions: heavy blaster pistol, low-light-vision goggles, electrobinoculars, comlink (encrypted), utility belt with medpac
Republic Army Trooper
The trooper is the heart of the Republic’s ground force. Soldiers feel distant from the decision making (and they are), but small squad sizes allow them to feel like vital parts of their mission. Instead of shuffling around anonymously from force to force, Republic commanders keep effective squads together, allowing camaraderie to develop. A Republic trooper might not know what planet he is on or what enemy he is fighting, but he knows the name of his fellow grunts, who keep him alive.
Unfortunately when troopers pick up areas of specialization, the Republic of this era does a poor job of recognizing that talent and moving it where it is needed. As a result, troopers who excel in areas such as heavy weapons or amphibious assault are not recognized and moved to units where that knowledge can be applied. Some troopers see this as a hindrance to their careers, but some take advantage of the ground military’s logistical chaos and hook up on the battlefield with the unit they want to join. Given the time required to replace personnel lost in battle, many sergeants look the other way.
Republic Army Trooper (CL 1)
Knights of the Old Republic, page 174.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref 15 (flat-footed 14), Fort 12, Will 11
Hit Points: 8; Damage Threshold: 12
Speed: 6 squares
Melee: bayonet +1 (1d8+2)
Ranged: blaster rifle +2 (3d8) or
Ranged: frag grenade +1 (4d6)
Base Attack: +0; Grapple: +1
Attack Options: autofire (blaster rifle)
Abilities: Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 8
Feats: Armor Proficiency (light), Republic Military Training, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +6, Perception +5
Possessions: Republic Army light armor (+4 armor, +1 equipment), blaster rifle with bayonet, 2 frag grenades, comlink (encrypted), utility belt with medpac
Elite Republic Army Trooper (CL 2)
Knights of the Old Republic, page 175.
Initiative: +11; Senses: Perception +9
Languages: Basic
Defenses: Ref 18 (flat-footed 16), Fort 12, Will 10
Hit Points: 20; Damage Threshold: 12
Speed: 6 squares
Melee: bayonet +7 (1d8+2)
Ranged: blaster rifle +9 (3d8) or
Ranged: blaster pistol +9 (3d6) or
Ranged: frag grenade +8 (4d6)
Base Attack: +6; Grapple: +8
Attack Options: autofire (blaster rifle)
Special Actions: Republic Military Training
Abilities: Str 12, Dex 14, Con 10, Int 10, Wis 10, Cha 10
Feats: Armor Proficiency (light, medium), Republic Military Training, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +11, Perception +9
Possessions: blaster rifle with bayonet, blaster pistol, 2 frag grenades, Republic combat armor (+6 armor, +2 equipment), comlink (encrypted), utility belt with medpac
