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Law Enforcement and Intelligence Officers

 

Local and Regional Law Enforcement Officers

Imperial Customs Agent:  Human Soldier 2; Init +2; Defense 14 (+2 class, +2 Dex); Spd 10m; VP/WP 15/10; Atk +2 melee (unarmed, 1d3), +4 ranged (blaster pistol, 3d6); SV Fort +3, Ref +2, Will +1; SZ M; FP 0; DSP 0; Rep 0; Str 10, Dex 14, Con 10, Int 14, Wis 13, Cha 12.  Challenge Code: B.
     Equipment: Comlink, blaster pistol, Guardian-class Imperial Customs Light Cruiser (unless stationed in a spaceport).
     Skills: Astrogate +4, Pilot +4, Computer Use +4, Profession: Cutoms agent +6, Knowledge: Customs law +7, Gather Information +3, Search +6, Sense Motive +5, Spot +3, Intimidate +4.
     Feats: Weapon group proficiency (simple, vibro, blaster pistols, blaster rifles, heavy weapons), Armor proficiency (light, medium), Starship operation (transports), Sharp-eyed, Quick draw.

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.
 

Corporate Sector Authority

Espo Trooper:  Human Thug 2; Init +1; Defense 15 (+4 armor, +1 Dex); Spd 10m; VP/WP -/10; Atk +3 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 13, Con 10, Int 10, Wis 10, Cha 10.  Challenge Code: A.
     Equipment: Blast helmet and vest, stun baton, blaster pistol, comlink, glowrod.
     Skills: Intimidate +2, Profession: Law enforcement +2, Knowledge: Streetwise +2, Pilot +2, Diplomacy +1, Spot +1, Jump +0.
     Feats: Weapon group proficiency (simple, blaster pistols), Armor proficiency (light), Weapon focus (stun baton).

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).
 

Committee for the Preservation of the New Order (COMPNOR)

CompForce Trooper:  Human Thug 2; Init +1; Defense 15 (+4 armor, +1 Dex); Spd 10m; VP/WP -/11; Atk +2 melee (combat knife, 1d6), +2 ranged (blaster rifle, 3d8); SV Fort +3, Ref +0, Will +0; SZ M; FP 0; DSP 0; Rep 0; Str 11, Dex 11, Con 11, Int 9, Wis 10, Cha 11.  Challenge Code: A.
     Equipment: Blast helmet and vest, blaster rifle, blaster pistol, three frag grenades, combat knife.
     Skills: Spot +2, Survival +2, Knowledge: COMPNOR +1.
     Feats: Weapon group proficiency (simple, blaster pistols, blaster rifles), Armor proficiency (light).

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.
 

Imperial Intelligence

Field Agent (Bureau of Operations):  Human Scoundrel 8; Init +1; Defense 19 (+8 class, +1 Dex); Spd 10m; VP/WP 30/10; Atk +6/+1 melee (unarmed, 1d6), +7/+2 ranged (blaster pistol, 3d6); SQ Illicit barter, Better lucky than good, Sneak attack +2d6; SV Fort +2, Ref +7, Will +3; SZ M; FP 2; DSP 2; Rep 4; Str 10, Dex 13, Con 10, Int 16, Wis 12, Cha 14.  Challenge Code: D.
     Equipment: Blaster pistol, encrypted comlink, encrypted datapad with mission-specific files (+2 equipment bonus on any relevant Knowledge checks), fake IDs, deluxe security kit.
     Skills: Bluff +15, Computer Use +17, Demolitions +14, Disable Device +18, Forgery +14, Gather Information +18, Hide +12, Move Silently +12, Search +16, Spot +12, Sense Motive +8, Diplomacy +9, Intimidate +4.
     Feats: Weapon group proficiency (simple, blaster pistols), Persuasive, Trustworthy, Sharp-eyed, Martial Artist, Skill Emphasis (Gather Information), Skill Emphasis (Computer Use).

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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