Imperial Background
Imperial Characters
Imperial Tactics
Imperial Equipment
Imperial Starships
New Classes
Alternate Rules
Standard Beliefs (These are the same through every era): Generally most of the Imperial Armed Forces saw aliens as inferior. Some of the Imperials did not hold this belief but that is what held the Imperial Armed Forces together was its hatred of aliens. A few of the members of the Imperial Armed Forces joined only to protect the law. Most of the members of the Imperial Armed Forces were not evil only misguided.
Rebellion Era: During the Rebellion Era many of the people who joined the Imperial Armed Forces saw it as the protector of law and order. The Empire may have ruthlessly oppressed alien races but that was just to maintain safety and order for the good of the people. Imperial Troops were still seen as the law and were respected by the general populous of the galaxy. People still believed in the good of the Empire and that it would eventually beat the rebels. Even as the Empire lost battles people still flocked to join the Empire and fight for their beliefs. The Imperial Fleet was huge and could easily win any battle. Fear of the Emperor kept many of the members who thought of deserting in the Imperial Armed Forces and doing their job. The Imperial Armed Forces is at its peak and does whatever it wants to. Many of the members fear having to perform a bombardment against a populated planet but other than that they have no problems with their duties. The few who have found Imperial Service a problem and were looking for an alternative usually left for leave and never came back choosing to assist the rebels. The destruction of Alderaan caused many defections but the Imperial Armed Forces remained strong.
Warlords: During this time the Rebel Alliance has taken Coruscant and controls most of the galaxy and little chunks of it are controlled by former Imperials who have become Warlords. The Warlords usually have a system or two under their control and about five star destroyers. Most of the Warlords are content with defending their territory and building up their army at the present time. Members the Imperial Armed Forces generally stayed with their direct superior and went with whatever Warlord directed their commander. A few Warlords had large fleets and a capable fighting force. One of these was Zsinj who possessed the Super Star Destroyer Iron Fist and attempted to capture another Super Star Destroyer. A faction of the Imperial Command stayed together but acted like the Warlords and stayed in a defensive posture until Thrawn’s return.
Thrawn’s Return: During this time the Imperial Armed Forces have mostly gathered behind Grand Admiral Thrawn and his fleet. Thrawn returned from the outer rim and reinforced the Imperial Armed Forces. Thrawn represented a more official Imperial Force because he was officially made a Grand Admiral. Thrawn managed to push the New Republic to the brink of collapse using his great tactical genius. Thrawn was about to destroy a New Republic assault on Bilbringi until one of his former Noghri bodyguards assassinated him. The Imperial Fleet withdrew and went into hiding.
New Jedi Order: During this time the Imperials and New Republic have reached a tenuous peace agreement. Admiral Palleon is leading the Imperials at this time and provides a kinder face for the Imperials and is willing to work with the New Republic to accomplish what needs to be done. At the beginning of the war with the Yuzhaan Vong Palleon sent out a small attack force to assist the New Republic with the new threat but the Moff’s called for the ships to come back and prepare for their own defense against the Vong. Enrollment in the Imperial Forces is rising again and it is being seen as a legitimate government.
During the rebellion the Emperor served at the top of the command chain and every major decision had to be approved by him. Just below him were the Moffs and the Grand Admirals. The Moffs had control over their own section of the galaxy and controlled what went on in their. The Grand Admirals had fleets that would cross different Moffs sections but had no direct control over them. Underneath the Moffs were System governors who ruled a system of the Moff’s sector. The system governor would have separate planetary governments if the planets were large enough or important enough.
After the rebellion the Moffs took over control of their own forces but managed to hold together. The basis of the system stayed the same although the head had been killed.
During the warlords’ era many of the Moffs took control of their forces and declared themselves separate from the Empire. A strong chain of command existed elsewhere in the Empire.
During Thrawn’s return most of the Imperials gave him their full support and he became the leader of the Empire. Thrawn had direct control over the men under him. Thrawn used Joruus C’Baoth to give his men orders so he could subvert Thrawn’s will and give his men false orders.
During the New Jedi Era most of the warlords have been destroyed and the original system has been put back in place with Admiral Palleon at the head of the Empire.
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
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
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
Many GM’s treat Imperials as idiots but that is hardly the way they should be treated. Imperial Training forges its members in to battle ready troops. Imperial Troops know how to use everything they have and they are ready to use it.
Stormtrooper Tactics
Stormtroopers are not the cannon-fodder losers that they are portrayed as in the movie. Imagine your character’s surprise when they come up against a group of stormtroopers and they can’t hit any of them, then a volley of return fire threatens them. The Stormtroopers have many weapons that they can employ and many different ways to deal with a threat.
Grenades: Every Stormtrooper has several fragment grenades to use in battle. Many GMs forget about these potent weapons and have the Stormtroopers blast away with their rifles. A smart Stormtrooper will use his grenades to split up the characters or to attack around corners. The grenades can also be used to eliminate the attackers cover.
Combined Fire: Stormtroopers always work in groups and are proficient with volley fire. Since all of the stormtroopers have the Volley Fire feat they can make accurate, devastating attacks when working together. While not known for their precision it’s hard to dodge five blaster bolts at once.
Ready Actions: Stormtroopers who are on patrol or guard duty are ready for anything and should have an attack action readied for when they see somebody aiming at them. Most stormtroopers will have a blaster shot readied but a few may be ready to make a call on their comlink or toss a grenade at the attackers.
Charge: Stormtroopers are wholly dedicated to the Empire and will throw their lives away in combat. A Stormtrooper with one or less WP left can make a charge attack with a +2 bonus to attack and defense.
Flanking: Stormtroopers work in groups and can move themselves around and trap their target between them offering them no alternative but surrender.
Instead of having Pilot apply to every single thing the character must purchase Pilot skills for different types of vehicles. The character would buy Pilot in the following; Walker, Repulsorlift, Air, and Starships. Starships can be broken down into Fighter, Transport, and capital.
Improved Grapple
Prerequisites: BAB 3+
Benefit: Whenever attempting to grapple you gain a +3 to roll.
Combat Toss
Prerequisites: BAB 3+
Benefit: When you are in a grapple you may make an unarmed attack. If you succeed you ‘toss’ the target. The target takes x2 damage, is prone the next round, and the grapple is broken.
Dirty Fighting
Prerequisites: Martial Artist
Benefit: When fighting unarmed may sacrifice all attacks but one. The one attack gains a +1 to attack and +D4 damage.
Sneak Attack
Prerequisites: Martial Artist, Wisdom 13+, BAB 3+
Benefit: May sacrifice all but one unarmed attack. This attack deals normal damage and stuns the target for 2D6 rounds, or if they succeed a will save with DC of 13 they are stunned for only 1D6 rounds.
Reverse Charge
Prerequisites: Martial Artist, BAB 5+
Benefit: When being Bantha Rushed and you win opposed check you may make a free unarmed attack. If you succeed you ‘flip’ the target, deal x3 unarmed damage, and stun him for 1D6 rounds. You are prone until your next action.
Situational Awareness
Prerequisites: Starship Operation, Wisdom 15+
Benefit: When in space combat the character can either not be flanked or gain a +2 bonus to attack. The character can change the bonus every round.
Volley Fire
Prerequisites: BAB 2+
Benefit: Normally when using combined fire only one character gains the bonus but with this feat every character contributing to the combined fire with this feat may make an attack with a lower bonus. If two people are firing one gets +4, and the second gets +3. If three people are firing one gets +4, the second gets +3, and the third gets +2 and so on.
New Equipment
Scout trooper armor
Cost: 6000
Defense Bonus: +5
Damage Reduction: 5
Max Dexterity bonus: +5
Armor Check Penalty: -2
Speed 10/6: 10/6
Weight: 10 kg
A lighter version of the stormtrooper armor scout trooper armor allows for more movement but offers less protection. The helmet has more built in features to assist anybody using the equipment. The armor contains a sensor pack, electrobinoculars, and a built in comlink. The armor offers a +4 bonus to listen and spot checks, and provides a +2 bonus to fortitude saves against hostile environments
Commando Armor
Cost: 4000
Defense Bonus: +4
Damage Reduction: 5
Max Dexterity bonus: +5
Armor Check Penalty: -2
Speed 10/6: 10/6
Weight: 6 kg
The commando armor is a stripped down version of stormtrooper armor and contains only the main protection parts. The armor set features a blast helmet with a visor to take the place of the full helmet. The commando armor is camouflaged to provide the wearer with extra protection. The armor also has a built in comlink and electrobinoculars. The armor provides a +2 bonus to hide, listen, and spot checks.
Gunnery Helmet
Cost: 1000
The gunnery helmet is capable of plugging into any vehicle’s or starship’s gun system. The gunnery helmet allows the wearer to use the guns better. The helmet provides a +2 bonus to attacks with the vehicles weapons. The helmet has a built in comlink and electrobinoculars.
Explosive Charges
Name / Cost / Size / Damage / Weight / Type
Nergon-14 / 5000 / Tiny / 10D8/2D8 / 2 kg / energy
Proton Charge / 5000 / Tiny / 10D6/5D6 / 12 kg / energy
Ion Charge / 3000 / Tiny / */-3 / 8 kg / energy
Nergon-14 is a powerful explosive used by special forces. It is extremely powerful stuff and is highly restricted. Nergon-14 is capable of blowing up huge areas. The charge has a range of 5 meters.
Proton Charge is not as strong as Nergon-14 but it is much easier to use. A Proton Charge has a range of 8 meters.
Ion Charge functions like an ion cannon. Any electronic devices within 5 meters is automatically shutdown. If the demolition check is failed all electronic devices suffer a -3 penalty to use.
Merr-Sonn PLX-2M
The Merr-Sonn handheld proton torpedo launcher is a very effective anti-fighter weapon. Mainly they are given only to Space Troopers but occasionally other troops are given these if their base is in jeopardy of being assaulted by fighters. It is treated as a starship weapon.
Cost: 6000; Damage: 5D10x2 (starfighter damage); Attack Bonus: +8 (+4 crew, +4 fire control); Range Modifiers: PB +0, S/M/L n/a
Juggernaut
The Imperial Juggernaut is used in places where it is inconvenient to land a walker. The juggernaut has several repulsorlifts that can lift its weight five meters into the air. The juggernaut has a considerable amount of firepower and can cause a lot of trouble for soldiers.
Craft: Imperial Juggernaut
Class: Ground (Speeder)
Cost: Not available for sale
Size: Huge (10m long)
Crew: Skilled +4 (1 pilot, 5 gunners)
Passengers: 5 troops
Cargo Capacity: 400 kilograms
Speed: 35 m (max speed 105 km/h)
Altitude: Up to 5 meters
Defense: 14 (-2 size, +6 armor)
Hull Points: 65
DR: 10
Weapon: Blaster Cannon (4)
Fire Arc: 2 turret, 1 right, 1 left
Attack Bonus: +4 (-2 size, +4 crew, +2 fire control)
Damage: 4D8
Range: 200 meters
Weapon: Concussion Grenade Launcher (10 grenades)
Fire Arc: Front
Attack Bonus: +4 (-2 size, +4 crew, +2 fire control)
Damage: 3D10/2D10
Range: 20 meters (6 increments max)
TIE Bomber The TIE bomber is a double hulled TIE fighter capable of dropping Ion bombs on its targets. TIE bombers follow a flight of TIE’s that have knocked out defenses and patrolling fighters. TIE bombers are slow, lumbering craft but they pack a lot of fire.
Craft: Sienar Fleets TIE bomber
Class: Starfighter
Cost: 80,000 (new), 30,000 (used)
Size: Tiny (12 m long)
Crew: 1 (Skilled +4)
Passengers: None
Cargo Capacity: 45 kgs
Consumables: 2 days
Hyperdrive: None
Maximum Speed: Ramming (Alternate 8)
Defense: 22 (+2 size +10 armor)
(Optional) Maneuver: +2
Hull Points: 80
DR: 5
Weapon: Laser Cannons (2 fire-linked)
Fire Arc: Front
Attack Bonus: +10 (+2 size, +4 crew, +4 fire control)
Damage: 5D10x2
Range Modifiers: PB +0, S -2, M/L n/a
Weapon: Ion Bombs (10 bombs)
Fire Arc: *
Attack Bonus: +12 (+2 size, +4 crew, +6 fire control)
Damage: 7D10x5
Range Modifiers: *
* The Ion bomb is dropped from the bottom of the TIE bomber. In atmosphere the Ion bomb can be dropped from up to 3 km up. In space the Ion bomb can be dropped at point blank range
Super Star Destroyer
The Super Star Destroyer is unmatched in sheer power and can lay waste to any single ship in any fleet. Few of these ships have been made but their occurrence has greatly increased over the years. The Super Star Destroyer costs a fortune but many consider it to be well worth the price they paid.
Craft: Kuat Drive Yards Super Star Destroyer
Class: Capital
Cost: Not available for sale
Size: Colossal (3200 meters long)
Crew: minimum 10,000, maximum 50,000 (Skilled +4)
Passengers: 20,000 (troops)
Cargo Capacity: 100,000 metric tons
Consumables: 4 years
Hyperdrive: x3 (backup x10)
Maximum Speed: Cruising (Alternate 2)
Defense: 20 (-10 size +20 armor)
(Optional) Maneuver: -8
Shield Points: 600
Hull Points: 1500
DR: 50
Weapon: Turbolasers (180)
Fire Arc: 12 batteries front, 12 batteries right, 12 batteries left
Attack Bonus: +6 (-10 size, +4 crew, +8 fire control, +4 battery fire)
Damage: 5D10x5
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Ion Cannons (120)
Fire Arc: 8 batteries front, 6 batteries right, 9 batteries left, 6 batteries rear
Attack Bonus: +3 (-10 size, +4 crew, +5 fire control, +4 battery fire)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L n/a
Weapon: Concussion Missile tubes (100)
Fire Arc: 40 front, 20 right, 20 left, 20 rear
Attack Bonus: +0 (-10 size, +4 crew, +6 fire control)
Damage: 9D10x5
Range Modifiers: PB +0, S/M/L n/a
Weapon: Tractor Beam Projectors (20)
Fire Arc: 8 front, 3 right, 3 left, 6 rear
Attack Bonus: +2 (-10 size, +4 crew, +8 fire control)
Damage: Special
Range Modifiers: PB -6, S -4, M/L n/a
Victory Class Star Destroyer
The Victory Class Star Destroyer is a smaller version of the Star Destroyer and is just as capable as a Star Destroyer. A Victory Class Star Destroyer is faster but carries less fire power with it. A good captain is capable of using the speed to his advantage and minimizing the effects of less power.
Craft: Kuat Drive Yards Victory Class Star Destroyer
Class: Capital
Cost: Not available for sale
Size: Gargantuan (800 meters long)
Crew: minimum 2,500, maximum 16,000 (Normal +2)
Passengers: 2,000 (troops)
Cargo Capacity: 10,000 metric tons
Consumables: 4 years
Hyperdrive: x2 (backup x8)
Maximum Speed: Attack (Alternate 5)
Defense: 14 (-6 size +10 armor)
(Optional) Maneuver: -2
Shield Points: 200
Hull Points: 400
DR: 20
Weapon: Turbolasers (45)
Fire Arc: 5 batteries front, 4 batteries right, 4 batteries left
Attack Bonus: +8 (-6 size, +2 crew, +8 fire control, +4 battery fire)
Damage: 5D10x5
Range Modifiers: PB -4, S -2, M +0, L n/a
Weapon: Ion Cannons(45)
Fire Arc: 3 batteries front, 4 batteries right, 4 batteries left, 2 batteries rear
Attack Bonus: +5 (-6 size, +2 crew, +5 fire control, +4 battery fire)
Damage: Special
Range Modifiers: PB -4, S -2, M +0, L n/a
Weapon: Tractor Beam (4)
Fire Arc: 2 front, 1 right, 1 left
Attack Bonus: +1 (-6 size, +2 crew, +5 fire control)
Damage: Special
Range Modifiers: PB -4, S -2, M/L +0
Mark II Victory Class Star Destroyer
This advanced version of the Victory Class Star Destroyer adds concussion missile launchers to allow it to do much more damage. The Mark II also has increased shield power.
Craft: Kuat Drive Yards Mark II Victory Class Star Destroyer
Class: Capital
Cost: Not available for sale
Size: Gargantuan (800 meters long)
Crew: minimum 2,500, maximum 16,000 (Normal +2)
Passengers: 2,000 (troops)
Cargo Capacity: 10,000 metric tons
Consumables: 4 years
Hyperdrive: x2 (backup x8)
Maximum Speed: Attack (Alternate 5)
Defense: 14 (-6 size +10 armor)
(Optional) Maneuver: -2
Shield Points: 250
Hull Points: 400
DR: 20
Weapon: Turbolasers (45)
Fire Arc: 5 batteries front, 4 batteries right, 4 batteries left
Attack Bonus: +8 (-6 size, +2 crew, +8 fire control, +4 battery fire)
Damage: 5D10x5
Range Modifiers: PB -4, S -2, M +0, L n/a
Weapon: Ion Cannons(45)
Fire Arc: 3 batteries front, 4 batteries right, 4 batteries left, 2 batteries rear
Attack Bonus: +5 (-6 size, +2 crew, +5 fire control, +4 battery fire)
Damage: Special
Range Modifiers: PB -4, S -2, M +0, L n/a
Weapon: Tractor Beam (4)
Fire Arc: 2 front, 1 right, 1 left
Attack Bonus: +1 (-6 size, +2 crew, +5 fire control)
Damage: Special
Range Modifiers: PB -4, S -2, M/L +0
Lancer Class Frigate
The Lancer Class Frigate was designed by the Imperial Navy to combat Starfighter attacks on capital ships. The Lancer Class Frigate is helpless against other capital ships but it is very damaging against Rebel Starfighters.
Craft: Kuat Drive Yards Mark II Victory Class Star Destroyer
Class: Capital
Cost: Not available for sale
Size: Huge (300 meters long)
Crew: minimum 300, maximum 900 (Normal +2)
Passengers: 100 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 2 years
Hyperdrive: x2 (backup x12)
Maximum Speed: Attack (Alternate 6)
Defense: 18 (-2 size +10 armor)
(Optional) Maneuver: -2
Shield Points: 150
Hull Points: 300
DR: 20
Weapon: Quad Laser Cannon (48, Tiny Size Weapons)
Fire Arc: 8 front, 20 right, 20 left
Attack Bonus: +10 (+2 size, +6 fire control, +2 crew)
Damage: 6D10x2
Range Modifiers: PB +0, S +0, M/L n/a
Carrack Class Light Cruiser
The Carrack Class Light Cruiser is used to supplement larger fighters in combat and is effective at evading and striking larger starships. The Carrack Class Light Cruiser is a fairly old design but an effective one.
Craft: Corellian Engineering Carrack Class Light Cruiser
Class: Capital
Cost: Not available for sale
Size: Huge (450 meters long)
Crew: minimum 500, maximum 1000 (Normal +2)
Passengers: 250 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 3 years
Hyperdrive: x2 (backup x12)
Maximum Speed: Attack (Alternate 5)
Defense: 18 (-2 size +10 armor)
(Optional) Maneuver: -2
Shield Points: 200
Hull Points: 300
DR: 20
Weapon: Turbolasers (25)
Fire Arc: 1 batteries front, 2 batteries right, 2 batteries left
Attack Bonus: +12 (-2 size, +2 crew, +8 fire control, +4 battery fire)
Damage: 5D10x4
Range Modifiers: PB -2, S +0, M/L n/a
Weapon: Ion Cannons(20)
Fire Arc: 2 batteries front, 1 batteries right, 1 batteries left
Attack Bonus: +9 (-2 size, +2 crew, +5 fire control, +4 battery fire)
Damage: Special
Range Modifiers: PB -2, S +0, M/L n/a
Interdictor Cruiser
The Interdictor Cruiser is capable of setting a gravity well and preventing ships from jumping out of the system. The Imperial Navy used these ships to hold rebels in conflicts and crush them. Interdictors were also used to pull smugglers out of hyperspace.
Craft: Kuat Drive Yards Interdictor Cruiser
Class: Capital
Cost: Not available for sale
Size: Huge (600 meters long)
Crew: minimum 500, maximum 1000 (Skilled +4)
Passengers: 1000 (troops)
Cargo Capacity: 15,000 metric tons
Consumables: 3 years
Hyperdrive: x2 (backup x12)
Maximum Speed: Attack (Alternate 6)
Defense: 18 (-2 size +10 armor)
(Optional) Maneuver: -2
Shield Points: 300
Hull Points: 400
DR: 20
Weapon: Turbolasers (25)
Fire Arc: 1 batteries front, 2 batteries right, 2 batteries left
Attack Bonus: +14 (-2 size, +4 crew, +8 fire control, +4 battery fire)
Damage: 5D10x4
Range Modifiers: PB -2, S +0, M/L n/a
Weapon: Ion Cannons(20)
Fire Arc: 2 batteries front, 1 batteries right, 1 batteries left
Attack Bonus: +11 (-2 size, +4 crew, +5 fire control, +4 battery fire)
Damage: Special
Range Modifiers: PB -2, S +0, M/L n/a
Weapon: Gravity Well
Fire Arc: Sphere
Attack Bonus: Special
Damage: Special
Range Modifiers: Special
Gravity Well
A Gravity Well generator is a powerful tool in use by the Imperial Navy. The Gravity Well projects a gravity anomaly that prevents starships from jumping into hyperspace. The gravity well affects all starships within thirty klicks.
Dreadnaught The Dreadnaught was the precursor to the Star Destroyer. In the beginning of the Empire the Dreadnaught was the starship that struck fear into everybody living under the Emperor’s iron grip. The Dreadnaught was a vital ship for a long time but is now used only in Pirate fleets and in poorer planet’s protection fleets.
Craft: Kuat Drive Yards Dreadnaught
Class: Capital
Cost: 10 million (used)
Size: Gargantuan (567 m long)
Crew: 545 to 1000 (Normal +2)
Passengers: Up to 1300
Cargo Capacity: 4,500 metric tons
Consumables: 2 years
Hyperdrive: x2 (backup x12)
Maximum Speed: Attack (Alternate 6)
Defense: 14 (-6 size +10 armor)
(Optional) Maneuverability: -2
Shield Points: 200
Hull Points: 600
DR: 25
Weapon: Double Turbolaser Cannons (45)
Fire Arc: 1 battery front, 2 battery aft, 3 battery right, 3 battery left
Attack Bonus: +8 (-4 size +2 crew +6 fire control +4 battery fire)
Damage: 4D10x5
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Ion Cannons (25)
Fire Arc: 2 battery left, 2 battery right, 1 battery aft
Attack Bonus: +8 (-4 size +2 crew +6 fire control +4 battery fire)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Tractor Beam Projectors (6)
Fire Arc: 2 left, 2 right, 2 aft
Attack Bonus: +4 (-4 size +2 crew +6 fire control)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L +0
The Imperial II Star Destroyer is the advanced form of the original Imperial Star Destroyer. The Mark II has improved shields, more guns, and has proton torpedo launchers. The Mark II didn’t come into heavy use until after the Battle of Endor but allowed the Imperials to win a few battles after that and to slow the Rebel’s advance.
Craft: Kuat Drive Yards Imperial II Star Destroyer
Class: Capital
Cost: Not available for sale
Size: Colossal (1600 m long)
Crew: Minimum 5,545 Maximum 40000 (Normal +2)
Passengers: 10,000 troops
Cargo Capacity: 45,000 metric tons
Consumables: 2 years
Hyperdrive: x1 (backup x10)
Maximum Speed: Attack (Alternate 7)
Defense: 19 (-6 size +15 armor)
(Optional) Maneuverability: -3
Shield Points: 350
Hull Points: 800
DR: 30
Weapon: Double Turbolaser Cannons (75)
Fire Arc: 4 battery front, 5 battery aft, 5 battery right, 5 battery left
Attack Bonus: +6 (-8 size +2 crew +8 fire control +4 battery fire)
Damage: 4D10x5
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Ion Cannons (60)
Fire Arc: 4 batteries front, 3 batteries left, 3 batteries right, 2 batteries aft
Attack Bonus: +6 (-8 size +2 crew +8 fire control +4 battery fire)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Tractor Beam Projectors (10)
Fire Arc: 2 left, 2 right, 6 front
Attack Bonus: +2 (-8 size +2 crew +8 fire control)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Two Proton Torpedo Launchers (4 missiles each)
Fire Arc: Front
Attack Bonus: +2 (-8 size +2 crew +8 fire control)
Damage: 12D10x5
Range Modifiers: PB +0, S/M/L n/a
TIE Defender The TIE Defender is built off the design of the TIE Interceptor. The TIE Defender adds another wing and has incorporated shields, hyperdrive, and concussion missiles. If this would have come out earlier the Alliance would probably have been devastated.
Craft: Sienar Fleet Systems TIE Defender
Class: Starfighter
Cost: 150,000 (new), 100,000 (used)
Size: Tiny (12 m long)
Crew: 1(Skilled +4)
Passengers: none
Cargo Capacity: 125 Kg
Consumables: 2 days
Hyperdrive: x1
Maximum Speed: Ramming (Alternate 10)
Defense: 22 (+2 size +10 armor)
(Optional) Maneuverability: +4
Shield Points: 50
Hull Points: 100
DR: 10
Weapon: Laser Cannons (4 fire-linked)
Fire Arc: Front
Attack Bonus: +12 (+2 size +4 crew +6 fire control)
Damage: 6D10x2
Range Modifiers: PB +0, S -2, M/L n/a
Weapon: Medium Ion Cannons (2 fire-linked)
Fire Arc: Front
Attack Bonus: +10 (+2 size +4 crew +4 fire control)
Damage: special
Range Modifiers: PB +0, S -2, M/L n/a
Weapon: 2 Concussion Missile Launchers (3 missiles each)
Fire Arc: Front
Attack Bonus: +8 (+2 size +4 crew +2 fire control)
Damage: 7D10x2
Range Modifiers: PB +0, S/M/L n/a
TIE Interceptor The TIE Interceptor is a faster, stronger, and more deadly version of the original TIE Fighter. The Interceptor design was ready for use in the Battle of Yavin but Emperor Palpatine saw no reason in replacing the TIE Fighters. The TIE Interceptors have proved that they are much better than the original TIE’s in the Battle of Endor.
Craft: Sienar Fleet Systems TIE Interceptor
Class: Starfighter
Cost: 120,000 (new), 75,000 (used)
Size: Tiny (12 m long)
Crew: 1(Skilled +4)
Passengers: none
Cargo Capacity: 125 Kg
Consumables: 2 days
Hyperdrive: none
Maximum Speed: Ramming (Alternate 11)
Defense: 22 (+2 size +10 armor)
(Optional) Maneuverability: +5
Hull Points: 100
DR: 10
Weapon: Laser Cannons (4 fire-linked)
Fire Arc: Front
Attack Bonus: +12 (+2 size +4 crew +6 fire control)
Damage: 6D10x2
Range Modifiers: PB +0, S -2, M/L n/a
Intelligence Officer
The Intelligence Officer is trained to sneak around in places they aren’t wanted and to pull out whatever information is needed. The Intelligence Officer is often held in disdain by most members of the Navy and Army but they provide the data that lets them do their job.
Game Rule Information
Abilities: An Intelligence Officers most important abilities are Dexterity since they must sneak around. Charisma, Intelligence, and Wisdom are also useful since they are the base for most of the Intelligence Officer’s skills.
Vitality: 1D6
Class Skills
Bluff (Cha) / Computer Use (Int)
Craft (Int) / Demolitions (Int)
Diplomacy (Cha) / Disable Device (Int)
Disguise (Cha) / Entertain (Cha)
Escape Artist (Dex) / Forgery (Int)
Gather Information (Cha) / Hide (Dex)
Knowledge (Int) / Listen (Wis)
Move Silently (Dex) / Pilot (Dex)
Profession (Wis) / Read/Write Language
Search (Int) / Sleight of Hand (Dex)
Speak Language / Spot (Wis)
Survival (Wis) / Tumble (Dex)
Skill Points at first level: (8 + Int Mod) x 4
Skill Points at each additional level: 8 + Int mod
Class Features
Starting Feats: The Intelligence officer gains the following feats at first level:
Weapon Group Proficiency (simple weapons)
Weapon Group Proficiency (blaster pistols)
Bonus Feat: At first level the Intelligence Officer gains a bonus feat from the following list; Alertness, Cautious, Nimble, Sharp-Eyed, Stealthy, Trustworthy, Mimic, Skill Emphasis (any skill). The Intelligence Officer also gains a bonus feat at 5th, 10th, 15th, and 20th level
Sneak Attack: At second level an Intelligence Officer may make a sneak attack as a Scoundrel does. The damage bonus goes up 1D6 every other level.
Deception: At fourth level the Intelligence Officer gains a +4 bonus to all bluff, diplomacy, and disguise checks.
Quick Motion: At seventh level the Intelligence Officer gains a +4 bonus to move silently checks and gains the Dodge feat.
Improved Moment: At tenth level the Intelligence Officer gains a +6 bonus to move silently checks and gains the Mobility feat.
Credits: (1D8+2) x 2
Level | Attack | Fortitude | Reflex | Will | Special | Defense | Reputation |
1 | +0 | +0 | +2 | +2 | Starting Feats, Bonus Feat | +4 | 0 |
2 | +1 | +0 | +3 | +3 | Sneak Attack +1D6 | +5 | 0 |
3 | +2 | +1 | +3 | +3 | +5 | 1 | |
4 | +3 | +1 | +4 | +4 | Sneak Attack +2D6, Deception | +6 | 1 |
5 | +3 | +1 | +4 | +4 | Bonus Feat | +6 | 1 |
6 | +4 | +2 | +5 | +5 | Sneak Attack +3D6 | +7 | 2 |
7 | +5 | >+2 | +5 | +5 | Quick Motion | +7 | 2 |
8 | +6 | +2 | +6 | +6 | Sneak Attack +4D6, | +8 | 2 |
9 | +6 | +3 | +6 | +6 | +5 | 3 | |
10 | +7 | +3 | +7 | +7 | Improved Movement, Sneak Attack +5D6, Bonus Feat | +9 | 3 |
11 | +8 | +3 | +7 | +7 | +9 | 3 | |
12 | +9 | +4 | +8 | +8 | Sneak Attack +6D6 | +10 | 4 |
13 | +9 | +4 | +8 | +8 | +8 | 4 | |
14 | +10 | +4 | +9 | +9 | Sneak Attack +7D6 | +10 | 4 |
15 | +11 | +5 | +9 | +9 | Bonus Feat | +11 | 5 |
16 | +12 | +5 | +10 | +10 | Sneak Attack +8D6 | +11 | 5 |
17 | +12 | >+5 | +10 | +10 | +12 | 5 | |
18 | +13 | +6 | +11 | +11 | Sneak Attack +9D6 | +13 | 6 |
19 | +14 | +6 | +11 | +11 | +13 | 6 | |
20 | +15 | +6 | +12 | +12 | Sneak Attack +10D6, Bonus Feat | +14 | 6 |
Martial Artist
The martial artist relies on his hands and feet to deliver their attacks instead of weapons. A martial artist can use any part of his body to deliver damage to his foe and is never without a way to attack
Game Rule Information
Abilities: A martial artist’s most important abilities are Dexterity and Strength. Dexterity allows the martial artist to avoid more damage since they don’t wear armor and strength lets the martial artist deal more damage.
Vitality: 1D10
Class Skills
Climb (Str) / Computer Use (Int)
Craft (Int) / Escape Artist (Dex)
Hide (Dex) / Jump (Str)
Knowledge (Int) / Listen (Wis)
Move Silently (Dex) / Profession (Wis)
Search (Int) / Spot (Wis)
Tumble (Dex)
Skill Points at first level: (4 + Int Mod) x 4
Skill Points at each additional level: 4 + Int mod
Class Features
Starting Feats: A martial Artist gains the following feats at first level
Weapon Group Proficiency (simple weapons)
Martial Artist
Endurance
Unarmed Damage: At first level all unarmed attacks made by the martial artist deal 1D6 damage. The damage increases at fifth level and every five levels after. 5th level 1D8 damage. 10th level 1D10. 15th level 1D12. 20th level 2D8.
Bonus Feat: At third level the martial artist gains one of the following feats for free. He also gains one at 5th level and every five levels after that. Blind Fight, Acrobatic, Ambidexterity, Two Weapon Fighting, Dodge, Power Attack, Cleave, Mobility, Run, Dodge, Spring Attack, Improved Grapple, Combat Toss, Sneak Attack, Dirty Fighting, Jump Kick, Unarmed Attacks
Stunning Blow: Three times per day the Martial Artist may attempt to stun a target with an unarmed attack. The attack only does 1D4 damage but stuns the character for 1D8 rounds unless they succeed a fortitude check with DC of 16 then they are only stunned for 1D4 rounds
Quick Attack: Once per day the martial artist may attempt to make extra unarmed attacks. The martial artist may make an extra unarmed attack at each attack bonus with a -2 penalty. If the martial artist has the feat Unarmed Attacks the penalty is only -1 and is on his unarmed attack bonus.
Death Blow: Once per week the martial artist may attempt to make an unarmed attack that instantly kills the target. The martial artist must take a full round action to use death blow. The target is killed instantly unless he succeeds a will save with DC of 18 when he only takes 3D6 damage. If the martial artist kills the target he is flat-footed until his next turn.
Level | Attack | Fortitude | Reflex | Will | Special | Defense | Reputation |
1 | +1 | +2 | +2 | +0 | Starting Feats, Unarmed Damage 1D6 | +2 | 0 |
2 | +2 | +3 | +3 | +0 | +2 | 1 | |
3 | +3 | +3 | +3 | +1 | Bonus Feat | +3 | 1 |
4 | +4 | +4 | +4 | +1 | +3 | 2 | |
5 | +5 | +4 | +4 | +1 | Unarmed Damage 1D8, Bonus Feat | +3 | 2 |
6 | +6 | +5 | +5 | +2 | +4 | 3 | |
7 | +7 | >+5 | +5 | +2 | +4 | 3 | |
8 | +8 | +6 | +6 | +2 | Stunning Blow | +4 | 4 |
9 | +9 | +6 | +6 | +3 | +5 | 4 | |
10 | +10 | +7 | +7 | +3 | Unarmed Damage 1D10, Bonus Feat | +5 | 5 |
11 | +11 | +7 | +7 | +3 | Quick Attacks | +5 | 5 |
12 | +12 | +8 | +8 | +4 | +6 | 6 | |
13 | +13 | +8 | +8 | +4 | +6 | 6 | |
14 | +14 | +9 | +9 | +4 | +6 | 7 | |
15 | +15 | +9 | +9 | +5 | Unarmed Damage 1D12, Bonus Feat | +7 | 7 |
16 | +16 | +10 | +10 | +5 | +7 | 8 | |
17 | +17 | >+10 | +10 | +5 | Death Blow | +7 | 8 |
18 | +18 | +11 | +11 | +6 | +8 | 9 | |
19 | +19 | +11 | +11 | +6 | +8 | 9 | |
20 | +20 | +12 | +12 | +6 | Unarmed Damage 2D8, Bonus Feat | +8 | 10 |