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Imperial Characters

Imperial PC’s
Any member of the Imperial Army gains the standard Feat, Special Quality, and equipment pack. If the PC becomes a certain thing he gains all feats and equipment that the profession has.

Members of the Imperial Army

Standard Special Qualities: bonus to will saves against bribery, seduction, blackmail, and intimidation
Standard Equipment Package: Blaster Rifle, Blaster Pistol, Comlink
Standard Feat Package: Weapon Proficiency (Blaster Rifle), Weapon Proficiency (Blaster Pistol), Weapon Proficiency (simple weapons), Weapon Proficiency (vibro weapons), Weapon Proficiency (Heavy Weapons), Armor Proficiency Light, Armor Proficiency Medium, Endurance, Volley Fire

Characters

The common stormtrooper was originally considered an expendable resource by many but after the Emperor’s death enlistment dropped off and leaders are more cautious when deploying the troopers. Veteran stormtroopers are rare but deadly
Common Stormtrooper; Male Human Soldier 2
Init: +2; Defense 16 (+6 armor) DR: 10; Spd: 10m; VP/WP 15/12; Atk: +3 melee (1D6 punch) +4 ranged (3D8 blaster rifle) +4 ranged (3D6 blaster pistol) +4 ranged (4D6/2D6 fragment grenade); SQ: Standard +4 ; SV Fort: +3, Refl: +1, Will: +0; Str 13, Dex 14, Con 12, Int 10, Wis 11, Cha 8
Equipment: Stormtrooper Armor, 3 Fragment Grenades, Grappling Hook, Utility Belt, Standard Package
Skills: Intimidate +3, Spot +4, Climb +5, Demolitions +4
Feats: Standard Package, Armor Proficiency Powered, Martial Artist

The stormtrooper grenadier is useful in missions that call for explosives and large scale assaults. The grenadier has more grenades than the usual trooper and is very effective when using them. They are capable of knocking out large numbers of opponents at once.
Stormtrooper Grenadier; Male Human Soldier 2
Init: +2; Defense: 16 (+6 armor) DR 10; Spd: 10m; VP/WP 14/12; Atk: +3 melee (1D6 punch) +4 ranged (3D8 Blaster Rifle) +4 ranged (3D6 Blaster Pistol) +5 ranged (4D6/2D6 fragment grenade); SQ: Standard +4; SV Fort: +3, Refl: +2, Will +0; Str 13, Dex 14, Con 12, Int 10, Wis 11, Cha 8
Equipment: Standard, Stormtrooper Armor, 5 fragment grenades, grappling hook, utility belt
Skills: Intimidate +4, Spot +4, Climb +5, Demolitions +6
Feats: Standard, Martial Artist, Weapon Focus; Fragment Grenade

The stormtrooper gunnery sergeant can apply heavy fire power when and where it is needed. The average stormtrooper platoon has one of them to provide devastating cover fire. They usually carry a power source to fuel their light repeating blaster.
Stormtrooper Gunnery Sergeant; Male Human Soldier 2
Init: +2; Defense: 16 (+6 armor) DR 10; Spd: 10m; VP/WP 14/12; Atk: +3 melee (1D3 punch) +5 ranged (3D8 light repeating blaster) +4 ranged (4D6/2D6 fragment grenade); SQ: Standard +4; SV Fort: +3, Refl: +2, Will +0; Str 13, Dex 14, Con 12, Int 10, Wis 11, Cha 8
Equipment: Stormtrooper Armor, Light Repeating Blaster, Small Power Generator, 3 fragment grenades, comlink, utility belt
Skills: Intimidate +4, Spot +4, Climb +5, Demolitions +4
Feats: Standard, Weapon Focus; Light Repeating Blaster, Point Blank Shot, Rapid Shot

The stormtrooper heavy gunner usually works with two others to supply stormtrooper groups with an overwhelming amount of firepower. They are trained to setup and breakdown the E-Web quickly and use it to the greatest effect. They are also capable of using most other heavy guns used to defend Imperial facilities.
Stormtrooper Heavy Gunner; Male Human Soldier 2
Init: +2; Defense: 16 (+6 armor) DR 10; Spd: 10m; VP/WP 14/12; Atk: +3 melee (1D3 punch) +5 ranged (6D8 E-Web Blaster) +4 ranged (4D6/2D6 fragment grenade); SQ: Standard +4; SV Fort: +3, Refl: +2, Will +0; Str 13, Dex 14, Con 12, Int 10, Wis 11, Cha 8
Equipment: Stormtrooper Armor, E-Web Blaster, Small Power Generator, 3 fragment grenades, comlink, utility belt
Skills: Intimidate +4, Spot +4, Climb +5, Demolitions +4
Feats: Standard, Weapon Focus; E-Web Blaster, Point Blank Shot, Rapid Shot

The stormtrooper electronic specialist is usually employed as a normal stormtrooper but on an assault the specialist is useful in doing jobs usually reserved for a commando.
Stormtrooper Electronic Specialist; Male Human Soldier 1/Expert 1
Init: +2; Defense: 16 (+6 armor) DR 10; Spd: 10m; VP/WP 14/12; Atk: +2 melee (1D6 punch) +3 ranged (3D8 Blaster Rifle) +3 ranged (3D6 Blaster Pistol) +3 ranged (4D6/2D6 fragment grenade); SQ: Standard +4; SV Fort: +3, Refl: +2, Will +2; Str 13, Dex 14, Con 12, Int 13, Wis 11, Cha 8
Equipment: Standard, Stormtrooper Armor, 3 fragment grenades, grappling hook, utility belt, datapad
Skills: Intimidate +4, Spot +4, Climb +5, Demolitions +6, Computer Use +9, Disable Device +9,
Feats: Standard, Skill Emphasis; Computer Use, Skill Emphasis; Disable Device

A stormtrooper squad leader is slightly more experienced than a normal stormtrooper and is given command of several stormtroopers. The squad leader usually has five stormtroopers under his command and is capable of launching many simple assaults with his force.
Stormtrooper Squad Leader; Male Human Soldier 3
Init: +2; Defense: 16 (+6 armor) DR: 10; Spd: 10m; VP/WP 20/12; Atk: +4 melee (1D6 punch) +6 ranged (3D8 Blaster Rifle) +5 ranged (3D6 Blaster Pistol) +5 ranged (4D6/2D6 fragment grenade); SQ: Standard +6; SV Fort: +4, Refl: +3, Will: +1; Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 10
Equipment: Standard Package, stormtrooper armor, 3 fragment grenades, grappling hook, utility belt
Skills: Intimidate +7, Spot +4, Climb +5, Demolitions +6, Repair Weapons +4
Feats: Standard Package, Armor Proficiency Powered, Martial Artist, Weapon Focus; Blaster Rifle, Point Blank Shot

The stormtrooper platoon leader is an experienced fighter and has about 10 squads under his command. A platoon leader is entrusted with a lot of power and responsibility. The platoon leader goes through special leadership training before attaining the rank.
Stormtrooper Platoon Leader; Male Human Soldier 5/Office 1
Init: +2; Defense 16 (+6 armor) DR 10; Spd 10m; VP/WP 32/12; Atk: +6 melee (1D6 punch) +8 ranged (3D8 Blaster Rifle) +7 ranged (3D6 Blaster Pistol) +7 ranged (4D6/2D6 fragment grenade); SQ: Standard +8; SV Fort: +6, Refl: +4, Will: +2; Str 14, Dex 15, Con 12, Int 13, Wis 11, Cha 10
Equipment: Standard Package, stormtrooper armor, 3 fragment grenades, grappling hook, utility belt
Skills: Intimidate +9, Spot +4, Climb +5, Demolitions +8, Repair Weapons +6, Diplomacy +6
Feats: Standard Package, Armor Proficiency Powered, Martial Artist, Weapon Focus; Blaster Rifle, Point Blank Shot, Rapid Shot, Dodge

The scout trooper is a highly mobile attack and recon unit. They usually have a speeder bike but not always. They are used for patrols in uncontrolled units. They are not as strong as the stormtrooper but are just as useful.
Scout Trooper; Male Human Soldier 1/Scout 1
Init: +2; Defense 17 (+5 class, +2 dex) DR 5; Spd: 10m; VP/WP 15/12; Atk: +1 melee (2D6 vibroblade) +3 ranged (3D8 Blaster Rifle) +4 (3D6 Blaster Pistol) +3 ranged (4D6/2D6 fragment grenade); SQ: standard +4; SV Fort: +3, Refl: +3, Will: +1; Str 12, Dex 15, Con 12, Int 10, Wis 13, Cha 9
Equipment: Standard Package, Scout Trooper Armor, 2 fragment grenades, vibroblade, speeder bike
Skills: Pilot +7, Demolitions +5, Move Silently +9, Hide +8, Spot +4, Survival +8
Feats: Standard Package, Skill Emphasis; Survival, Stealthy

A commando is a former stormtrooper who has displayed a great proficiency at fighting and hiding. The commando undergoes heavy training and is capable of achieving many missions that would fall to a stormtrooper squad all by himself. The commando is usually sent in with a team behind enemy lines to achieve his mission and has little to no support.
Commando; Male Human Soldier 4/Scout 2
Init: +2; Defense 19 (+7 class, +2 dex) DR 5; Spd: 10m; VP/WP 33/12; Atk: +6 melee (2D6 vibroblade) +6 melee (1D6 punch) +8 ranged (3D8 Blaster Rifle) +8 ranged (3D6 Blaster Pistol) +7 ranged (4D6/2D6 fragment grenade) +7 ranged (* stun grenade) +7 ranged (8D6/4D6 thermal detonator); SQ: Standard +6, Trailblazing; SV Fort: +7, Refl: +7, Will +5; Str 13, Dex 15, Con 13, Int 13, Wis 14, Cha 11
Equipment: Standard Package, Commando Armor, Vibroblade, 2 fragment grenades, 2 stun grenades, thermal detonator, 5 explosive charges
Skills: Pilot +9, Demolitions +12, Move Silently +8, Hide +8, Spot +8, Listen +6, Repair Weapon +9, Climb +8, Jump +9, Survival +13
Feats: Standard Package, Martial Artist, Weapon Focus; Blaster Rifle, Weapon Focus; Blaster Pistol, Skill Emphasis; Demolitions, Skill Emphasis; Survival

The elite commando is a commando who has achieved many missions and is almost perfect at what he does. Few ever become this good but the ones that do are given dangerous missions. They are capable of delivering deadly assaults that would eliminate a squad of commandos. The elite commando is a foe to be afraid of and an ally to watch.
Elite Commando; Male Human Soldier 8/Scout 5
Init: +6; Defense 21 (+9 class, +2 dex) DR 5; Spd 10m; VP/WP 68/14; Atk: +12 +7 +2 melee (2D6 vibroblade) +12 +7 +2 melee (1D6 punch) +14 +9 +4 ranged (3D8 Blaster Rifle) +14 +9 +4 (3D6 Blaster Pistol) +13 +8 +3 (4D6/2D6 fragment grenade) +13 +8 +3 (* stun grenade) +13 +8 +3 (8D6/4D6 thermal detonator); SQ: Standard +8, Trailblazing, Uncanny Dodge, Skill Mastery: Demolitions; SV Fort: +10, Refl: +7, Will: +7; Str 13, Dex 15, Con 13, Int 14, Wis 15, Cha 11
Equipment: Standard Package, commando armor, vibroblade, 2 fragment grenades, 2 stun grenades, thermal detonator, 5 explosive charges
Skills: Pilot +15, Demolitions +19, Move Silently +15, Hide +10, Spot +10, Listen +8, Repair Weapon +15, Climb +12, Jump +12, Survival +19
Feats: Standard Package, Martial Artist, Weapon Focus; Blaster Rifle, Weapon Focus; Blaster Pistol, Skill Emphasis; Survival, Skill Emphasis; Demolitions, Skill Emphasis; Move Silently, Improved Initiative, Two Weapon Fighting, Ambidexterity

The AT-AT pilot is entrusted with the most devastating vehicle in the Imperial Army. The walkers are extremely powerful and the pilots are highly skilled at what they do.
AT-AT Pilot; Male Human Soldier 3
Init: +2; Defense: 16 (+6 armor) DR: 10; Spd: 10m; VP/WP 20/12; Atk: +4 melee (1D3 punch) +5 ranged (3D6 Blaster Pistol); SQ: Standard +6; SV Fort: +4, Refl: +3, Will: +1; Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 10
Equipment: Standard Package, stormtrooper armor, grappling hook, utility belt, comlink, AT-AT
Skills: Pilot Walker +11, Spot +4, Repair Walker +9, Survival +3
Feats: Standard Package, Skill Emphasis; Pilot Walker, Skill Emphasis; Repair Walker

The AT-ST pilot is an elite scout who is given access to a powerful vehicle. The AT-ST is not as powerful as the AT-AT but is more maneuverable.
AT-ST Pilot; Male Human Scout 2
Init: +2; Defense: 16 (+6 armor) DR: 10; Spd: 10m; VP/WP 12/12; Atk: +2 melee (1D3 punch) +3 ranged (3D6 Blaster Pistol) ; SQ: Standard +6, trailblazing; SV Fort: +2, Refl: +4, Will: +3; Str 14, Dex 15, Con 12, Int 12, Wis 13, Cha 10
Equipment: blaster pistol, commando armor, utility belt, comlink, AT-ST
Skills: Pilot Walker +10, Spot +5, Repair Walker +6, Survival +9
Feats: Standard Package, Skill Emphasis; Pilot Walker, Skill Emphasis; Survival

The juggernaut pilot is in command of a devastating weapons platform. The juggernaut is a floating weapons platform and causes rebel troops to cower in fear.
Juggernaut Pilot; Male Human Soldier 2
Init: +2; Defense: 16 (+6 armor) DR: 10; Spd: 10m; VP/WP 14/12; Atk: +3 melee (1D3 punch) +4 ranged (3D6 Blaster Pistol); SQ: Standard +4; SV Fort: +4, Refl: +2, Will: +0; Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 10
Equipment: Standard Package, stormtrooper armor, grappling hook, utility belt, comlink, Juggernaut
Skills: Pilot Repulsorlift +10, Spot +4, Repair Walker +9, Survival +3
Feats: Standard Package, Skill Emphasis; Pilot Repulsorlift, Skill Emphasis; Repair Repulsorlift

The vehicle gunner is a trained marksman and is very accurate with vehicle weapons. They are highly trained and are eager to prove it.
Vehicle Gunner; Male Human Soldier 2
Init: +2; Defense: 16 (+6 armor) DR: 10; Spd: 10m; VP/WP 14/12; Atk: +3 melee (1D6 punch) +3 ranged (3D6 Blaster Pistol) ; SQ: Standard +6; SV Fort: +3, Refl: +2, Will: +0; Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 10
Equipment: standard package, stormtrooper armor, utility belt, gunnery helmet
Skills: Spot +5, Survival +3, Repair Weapons +5
Feats: Standard Package, Point Blank Shot, Rapid Shot

Members of the Imperial Navy

Standard Feat Package: Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (vibro weapons), Armor Proficiency Light, Armor Proficiency Medium

Members of the Imperial Navy

The TIE pilot is a product of heavy training. They are trained to do as they are commanded and have little prerogative in what they do. Once they get in a dog fight they are extremely capable even though their ships aren’t.
TIE Pilot; Male Human Soldier 2
Init: +2; Defense: 14 (+2 class, +2 dex); Spd 10m; VP/WP 14/12; Atk: +2 melee (1D3 punch), +4 ranged (3D6 blaster pistol), SQ: Standard +4; SV: Fort +4, Refl +2, Will +0 Str 12, Dex 15, Con 12, Int 12, Wis 11, Cha 8
Equipment: Blaster Pistol, Flight Suit, Comlink, TIE
Skills: Pilot Starship +10, Repair Starships +5, Computer Use +5, Astrogate +5
Feats: Standard, Skill Emphasis; pilot starship, Starship Operation; Starfighter, Weapon Focus; Laser Cannon

TIE commanders are made up of the few TIE pilots who manage to pilot their underpowered ships skillfully. They are very deadly and are not easy kills. TIE commanders are very competent in their fighter.
TIE Commander; Male Human Soldier 5
Init: +3; Defense: 16 (+3 class, +3 dex); Spd 10m; VP/WP 30/12; Atk +5 melee (1D3 punch), +8 ranged (3D6 blaster pistol); SQ: Standard +6; SV: Fort +4, Refl +4, Will +1 Str 12, Dex 16. Con 12, Int 12, Wis 11, Cha 10
Equipment: Blaster Pistol, Flight Suit, Comlink, TIE
Skills: Pilot Starship +14, Repair Starships +8, Computer Use +8, Astrogate +8
Feats: Standard, Skill Emphasis; pilot starship, Starship Operation; Starfighter, Weapon Focus; Laser Cannon, Starship Dodge; Starfighter, Point Blank Shot, Rapid Shot

An ensign is just starting his time in the Imperial Navy. An ensign usually commands one of the lesser functions on an Imperial Starship. Ensigns are still capable of taking command if they must.
Ensign; Male Human Soldier 2
Init: +1; Defense: 13 (+2 class, +1 dex); Spd 10m; VP/WP 14/12; Atk: +2 melee (1D3 punch), +3 ranged (3D6 blaster pistol), SQ: Standard +4; SV: Fort +3, Refl +1, Will +0 Str 12, Dex 13, Con 12, Int 15, Wis 12, Cha 11
Equipment: Blaster Pistol, Flight Suit, Comlink
Skills: Pilot Starship +7, Repair Starships +4, Computer Use +5, Astrogate +7
Feats: Standard, Spacer, Starship Operation; Transport, Starship Dodge; Transport

A lieutenant usually has command of his own transport or small capital ship under his command. The lieutenant must prove himself worthy to command larger ships.
Lieutenant; Male Human Soldier 4
Init: +2; Defense: 15 (+3 class, +2 dex); Spd 10m; VP/WP 24/12; Atk: +4 melee (1D3 punch), +6 ranged (3D6 blaster pistol), SQ: Standard +6; SV: Fort +4, Refl +3, Will +1 Str 12, Dex 15, Con 12, Int 15, Wis 12, Cha 11
Equipment: Blaster Pistol, Flight Suit, Comlink
Skills: Pilot Starship +9, Repair Starships +6, Computer Use +7, Astrogate +9
Feats: Standard, Spacer, Starship Operation; Transport, Starship Dodge; Transport, Starship Operation Capital

A captain usually commands a large capital ship and has several smaller ships under his command. The captain is very loyal to the Empire.
Captain; Male Human Soldier 5/Officer 1
Init: +2; Defense: 16 (+4 class, +2 dex); Spd 10m; VP/WP 32/12; Atk: +5 melee (1D3 punch), +7 ranged (3D6 blaster pistol), SQ: Standard +7, Leadership; SV: Fort +5, Refl +4, Will +3 Str 12, Dex 14, Con 12, Int 15, Wis 13, Cha 11
Equipment: Blaster Pistol, Flight Suit, Comlink
Skills: Pilot Starship +16, Repair Starships +6, Computer Use +9, Astrogate +11, Diplomacy +8
Feats: Standard, Spacer, Starship Operation; Transport, Starship Dodge; Transport, Starship Operation Capital, Skill Emphasis; Pilot starship, Fame

A commander usually leads a systems defense force and has several other capital ships under his command. A commander may alternately lead an elite capital ship.
Commander; Male Human Soldier 5/Officer 3
Init: +2; Defense: 17 (+5 class, +2 dex); Spd 10m; VP/WP 40/12; Atk: +7 +2 melee (1D3 punch), +9 +4 ranged (3D6 blaster pistol), SQ: Standard +8, Leadership, Requisition Supplies; SV: Fort +5, Refl +4, Will +3 Str 12, Dex 14, Con 12, Int 15, Wis 13, Cha 11
Equipment: Blaster Pistol, Flight Suit, Comlink
Skills: Pilot Starship +18, Repair Starships +6, Computer Use +11, Astrogate +13, Diplomacy +10
Feats: Standard, Spacer, Starship Operation; Transport, Starship Dodge; Transport, Starship Operation Capital, Skill Emphasis; Pilot starship, Fame

A naval trooper is the Navy’s version of the stormtrooper. The navy refuses to let stormtroopers serve as defense on their ships.
Naval Trooper; Male Human Soldier 2
Init: +2; Defense 14 (+4 armor) DR: 5; Spd: 10m; VP/WP 15/12; Atk: +3 melee (1D6 punch) +4 ranged (3D8 blaster rifle) +4 ranged (3D6 blaster pistol) +4 ranged (4D6/2D6 fragment grenade); SQ: Standard +4 ; SV Fort: +3, Refl: +1, Will: +0; Str 13, Dex 14, Con 12, Int 10, Wis 11, Cha 8
Equipment: Blast Vest, 2 Fragment Grenades, Grappling Hook, Utility Belt, Blaster Rifle, Blaster Pistol
Skills: Intimidate +3, Spot +4, Climb +5, Demolitions +4
Feats: Weapon Proficiency (Blaster Rifle), Weapon Proficiency (Blaster Pistol), Weapon Proficiency (simple weapons), Weapon Proficiency (vibro weapons), Weapon Proficiency (Heavy Weapons), Armor Proficiency Light, Armor Proficiency Medium, Endurance, Martial Artist