Navy Trooper: Human Thug 2; Init +1; Defense 15 (+4
armor, +1 Dex); Spd 10m; VP/WP -/12 ; Atk +3 melee (unarmed, 1d3+1), +3
ranged (blaster pistol, 3d6); SV Fort +4, Ref +1, Will +0; SZ M; FP 0;
DSP 0; Rep 0; Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 9. Challenge
Code: A.
Equipment: Blast vest and helmet, comlink,
blaster pistol.
Skills: Pilot +2, Knowledge: Streetwise
+1, Intimidate +1, Disable Device +1
Feats: Weapon group proficiency (simple,
blaster pistols, blaster rifles), Armor proficiency (light)
Navy Crewman: Human Thug 2; Init +0; Defense 10 (+0 class);
Spd 10m; VP/WP -/10 ; Atk +2 melee (unarmed, 1d3), -2 ranged (blaster pistol,
3d6); SV Fort +3, Ref +0, Will +0; SZ M; FP 0; DSP 0; Rep 0; Str 10, Dex
10, Con 10, Int 12, Wis 10, Cha 11. Challenge Code: A.
Equipment:
Skills: Pilot +2, Computer Use +2,
Astrogate +2, Repair +2, Knowledge: Navy +4, Knowledge: Systems +4.
Feats: Weapon group proficiency (simple),
Armor proficiency (light), Starship Operation (transports, capital).
Navy Starfighter Pilot: Human Soldier 2; Init +2; Defense
18 (+6 armor, +2 Dex)); Spd 8m; VP/WP 17/13 ; Atk +3 melee (unarmed, 1d3),
+4 ranged (blaster pistol, 3d6); SV Fort +5, Ref +2, Will +0; SZ M; FP
0; DSP 0; Rep 0; Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 12.
Challenge Code: B.
Equipment: Armored flight suit, blaster
pistol, field kit.
Skills: Knowledge: Systems +4, Knowledge:
Navy +3, Computer Use +4, Pilot +4, Astrogate +4, Spot +4, Listen +2, Repair
+4.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency
(light, medium), Starship Operation (starfighter), Point-Blank Shot, Alertness.
SpecNav Assault Specialist: Human Soldier 6/Scoundrel 2;
Init +1; Defense 18 (+7 class, +1 Dex); Spd 10m; VP/WP 52/13 ; Atk +8/+3
melee (unarmed, 1d6+1), +8 ranged (light repeating blaster, 3d8), +8/+8/+3
ranged (multifire, 3d8), +6/+6/+6/+1 (autofire), +4/+4/+4/+4/-1 (autofire
with rapid shot); SQ Illicit barter, Better lucky than good, Selective
fire (may make a single attack with light repeating blaster in addition
to using multifire and autofire modes), Macroscopic sights (+5 equipment
bonus to attack rolls when making only one attack in a round), Targeting
rangefinder (half all range penalties); SV Fort +6, Ref +6, Will +3; SZ
M; FP 2; DSP 2; Rep 3; Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 12.
Challenge Code: D.
Equipment: Light repeating blaster
(selective fire, +5 macroscopic sights, targeting rangefinder) w/ attached
microgrenade launcher (30 microgrenades), heavy blaster pistol, field kit,
utility belt (includes liquid cable dispenser, grappling hooks, three spare
power packs, ion flares, one day of rations w/ water, spare comlink, two
medpacs).
Skills: Knowledge: Species +3, Knowledge:
Systems +5, Knowledge: Streetwise +5, Survival +5, Astrogate +4, Pilot
+8, Bluff +5, Spot +6, Move Silently +8, Repair +4, Computer Use +8, Demolitions
+8, Treat Injury +6, Disable Device +6, Hide +8.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency
(light, medium, heavy), Dodge, Point-Blank Shot, Precise Shot, Martial
Artist, Far Shot, Rapid Shot, Multishot
SpecNav Covert Specialist: Human Soldier 6/Scoundrel 2;
Init +1; Defense 18 (+7 class, +1 Dex); Spd 10m; VP/WP 52/13 ; Atk +8/+3
melee (unarmed, 1d6+1), +8 ranged (subrepeating blaster, 3d6), +6/+6/+1
ranged (multifire), +4/+4/+4/-1 (autofire); SQ Illicit barter, Better lucky
than good, Selective fire (may make a single attack with subrepeating blaster
in addition to using multifire and autofire modes); SV Fort +6, Ref +6,
Will +3; SZ M; FP 2; DSP 2; Rep 3; Str 13, Dex 13, Con 13, Int 12, Wis
12, Cha 12. Challenge Code: D.
Equipment: Subrepeating blaster (selective
fire), heavy slugthrower pistol (silenced), utility belt (includes liquid
cable dispenser, grappling hooks, three spare power packs, ion flares,
one day of rations w/ water, spare comlink, two medpacs), deluxe security
kit, deluxe disguise kit (+4 equipment bonus to Disguise).
Skills: Knowledge: Species +3, Knowledge:
Systems +5, Knowledge: Streetwise +5, Survival +5, Astrogate +4, Pilot
+4, Bluff +7, Spot +6, Move Silently +10, Repair +4, Computer Use +8, Demolitions
+8, Treat Injury +6, Disable Device +10, Hide +10, Intimidate +3, Disguise
+9.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons, slugthrowers), Armor
proficiency (light, medium, heavy), Dodge, Point-Blank Shot, Precise Shot,
Martial Artist, Stealthy, Persuasive
SpecNav Saboteur Specialist: Human Soldier 6/Scoundrel
2; Init +1; Defense 18 (+7 class, +1 Dex); Spd 10m; VP/WP 52/13 ; Atk +8/+3
melee (unarmed, 1d6+1), +8 ranged (repeating blaster carbine, 3d6), +6/+6/+1
ranged (multifire), +4/+4/+4/-1 (autofire); SQ Illicit barter, Better lucky
than good, Selective fire (may make a single attack with repeating blaster
carbine in addition to using multifire and autofire modes); SV Fort +6,
Ref +6, Will +3; SZ M; FP 2; DSP 2; Rep 3; Str 13, Dex 13, Con 13, Int
12, Wis 12, Cha 12. Challenge Code: D.
Equipment: Repeating blaster carbine
(selective fire), heavy blaster pistol, field kit, utility belt (includes
liquid cable dispenser, grappling hooks, three spare power packs, ion flares,
one day of rations w/ water, spare comlink, two medpacs), deluxe security
kit, thermal detonator, two explosive charges.
Skills: Knowledge: Species +3, Knowledge:
Systems +5, Knowledge: Streetwise +5, Survival +5, Astrogate +4, Pilot
+8, Bluff +5, Spot +6, Move Silently +10, Repair +4, Computer Use +8, Demolitions
+10, Treat Injury +6, Disable Device +12, Hide +10.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency
(light, medium, heavy), Dodge, Point-Blank Shot, Precise Shot, Martial
Artist, Far Shot, Cautious, Stealthy
SpecNav Tech Specialist: Human Soldier 6/Scoundrel 2; Init
+1; Defense 18 (+7 class, +1 Dex); Spd 10m; VP/WP 52/13 ; Atk +8/+3 melee
(unarmed, 1d6+1), +8 ranged (repeating blaster carbine, 3d6), +6/+6/+1
ranged (multifire), +4/+4/+4/-1 (autofire); SQ Illicit barter, Better lucky
than good, Selective fire (may make a single attack with repeating blaster
carbine in addition to using multifire and autofire modes); SV Fort +6,
Ref +6, Will +3; SZ M; FP 2; DSP 2; Rep 3; Str 13, Dex 13, Con 13, Int
12, Wis 12, Cha 12. Challenge Code: D.
Equipment: Repeating blaster carbine
(selective fire), heavy blaster pistol, sensor pack, field kit, utility
belt (includes liquid cable dispenser, grappling hooks, three spare power
packs, ion flares, one day of rations w/ water, spare comlink, two medpacs),
tool kit.
Skills: Knowledge: Species +3, Knowledge:
Systems +5, Knowledge: Streetwise +5, Survival +5, Astrogate +4, Pilot
+8, Bluff +5, Spot +8, Move Silently +8, Repair +9, Computer Use +10, Demolitions
+8, Treat Injury +6, Disable Device +6, Hide +8, Listen +3, Search +3.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency
(light, medium, heavy), Dodge, Point-Blank Shot, Precise Shot, Martial
Artist, Far Shot, Gearhead, Skill Emphasis (Repair)
|