Mark IA Sith War Droid,
large size droid, war construct 5
Dark Side Points: 4
Fortitude: 22,
Reflex: 18,
Will: 14
Hit Points: 40 (5d12),
Damage Threshold: 27
Speed: 16 meters
STR 16 (+3),
DEX 14 (+2),
CON n/a,
INT 10 (+0),
WIS 10 (+0),
CHA 10 (+0)
Skills: Initiative +5, Intimidation +3, Perception +3
Feats: Duel Weapon, Duel Weapon Mastery, Improved Damage Threshold, Improved Defenses
Proficiencies: Simple Weapons, Pistol, Rifles, Light & Medium Armor
Systems: Combat Processor (1), Two-tool Appendages (0), Four-leg Walking Locomotion (2), Increased Locomotion Speed (1), Reinforce Structure (1), Medium Armor Plating (2), Built In Weapons (two dual-blaster rifles), Targeting Sensors (1; add +1 to Range Weapon Attacks, but not auto-fire attacks)
ACTIONS
Multi-Attack: With duel weapon and duel weapon mastery the war droid can make two ranged weapon attacks each round and gets if damage bonus with both attacks.
Dual-Blaster Rifles (75 power cell each):
Ranged Weapon Attack: +6 to hit;
Hit: 4d8+4 energy, Range 60/600, or
Autofire:
Ranged Weapon Attack: +0 to hit,
Hit: 4d8+4 energy damage in 4x4m space, ½ miss.
Sith ‘Ghost Team’ Troopers, Medium sized human, nonheroic 5
Dark Side: 4
Fortitude: 15,
Reflex: 17,
Will: 10 (trooper armor ARS 16, Fort +3)
Hit Points: 20 (5d4+5),
Damage Threshold: 15
Speed: 12 meters
STR 14 (+2),
DEX 12 (+1),
CON 12 (+1),
INT 10 (+0),
WIS 10 (+0),
CHA 10 (+0)
Skills: Initiative +4, Intimidation +3, Perception +3 (+5)
Feats: Armor Proficiency (Medium), Skill Proficiency (Vehicles), Weapon Proficiency (Rifles)
Proficiencies: Simple Weapons, Pistol, Rifles, Light & Medium Armor, Vehicle (one of choice +4)
Senses: Low-light vision (goggles), passive perception 15
Equipment Mods: Advantage on inhaled toxins or disadvantage on inhaled toxins attack roll, +2 to Perception, Low-Light Vision, and mid-range hands free communicator, Disadvantage on Stealth rolls.
ACTIONS
Blaster Rifle (75 power cell):
Ranged Weapon Attack: +4 to hit;
Hit: 3d8+1 energy, Range 60/600, or
Autofire:
Ranged Weapon Attack: -1 to hit,
Hit: 3d8+1 energy damage in 4x4m space, ½ miss.
Additional Gear: Utility belt
Sith ‘Ghost Team’ Scouts, Medium sized human, nonheroic 5
Dark Side: 4
Fortitude: 13,
Reflex: 16,
Will: 10 (scout armor ARS 14, Fort +2)
Hit Points: 20 (5d4+5),
Damage Threshold: 13
Speed: 12 meters
STR 12 (+1),
DEX 14 (+2),
CON 12 (+1),
INT 10 (+0),
WIS 10 (+0),
CHA 10 (+0)
Skills: Initiative +5, Perception +3 (+5), Survival +3, Stealth +8 (+10)
Feats: Careful Shot (when you ‘aim’, add +2 to attack and damage with ranged weapon attacks), Skill Expertise (Stealth), Skill Proficiency (Survival), Weapon Proficiency (Rifles)
Proficiencies: Simple Weapons, Pistol, Rifles, Light Armor
Senses: Low-light vision (goggles), passive perception 14
Equipment Mods: Advantage on inhaled toxins or disadvantage on inhaled toxins attack roll, +2 to Perception, Low-Light Vision, and mid-range hands free communicator.
ACTIONS
Blaster Sniper Rifle (75 power cell):
Ranged Weapon Attack: +5 to hit;
Hit: 3d8+2 energy, Range 60/600, with Scope (“aim” maneuver not at disadvantage to firing out to 600m, disadvantage for firing out to 1,200m). These blaster rifles cannot be set for auto-fire.
Additional Gear: Utility belt, ‘Gili’ camo-suit (adds +2 to Stealth in one settings when not moving; “caves” for these troopers)
Lieutenant Jangee Wessin, Imperial Officer,
Medium sized human, noble 5/office 1
Force Points: 1,
Dark Side: 6
Fortitude: 14,
Reflex: 16,
Will: 20
Hit Points: 44 (18+5d6+6),
Damage Threshold: 14
Speed: 12 meters
STR 12 (+1),
DEX 12 (+1),
CON 12 (+1),
INT 12 (+1),
WIS 13 (+1),
CHA 17 (+3)
Skills: Athletics +4, Computer Use +4, Deception +6, Gather Information +6, Initiative +4, Intimidation +6, Perception +4, Persuasion +6
Feats: Armor Proficiency (light), Careful Shot (when ‘aiming’ gain +2 to hit and damage), Cutting Words (Bonus action with Persuasion check vs. Will defense of enemies you can see. Success and the next attack by enemies is at disadvantage, but only first one), Point Blank Shot (+1 to hit and damage within normal range)
Proficiencies: Armor (light), Simple weapons, Pistol, Vehicle (Walker +4)
Talents: Assault Tactics (bonus action, one target, that you and your allies can see is dealt +1d6 extra damage on any attacks made until the start of you next turn. Can designate a new target each turn, but most spend the bonus action), Demand Surrender (Action, make an Intimidate check vs. one opponent at ½ or less HP, if you exceed their Will they will surrender), Inspire Confidence (bonus action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +1 moral bonus on all Attack rolls and a +1 morale bonus on Ability checks until their next rest or until you’re
Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You can use this ability again after a short or long rest), Presence (advantage on Intimidate checks)
Senses: passive perception 14
Languages: Basic, Binary
ACTIONS
Blaster Pistol:
Range Weapon Attack: +4 to hit;
Hit: 3d6+4 energy
Additional Gear: Datapad, Short-range comlink, Utility belt
Sith Sergeant Uthall
Medium sized human, Soldier 5
Force Points: 1,
Dark Side: 8
Fortitude: 21,
Reflex: 21,
Will: 15
Hit Points: 64 (30+4d10+10),
Damage Threshold: 21 (Trooper Armor ARS 16, Fort +3)
Speed: 12 meters
STR 14 (+2),
DEX 16 (+3),
CON 14 (+2),
INT 12 (+1),
WIS 12 (+1),
CHA 12 (+1)
Skills: Athletics +7, Intimidation +4, Perception +4, Survival +4
Feats: Double Attack (two attacks with action), Double Tab (-2 to hit, +1 die damage with ranged attack), Improved Defenses (+1 to all defenses), Point Blank Shot (+1 hit/damage within normal range), Weapon Focus (rifle)
Proficiencies: Advanced Melee Weapons, Simple Weapons, Pistol, Rifles, Light & Medium Armor, Tools (Mechanic +4), Vehicle (Starships +6)
Talents: Devastating Attack (damage vs. opponent's Damage Threshold is lowered by 5 for Reeling), Indomitable (as a reaction, automatically recover from Reeling. Must take a long rest to use again), Weapon Specialization (blaster rifle)
Senses: Low-light vision (goggles), passive perception 16
Equipment Mods: Advantage on inhaled toxins or disadvantage on inhaled toxins attack roll, +2 to Perception, Low-Light Vision, and mid-range hands free communicator, Disadvantage on Stealth rolls.
ACTIONS
Blaster Rifle (75 power cell):
Ranged Weapon Attack: +7 to hit;
Hit: 3d8+7 energy, Range 60/600, or
Autofire:
Ranged Weapon Attack: +2 to hit,
Hit: 3d8+7 energy damage in 4x4m space, ½ miss.
Additional Gear: Utility belt