Sector Ranger
Established in the days of the Old Republic, Corps of Rangers is law enforcement agency with wide-ranging powers. Sector Rangers were given the power to track and apprehend criminals throughout an entire region of the qalaxy, often encompassing hundreds or thousands of planets. Because their powers were involved in law enforcement, and not military or political, Sector Rangers must walk a delicate line of jurisdictions, local laws, and customs. Sector Rangers are trained to be cautious and methodical in their gathering of evidence or employment of their powers, so as not to have criminals be released due to legal loopholes or mistrials. Other than a name change, Sector Ranqers changed little during the time of the Empire. Sector Rangers had the right to commandeer local policemen or make use of Republic (or Imperial)cvessels in the course of their duties, although most avoided doing so unless the situation at hand required such draconian methods.
Sector Ranger Encounters
Sector Rangers are highly trained and competent individuals that are used to tackling difficult cases on their own. They are capable combatants, usuall more than a match for the scum they track down and apprehend. On particularly dangerous cases, Sector Rangers often travel in pairs or groups of our, with their own ship and complement of droids. Considering the highly unusual circumstances that most Sector Rangers find themselves in, they could be in the company of almost any type of archetype—mercenaries, pilots, slicers, or even gamblers—each possessing some unique skill that proves helpful to the Sector Ranger in bringing criminals to justice.
Sector Ranger (CL 1)

Threats of the Galaxy, page 74.
Medium scoundrel (heroic class) 2 / scout (heroic class) 2 / soldier (heroic class) 4 NPC
Force: 2
Initiative: +11; Senses: Perception +10
Languages: Basic, Bocce, 3 others
Defenses: Ref 25 (flat-footed 22), Fort 20, Will 20
Hit Points: 66; Damage Threshold: 20
Speed: 6 squares
Melee: unarmed +6 (1d6+4) or
Melee: stun baton +6 (2d6+4 stun)
Ranged: heavy blaster pistol +9 (3d8+3)
Base Attack: +5; Grapple: +8
Attack Options: Hyperdriven, Point Blank Shot, Precise Shot
Special Actions: Shake It Off
Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 14, Cha 10
Talents: Acute Senses, Armored Defense, Evasion, Hyperdriven, Improved Armored Defense
Feats: Armor Proficiency (light, medium), Linguist, Martial Arts (I), Point Blank Shot, Precise Shot, Shake It Off, Skill Training (Gather Information, Use Computer), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills: Gather Information +8, Initiative +11, Knowledge [bureaucracy] +10, Knowledge [galactic lore] +10, Perception +10 (can reroll, must take second result), Pilot +11, Use Computer +10
Possessions: heavy blaster pistol, stun baton, combat jumpsuit (+4 armor), comlink (encrypted)
Sector Ranger: Special Enforcement Officer
Special Enforcement Officers (also known as SEOs) are Sector Rangers granted additional powers and leeway in their duties. Considered the elite of the organization, Special Enforcement Officers are typically expert trackers, investigators, and interrogators, using their remarkable powers of observation and encyclopedic knowledge to hunt down criminals. Many SEOs go about their duties undercover, allowing them to infiltrate criminal organizations and bring it down from the inside. They receive training in a wide range of subjects so as to be prepared for whatever bizarre and dangerous circumstances they find themselves in. Special Enforcement Officers have a higher rank than regular Sector Rangers, which sometimes rubs the regular rangers the wrong way when the SEO uses it take over a ranger’s investigation or pull him off of his case to assist the SEO’s own. Most Special Enforcement Officers are held in regard and represent the ultimate goal for a Sector Ranger to eventually attain through years of service.
Special Enforcement Officer Encounters
As mentioned above, many Special Enforcement Officers operate under over and operate under a number of aliases and disguises—thus, no one can ever be entirely sure who is and isn’t an SEO. Because Special Enforcement Officers are assigned the most dangerous and “biggest” of cases, they often overlook lesser transgressions by their contacts in order to maintain a decent working relationship, although they might discreetly (or even anonymously) provide information to local law enforcement officials about the criminal affairs of anyone they encounter during a mission. SEOs keep strange company, making them perfect additions to a group of heroes who might or might not be aware of the Special Enforcement Officer’s occupation.
Special Enforcement Officers can bring a tremendous amount of resources to bear onto their targets. up to and including small fleets of Republic ships, platoons of regular police, and the like. Special Enforcement Officers often work alongside Jedi in their pursuit of criminals, although most SEOs chafe at the Jedi’s dwellings on the Force or refusal to get involved in certain types of cases. In turn, most Jedi respect Special Enforcement Officer’s dedication and natural ability, but are also turned off by the cynicism that is all too common for these world-weary individuals.
Special Enforcement Officer (CL 13)
Threats of the Galaxy, page 75.
Medium Human noble 4 / scout 5 / bounty hunter 4 NPC
Force: 3
Initiative: +12; Senses: Perception +18
Languages: Basic, Bocce, High Galactic, Huttese, 4 others
Defenses: Ref 29 (flat-footed 27), Fort 24, Will 27
Hit Points: 60; Damage Threshold: 24
Speed: 6 squares
Melee: unarmed +10 (1d6+6)
Ranged: heavy blaster pistol +11 (3d8+6)
Base Attack: +10; Grapple: +11
Attack Options: familiar foe +2, Hunter’s Mark, Keen Shot, Pin, Precise Shot
Special Actions: Demand Surrender, Presence
Abilities: Str 10, Dex 12, Con 9, Int 16, Wis 14, Cha 17
Special Qualities: familiar foe +2
Talents: Acute Senses, Demand Surrender, Expert Tracker, Hunter’s Mark, Keen Shot, Nowhere to Hide, Presence
Feats: Linguist, Martial Arts (I), Pin, Point Blank Shot, Precise Shot, Skill Focus (Gather Information, Persuasion, Perception, Use Computer), Skill Training (Deception), Weapon Proficiency (pistols, rifles, simple)
Skills: Deception +14, Gather Information +19 (can reroll when checking to locate a specific individual, must take second result), Initiative +12, Knowledge [bureaucracy] +14, Knowledge [galactic lore] +14, Perception +18 (can reroll, must take second result), Persuasion +19, Pilot +12, Use Computer +19
Possessions: heavy blaster pistol, Sector Ranger uniform, comlink (encrypted), datapad