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==== Mercenaries ==== Mercenaries are common throughout the galaxy. Though generally discouraged and discriminated against, mercenaries are a ready source of trouble-shooters, defense forces and deadly raiders. You may not have heard of them, you may not like them, but they still have all the same basic skills of most combat troopers. [[File:SWD5.Merc.jpg | 300px | left]] '''SOLDIERS''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br> '''Dark Side''' 3</br> '''Armor Class''' 16 (combat jumpsuit ACR 14, +2 threshold)</br> '''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 22 (recover +5)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br> '''Saving Throws''' Constitution +5</br> '''Proficiencies''' Heavy weapons, Pistol, Rifle, Simple; Light Armor</br> '''Skills''' Initiative +5, Perception +3, Pilot +5</br> '''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (heavy)</br> '''Talents''' Weapon Specialization (blaster carbine)</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, attack twice on the round.</br> '''''Blaster Carbine''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d8+4 energy. Autofire ranged attack +0 (+3 brace); Hit: one target 5d8+4 or AOE 10x10ft 3d8, Dex save DC13 Β½. Range 200/1,200ft (or 50/300ft with folded stock).</br> '''''Bayonet'''''. Melee Weapon Attack +5 to hit, one target, reach 5ft; Hit: 1d8+2 (2h, dagger one handed) piercing</br> '''''Frag Grenades''''' (2 each). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, Β½ with save.</br> '''Extra Gear''': Bandolier (4 power cells for carbine), Short range comlink, Field kit</br> Your typical mercenary soldier who has experienced an enough battles and is honorable enough, when the cred it right, to not run at the first blaster shots.</br></br> '''EXPERIENCED''', ''Medium sized humanoid nonheroic 4/Soldier 6''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 5</br> '''Armor Class''' 19 (scout armor ACR 15; +2 threshold)</br> Hit Points 68 (HD 4d4/6d10; Second Wind 2d10+8), '''Damage Threshold''' 23 (recovery +6)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br> '''Saving Throws''' Dexterity +7, Constitution +6</br> '''Proficiencies''' Advanced Melee, Heavy weapons, Pistol, Rifle, Simple; Light Armor</br> '''Skills''' Initiative +7, Perception +4, Piloting +7</br> '''Feats''' Determined (Dex saves), Double Attack, Far Shot, Point Blank Shot (+1 to hit and damage within base range), Precise Shot (not at disadvantage firing into melee), Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, heavy weapons)</br> '''Talents''' Controlled Burst (only -2 with autofire or no penalty when braced), Second Skin (+1 AC with armor), Weapon Specialization (blaster rifle)</br> Senses passive perception 14; Languages Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, attack twice on the round.</br> '''''Blaster Rifle''''' (100 pc). Range weapon attack: +8 to hit, one target; Hit: 3d8+8 energy. Autofire Ranged attack +6 (+8 brace) to hit; Hit: one target 5d8+8 or AOE 10x10ft 3d8+3 energy, Dex save DC15 Β½. Range 600/1,200ft.</br> '''''Vibroblade''''' (pc). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d6+6 slashing.</br> '''''Frag Grenades''''' (2 each). Range 30/100ft (30ft sphere area), Damage 4d6+3 slashing, DC15, Β½ with save.</br> '''Extra Gear''': Bandolier (4 power cells for carbine, 1 for vibroblade), Short range comlink, Field kit</br> This sentient is a hardened veteran of many battles. His armor is scarred by blaster fire and vibroblade damage but it remains as smoothly functional as his weapons and body. They often act as battle commanders for small mercenary groups and are respected enough by their fellows to be effective.
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