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==== Imperials ==== The Empire was one of the darker times in the galaxy's history. [[File:SWA5.TROOPER.jpg | 425px | right]] '''ARMY AND NAVY TROOPER''' ''Medium sized human, nonheroic 3''</br> '''Dark Side''' 5</br> '''AC''' 15 (combat jumpsuit and helm ACR 14, +2 threshold)</br> '''Hit Points''' 19 (HD 3d4), '''Damage Threshold''' 18 (rec +0)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON 11, INT 10, WIS 10, CHA 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light Armor</br> '''Skills''' Drive +3 (or Pilot +3), Initiative +3, Intimidation +2, Perception +2</br> '''Feats''' Toughness (x2), Weapon Focus (rifle)</br> '''Senses''' ''passive'' perception 12; '''Language''' Basic</br> '''Equipment Mods''': +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Blaster Carbine''''' (50 pc). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire: Ranged Weapon Attack: -2 (+1 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8 energy, Dex save DC 11 ½. Range 200/1,200ft with folded stock (Range 50/300ft)</br> or '''''Light Repeating Blaster''''' (200 pc). Autofire only – Ranged Weapon Attack: -1 (+2 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8, Dex save DC 11 ½. Range 200/1,200ft</br> '''''Frag Grenades''''' (2 field only). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, ½ with save.</br> '''Extra Gear''': 2 power cells for base weapon, Utility Belt.</br> Not everyone is an Elite Stormtrooper in the Imperial Military, but the Emperor needs millions (if not billions) of regular troopers to maintain order throughout the Galaxy. The Imperial Army Trooper makes up most of these ground troopers while the Imperial Navy has its own core of fighting troopers for most ground operations and ship security.</br></br> '''IMPERIAL SECURITY BUREAU (ISB) AGENT''', ''Medium sized human Scoundrel* 4/Noble 4 (criminal)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 8</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 52 (HD 8d6; Second Wind 2d6+9), '''Damage Threshold''' 19 (recover +1)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 10, CHA 16 (+3)</br> '''Saving Throws''' Dexterity +5, Intelligence +5, Charisma +6</br> '''Proficiencies''' Advanced Melee, Pistol, Simple</br> '''Skills''' Gather Information +9, Deception +6, Initiative +5, Intimidate +6, Insight +3, Persuasion +6, Pilot +5, Stealth +5, Sleight of Hands +5, Thievery +5</br> '''Feats''' Double Attak, Improved Mobility & Mobility (dash ignores difficult terrain, if you move at least 15ft, OA against you are at disadvantage), Mobility (if you attack an opponent in melee, you do not provoke an OA from them), Martial Arts (unarmed 1d4+2 bludgeoning, Bonus action with melee attack), Point Blank Shot (+1 to hit and damage within base range), Skill Expertise (Gather Information), Suspicious (adv. w/saves vs. Charmed), Weapon Proficiency (advantage melee weapons)</br> '''Talents''' (Noble Save DC14) Crafty Action (bonus action to take Dash, Disengage or Hide action), Demand Surrender (targets at HP must make a Charisma save or surrunder), Persuasive Charmer (target must make a Charisma save or be Charmed by you), Presence (advantage with Intimidate), Skirmisher (if you move and end up at least 20 feet from where you started, advantage on next attack roll), Sneak Attack (+1d8)</br> Senses passive perception 10; Languages Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack Action can take two attacks in the round.</br> '''''Blaster Pistol''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d6+6 energy. Range 50/300ft</br> '''''Vibro-blade''''' (pc). Melee weapon attack: +5 to hit, one target, reach 5ft; Hit 2d6+6 slashing damage</br> '''Extra Gear''': Short-range comlink, Security kit.</br> Also referred to as the '''''Imperial Security Office''''' or the '''''Imperial Secret Service''''', is the law enforcement and intelligence agency of the Galactic Empire that are charged with matters of internal state security and ensuring the loyalty of citizens to the Empire.</br> [[File:SWD5.Imperials.jpg | 400px | left]] '''STORMTROOPERS'''</br> The Empire's loyal and elite combat force, the Stormtrooper corps was derived from the clone troopers that fought in the Clone Wars. Many of the troopers were clones, either of Jango Fett or of other highly talented imperial citizens, but a large number were also recruited citizens raised and trained in much the same manner as the clones. During the height of the Galactic Empire, Stormtroopers were issued an alphanumeric tag in place of a name to encourage an expendable and replaceable part mentality in all personnel. Stormtrooper officers were generally trained at the Imperial Academy and very few were clones, though they usually wore standard Stormtrooper armor into battle.</br> '''''Narrator's Notes''''': The following are the statistics for a trained Stormtroopers and highly experience veteran troopers. They also include scout troopers and snipers, imperial combat pilots along with imperial officers who are almost always in charge of stormtroopers (and Army and Navy troopers). Elite troopers should be rare for most games, working in special teams, or working for organizations like the Imperial Security Bureau or Security Ministry, and make for good antagonists.</br></br> '''STANDARD TROOPERS''', ''Medium sized human, nonheroic 5''</br> '''Dark Side''' 6</br> '''AC''' 18 (trooper armor ACR 17, +4 threshold)</br> '''Hit Points''' 25 (HD 5d4), '''Damage Threshold''' 20 (rec +1)</br> '''Speed''' 30 feet</br> '''STR''' 14 (+2), '''DEX''' 12 (+1), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 10, '''CHA''' 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light & Medium Armor</br> '''Skills''' Drive +4 (or Pilot +4), Initiative +4, Intimidation +3, Perception +3 (+5)</br> '''Feats''' Armor Proficiency (Medium), Concentrating Fire (+2 damage to adjacent ally firing at the same foe), Skill Proficiency (Drive or Pilot), Toughness</br> '''Senses''' ''passive'' perception 13/15 (low-light goggles); '''Language''' Basic</br> '''Equipment Mods''': Disadvantage on Stealth rolls. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire: Ranged attack: -1 (+2 if braces); Hit: one target 5d8+1 or AOE 10x10ft 3d8 energy, Dex Save DC12 ½. Range 200/1,200</br> or '''''Blaster Carbine''''' (50 pc). as rifle but fewer shots and with folded stock (Range 50/300ft)</br> or '''''Heavy Blaster Rifle''''' (30 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d10+1 energy. Autofire: Ranged attack: -1 (+2 brace); Hit: one target 5d10+1 or AOE 10x10ft 3d10, Dex Save DC12 ½. Range 200/1,200ft</br> or '''''Light Repeating Blaster''''' (200 pc). Autofire only – Ranged Weapon Attack: -1 (+2 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8, Dex Save DC12 ½. Range 200/1,200ft</br> '''''Frag Grenades''''' (2). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</br> '''Extra Gear''': 2 power cells for base weapon, Utility Belt.</br> Stormtroopers are fairly elite troopers, well trained and disciplined and equipped by the Empire. Most are extremely loyal to the Empire and embrace the Human superiority of the Emperor. They tend to look down and underestimate non-humans.</br> '''''Specialized''''': Snow Troopers armor incorporates advanced artic clothing while Desert troopers wear suits that incorporates desert suit. Rarer trooper types include Space Troopers that counts instead as a Combat Spacesuit (lowers AC to 17) and instead of Vehicle proficiency gain Z-G Training feat instead. Underwater trooper armor incorporates an Aquata Breather and wet suit and also extends the duration to 10 hours.</br></br> '''IMPERIAL SCOUTS''', ''Medium sized human, nonheroic 5''</br> '''Dark Side''' 6</br> '''AC''' 17 (scout armor ACR 15, +2 threshold)</br> '''Hit Points''' 20 (HD 5d4), '''Damage Threshold'''18 (recovery +1)</br> '''Speed''' 30 feet</br> '''STR''' 12 (+1), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 12 (+1), '''CHA''' 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light Armor</br> '''Skills''' Perception +3 (+5), Pilot +5, Stealth +5, Survival +7</br> '''Feats''' Careful Shot (when you ‘aim’, add +2 to attack and damage with ranged weapon attacks), Skill Expertise (Survival), Skill Proficiency (Survival), Weapon Proficiency (Rifles)</br> '''Senses''' '''passive''' perception 13/15 (low-light goggles); '''Language''' Basic</br> '''Equipment Mod''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy. Range 40/200</br> '''Extra Gear''': 2 power cells for pistol, Utility Belt</br> '''IMPERIAL SCOUT 'SNIPERS'''' switch feats Skill Expertise (Survival) for (Stealth); Skills: Survival +4, Stealth +8. Additional weapon - blaster sniper rifle…</br> '''Additional Equipment Mod''': Advantage with Stealth when still, can attempt to hide without obscure but no advantage.</br> '''ACTIONS'''</br> '''''Blaster Sniper Rifle''''' (75 pc). Ranged Weapon Attack +5 to hit; Hit: 3d10+2 energy, Range 200/1,200ft with Scope (“aim” maneuver not at disadvantage to firing out to 1,200ft, disadvantage for firing out to 2,400ft). These blaster rifles cannot be set for auto-fire.</br> '''Extra Gear''': 2 power cells for rifle, Camo-Cloak</br> Scouts and Scout Snipers are specialized troopers who operate in non-civilized, wilderness areas of many worlds and newly discovered areas.</br></br> '''VETERAN TROOPERS''', ''Medium sized human, nonheroic 9''</br> '''Dark Side''' 8</br> '''AC''' 19 (trooper armor ACR 17, +4 threshold)</br> '''Hit Points''' 41 (HD 9d4), '''Damage Threshold''' 22 (rec +2)</br> '''Speed''' 30 feet</br> '''STR''' 14 (+2), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 12 (+1), '''WIS''' 10, '''CHA''' 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light & Medium Armor</br> '''Skills''' Drive +6, Initiative +6, Intimidation +4, Perception +4 (+7), Pilot +6</br> '''Feats''' Armor Proficiency (Medium), Concentrating Fire (+2 damage to adjacent ally firing at the same foe), Double Attack, Skill Proficiency (Drive and Pilot), Toughness</br> '''Senses''' ''passive'' perception 13/15 (low-light goggles); '''Language''' Basic</br> '''Equipment Mods''': Disadvantage on Stealth rolls. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action can make two attacks on its turn.</br> '''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +6 to hit, one target; Hit: 3d8+2 energy. Autofire: Ranged attack: +1 (+4 if braces); Hit: one target 5d8+2 or AOE 10x10ft 3d8 energy, Dex Save DC14 ½. Range 200/1,200</br> or '''''Blaster Carbine''''' (50 cell). as rifle but fewer shots and with folded stock (Range 50/300ft)</br> '''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</br> '''Extra Gear''': 2 power cells for base weapon, Utility belt. Veterans and high ranking NPCs within the Stormtrooper core are extremely fanatically to the New Order and the Emperor himself.</br></br> '''ELITE TROOPERS''', ''Medium sized human, Soldier 9 (military)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br> '''Armor Class''' 20 (trooper armor ARC 17; +4 threshold)</br> '''Hit Points''' 87 (HD 9d10; Second Wind 2d10+10), Damage Threshold: 26 (recover +5)</br> '''Speed''' 30 feet, 40ft fly speed (jet pack)</br> STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br> '''Saving Throws''' Strength +7, Constitution +5</br> '''Proficiencies''' Advanced Melee, Heavy Weapons, Simple Weapons, Pistol, Rifles; Light & Medium Armor</br> '''Skills''' Athletics +7, Drive +6, Initiative +6, Intimidation +10, Mechanic +5, Pilot +6, Perception +5 (+7) '''Feats''' Bolt Storm (area with autofire is 20x20ft or 5x30ft), Deadly Aim (-2 to attack for +1d weapon damage), Determined (wis save), Double Attack, Martial Arts & Martial Arts Expert (unarmed attack as free action with melee attack), Point Blank Shot (+1 to hit and damage in normal range), Perciese Shot (not at disadvantage firing into melee), Skill Expertise (Intimidate), Weapon Focus (rifles)</br> '''Talents''' Ferocity (bonus action to add +1d weapon die to next attack), Hard Target (reaction to end one of the following - Frightened, Reeling, or Stunned), Melee Smash (+2 melee damage), Second Skin (+1 AC while wearing armor), Tough as Nails (temp +12 HP), Weapon Specialization (blaster rifle)</br> '''Senses''' ''passive'' perception 15/17 (low-light goggles); '''Language''' Basic</br> '''Equipment Mods''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, take two attacks in the round.</br> '''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +7 to hit, one target; Hit: 3d8+8 energy. Autofire Ranged attack: +2 (+5 brace); Hit: one target 5d8+8 or AOE 10x10ft or 20x20ft or 5x30ft, damage 3d8+4, Dex Save DC14 ½. Range 200/1,200</br> '''''Electostaff''''' (pc). Melee Weapon Attack +7 to hit, one target, reach 5ft; Hit: 2d6+9 energy. Can parry lightsabers, Double weapon (off-handed attack deals 2d6+6), Stun setting</br> '''''Martial Arts'''''. Melee Attack +7 to hit, one target, reach 5ft; Hit: 1d6+9 bludgeoning damage</br> '''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6+2 slashing, DC15 ½ with a save.</br> '''Extra Gear''': 2 power cells for base weapon, Jet Pack, Utility belt.</br> These elite and fanatically loyal troopers are rare but an example of a highly trained and motivated soldier of the Emperor.</br></br> '''IMPERIAL PILOTS''', ''Medium sized human, nonheroic 5''</br> '''Dark Side''' 6</br> '''AC''': 16 (armored flight suit ACR 14, +2 threshold)</br> '''Hit Points''' 20 (HD 5d4), '''Damage Threshold''' 18 (recover +1)</br> '''Speed''' 30 feet</br> '''STR''' 10, '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 12 (+1), '''WIS''' 10, '''CHA''' 10</br> '''Proficiencies''' Heavy and Simple Weapons, Pistol; Light Armor</br> '''Skills''' Computer Use +4, Initiative +5, Mechanic +4, Perception +2 (+4), Pilot +8</br> '''Feats''' Skill Expertise (Pilot), Skill Proficiency (Computer Use), Weapon Focus (Heavy weapons), Vehicle Combat (reaction for piloted vessel to take½ damage vs. last attack)</br> Senses passive perception 12/14 (low-light goggles); Language Basic</br> '''Equipment Mods''': Disadvantage with Stealth. 10 hours sealed and full protection of vacuum environmental hazards. Safe to all but Extreme radiation with life support). Low-light vision, +2 to Perception with vision, Hand-free short range comlink.</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Range Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy; Range 50/300</br> '''Extra Gear''': 2 power cells for pistol, Utility belt.</br> While TIE Fighters make up the block of the Starfighters of the Empire this pilot can be found test piloting the experimental fighters and even Imperial shuttles in an emergency.</br></br> [[File:SWD5.officer.jpg | 400px | right]] '''IMPERIAL OFFICERS''', ''medium sized human nonheroic 3/Noble 6/Soldier 1''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br> '''AC''' 18 (unarmored)</br> '''Hit Points''' 46 (HD 3d4/6d6/1d10; Second Wind 2d10+8), '''Damage Threshold''' 20 (recover +4)</br> '''Speed''' 30 feet</br> '''STR''' 12 (+1), '''DEX''' 13 (+1), '''CON''' 12 (+1), '''INT''' 16 (+3), '''WIS''' 13 (+1), '''CHA''' 17 (+3)</br> '''Saving Throws''' Constitution +4, Intelligence +7, Charisma +6</br> '''Proficiencies''' Simple, Pistol, Rifle; Light Armor</br> '''Skills''' Capital Ship Pilot +7, Computer Use +7, Deception +7, Drive +5, Gather Information +7, Intimidation +7, Perception +4, Persuasion +7, Technology +7</br> '''Feats''' Action Surge (additional action/rest), Careful Shot (when ‘aiming’ gain +2 to hit and damage), Cutting Words (Bonus action opposed Persuasion vs. Insight. Success and the next attack by enemies is at disadvantage, but only first), Determined (Int and Cha save), Sidestep (as a reaction, reduce range attack that just hit by 1d10+8 points of damage).</br> '''Talents''' Born Leader (bonus action and all allies who can see and hear gain a +2 insight bonus to attack rolls for 10 rounds. Must be able to see and hear officer and lose bonus if officer incapacitated), Command Cover (allies provide you cover; +1 each adjacent ally up to +4 max), Demand Surrender (target at ½ HP, must make a Charisma save or surrender to you), Distance Command (don’t have to see you to gain Born leader, only hear you), Presence (advantage on Intimidate checks)</br> '''Senses''' ''passive'' perception 14; '''Languages''' Basic, Binary, plus two more</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Range Weapon Attack +4 to hit, one target; Hit: 3d6+3 energy; Range 50/300</br> '''Extra Gear''': Datapad, Short-range comlink, Utility belt</br> The Officer Core of the Imperial Army and Navy are graduates of the Imperial Academy and have been trained to be ruthless and unflinching in their duty to the Emperor.
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