Security Officer: Any species, Thug 2; Init +1; Defense
15 (+4 armor, +1 Dex); Spd 10m; VP/WP -/11; Atk +2 melee (stun baton, 1d6/Stun
DC 12), +3 ranged (blaster pistol, 3d6); SV Fort +3, Ref +1, Will +0; SZ
M; FP 0; DSP 0; Rep 0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10.
Challenge Code: A.
Equipment: Blast helmet and vest, blaster
pistol, stun baton, one pair of binders, glowrod, comlink, landspeeder
or speeder bike.
Skills: Intimidate +2, Profession:
Law enforcement +4, Knowledge: Streetwise +2, Pilot +2.
Feats: Weapon group proficiency (simple,
blaster pistols), Armor proficiency (light).
Counterterrorist Operative: Any species, Soldier 4; Init
+2; Defense 18 (+6 armor, +2 Dex); Spd 8m; VP/WP 34/14; Atk +5 melee (stun
baton, 1d6/Stun DC 12), +9 ranged (blaster rifle, 3d8 -- includes macroscopic
sight bonus); SQ Macroscopic sights (Spot range increment of 40 meters,
Darkvision, and Low-light Vision while holding weapon in firing position;
+3 equipment bonus to attack rolls when making no more than one attack
in a round)SV Fort +6, Ref +3, Will +2; SZ M; FP 1; DSP 0; Rep 1; Str 12,
Dex 14, Con 14, Int 12, Wis 12, Cha 10. Challenge Code: C.
Equipment: Padded battle armor (with
camouflage coating), blaster rifle with +3 macroscopic sights, blaster
pistol, stun baton, three stun grenades, comlink, security kit.
Skills: Intimidate +3, Demolitions
+3, Disable Device +2, Spot +3, Search +3, Profession: Law enforcement
+5, Hide +5, Move Silently +5.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency
(light, medium, heavy), Point-blank shot, Precise shot, Far shot, Stealthy.
Sector Ranger: Any species, Scout 4; Init +2; Defense 16
(+4 class, +2 Dex); Spd 10m; VP/WP 25/12; Atk +4 melee (unarmed, 1d3+1),
+5 ranged (blaster pistol, 3d6); SQ Trailblazing, Uncanny dodge (Dex bonus
to Defense); SV Fort +3, Ref +4, Will +3; SZ M; FP 1; DSP 0; Rep 1; Str
12, Dex 14, Con 12, Int 12, Wis 12, Cha 12. Challenge Code: C.
Equipment: Blaster pistol, comlink,
medpac, field kit, datapad, space transport.
Skills: Knowledge: Species +5, Knowledge:
Cultures +5, Profession: Law enforcement +8, Knowledge: Systems +5, Knowledge:
Streetwise +5, Astrogate +4, Pilot +4, Diplomacy +4, Hide +6, Move Silently
+6, Gather Information +8, Repair +3, Computer Use +4, Intimidate +2.
Feats: Weapon group proficiency (simple,
blaster pistols, blaster rifles), Starship Operation (transports), Skill
Emphasis (Gather Information), Trustworthy.
Elite Espo Trooper (Crisis Response): Human Soldier 4;
Init +2; Defense 16 (+4 armor, +2 Dex); Spd 10m; VP/WP 30/13; Atk +5 melee
(stun baton, 1d6/Stun DC 12), +7 ranged (blaster rifle, 3d8); SV Fort +5,
Ref +3, Will +1; SZ M; FP 1; DSP 1; Rep 1; Str 13, Dex 15, Con 13, Int
11, Wis 11, Cha 11. Challenge Code: C.
Equipment: Blast helmet and vest (with
camouflage coating), blaster rifle, two stun grenades, blaster pistol,
stun baton, two pairs of binders, comlink.
Skills: Intimidate +2, Profession:
Law enforcement +2, Knowledge: Streetwise +3, Survival +2, Pilot +2, Spot
+3, Hide +3, Move Silently +3, Diplomacy +2, Disable Device +2, Computer
Use +2.
Feats: Weapon group proficiency (simple,
vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency
(light, medium, heavy), Point-blank shot, Precise shot, Far shot, Martial
artist, Weapon focus (blaster rifle).
Imperial Security Bureau (ISB) Agent: Human Scoundrel 2/Noble
2; Init +1; Defense 18 (+7 class, +1 Dex); Spd 10m; VP/WP 16/10; Atk +1
melee (unarmed, 1d3-1), +3 ranged (blaster pistol, 3d6); SQ Illicit barter,
Better lucky than good, Call in a favor, Inspire confidence +1; SV Fort
+0, Ref +6, Will +4; SZ M; FP 1; DSP 1; Rep 5; Str 8, Dex 12, Con 10, Int
14, Wis 13, Cha 16. Challenge Code: C.
Equipment: Blaster pistol, comlink.
Skills: Computer Use +9, Diplomacy
+10, Disguise +8, Sense Motive +10, Profession: Law enforcement +8, Search
+10, Knowledge: Streetwise +9, Intimidate +8, Knowledge: COMPNOR +5, Gather
Information +12, Bluff +10.
Feats: Weapon group proficiency (simple,
blaster pistols), Persuasive, Trustworthy, Sharp-eyed.
Special Agent (Adjustments, reporting directly to Ubiqtorate):
Human Scoundrel 12; Init +6 (+2 Dex, +4 improved initiative); Defense 22
(+10 class, +2 Dex); Spd 10m; VP/WP 44/10; Atk +9/+4 melee (unarmed, 1d6),
+11/+6 ranged (blaster pistol, 3d6); SQ Illicit barter, Better lucky than
good, Sneak attack +2d6; SV Fort +4, Ref +10, Will +5; SZ M; FP 3; DSP
3; Rep 6; Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha 14. Challenge
Code: E.
Equipment: Blaster pistol, encrypted
comlink, encrypted datapad with mission-specific files (+2 equipment bonus
on any relevant Knowledge checks), fake IDs, deluxe security kit, deluxe
disguise kit (+4 equipment bonus to Disguise).
Skills: Bluff +19, Computer Use +21,
Demolitions +18, Disable Device +22, Forgery +15, Gather Information +22,
Hide +17, Move Silently +17, Search +16, Spot +12, Sense Motive +13, Diplomacy
+9, Intimidate +4, Disguise +21.
Feats: Weapon group proficiency (simple,
blaster pistols), Persuasive, Trustworthy, Sharp-eyed, Martial Artist,
Skill Emphasis (Gather Information), Skill Emphasis (Computer Use), Skill
Emphasis (Sense Motive), Improved Initiative, Point-blank shot.
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