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Imperial Navy


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)
 
 


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