SW5e: Imperial Forces

by EmersonBiggins

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Imperial Forces

Foreword and Acknowledgements

When I first heard that Star Wars, a vast love of mine since childhood, had been built upon the framework of D&D 5th edition (another vast love of mine for the last five years), I was filled with dual emotions: thrilled, as my first glances of it were nothing but impressive; and terrified, as my addictive personality would undoubtedly leave me little room for carrying on with the rest of my life. I had already built so much content for D&D 5th edition and the expansive freedoms established in SW5E lit an entirely new fire under me. So many concepts I'd once tried to implement in my early years were here, built on clear language and seamlessly woven into the fabric of the game. My love for high fantasy, while considerable, was never on par with my love for science-fiction and science-fantasy, largely because of Star Wars and other series that followed in its wake.

Fast-forward to content scouring and unreasonable excitement, and I'm here, learning GM Binder just so I can add content to the community. Imperial Forces was originally intended to be a mere collection of Imperial NPC stat blocks, but it has since expanded into a variety of different facets in which I intend to supply the community with what I believe to be tasteful and vibrant expansions. It has been an exciting exploration and I am grateful so many fans have put together such excellent efforts that this is all here, now, ready to play. Thanks for reading, participating, and helping bring the Galaxy to life in our collective imagination.

On that note, I should reiterate that this is my first document with GM Binder and I apologize for mistakes that undoubtedly follow.

Cover Art



Imperial Bad Boys (Star Wars Fan Art)
Jose Angel Trancón Fernández

Source Acknowledgements

Several facets of the content in this document are derivative of other work or use language released in other Dungeons & Dragons 5th Edition content.

Powers

Source IF Powers
Acquisitions Incorporated Obscure Value, Rakish Charm
D&D 5e PHB Zero-Point Energy
Explorer's Guide to Wildemount Annihilating Force, Event Horizon, Gravity Sinkhole, Immovable Object, Inertial Fissure, Intensify Gravity

Biotech Augmentations

Series Influence Augments
Carbon 2185, Cyberpunk, Deus Ex Accelerated Jump Hydraulics, Angiogenesis Protein Therapy, Antigrav-Repulsor Easement Thrusters, Assisted Regenerative Functions, AT-EIA (Auto-Targeting Electrical Incapacitation Array), AT-EIA Multitargeting Functionality, AT-EIA Overcharge Functionality, Auto-Kolto System (Civilian Issue), Auto-Kolto System (Medical Issue), Auto-Kolto System, (Military Issue), Ballistic Techblade Ejector, Capture Wetware, Cloaked Takedown Support, Czerka Series-X Dietary Energy Converter, Discreet Power Processing, Efficiency Recharge Dynamo, Electromagnetic Pulse Shielding, Firewall Fortification Suite, Heated Ejector Port, Improved Recoil Compensation, Integrated Techblade, Krayt-Series Subdermal Armor Plates, Leg Joint and Pad Silencing, Marksman Aim Stability, Mastery Recoil Compensation, M-RΔ Micro-Recycler, M-RΣ Recycler Optimizer, M-RΩ Supreme Assembler, Multi-Spectrum Layering Imager, Noise Feedback Visualizer, Optimized Nanotube Musculature, PCEC (Projected Concussive Energy Cannon), PCEC Precision Diode, Peak Recharge Dynamo, Reflex Enhancement, Regulated Nervous System, Remote Hacking Suite, Sharpshooter Aim Stability, Stealth Hacking Module, Supreme Regenerative Functions, Supreme Weapon Handling Cybernetics, Uninhibited, Angiogenesis, Vented Explosive Release, Wall-Penetrating Imager
Metal Gear Jehuty-Series Rocket Hand, Raiden-I Dash Accelerator, Raiden-II Surge Accelerator, Raiden-X Speed Demon Accelerator

Weapons

Series Influence Weapon
Aliens Multipurpose Rifle
Predator Smart Disc


If you like what you see, and you want to support these creations, hop onto Ko-Fi!

Foreword and Acknowledgements

Table of Contents

Might of the Empire

Driven by the rapid transition of power following the conclusion of the Clone Wars, the Galactic Empire expanded its reach and influence at a breakneck pace in the years before the Battle of Yavin, many of them without any substantive resistance to its growth. With no moderation in play to counter this shift of control, it was the persistent abuses of power in virtually all levels of authority-- paired with the ever-present development of more advanced and destructive weapons technology-- that eventually drew the burgeoning Empire's detractors to rally and strike against it, despite how desperate the odds grew. The Imperial Era and subsequent Galactic Civil War (19 BBY - 5 ABY) are certainly some of the most active years in Star Wars history, and quite likely the most prolifically explored in narrative; the very shape of the Galaxy shifted with the skirmishes fought and many historical figures made a name for themselves, were snuffed out, or in some cases, both.

The Empire's loyalists are emboldened with a zealotry fed by dual sides: an unyielding faith in the absolute moral high ground of the Empire-- justifying any and all evils it commits-- and a deep-seeded fear that rival imperials will find cause to turn upon them and crush them underfoot. Regardless of how committed they are, all Imperials (with extremely few exceptions) are utterly terrified when tested with moments of their own failure. The zealotry that results drives Imperials to cross yet-further boundaries, perpetuating the cycle that feeds their fear.

Imperial Technician

Technicians serve the Empire in various support and operations roles. Beyond simple maintenance, they are the ones manning weapons platforms, handling field construction, and resolving sabotage attempts. They undergo training for a variety of disciplines and studies, and they are vital to the Empire's push to both expand and retain its presence throughout the galaxy.

Ominous Arrival. Sightings of Imperial technicians can imply various things: that a work site or suite requiring technicians operations is nearby, that a local piece of security or infrastructure is malfunctioning/ nonfunctional, or that an area is not under heavy guard. Most technicians in unsecured locations are not particularly combat-capable and are therefore accompanied by trooper escort.

As more of a rule, a technician spotted out in the field is cause for concern: they could be setting up new hazards or scouting a local resource which the Empire intends to later exploit under heavier security. Untamed lands where technicians are deployed tend to be tightly and effectively held by the Empire shortly after. While it may be an effective early solution to eliminate them, return endeavors to the same project generally have significantly higher security.

Might of the Empire

Imperial Technician

Medium humanoid (human), any alignment


Armor Class 12 (combat suit)
Hit Points 17 (3d8+3)
Speed 30 ft


STR DEX CON INT WIS CHA
12(+1) 12(+1) 12(+1) 14(+2) 11(0) 10(0)

Skills Investigation +4, Perception +2, Piloting +4, Technology +4
Senses passive Perception 12
Languages Galactic Basic, one other
Challenge 1/2 (100 XP)


Practical Expertise. The Imperial Technician is proficient with the mechanic's kit, the security kit, and the slicer's kit, as well as three additional implements or kits of your choice.

Tech Casting. The Imperial Technician is a 2nd-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech powers, 4 tech points). It knows the following tech powers:

At-will: assess the situation, ion blast, on/off, reboot, short circuit
1st level: kolto pack, spot the weakness

Actions

Hold-out. Ranged Weapon Attack: +3, range 30/120 ft, one target. Hit: 3 (1d4+1) Energy damage.

Welding Torch. Melee Weapon Attack: +3, reach 5 ft, one target. Hit: 2 Ion damage.

Repair (Recharge 5-6). As an action, the technician can expend one use of a repair kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

Hidden Turret (1/Day). The technician activates a hidden turret (CR 1/4, 50 xp) upon a worked metallic surface within 30 feet. The turret acts on the technician's initiative and is friendly to the technician by default.

Might of the Empire

Assault Troopers

For use in sieges, siege-breaking, or other theatres of heavy combat, the deployment of assault troopers dominates the field with overwhelming firepower. Shy of a mounted heavy repeater (such as an E-WEB) or walker vehicle, assault troopers utilize the most powerful weapons available to common Imperial garrisons.


Assault Trooper, Heavy

Medium humanoid (human), any alignment


Armor Class 16 (battle armor)
Hit Points 75 (10d8+30)
Speed 20 ft


STR DEX CON INT WIS CHA
19(+4) 15(+2) 16(+3) 12(+1) 11(0) 10(0)

Skills Athletics +6
Senses passive Perception 10
Languages Galactic Basic, one other
Challenge 3 (700 XP)


Gunning Fighting Style. When a target creature rolls a 1 on the saving throw against the rotary cannon's burst or rapid attack, they instead take full damage (12 and 22, respectively).

Suppression Fire. Other creatures provoke an opportunity attack from the trooper when they move to within 30 feet of the trooper. The trooper can use blaster weapons when making opportunity attacks.

Actions

Bash. Melee Weapon Attack: +6, reach 5 ft, one target. Hit: 7 (1d4+4) Kinetic damage.

Rotary Cannon (Burst). The trooper targets a 10 foot cube or 5 foot wide-by-20 foot long line within 75 feet. Each creature in the area must succeed on a DC 12 Dexterity saving throw, or takes 8 (1d10+2) Energy damage.

Rotary Cannon (Rapid). The trooper targets a creature within 75/300 feet with rapid fire. The target creature must succeed on a DC 12 Dexterity saving throw or takes 13 (2d10+2) Energy damage. The target creature is beyond 100 feet, it makes the save with advantage.

Physical Barrier (1/Day). The trooper deploys a physical barrier with 10 hit points. Whenever the trooper takes Energy damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the trooper takes any remaining damage.


Assault Trooper, Rocket

Medium humanoid (human), any alignment


Armor Class 16 (battle armor)
Hit Points 75 (10d8+30)
Speed 25 ft


STR DEX CON INT WIS CHA
15(+2) 17(+3) 17(+3) 12(+1) 11(0) 10(0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Galactic Basic, one other
Challenge 3 (700 XP)


Explosives Fighting Style. When a creature rolls a 1 on the saving throw against the trooper's rocket, they treat the effect’s damage as if it had rolled the maximum (20 for fragmentation and 12 for ion).

Actions

Bash. Melee Weapon Attack: +4, reach 5 ft, one target. Hit: 5 (1d4+2) Kinetic Damage.

Hold-out. Ranged Weapon Attack: +5, range 30/120 ft, one target. Hit: 3 (1d4+1) Energy damage.

Rocket Launcher (Fragmentation) (5/Day). +5, range 150/600 ft, one target. Hit: 10 (2d6+3) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save or half as much on a successful one.

Rocket Launcher (Ion) (1/Day). +5, range 150/600 ft, one target. Hit: 10 (2d6+3) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 7 (2d6) ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

Might of the Empire

All-Terrain Exploration Droid

The All-Terrain Exploration Droid (AT-ED) was a model of exploration droid developed in collaboration between Cybot Galactica and Kuat Drive Yards, designed to assist in the exploration and surveying of newly discovered planets. Resembling AT-STs in a smaller package (only 2.5 meters tall), they carried a vast array of sensory and mapping instruments that allowed them to rapidly develop detailed maps of their surroundings and penetrate up to 50 meters of rock with their sensors.

Although prone to developing standoffish personalities (and both expensive and challenging to maintain), they were effective in their given tasks as fringe cartographers and scouts of places too inhospitable for organics. In comparison with Arakyd Industries' Viper Probe Droids, the AT-ED was capable of more comprehensive inspections and was clearly the superior choice where resources and terrain would allow it.

They were quickly recognizable for the bright red photoreceptor in the front-center of their chassis, which stood out even when the rest of the unit was painted in camouflage for a given environment.


AT-ED

Medium droid (class II), lawful dark


Armor Class 16 (armor plating)
Hit Points 78 (12d8+24)
Speed 45 ft


STR DEX CON INT WIS CHA
14(+2) 18(+4) 15(+2) 18(+4) 22(+6) 11(0)

Saving Throws Dex +6, Con +4
Skills Investigation +8, Perception +10, Survival +8
Damage Vulnerabilities Ion, Lightning
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Poisoned, disease
Senses darkvision 120 ft, passive Perception 20
Languages All registered languages
Challenge 3 (700 XP)


Avoidance. If the AT-ED is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the droid instead takes no damage on success, and half damage on failure.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Cunning Action. On each of its turns, the AT-ED can use a bonus action to take the Dash, Disengage, or Hide action. Alternatively, it can use a bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check.

Enhanced Sensors. The AT-ED has advantage on Wisdom (Perception) checks.

Freedom of Movement. The AT-ED ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.

Sure-Footed. The AT-ED has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

Surprise Attack. If the AT-ED surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Tech Casting. The AT-ED is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers, 10 tech points). It knows the following tech powers:

At-will: assess the situation, itemize
1st level: analyze, expeditious retreat, gleaming outline, spot the weakness, target lock
2nd level: detect traps, frequency scan, motivator boost

ACTIONS

Cheek Blasters. Ranged Weapon Attack: +6 to hit, range 80/320 ft, one target. Hit: 13 (2d8 +4) Energy damage.

Might of the Empire

E-XD-Series Infiltrator Droid

High-threat recon and infiltration units, the E-XD infiltrator droids were built to resemble RQ protocol droids in their passive state. When initiating attack mode, their white optical sensors turned red, and their built-in weapons and elevated height were revealed.

One of Thrawn's scouting assets, the E-XD Series were capable of withstanding punishment in combat, possessed superior strength, and could maneuver with agility. They were also capable of rapidly scanning various objects and lifeforms and identifying them. Infiltrator droids could also cannibalize other droids and drain their power. These droids were also programmed to pilot tactical infiltration pods and to operate transmitters. Breaking Imperial protocol, the droids were fitted with a proton warhead that would self-destruct if the unit was compromised.


E-XD-Series Infiltrator Droid

Large droid (class IV), lawful dark


Armor Class 18 (armor plating)
Hit Points 171 (18d10+72)
Speed 50 ft, Climb 50 ft


STR DEX CON INT WIS CHA
20(+5) 19(+4) 18(+4) 19(+4) 16(+3) 7(-2)

Saving Throws Dex +8, Con +8
Skills Acrobatics +8, Deception +2, Lore +8, Perception +7, Piloting +8, Stealth +8, Survival +7, Technology +8
Damage Vulnerabilities Ion, Lightning
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Poisoned, disease
Senses darkvision 60 ft, passive Perception 17
Languages All registered languages
Challenge 10 (5,900 XP)


Avoidance. If the droid is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the droid instead takes no damage on success, and half damage on failure.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Passive Mode. As an action, the droid can transform into its passive mode. While in this mode, it is indistinguishable from a standard RQ protocol droid of size Medium, and has a movement speed of 20 feet. The droid can transform back into its attack mode as a bonus action.

Explosive Destruction. When the E-XD droid is reduced to zero hit points, it begins a countdown, and at the end of the initiative order on the following turn, it explodes. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw, taking 42 (12d6) Energy damage on a failed save, or half as much on a successful one.


Standing Leap. The droid's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Tech Casting. The E-XD is an 18th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers, 23 tech points). It knows the following tech powers:

At-will: assess the situation, itemize, mending, on/off
1st level: analyze, copy, countermeasures, decryption program, expeditious retreat, gleaming outline, preparedness, repair droid, spot the weakness, target lock
2nd level: detect traps, enhance droid, frequency scan, motivator boost, release, smuggle
3rd level: invisibility to cameras, read memory
4th level: scan area, synchronicity
5th level: greater analyze, override interface, skill protocol

ACTIONS

Multiattack. The droid makes four weapon attacks.

Strike. Melee Weapon Attack: +9, reach 10 ft, one target. Hit: 14 (2d8+5) Kinetic damage. The target must make a DC 17 Strength saving throw; on failure, it is either grappled (escape DC 17), pushed 5 feet away, or knocked prone (the droid's choice).

Twin Wrist Blasters. Ranged Weapon Attack: +8, range 30/120 ft, one target. Hit: 14 (4d4+4) Energy.

Reactions

Cannibalize Droid. When the E-XD reduces another droid to 0 hit points with a melee attack, it can use its reaction to roll dice of size and number equal to the target droid's total hit dice. The E-XD regains a number of hit points equal to half the rolled sum (rounded down), up to its maximum. Any excess is granted to the E-XD as temporary hit points.


Shadow Trooper

Medium humanoid (human), any alignment


Armor Class 15 (duravlex fiber armor)
Hit Points 117 (18d8+36)
Speed 30 ft


STR DEX CON INT WIS CHA
15(+2) 18(+4) 15(+2) 12(+1) 13(+1) 10(0)

Skills Stealth +6
Senses passive Perception 11
Languages Galactic Basic, one other
Challenge 4 (1,100 XP)


Obscured. Intelligence (Investigation) and Wisdom (Perception) checks to detect the trooper by electronic sensors and cameras have disadvantage.

Silent. The trooper has advantage on Dexterity (Stealth) checks involving sound.

Actions

Multiattack. The trooper makes three assault cannon, burst fire, or bash attacks.

Assault Cannon. Ranged Weapon Attack: +6 to hit, range 90/360 ft, one target. Hit: 11 (1d12+4) Energy damage.

Burst. The trooper targets a 10 foot cube within 90/360 feet. Each creature in the area must succeed on a DC 14 Dexterity saving throw, or takes 11 (1d12+4) Energy damage. A target beyond 80 feet makes the save with advantage.

Bash. Melee Weapon Attack: +6, reach 5 ft, one target. Hit: 7 (1d4+4) Kinetic damage.

Flash Grenade (recharge 5-6). The trooper throws a grenade at a point within 40 feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Stealth Field Generator. The trooper becomes invisible. Anything the trooper is carrying is invisible as long as it is on the trooper. The trooper may end the invisibility as a free action. The invisibility ends if the trooper attacks.

Shadow Troopers

Shadow Troopers were an elite shock trooper unit among stormtroopers, a carryover from the clone shadow troopers of the Republic. Their distinguished, experimental black suits had installed portable cloaking devices, allowing the troopers to launch devastating surprise attacks. Paired with their heavy blasters and debilitating flash grenades, they were capable of executing devastating sabotage and guerrilla warfare missions. Their cunning served in precision strikes, where external brute force was insufficient.

EVO Troopers

In place of common stormtroopers, EVO Stormtroopers (Environmental) were deployed to fronts with extreme environmental hazards. These troopers were equipped with heavy environmental armor that granted an array of protections, and underwent additional survival training for their assignments. While some carried mid-range blasters, many utilized flechette cannons, which had additional effectiveness against hostile light vehicles and beasts native to their deployment areas. Seeing some of the worst places in the galaxy, EVO troopers were extremely hostile and xenophobic to alien species and were regularly approved to attack on sight. Galen Marek battled them on a number of planets.

In response to increased hostilities against their EVO trooper deployments, the Empire produced a small number of Shadow EVO troopers to support existing and prospective outposts. Blending the technological advances of the original shadow trooper program with the environmental protections of the EVO trooper suits, Shadow EVO troopers were especially deadly. Using flechette cannons as well, they would launch ambushes and surprise attacks that would menace and decimate hostile forces and unarmed locals alike. They often targeted resistance leadership with assassination attempts, leaving enemies in disarray.

Might of the Empire

EVO Trooper

Medium humanoid (human), any alignment


Armor Class 17 (durasteel assault armor)
Hit Points 105 (14d8+42)
Speed 30 ft


STR DEX CON INT WIS CHA
16(+3) 17(+3) 17(+3) 12(+1) 11(0) 10(0)

Saving Throws Constitution +5
Skills Athletics +5, Survival +2
Damage Resistance Acid, Fire, Lightning
Condition Immunity Disease
Senses passive Perception 10
Languages Galactic Basic, one other
Challenge 4 (1,100 XP)


Environmental Armor (2/Day). When the trooper would make a Strength or Dexterity saving throw, it can choose to make a Constitution saving throw instead.

Actions

Multiattack. The trooper makes two burst fire attacks with its light repeater, or three bash attacks. Alternatively, it makes one flechette cannon attack and one bash attack.

Burst. The trooper targets a 10 foot cube within 60 feet with burst fire. Each creature in the area must succeed on a DC 13 Dexterity saving throw, or takes 7 (1d6+3) Energy damage.

Flechette Cannon. The trooper fires a volley of flechettes in a 45-foot long, 5-foot wide line, originating from itself. Each creature in the line must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on failure or half as much on success.

Bash. Melee Weapon Attack: +6, reach 5 ft, one target. Hit: 7 (1d4+4) Kinetic damage.


Shadow EVO Trooper

Medium humanoid (human), any alignment


Armor Class 17 (durasteel assault armor)
Hit Points 91 (14d8+28)
Speed 30 ft


STR DEX CON INT WIS CHA
15(+2) 18(+4) 15(+2) 12(+1) 11(0) 10(0)

Saving Throws Constitution +4
Skills Stealth +5, Survival +2
Damage Resistance Acid, Fire, Lightning
Condition Immunity Disease
Senses passive Perception 10
Languages Galactic Basic, one other
Challenge 4 (1,100 XP)


Environmental Armor (2/Day). When the trooper would make a Strength or Dexterity saving throw, it can choose to make a Constitution saving throw instead.

Obscured. Intelligence (Investigation) and Wisdom (Perception) checks to detect the trooper by electronic sensors and cameras have disadvantage.

Actions

Multiattack. The trooper makes two burst fire attacks with its light repeater, or three bash attacks. Alternatively, it makes one flechette cannon attack and one bash attack.

Burst. The trooper targets a 10 foot cube within 60 feet with burst fire. Each creature in the area must succeed on a DC 14 Dexterity saving throw, or takes 8 (1d6+4) Energy damage.

Flechette Cannon. The trooper fires a volley of flechettes in a 45-foot long, 5-foot wide line, originating from itself. Each creature in the line must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on failure or half as much on success.

Bash. Melee Weapon Attack: +4, reach 5 ft, one target. Hit: 5 (1d4+2) Kinetic damage.

Stealth Field Generator. The trooper becomes invisible. Anything the trooper is carrying is invisible as long as it is on the trooper. The trooper may end the invisibility as a free action. The invisibility ends if the trooper attacks.

Might of the Empire

Terror Troopers

An experimental elite cyborg unit within the Stormtrooper Corps, the Terror Troopers were created and deployed as an intended counter to Galen Marek (rather, his subsequent renegade clones). While bounty hunter Boba Fett captured ex-Imperial Juno Eclipse as bait for Marek's clone, Darth Vader deployed the terror troopers to ambush and eliminate him. Outside of these operations, they were intended to serve as rapid assassination-and-withdrawal specialists inside enemy territory. They are easily recognizable for their fear-inspiring masks, designed to the likeness of General Grievous.

Terror Troopers have a lethal combination of impressive agility, cloaking, stun blasters, and deadly durasteel talons. Their cybernetic enhancements grants them superior strength and speed, and makes them nearly immune to all pain as they were even able to shrug off dismemberment.

Inquisitorium Dark Troopers

Utilizing General Rom Mohc's remaining Phase III Dark Trooper designs, Inquisitorius produced new suits of the armor and trained purge troopers in its operation. They would pilot the armor as superior Jedi-hunting weapons platforms.

While still using heavy weapons, Inquisitorium Dark Troopers also utilize pistols and staffs, dominating all forms of combat.


Trooper, Terror

Medium humanoid, any dark


Armor Class 20 (armor plating)
Hit Points 102 (12d8+48)
Speed 40 ft, climb 40 ft


STR DEX CON INT WIS CHA
19(+4) 23(+6) 18(+4) 13(+1) 14(+2) 7(-2)

Saving Throws Str +7, Dex +9, Int +4
Skills Intimidation +4, Perception +5, Stealth +9
Damage Resistance Kinetic from unenhanced sources
Condition Immunity Frightened
Senses Darkvision 60 ft, passive Perception 15
Languages Galactic Basic, two others
Challenge 8 (3,900 XP)


Aggressive. As a bonus action, the trooper can move up to its speed toward a hostile creature that it can see.

Ambusher. In the first round of a combat, the trooper has advantage on attack rolls against any creature it surprised.

Avoidance. If the trooper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the trooper instead takes no damage on success, and half damage on failure.

Charge. If the trooper moves at least 20 feet straight toward a creature and then hits it with a talons attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the trooper can make one talons attack against it as a bonus action.

Circuitry. The trooper has disadvantage on saving throws against effects that would deal ion or lightning damage.

Dulled Pain. The trooper suffers no penalty from dismemberment of a limb except its head.

Obscured. Intelligence (Investigation) and Wisdom (Perception) checks to detect the trooper by electronic sensors and cameras have disadvantage.

Relentless (1/Day). If the trooper takes 12 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Standing Leap. The trooper's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


ACTIONS

Multiattack. The Terror Trooper uses its Frightful Presence. It then makes four melee attacks. It can replace two with a Stun Blaster attack.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Kinetic damage. Whenever the trooper rolls the maximum on a weapon damage die, it deals 2 bonus damage.

Stun Blaster (Recharge 5-6). The trooper targets a creature of size Huge or smaller within 30 feet, imposing a DC 15 Constitution saving throw. On failure, the target creature is Stunned for up to 1 minute. At the beginning of each of its turns, it may reattempt the save.

Stealth Field Generator. The trooper becomes invisible. Anything the trooper is carrying is invisible as long as it is on the trooper. The trooper may end the invisibility as a free action. The invisibility ends if the trooper attacks.

Frightful Presence. Each creature of the trooper’s choice that is within 120 feet of the trooper and aware of it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the trooper’s Frightful Presence for 24 hours.

Might of the Empire


Trooper, Inquisitorium Dark

Large humanoid, lawful dark


Armor Class 20 (improved durasteel exoskeleton)
Hit Points 200 (21d10+84)
Speed 25 ft, 25 ft fly


STR DEX CON INT WIS CHA
18(+4) 16(+3) 19(+4) 13(+1) 13(+1) 12(+1)

Saving Throws Str +9, Con +9, Wis +6
Skills Athletics +9, Intimidation +11, Perception +6
Damage Resistances Necrotic, Poison
Condition Immunities Poison, Disease
Senses Darkvision 120 ft, passive Perception 16
Languages Galactic Basic, Binary
Challenge 16 (15,000 XP)


Circuitry When the trooper drops below half its hit points (100), it has disadvantage on saving throws against effects that would deal ion or lightning damage.

Phrik Skeleton While the trooper has half or more of its maximum hit points (100), it has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

Force Resistance. The trooper has advantage on saving throws against Force powers and other force effects.

Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Legendary Resistance (3/day). If the trooper fails a save, it can choose to succeed instead.

Mighty. The trooper can use its Strength statistic instead of Dexterity for ranged weapon attack rolls and damage.

Training Inquisitorius. The trooper deals one extra die of damage with its melee weapons (included).


Actions

Multiattack. The Inquisitorium Dark Trooper can make three Blaster Cannon or Improved Heavy Pistol attacks, or two Shoulder Missile Launcher attacks. It can substitute a ranged attack for a melee attack. While wielding its electrostaff or heavy pistol, it can throw a grenade as a bonus action, if available.

Blaster Cannon: Burst Fire The trooper sprays a 10-foot-cube area within 120/480 feet with shots. Each creature in the area must make a DC 17 Dexterity saving throw, taking 11 (2d6+4) Energy damage on failure.

Blaster Cannon: Rapid Fire. The trooper targets a creature within 120/480 feet with concentrated fire. The target must make a DC 17 Dexterity saving throw, taking 18 (4d6+4) Energy damage on failure.

Improved Heavy Pistol. Ranged Weapon Attack. +11 to hit, range 45/180 ft., one target. Hit: 11 (1d8+6) Energy damage.

Strike Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) damage.

Electro-staff. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Kinetic. The target must make a DC 17 Dexterity saving throw; on failure, it takes 2 (1d4) Lightning damage and is Shocked until the end of its next turn.

Shoulder Missile Launcher. Ranged Weapon Attack. +9 to hit, range 240 ft., one target. Hit: 9 (1d8+4) kinetic damage. Hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 17 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save.

Shoulder Missile Barrage (Recharge 5-6). The trooper unleashes a salvo of missiles at a point within 240 feet. Every creature within 25 feet of the point chosen must make a DC 17 Dexterity saving throw, taking 44 (8d10) Kinetic Damage on a failed save or half as much on a successful one.

Frag Grenade (3/day). The trooper throws a grenade choosing a point within 50 feet, each creature within 10 feet must make a DC 17 Dexterity saving throw, taking 33 (6d10) on a failed save or half as much on a successful one.

Shock Grenade (3/day). The trooper throws a grenade, choosing a point within 50 ft. Each creature within 10 feet of the point must make a DC 17 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is Stunned until the end of its next turn.


Reactions

Force Backlash. When the trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.

Might of the Empire

Zero-G Assault Stormtroopers

A specialized branch of the Stormtrooper Corps, the Zero-G Assault Stormtroopers (also referred to as Spacetroopers) operate alongside the Imperial Navy for missions to board and capture enemy vessels. The early iterations of the program produced a heavy exoskeletal suit that interfaced with stormtrooper armor-- the Mark I-- providing a hermetic seal against the vacuum of space and propulsion that allowed spacetroopers to move and fight in space for extended periods. The suit is comparable to a single-pilot spacecraft, and is widely acknowledged that even a single unit is capable of breaching and seizing control of a blockade runner. Spacetroopers of this iteration of the program are considered among the best soldiers in the galaxy, and produced exceptional combatants like General Rom Mohc. The Mark I utilizes enough heavy firepower to be classified as a light tank, with a number of built-in tools (such as laser cutters) to breach ship hulls.

Thrawn's campaigns would take the successes of the Spacetrooper and create a new design for a lighter unit, the Light Spacetrooper. While more flexible and agile, it lacks the firepower and armor superiority of the Mark I, focusing on the strengths of infantry instead.

Novatroopers

Novatroopers (also known as Nova-Class Stormtroopers) are special forces and shock troops who often serve as honor guards for significant locations. Similarly-equipped but better-trained than the average stormtrooper, their black armor has colored liveries for medic and elite soldiers. As many of them doubled as Shadow Troopers working under Imperial Intelligence, those specialists have entirely black armor.


Spacetrooper, Light

Medium Humanoid, any dark


Armor Class 18 (durasteel exoskeleton)
Hit Points 90 (12d8+36)
Speed 30 ft


STR DEX CON INT WIS CHA
16(+3) 17(+3) 16(+3) 13(+1) 13(+1) 10(0)

Saving Throws Str +5, Int +3
Skills Perception +3, Piloting +3, Technology +3
Damage Resistance Necrotic
Senses Darkvision 60 ft, passive Perception 13
Languages Galactic Basic, two others
Challenge 3 (700 XP)


Circuitry The trooper has disadvantage on saving throws against effects that would deal ion or lightning damage.

Light Plating. The exterior of the spacetrooper is covered in light armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 5 points, the spacetrooper takes no damage from it. If the spacetrooper takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes, and is recharged with a power cell.

Laser Cutter. The trooper is outfitted with a laser cutter. It can cut through 5-inch thick material at a rate of 6 inches per round.


ACTIONS

Multiattack. The Light Spacetrooper makes three Wristrifle or Strike attacks.

Wristrifle. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 8 (1d8+3) Energy damage.

Laser Cutter. Ranged Weapon Attack: +5 to hit, range 5/10 ft., one target. Hit: 14 (2d10+3) Energy damage.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d6+3) Kinetic damage.

Dark Novatroopers

As a supporting element for assaults, the Dark Novatroopers were added as front-line units in Novatrooper squads. A variant of the Phase-II Dark Troopers, they are next-generation battle droids programmed with expertise in boarding operations against enemy ships. Their superb success rate kept them in operation throughout the Galactic Civil War, as opposed to the brief tenures of the other Dark Trooper iterations.

Might of the Empire


Spacetrooper, Mk I

Large Construct, Unaligned


Armor Class 15 (armor plating)
Hit Points 147 (14d10+70)
Speed 20 ft


STR DEX CON INT WIS CHA
17(+3) 6(-2) 20(+5) 15(+2) 14(+2) 8(-1)

Saving Throws Str +7, Con +9
Skills Athletics +7, Technology +6
Damage Resistances Necrotic, Poison
Condition Immunities Poison, Disease
Senses Darkvision 120 ft, passive Perception 12
Languages Galactic Basic, one other
Challenge 12 (8,400 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Extended Range Comms. The construct's comms can send and receive messages from anywhere in the same galactic sector.

Heavy Plating. The exterior of the spacetrooper is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 15 points, the spacetrooper takes no damage from it. If the spacetrooper takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the construct has a flying speed of 40 feet. The jetpack lasts for a maximum of 2 hours.

Laser Cutter. The construct is outfitted with a laser cutter. It can cut through 5-inch thick material at a rate of 6 inches per round.

Operated Weapons. The construct uses Wisdom for weapon attack rolls and Strength for weapon damage rolls.


ACTIONS

Multiattack. The Spacetrooper Mark I makes two attacks with its Blaster Cannon or Missile Launcher. It then uses its Shoulder Grenade Launcher as a bonus action, if available.

Blaster Cannon: Burst Fire The construct sprays a 10-foot-cube area within 120/480 feet with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 10 (2d6+3) Energy damage on failure.

Blaster Cannon: Rapid Fire. The construct targets a creature within 120/480 feet with concentrated fire. The target must make a DC 15 Dexterity saving throw, taking 17 (4d6+3) Energy damage on failure.

Missile Launcher (6/Day). Ranged Weapon Attack. +7 to hit, range 240 ft., one target. Hit: 8 (1d8+3) kinetic damage. Hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save.

Laser Cutter. Ranged Weapon Attack: +7 to hit, range 5/10 ft., one target. Hit: 20 (3d10+3) Energy damage. When it uses this attack against a humanoid, on a natural 20, the construct rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Shoulder Grenade Launcher. The construct fires two grenades of the options below at targets within 60/240 feet. Both grenades must be of the same type. Targets beyond 60 feet make the saving throw with advantage, and a creature within the radius must only make the save once, even if it is within radius of both grenades. The launcher must be reloaded as an action or bonus action before it can be fired again.

Frag Grenade. Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw. A creature takes 11 (2d10) Kinetic damage on failure, or half as much on success.
Gas Grenade. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, it creature must make a DC 15 Constitution saving throw. The creature takes 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.
Stun Grenade. Each creature within 10 feet of the target must make a DC 15 Constitution saving throw. A creature who fails the save is Stunned for one minute, and may remake the save at the end of its turns.

Magnetic Couplers. The construct casts the Magnetic Hold tech power on itself. It does not require concentration to maintain the power. Its techcasting statistic for this ability is Intelligence.

Might of the Empire

Novatrooper

Medium Humanoid (human), any dark


Armor Class 18 (fine assault armor)
Hit Points 113 (15d8+45)
Speed 30 ft


STR DEX CON INT WIS CHA
17(+3) 18(+4) 16(+3) 12(+1) 14(+2) 11(0)

Saving Throws Str +6, Dex +7, Int +4
Skills Perception +5, Piloting +4, Stealth +7, Technology +4
Senses Darkvision 60 ft, passive Perception 15
Languages Galactic Basic, two others
Challenge 6 (2,300 XP)


Absorptive. When the trooper takes Energy damage, that damage is reduced by 2 (minimum of 0).

Brave. The trooper has advantage on saving throws against the Frightened condition.

Obscured. Intelligence (Investigation) and Wisdom (Perception) checks to detect the trooper by electronic sensors and cameras have disadvantage.

Precision Shot (3/Day). Before the trooper makes a ranged attack roll, it can roll 1d8 and add the value to its attack roll.


ACTIONS

Multiattack. The trooper makes three attacks. It can then throw a grenade as a bonus action, if available.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 105/420 ft., one target. Hit: 9 (1d8+4) Energy damage.

Disruptor Pistol. Ranged Weapon Attack: +7 to hit, range 45/180 ft., one target. Hit: 8 (1d6+4) Acid damage. When a creature is reduced to 0 hit points by this weapon, it must make a DC 15 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) Kinetic damage.

Frag Grenade (Recharge 5-6). The trooper throws a grenade at a point within 45 feet. Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 22 (4d10) Kinetic damage on failure, or half as much on success.

Stealth Field Generator. The trooper becomes invisible. Anything the trooper is carrying is invisible as long as it is on the trooper. The trooper may end the invisibility as a free action. The invisibility ends if the trooper attacks.


REACTIONS

Return Fire. When a creature misses the trooper with a ranged weapon attack, the trooper can use its reaction to make a ranged weapon attack against the creature.


Novatrooper, Dark

Medium Droid (class IV), lawful dark


Armor Class 18 (fine assault armor)
Hit Points 135 (18d8+54)
Speed 30 ft


STR DEX CON INT WIS CHA
18(+4) 16(+3) 16(+3) 14(+2) 11(0) 10(0)

Saving Throws Str +7, Con +6
Skills Athletics +7, Perception +6, Technology +3
Damage Resistances Necrotic, Poison, Psychic; Energy and Kinetic from unenhanced weapons
Condition Immunities Disease, Frightened, Poisoned
Senses Darkvision 120ft, passive Perception 16
Languages Galactic Basic, Binary
Challenge 6 (2,300 XP)


Absorptive. When the trooper takes Energy damage, that damage is reduced by 2 (minimum of 0). If the damage taken is from a lightweapon, it is instead reduced by 4 (minimum of 0).

Circuitry When the droid drops below half its hit points (68), it has disadvantage on saving throws against effects that would deal ion or lightning damage.

Innate Techcasting. The Dark Novatrooper’s techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech attacks). The droid innately knows the following tech powers:
At Will: Countermeasures, Energy Shield, Execute Command, Jump Jet, Spot the Weakness, Frequency Scan, Infiltrate (self), Magnetic Hold, Motivator Boost

Phrik Skeleton While the droid has half or more of its maximum hit points (68), it has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

Legendary Resistance (3/day). If the droid fails a save, it can choose to succeed instead.

Obscured. Intelligence (Investigation) and Wisdom (Perception) checks to detect the droid by electronic sensors and cameras have disadvantage.


ACTIONS

Multiattack. The Dark Novatrooper makes three Assault Cannon or Strike attacks.

Assault Cannon. Ranged Weapon Attack. +6 to hit, range 90/360 ft., one target. Hit: 10 (1d12+3) Energy damage. On a natural 20, the target is Stunned until the end of its next turn.

Assault Cannon Barrage (Recharge 5-6). The droid sprays a 20-foot-cube area within 90/360 feet with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 10 (1d12+3) Energy damage on a failed save. A creature who rolls a natural 1 instead takes 15 damage.

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) Kinetic damage.


REACTIONS

Return Fire. When a creature misses the droid with a ranged weapon attack, the droid can use its reaction to make a ranged weapon attack against the creature.

Might of the Empire

Fireteam, Novatrooper

Huge swarm of medium humanoids, any dark


Armor Class 18 (fine assault armor)
Hit Points 152 (16d12+48)
Speed 30 ft


STR DEX CON INT WIS CHA
20(+5) 18(+4) 16(+3) 12(+1) 14(+2) 11(0)

Saving Throws Str +9, Dex +8, Con +7, Wis +6
Skills Perception +6, Stealth +8, Technology +5
Damage Resistances Energy, Kinetic
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Shocked, Stunned
Senses darkvision 60 ft, passive Perception 16
Languages Galactic Basic, one other
Challenge 11 (7,200 XP)


Absorptive. When the fireteam takes Energy damage, that damage is reduced by 5 (minimum of 0).

Fireteam. The fireteam can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The fireteam is immune to any power or effect that would alter its form.

Reactive. The fireteam can one reaction each turn.

Actions

Multiattack. The novatrooper fireteam makes five weapon attacks, or three weapon attacks if it has half its hit points or fewer. It can substitute two of these for a grenade, if available.

Fine Blaster Rifle. Ranged Weapon Attack: +9, range 105/420 ft, one target. Hit: 10 (1d8+5) Energy damage.

Disruptor Pistols. Ranged Weapon Attack: +8, range 45/180 ft, one target. Hit: 8 (1d6+4) Acid damage.

Strike. Melee Weapon Attack: +9 reach 5 ft, one target. Hit: 9 (1d6+5) Kinetic damage.

Massed Fire (Blaster Rifles). The fireteam fires en masse at a point within 150 feet. Each creature of the fireteam's choice in a 10-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) Energy damage, or 18 (4d8) Energy damage if the fireteam has half its hit points or fewer. On a successful save, it takes half as much damage.

Fragmentation Grenade (Average) (Recharge 5-6). A trooper in the fireteam throws a grenade at a point within 55 feet. Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 22 (4d10) Kinetic damage on failure, or half as much on success.

Stealth Field Generator. The fireteam becomes invisible. Anything the fireteam is carrying is invisible as long as it is on the fireteam. The fireteam may end the invisibility as a free action. The invisibility ends if the fireteam attacks.

Reactions

Return Fire. When a creature misses the fireteam with a ranged weapon attack, the fireteam can use a reaction to make a ranged weapon attack against the creature.


Squad, Novatrooper

Gargantuan swarm of medium humanoids, any dark


Armor Class 18 (fine assault armor)
Hit Points 243 (18d20+54)
Speed 30 ft


STR DEX CON INT WIS CHA
21(+5) 18(+4) 16(+3) 12(+1) 14(+2) 11(0)

Saving Throws Str +12, Dex +11, Con +10, Wis +9
Skills Perception +9, Stealth +11, Technology +8
Damage Resistances Energy, Kinetic
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Shocked, Stunned
Senses darkvision 60 ft, passive Perception 19
Languages Galactic Basic, two others
Challenge 22 (41,000 XP)


Absorptive. When the squad takes Energy damage, that damage is reduced by 10.

Reactive. The squad can one reaction each turn.

Squad. The squad can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The novatrooper squad makes four weapon attacks, or two weapon attacks if it has half its hit points or fewer. It can substitute two of these for a grenade, if available.

Fine Blaster Rifles. Ranged Weapon Attack: +12, range 105/420 ft, one target. Hit: 14 (2d8+5) Energy damage.

Disruptor Pistols. Ranged Weapon Attack: +11, range 45/180 ft, one target. Hit: 11 (2d6+4) Acid damage.

Strike. Melee Weapon Attack: +12 reach 5 ft, one target. Hit: 12 (2d6+5) Kinetic damage.

Massed Fire (Blaster Rifles). The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 72 (16d8) Energy damage, or 36 (8d8) Energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

Fragmentation Grenade (Average) (Recharge 5-6). A trooper in the squad throws a grenade at a point within 55 feet. Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 22 (4d10) Kinetic damage on failure, or half as much on success.

Stealth Field Generator. The squad becomes invisible. Anything the squad is carrying is invisible as long as it is on the squad. The squad may end the invisibility as a free action. The invisibility ends if the squad attacks.

Reactions

Return Fire. When a creature misses the squad with a ranged weapon attack, the squad can use a reaction to make a ranged weapon attack against the creature.

Might of the Empire

CompForce

CompForce was the elite military branch of the Galactic Empire's Commission for the Preservation of the New Order (COMPNOR). CompForce members were known to be extreme followers of Imperial ideals, so much so that the Imperial Military disliked competition and, in their view, the arrogance (and in other cases, 'dangerous idiocy') displayed by the organization. Stormtroopers were trained to obey orders without thinking, but at the same time, they were deeply independent of the line military; CompForce units, in contrast, were embedded within the hierarchy of the Imperial Military, and their members were motivated primarily by conscious adherence to the tenets of the New Order. They were effectively security troops and political officers, answerable to the New Order's ideologues rather than the High Command; an army within the Army, designed to tighten and enforce the grip of the Imperial hierarchy and COMPNOR ideology on the military.

CompForce also had two secondary divisions, the Assault and Observation ('Observ') subdivisions. Assault was a combat unit, dispatched on special missions, while Observ was an intelligence unit that spied on (and within) Imperial Military starships and units, serving essentially as loyalty spies-- a negative reputation made worse by their rivals in Imperial Intelligence.

Selection for Observ was based on the depth of an individual's loyalty and conformism; rather than careerists or sadists, Observ personnel operated sincerely on ideological and intellectual motivations, flying in the face of the primarily professional ethos of the Navy and Army.

The differing needs of Observ and Assault units meant that, while both groups recruited by drawing volunteers from the trillions of Imperial youths in Sub-Adult Group (SAGroup) cadres, the criteria for selection were very different. Observ wanted ideologically reliable men and women, for whom a CompForce posting would be the first step on a career in service to the New Order; but Assault looked for recruits who could be conditioned to serve in combat with blind bravery.

SAGroup members volunteering for Observ might naturally expect to pass out from CompForce after a short tour and move on to a career in the line military, the ISB, or some other aspect of the New Order's institutional machine; but in contrast, only 12% of the candidates who entered Assault training even made it into front-line units. Around 20% died in live-fire exercises during training, and statistics on the training fatalities suggest significant numbers had suffered serious injury or crippling psychological trauma.

If a volunteer for Assault survived to join a front line unit, they were generally inadequately trained, thoroughly indoctrinated, and completely inured to combat hardship.

Some might be natural warriors or mentally resilient, but by majority, they were only those who had avoided injury during training. Undeterred, CompForce Assault troops performed in the field with suicidal bravery beyond that of even the Stormtrooper Corps, prepared to take any and all casualties to accomplish their objectives or die trying.

The extreme casualty rates were acceptable because Assault troops were far cheaper to replace than properly-trained soldiers, and the ongoing expansion of SAGroup meant that the number of blindly-willing new recruits always exceeded the casualty figures. At the same time, it came to define the ethos of the corps: "Two die for every one that gets through" became the motto of CompForce Assault, encapsulating both the insanity of the training process, and the survivors' inherently-suicidal approach to combat operations.


Trooper, CompForce

Medium humanoid, lawful dark


Armor Class 17 (plastoid composite)
Hit Points 9 (2d8)
Speed 30 ft


STR DEX CON INT WIS CHA
12(+1) 14(+2) 11(0) 12(+1) 13(+1) 14(+2)

Saving Throws Dex +1, Wis +3, Cha +4
Skills Insight +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Galactic Basic, one other
Challenge 1/2 (100 XP)


Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.

Ideology. The trooper begins combat with 10 temporary hit points. As a free action, it can expend up to 2 temporary hit points to gain a bonus to one of its attack rolls or saving throws equal to the amount expended. If it is hit with an attack roll, it can use a reaction to expend up to 2 of these temporary hit points to increase its armor class by the same amount, potentially causing the attack to miss. It regains these temporary hit points at the end of a short or long rest.

Rigid Armor. The trooper adds half its Dexterity modifier (rounded down), instead of its full Dexterity modifier, to Dexterity saving throws it makes (included).

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 105/420 ft., one target. Hit: 7 (1d8+2) Energy damage.

Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Kinetic damage.

Reactions

Uncanny Dodge. The trooper halves the damage that it takes from an attack that hits it.

Might of the Empire

Veteran, CompForce

Medium humanoid, lawful dark


Armor Class 17 (plastoid composite)
Hit Points 39 (6d8+12)
Speed 30 ft


STR DEX CON INT WIS CHA
15(+2) 17(+3) 14(+2) 14(+2) 15(+2) 15(+2)

Saving Throws Dex +3, Wis +4, Cha +4
Skills Insight +4, Investigation +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Galactic Basic, one other
Challenge 2 (450 XP)


Avoidance. If the veteran is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the veteran instead takes no damage on a success, and half damage on a fail.

Brave. The veteran has advantage on saving throws to resist being frightened.

Cunning Action. On each of its turns, the veteran can use a bonus action to take the Dash, Disengage, or Hide action.

Ideology. The veteran begins combat with 30 temporary hit points. As a free action, it can expend up to 4 temporary hit points to gain a bonus to one of its attack rolls or saving throws equal to the amount expended. If it is hit with an attack roll, it can use a reaction to expend up to 4 of these temporary hit points to increase its armor class by the same amount, potentially causing the attack to miss. It regains these temporary hit points at the end of a short or long rest.

Rigid Armor. The veteran adds half its Dexterity modifier (rounded down), instead of its full Dexterity modifier, to Dexterity saving throws it makes (included).

Actions

Multiattack. The CompForce Veteran makes two attacks. It can then throw a grenade as a bonus action, if available.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 105/420 ft., one target. Hit: 8 (1d8+3) Energy damage.

Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Kinetic damage.

Flash Grenade (Recharge 6). The veteran throws a grenade at a target point within 40 feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Reactions

Return Fire. When a creature misses with a ranged weapon attack against the veteran, the veteran can make a ranged weapon attack against the attacker.

Uncanny Dodge. The veteran halves the damage that it takes from an attack that hits it.


Squad, CompForce

Huge swarm of Medium humanoids, lawful dark


Armor Class 17 (plastoid composite)
Hit Points 75 (10d12+10)
Speed 30 ft


STR DEX CON INT WIS CHA
17(+3) 15(+2) 13(+1) 10(0) 11(0) 12(+1)

Saving Throws Dex +5, Wis +4
Skills Investigation +4, Perception +4
Damage Resistances Energy, Kinetic
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses darkvision 60 ft., passive Perception 14
Languages Galactic Basic, one other
Challenge 10 (5,900 XP)


Cunning Action. On each of its turns, the squad can use a bonus action to take the Dash, Disengage, or Hide action.

Ideology. The squad begins combat with 70 temporary hit points. As a free action, it can expend up to 10 temporary hit points to gain a bonus to one of its attack rolls or saving throws equal to the amount expended. If it is hit with an attack roll, it can use a reaction to expend up to 10 of these temporary hit points to increase its armor class by the same amount, potentially causing the attack to miss. It regains these temporary hit points at the end of a short or long rest.

Reactive. The squad can take one reaction each turn.

Rigid Armor. The squad adds half its Dexterity modifier (rounded down), instead of its full Dexterity modifier, to Dexterity saving throws it makes (included).

Squad. The squad can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The CompForce Squad makes four weapon attacks, or two attacks if it has half its hit points or less remaining.

Blaster Rifles. Ranged Weapon Attack: +6 to hit, range 105/420 ft., one target. Hit: 11 (2d8+2) Energy damage.

Strikes. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Kinetic damage.

Massed Fire. The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) kinetic damage, or 18 (4d8) kinetic damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Return Fire. When a creature misses with a ranged weapon attack against the squad, the squad can make a ranged weapon attack against the attacker.

Might of the Empire

Imperial Armor

The might of Imperial war machines has always been a mainstay of the Galactic Empire, from their supremacy in space combat to their dominance of ground skirmishes. The effectiveness and reliability of their armor has often inspired enemies and insurgents to attempt to hijack them rather than destroy them directly.

All-Terrain Construction Transport

While an offshoot of the AT-ST, the All-Terrain Construction Transport (AT-CT) had much of its weapons and armor stripped to the point that it instead resembled its predecessor, the AT-PT.

All of these armaments were removed to allow for the mounting of a powerful miniaturized tractor beam, which allowed it to be an effective tool for construction and cargo transportation tasks. Capable of lifting extreme weight with ease, the AT-CTs remained operated by both a pilot and gunner to heighten efficiency. While heavily disarmed compared to all other walker models, creative use of the tractor beam allowed the operators to launch cargo weighing several tons at assailants.



AT-CT

Huge construct, unaligned


Armor Class 16 (armor plating)
Hit Points 190 (20d12 +60)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 19 (4) 13 (+1) 8 (-1)

Saving Throws Str +7, Con +7, Int +8
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, exhaustion, poisoned
Senses passive Perception 11
Challenge 9 (5,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the AT-CT can attack once with Stomp.

Stomp. All creatures within 5 feet of the AT-CT must make a DC 16 Dexterity saving throw, taking 16 (2d12+3) Kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the AT-CT can use either the Tractor Beam Thrust or Tractor Beam Focus action.

Tractor Beam Thrust. The gunner uses the tractor beam and attempts to move a Large or smaller creature or object not being worn or carried within 90 feet. The target must make a DC 16 Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of the gunner's choice based on its size. A Tiny or Small creature or object can be moved up to 90 feet, a Medium creature or object can be moved up to 60 feet, and a Large creature or object can be moved up to 40 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 23 (5d8) Force damage.

Tractor Beam Focus. The gunner attempts to set the tractor beam to grasp and lift one creature or object of size Large or smaller that it can see within 90 feet. It can affect the same target round after round, or choose a new one at any time. If the gunner switches targets, the prior target is no longer affected by the power. A creature can make a DC 16 Strength saving throw to resist the effect, or is moved in 30 feet in a direction chosen by the gunner. A creature moved by this effect is restrained in the tractor beam's grip. The gunner can use its action to attempt to maintain the grip on subsequent turns by repeating the contest.

Might of the Empire

All-Terrain Missile Platform

The All-Terrain Missile Platform (AT-MP) was a bipedal walker intended for anti-armor, fire support, and battlefield control roles. Its heavy payload made it appear stunted and less agile than the traditional AT-ST, and where it was deployed (such as Corrdair, Kamino, Cato Neimoidia, and Lothal), alternative designs and weapons loadouts were experimented with in search of an optimal balance.

Regardless of model, the AT-MP sported a centrally-mounted chaingun and twin sets of guided missile launchers.

By default, the AT-MP uses fragmentation munitions (treated as fragmentation rockets of Average quality) in standard practice, but can support other munitions as well.

You may replace these with incendiary or ion rockets of Average quality, changing the damage type, die size, and saving throw types as well as including secondary effects. The saving throw DC remains 17 and the radius of effect remains 10 feet. When you make this change, you also alter the damage type, die size, and saving throw type of Missile Barrage, and the saving throws for a rocket's secondary effect are made with disadvantage.



AT-MP

Huge construct, unaligned


Armor Class 18 (armor plating)
Hit Points 276 (24d12 +120)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 20 (+5) 14 (+2) 13 (+1) 8 (-1)

Saving Throws Str +9, Con +9
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, exhaustion, poisoned
Senses passive Perception 11
Challenge 16 (15,000 XP)


Blast Shielding. The construct has advantage on saving throws imposed by its own explosives.

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Siege Monster. The AT-MP deals double damage to objects and structures.

Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the AT-MP can attack once with the Forward Chaingun and Stomp.

Forward Chaingun. The pilot sprays a target within 200/400 feet with rapid fire. The target must make a DC 17 Dexterity saving throw, taking 27 (4d10+5) Energy damage on failure or 4 Energy damage on success. A creature more than 200 feet from the AT-MP makes this save with advantage.

Stomp. All creatures within 5 feet of the AT-MP must make a DC 18 Dexterity saving throw, taking 17 (2d12+4) Kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the AT-MP can attack twice with the Cheek Mounted Missile Launchers, or use Missile Barrage if it is available.

Cheek Mounted Missile Launchers. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit 11 (2d6+4) Kinetic damage. Hit or miss, the missile then explodes. Each creature in a 10-foot radius must make a DC 17 Dexterity saving throw, taking 22 (4d10) Kinetic damage or half as much on success.

Missile Barrage (1/Day). The gunner releases a heavy barrage of missiles at a target point within 150 feet. Each creature within 20 feet of the target must make a DC 17 Dexterity saving throw, taking 55 (10d10) Kinetic damage on failure or half as much on success.

Might of the Empire

Imperial Troop Transport

The K79-S80 Imperial Troop Transport (ITT), also known as the RTT or Recon transport, was a boxy repulsorlift ground assault vehicle used by the Galactic Empire. Developed by Ubrikkian Industries, it was used to either move Imperial stormtroopers in, or to move prisoners out. Despite not being designed for combat, the Imperial Troop Transport was fitted with two forward laser guns, and one dorsal twin laser turret.



Imperial Troop Transport

Huge construct, unaligned


Armor Class 18 (armor plating)
Hit Points 138 (12d12+60)
Speed 35 ft (turn 15 ft)


STR DEX CON INT WIS CHA
20(+5) 16(+3) 20(+5) 10(0) 14(+2) 7(-2)

Saving Throws Str +9, Con +9
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 10 (5,900 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. The weapon attack rolls assume a +4 proficiency bonus of the pilot and/or rear gunner.

Gunboat Transport. The ITT can transport a maximum of 10 medium creatures (in addition to its crew) in its interior, 7 tons of cargo on its roof, and has three exterior slots on either side. A slot can be used to hold 8 tons of cargo, or be a firing seat for a creature of size Medium or smaller. On its turn, a creature in a firing seat can only fire on targets to the side it is facing, and has half-cover while in the seat. The ITT can deploy its passengers using its Deploy Troops legendary action, which can be fought by creatures inside of the ITT.

Heavy Plating. The exterior of the ITT is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 15 points, the ITT takes no damage from it. If the ITT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Repulsorlift. The construct ignores difficult terrain and can pass through spaces occupied by creatures of Medium

size or smaller if they are prone. If the construct receives a critical hit with an ion or lightning damage effect, it loses this feature and falls to the ground, its movement speed becoming 0 ft. until it receives healing.

Vulnerable Interior. The ITT’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack. The pilot of the ITT can make two attacks with the medium repeating blasters, or use the ram action. If the ITT has a gunner operating its tailgun cannon, it can also make an attack.

Medium Repeating Blasters. Ranged Weapon Attack: +6 to hit, range 120/240 ft., one target. Hit: 27 (4d10+5) energy damage.

Ram. The ITT moves half its speed in a straight line. Any creature within the ITT's path must make a DC 15 Dexterity saving throw, taking 26 (4d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Tailgun Cannon. Ranged Weapon Attack: +7 to hit, range 150/240 ft, one target. Hit: 18 (2d12+5) Energy damage.

Legendary Actions

The K79-S80 Imperial Troop Transport can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ITT regains spent legendary actions at the start of its turn.

Deploy Passengers (Costs 2 Actions). The ITT mobilizes some or all of its passengers for deployment. If stopped, it deploys up to the entirety of its passengers in any unoccupied spaces within 10 feet. If the ITT has moved more than half its speed this round, passengers who are not in a firing seat may attempt to leap out, making a DC 14 Dexterity saving throw. On failure, the passenger takes 1d6 damage for every 10 ft the ITT moved this round, or half as much on success. A passenger who fails also falls prone. Any passengers who exit in this way do not get a turn in the initiative until the next round.

Tailgun Cannon (requires gunner). The gunner makes an attack with the tailgun cannon.

Might of the Empire

HAVr A9 Floating Fortress

Another model developed by Ubrikkian Industries, the HAVr A9 Floating Fortress was a heavily armored repulsorlift transport with a high top speed and increased flight ceiling that allowed it to evade or outmaneuver over most obstacles and threats. Twin turrets sporting Mk 2e/W heavy blaster cannons were mounted on the roof as the vehicle's only weapons.

More importantly, a sophisticated audio-visual surveillance system was installed on the Floating Fortress, combining listening devices and heat sensing probes to create a sensor bubble with a thirty-meter (seventy-five feet) diameter. The resulting Target Identification Network (TIN) could detect nearby enemies, even those in full cover and sophisticated disguises. The TIN could also be used to target a single enemy for a surgical strike.

A9 Floating Fortresses required a crew of four; a pilot, a dedicated sensor operator for the Target Identification Network, and two gunners. There was room for ten soldiers to be carried aboard, as well as one metric ton of cargo.



A9 Floating Fortress

Huge Construct, Unaligned


Armor Class 15 (armor plating)
Hit Points 138 (12d12+60)
Speed 40 ft (turn 20 ft)


STR DEX CON INT WIS CHA
19(+4) 10(0) 21(+5) 23(+6) 17(+3) 8(-1)

Saving Throws Str +8, Con +9, Int +10
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Senses truesight 75 ft.
Challenge 9 (5,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Comm Interception. The A9 is permanently under the effects of the Frequency Scan tech power, with a range of up to 75 feet. Intelligence is its techcasting ability modifier for this ability, and if the power is successfully removed by an ability or power such as Diminish Tech, it returns after one minute.

Comm Jammers. The construct can activate or deactivate its jammer with a bonus action. While active, the construct suppresses all electronic communications devices within 120 feet of it.

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has two gunner seats and requires at least one active gunner to take any actions controlled by the gunner. A gunner is in a single station and may only use the weapon of its station, unless it uses an action to change weapon stations to one currently unoccupied. The gunner may take their own action or one of the actions granted by the construct. The vehicle includes two heavy blaster cannon stations.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Heavy Plating. The exterior of the A9 is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 15 points, the A9 takes no damage from it. If the A9 takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Increased Flight Ceiling. The construct can hover up to 5 feet above the ground, increasing or decreasing its height by using 5 feet of movement.

Repulsorlift. The construct ignores difficult terrain and can pass through spaces occupied by creatures of Medium size or smaller if they are prone. If the construct receives a critical hit with an ion or lightning damage effect, it loses this feature and the Increased Flight Ceiling Feature, falls to the ground, and its movement speed becomes 0 ft. until it receives healing.

Targeting Systems. Gunners of the A9 use Intelligence instead of Dexterity for bonuses to attack rolls.

Troop Transport. The A9 can transport a maximum of 1 trooper squads (CR 5) or 10 medium-sized creatures in its interior (in addition to its crew). It can deploy these passengers using its Deploy Troops action, or which can be fought by creatures inside of the A9.

Vulnerable Interior. The A9’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.


Actions

Pilot. The pilot can use the Deploy Troops or Local Scan actions.

Deploy Troops. The pilot deploys one trooper squad (CR 5) or up to 10 medium-sized creatures, who appear in spaces within 10 feet of the construct.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Gunner. A gunner at a heavy blaster cannon station makes two heavy blaster cannon attacks.

Heavy Blaster Cannon. Ranged Weapon Attack: +10 to hit, 150/600 ft, one target. Hit: 18 (4d6+4) Energy damage.

Burst Fire. The gunner targets a 10-foot cube within 150/600 feet with burst fire. Each creature within the area must make a DC 18 Dexterity saving throw, taking 18 (4d6+4) Energy damage on failure.

Might of the Empire

Self-Propelled Artillery

A holdover of the Grand Army of the Republic, Rothana Heavy Engineering's Self-Propelled Heavy Artillery (SPHA) was a modular artillery unit that dominated long-range bombardment skirmishes and remained an active model among the Empire's arsenal of war machines. As heavy walker units even more weight-intensive than AT-TEs, they were far too heavy to be carried into battle by gunships, and instead had to be deployed directly by Medium-size starships, which could carry dozens of them. While slow and vulnerable to enemy infantry and armor, they had a number of gun ports with mounted anti-personnel blasters, as well as a complement of 30 troopers that could be deployed to secure the surrounding area with haste.

The SPHA chassis had numerous configurations titled after their mounted primary weapon, including the turbolaser (SPHA-T), ion cannon (SPHA-I), anti-vehicle laser (SPHA-V), concussion missile (SPHA-C), thermobaric burst (SPHA-F), and mass-driver (SPHA-M). These primary weapons relied upon target painting by allied infantry.

To compensate for the SPHA's extreme lack of mobiliy, the Empire had RHE develop its successor model, the Self-Propelled Medium Artillery (SPMA), which was noticably more mobile at the expense of some of the walker's armor and a weaker payload of its weapons. The SPMA retained the same variety of primary weapon options, and provided a more flexible platform for battle tactics without expending the walker's passenger capacity or antipersonnel weapon stations. Much of these improvements are credited to the implementation of modern alloys and composites following the conclusion of the Clone Wars.

Unlike RHE's models, the Empire also needed a light, high-mobility artillery unit. To this end, it contracted Golan Arms, which created the SP.9 Anti-Infantry Artillery Vehicle. The

model utilized a twin DF.9 Laser Cannon turret mounted upon a light repulsorlift tank chassis, with hull armor one inch thick. The fast-firing guns were fed by a specialized ion unit specifically designed for the model, which also powered the repulsorlifts. Because of the unit's high-efficiency, the rapid-firing guns could be fired with almost no limitation whatsoever.

Although difficult to maintain and vulnerable in close-combat, these artillery units boasted the lowest mechanical failure rate of any self-propelled gun in Imperial service, and were widely used in long-range suppression, especially on low-technology planets. Its crew consisted of a pilot, a gunner, and two additional gunner-technicians who maintained the weapon.

Service Crews. The SPHA and SPMA constructs are assumed to have their full number of pilot and gunnery stations occupied at the beginning of battle by Navy Pilots (CR 1/8) and Imperial Engineers (CR 1/2). Depending on your DM's discretion, they might get injured or killed when the vehicle takes severe damage, limiting the number of actions taken each round from within the vehicle. If the vehicle is reduced to 0 hit points, the surviving crew within might emerge on foot at initiative count 20.

They might also have one vehicle commander and/or up to two engineers present within, who fulfill other roles to support the vehicle's operation. Use the Officer, Junior (CR 1/2) for the commander and Imperial Technician (CR 1/2) for engineers. For one additional crew member, the vehicle's challenge rating increases by 1, and increases by 1 again with 3 additional crew. The following are their available actions.

Vehicle Commander

Direction. The vehicle commander grants a d8 to a crew member of its choice within the construct. When the crew member makes an attack roll, saving throw, or skill check, it can roll the d8 and add it to the total of the roll. A crew member may only benefit from one of these d8 at a time.

Emergency Support. When another crew member of the construct makes a saving throw, or makes an attack roll at disadvantage, the vehicle commander can use its reaction to roll 1d4 and add the value rolled to the crew member's roll.

Engineer

Initiate Repairs. The engineer expends one of the construct's hit die and heals the construct for the value rolled + the construct's Constitution modifier.

Mitigate Damage. As a reaction when the construct takes damage, an engineer expends a hit die of the construct and reduces the damage of a successful attack against the Construct by 16 (1d20+5), to a minimum of 1. Even if this reduces the damage below a construct's damage threshold feature, the damage is still taken.

Might of the Empire


SPHA

Gargantuan Construct, Unaligned


Armor Class 14 (armor plating)
Hit Points 231 (14d20+84)
Speed 15 ft (turn 30 ft)


STR DEX CON INT WIS CHA
24(+7) 7(-2) 23(+6) 12(+1) 17(+3) 7(-2)

Saving Throws Str +13, Con +12
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 19 (22,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has thirteen gunner seats and requires at least one active gunner to take any actions controlled by the gunner. A gunner is in a single station and may only use the weapon of its station, unless it uses an action to change weapon stations to one currently unoccupied. The gunner may take their own action or one of the actions granted by the construct. The vehicle includes one primary weapon station and twelve AP blaster stations.

Piloted. The construct has two pilot seats and requires at least one active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Heavy Plating. The exterior of the SPHA is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 25 points, the SPHA takes no damage from it. If the SPHA takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Target Painting. Allied humanoids within 1000 feet of the construct can use their action, bonus action, or reaction to paint a target creature it can see. The creature can use another of the options above to maintain the target painting on subsequent turns. The construct can only use its primary weapon against a target currently painted.

Troop Transport. The SPHA can transport a maximum of 3 trooper squads (CR 5) or 30 medium-sized creatures in its interior (in addition to its crew). It can deploy these passengers using its Deploy Troops action, or which can be fought by creatures inside of the SPHA.

Vulnerable Interior. The SPHA’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.


ACTIONS

Pilot. The pilot can use the Deploy Troops or Local Scan actions, if there isn't another pilot present who has already used them this turn.

Deploy Troops. The pilot deploys one trooper squad (CR 5) or up to 10 medium-sized creatures, who appear in spaces within 10 feet of the construct.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Gunner. A gunner of the SPHA uses the primary weapon, if available. Gunners at the AP Blaster stations can make one attack each. A single target can only be attacked by three of the gunners on a given turn.

AP Blaster. A gunner targets a creature within 100/400 feet. The gunner either makes a ranged attack roll (+4 to hit) or imposes a DC 12 Dexterity saving throw (made with advantage if the target is beyond 400 feet). On a hit, or if the target fails the saving throw, it takes 12 (4d4+2) Energy damage.

Primary Weapon. The construct fires its primary weapon at a painted target. With the exception of the Concussion Missile Launcher, the weapon cannot fire within its normal range, and does not have disadvantage on attacks made at long range. Additionally, the primary weapon's attacks have disadvantage against creatures of size Large or smaller. These creatures also have advantage on the primary weapon's imposed saving throws.



Primary Weapon Options

Anti-Vehicle Laser (recharge 5-6). The construct fires a concentrated beam at a target within 1200/4800 feet. The target must make a DC 17 Dexterity saving throw, taking 75 (10d12+10) Energy damage on failure, or half as much on success. When targeting a construct with a damage threshold feature, such as Heavy Durasteel Armor, the damage threshold number is halved for this attack (rounded up).

Concussion Missile Launcher (recharge 5-6, 20/reload). The construct fires a concussion missile at a flying target within 600/2400 feet. The target and each creature within 20 feet of it must make a DC 17 Dexterity saving throw, taking 180 (40d8) Kinetic damage on failure or half as much on success. A target beyond 600 feet has advantage on the saving throw. This attack does not require direct line of sight.

Ion Cannon (recharge 6). Ranged Weapon Attack: +9 to hit, range

800/3200 ft, one target. Hit: 57 (20d4+7) Ion damage. The target must make a DC 15 Constitution saving throw, being stunned on failure. Starships of size Medium or greater have advantage on this saving throw.

Mass-Driver Cannon (recharge 6). The construct fires a heavy projectile in a straight line at range of 1200/4800 ft. Each creature in the line must make a DC 17 Dexterity saving throw, taking 72 (10d12+7) Kinetic damage on failure or half as much on success. Each time a creature fails the saving throw against this attack, subsequent targets hit by the projectile have a cumulative +1 bonus to the save, and the damage dealt against them cumulatively decreases by 2d12. The attack can penetrate up to 50 feet of solid terrain, granting the same cumulative bonuses to the save as above for every 10 feet of solid terrain it passes through. This attack does not require direct line of sight.

Turbolaser (recharge 4-6). Ranged Weapon Attack: +9 to hit, range 1000/4000 ft, one target. Hit: 62 (10d10+7) Energy damage.

Might of the Empire


SPMA

Gargantuan Construct, Unaligned


Armor Class 15 (armor plating)
Hit Points 186 (12d20+60)
Speed 25 ft (turn 25 ft)


STR DEX CON INT WIS CHA
22(+6) 10(0) 20(+5) 12(+1) 15(+2) 7(-2)

Saving Throws Str +11, Con +10
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 15 (13,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has thirteen gunner seats and requires at least one active gunner to take any actions controlled by the gunner. A gunner is in a single station and may only use the weapon of its station, unless it uses an action to change weapon stations to one currently unoccupied. The gunner may take their own action or one of the actions granted by the construct. The vehicle includes one primary weapon station and twelve AP blaster stations.

Piloted. The construct has two pilot seats and requires at least one active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Light Plating. The exterior of the SPMA is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 10 points, the SPMA takes no damage from it. If the SPMA takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Target Painting. Allied humanoids within 1000 feet of the construct can use their action, bonus action, or reaction to paint a target creature it can see. The creature can use another of the options above to maintain the target painting on subsequent turns. The construct can only use its primary weapon against a target currently painted.

Troop Transport. The SPMA can transport a maximum of 3 trooper squads (CR 5) or 30 medium-sized creatures in its interior (in addition to its crew). It can deploy these passengers using its Deploy Troops action, or which can be fought by creatures inside of the SPMA.

Vulnerable Interior. The SPMA’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.


ACTIONS

Pilot. The pilot can use the Deploy Troops or Local Scan actions, if there isn't another pilot present who has already used them this turn.

Deploy Troops. The pilot deploys one trooper squad (CR 5) or up to 10 medium-sized creatures, who appear in spaces within 10 feet of the construct.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Gunner. A gunner of the SPHA uses the primary weapon, if available. Gunners at the AP Blaster stations can make one attack each. A single target can only be attacked by three of the twelve gunner stations on a given turn.

AP Blaster. A gunner targets a creature within 100/400 feet. The gunner either makes a ranged attack roll (+4 to hit) or imposes a DC 12 Dexterity saving throw (made with advantage if the target is beyond 400 feet). On a hit, or if the target fails the saving throw, it takes 12 (4d4+2) Energy damage.

Primary Weapon. The construct fires its primary weapon at a painted target. With the exception of the Concussion Missile Launcher, the weapon cannot fire within its normal range, and does not have disadvantage on attacks made at long range. Additionally, the primary weapon's attacks have disadvantage against creatures of size Large or smaller. These creatures also have advantage on the primary weapon's imposed saving throws.



Primary Weapon Options

Anti-Vehicle Laser (recharge 5-6). The construct fires a concentrated beam at a target within 900/2700 feet. The target must make a DC 15 Dexterity saving throw, taking 64 (10d10+9) Energy damage on failure, or half as much on success. When targeting a construct with a damage threshold feature, such as Heavy Durasteel Armor, the damage threshold number is halved for this attack (rounded up).

Concussion Missile Launcher (recharge 5-6, 20/reload). The construct fires a concussion missile at a flying target within 450/1800 feet. The target and each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 140 (40d6) Kinetic damage on failure or half as much on success. A target beyond 450 feet has advantage on the saving throw. This attack does not require direct line of sight.

Ion Cannon (recharge 6). Ranged Weapon Attack: +7 to hit, range

600/2400 ft, one target. Hit: 36 (20d3+6) Ion damage. The target must make a DC 15 Constitution saving throw, being stunned on failure. Starships of size Medium or greater have advantage on this saving throw.

Mass-Driver Cannon (recharge 6). The construct fires a heavy projectile in a straight line at range of 900/3600 ft. Each creature in the line must make a DC 15 Dexterity saving throw, taking 61 (10d10+6) Kinetic damage on failure or half as much on success. Each time a creature fails the saving throw against this attack, subsequent targets hit by the projectile have a cumulative +1 bonus to the save, and the damage dealt against them cumulatively decreases by 2d12. The attack can penetrate up to 50 feet of solid terrain, granting the same cumulative bonuses to the save as above for every 10 feet of solid terrain it passes through. This attack does not require direct line of sight.

Turbolaser (recharge 4-6). Ranged Weapon Attack: +7 to hit, range 750/3000 ft, one target. Hit: 51 (10d8+6) Energy damage.

Might of the Empire


SP.9 AIAV

Huge Construct, Unaligned


Armor Class 13 (armor plating)
Hit Points 168 (16d12+64)
Speed 25 ft (turn 15 ft)


STR DEX CON INT WIS CHA
18(+4) 8(-1) 18(+4) 15(+2) 18(+4) 8(-1)

Saving Throws Str +8, Con +8
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 10 (5,900 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has three gunner seats and requires at least one active gunner to take any actions controlled by the gunner. A gunner is in a single station and may only use the weapon of its station, unless it uses an action to change weapon stations to one currently unoccupied. The gunner may take their own action or one of the actions granted by the construct. The vehicle includes one twin laser cannon station and two support stations for the cannon.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Heavy Plating. The exterior of the SP.9 AIAV is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 15 points, the SP.9 AIAV takes no damage from it. If the SP.9 AIAV takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Repulsorlift. The construct ignores difficult terrain and can pass through spaces occupied by creatures of Medium size or smaller if they are prone. If the construct receives a critical hit with an ion or lightning damage effect, it loses this feature, falls to the ground, and its movement speed becomes 0 ft. until it receives healing.

Vulnerable Interior. The SP.9 AIAV’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.


Actions

Pilot. The pilot can use the Local Scan or Ram action.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Ram. The construct moves half its speed in a straight line. Any creature within the construct's path must make a DC 15 Dexterity saving throw, taking 13 (2d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Gunner. A gunner can use the Twin Laser Cannon or Target Lock action if there isn't another gunner present who has already used it this turn. After the Twin Laser Cannon has been fired, for the next minute, a gunner must use its action to regulate the power before the cannon may be fired again.

Twin Laser Cannon. Ranged Weapon Attack: +8 to hit, range 300/1200 ft., one target at least 60 ft away from the construct. Hit: 32 (8d6+4) Energy damage. Hit or miss, the target and each creature within 20 feet must make a DC 16 Dexterity saving throw, taking 28 (8d6) Energy damage on a failed save or half as much on success.

Target Lock. A gunner marks a target it can see within range of the Twin Laser Cannon. Until the end of the next turn, a gunner operating the Twin Laser Cannon has advantage on the next attack it makes against the target, and the target has disadvantage on the imposed saving throw.

Might of the Empire

HAVw/HCVw Juggernaut Tanks

First introduced in the Clone Wars, the HAVw A6 Juggernaut (more commonly known as the Juggernaut) was a heavily armed and armored ten-wheeled tank manufactured by Kuat Drive Yards. It served as a large-scale troop carrier (numerous configurations able to transport as many as 300 passengers) and main battle tank.

Its boxy, sloped hull could disperse heat and energy of incoming fire over broad areas rather than relying on ablation or attempting to reflect projectiles. With a powerful reactor supplying its complex all-wheel drive system, and each wheel independently mounted and suspended, its drive system was highly complex but impressively articulate and capable of selective power control. Inside, the accommodations included two decks of seating with a small trauma bay, and an extendable observation pod over the command deck for an impressive aerial view of the surrounding battlefield. A rear bunker housed a backup command deck, as well as the rest of the gunnery stations.

Juggernauts exercised the full force of an entire armored regiment in one vehicle, and had an impressive array of armaments, such as anti-personnel laser cannons, a dorsal turret-mounted rotary laser cannon, retractable ordnance launchers, forward mounted blasters, and one dorsal mounted heavy laser cannon. In use as military transports and battlefield support vehicles, they were far larger and faster than the All Terrain Tactical Enforcer but faced other limitations. With the exception of units seized by insurgents and subjected to unofficial modification, Juggernauts were almost never armed with artillery-grade weapons on par with those of walker units; it is likely that their wheeled design, while allowing for much higher speeds than walkers, lacked the traction to control the recoil of gratuitous heavy weapons fire.

Following the formation of the Empire, the A6 was a priority holdover and continued service into the Imperial Era, before successor HCVw models like the A9 “Turbo Tank” and “Juggernaut Transport” were introduced for more specialized function.

As part of its desire to cut military spending, the Empire slowed its orders of A6 Juggernauts from KDY, but still required the service of fast-moving armored support vehicles. In response, KDY developed the HCVw A9 ("Turbo Tank"): using the A6's base frame with a lighter arsenal and lighter armor, the A9 was capable of much higher speed and utilized deflector plating to help compensate for its stark decrease in armor strength.

The drop in combat capacity meant that the A9 couldn't fill the role of main battle tank as the A6 had, and that role was largely shifted onto the All-Terrain Scout Walker. The A9 couldn't carry as many passengers, either, but served well as an infantry fighting vehicle in support roles for juggernauts, walkers, and trooper squadrons it transported.

With demands for secure planetside cargo transportation on the rise, KDY made a variant of the A9, the HCVw A9.2 (or "Juggernaut Transport"), which saw a return to the heavier armor without a decrease in the speed introduced by the A9. It was, however, stripped of all weapons, meaning it was necessary to escort and a ripe target for attack. Even so, its elongated, segmented design meant it could carry an enormous load of cargo at high speeds, so long as the terrain was suitable for driving. Even after the destruction of the DS-2 Death Star, the Imperial Remnant used these vehicles for their operations, including at the refinery on Morak.

Service Crews. The Juggernaut Tank, Juggernaut Transport, and Turbo Tank constructs all are assumed to have their full number of pilot and gunnery stations occupied at the beginning of battle by Navy Pilots (CR 1/8) and Imperial Engineers (CR 1/2). Depending on your DM's discretion, they might get injured or killed when the vehicle takes severe damage, limiting the number of actions taken each round from within the vehicle. If the vehicle is reduced to 0 hit points, the surviving crew within might emerge on foot at initiative count 20.

They might also have one vehicle commander and/or up to 4 engineers present within, who fulfill other roles to support the vehicle's operation. Use the Officer, Junior (CR 1/2) for the commander and Imperial Technician (CR 1/2) for engineers. For one additional crew member, the vehicle's challenge rating increases by 1, and increases by 1 again with 3 and 5 additional crew. The following are their available actions.

Vehicle Commander

Direction. The vehicle commander grants a d8 to a crew member of its choice within the construct. When the crew member makes an attack roll, saving throw, or skill check, it can roll the d8 and add it to the total of the roll. A crew member may only benefit from one of these d8 at a time.

Emergency Support. When another crew member of the construct makes a saving throw, or makes an attack roll at disadvantage, the vehicle commander can use its reaction to roll 1d4 and add the value rolled to the crew member's roll.

Engineer

Initiate Repairs. The engineer expends one of the construct's hit die and heals the construct for the value rolled + the construct's Constitution modifier.

Mitigate Damage. As a reaction when the construct takes damage, an engineer expends a hit die of the construct and reduces the damage of a successful attack against the Construct by 16 (1d20+5), to a minimum of 1. Even if this reduces the damage below a construct's damage threshold feature, the damage is still taken.

Might of the Empire


Juggernaut Tank

Gargantuan construct, unaligned


Armor Class 19 (armor plating)
Hit Points 315 (18d20+126)
Speed 80 ft (turn 60 ft)


STR DEX CON INT WIS CHA
27(+8) 14(+2) 24(+7) 10(0) 10(0) 7(-2)

Saving Throws Str +15, Con +14
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 22 (41,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has four gunner seats and requires at least one active gunner to take any actions controlled by the gunner. A gunner is in a single station and may only use the weapon of its station, unless it uses an action to change weapon stations to one currently unoccupied. The gunner may take their own action or one of the actions granted by the construct. The vehicle includes two Anti-Personnel Cannon stations, one Heavy Laser Cannon station, and one Rapid Rotary Laser Cannon station.

Piloted. The construct has two pilot seats and requires at least one active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Heavy Plating. The exterior of the Juggernaut Tank is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 30 points, the Juggernaut Tank takes no damage from it. If the Juggernaut Tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Troop Transport. The Juggernaut Tank can transport a maximum of 10 trooper squads (CR 5) or 300 medium-sized creatures in its interior (in addition to its crew). It can deploy these passengers using its Deploy Troops legendary action, or which can be fought by creatures inside of the Juggernaut Tank.

Vulnerable Interior. The Juggernaut Tank’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. A pilot can attack twice with the Forward Repeating Blasters, if there isn’t another pilot present who has already used them this turn.

Forward Repeating Blasters. Ranged Weapon Attack: +7 to hit, range 120/240 ft., one target. Hit: 30 (4d10+8) energy damage. The weapons are forward-facing and can fire in up to a 30 degree angle.

Ram. The Juggernaut Tank moves half its speed in a straight line, driving through the spaces of any creatures or structures of size Large or smaller. Any creature within the Juggernaut Tank's path must make a DC 15 Dexterity saving throw, taking 26 (4d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Ordnance Launcher (1/Turn, 3/Day). Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (2d6+2) Kinetic damage. Hit or miss, the missile then explodes. Each creature in a 15-foot radius must make a DC 15 Dexterity saving throw, taking 22 (4d10) Kinetic damage or half as much on success.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Gunner. A gunner of the Juggernaut Tank can use an Anti-Personnel Cannon to make two attacks, the Heavy Laser Cannon to make one attack, or the Rapid Rotary Laser Cannon to make one attack.

Anti-Personnel Cannon. Ranged Weapon Attack: +7 to hit, range 60/240 ft, one target. Hit: 16 (3d4+8) Energy damage.

Heavy Laser Cannon (Recharge 5-6). The gunner fires a concentrated laser beam in a line up to 250 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 34 (4d12+8) Energy damage on failure or half as much on success.

Rapid Rotary Laser Cannon. The gunner targets a 15-foot cube within 90/360 feet with burst fire. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) Energy damage on failure or half as much on success. A creature beyond 90 feet makes this save with advantage.

Legendary Actions

The Juggernaut Tank can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Juggernaut Tank regains spent legendary actions at the start of its turn.

Deploy Passengers (Costs 3 Actions, 10/Day). The Juggernaut Tank mobilizes some of its passengers for deployment. It deploys one Trooper Squad (CR 5) or up to 10 passengers of size Medium, who appear in any unoccupied spaces within 10 feet of the Juggernaut Tank.

Anti-Personnel Cannon (Requires Stationed Gunner). The gunner makes one attack with the anti-personnel cannon.

Might of the Empire


Juggernaut Transport

Gargantuan construct, unaligned


Armor Class 20 (armor plating)
Hit Points 280 (16d20+112)
Speed 100 ft (turn 80 ft)


STR DEX CON INT WIS CHA
27(+8) 17(+3) 24(+7) 10(0) 10(0) 7(-2)

Saving Throws Str +13, Con +12
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 14 (11,500 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by a variable number of pilots, who roll initiative separately.

Piloted. The construct has two pilot seats and requires at least one active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Heavy Plating. The exterior of the Juggernaut Transport is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 25 points, the Juggernaut Transport takes no damage from it. If the Juggernaut Transport takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Vulnerable Interior. The Juggernaut Transport’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. A pilot can take the Ram or Local Scan actions, if there isn't another pilot present who has already used the same action this turn.

Ram. The Juggernaut Transport moves half its speed in a straight line, driving through the spaces of any creatures or structures of size Large or smaller. Any creature within the Juggernaut Transport's path must make a DC 17 Dexterity saving throw, taking 39 (6d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

DM's Note: Cargo

Consider what cargo is important enough to be transported in this manner. The difficulty of successfully intercepting and robbing (or destroying) an juggernaut transport should be reflected in the spoils looted from its stores, or in the risk those spoils pose on others.

Might of the Empire


Turbo Tank

Gargantuan construct, unaligned


Armor Class 18 (armor plating)
Hit Points 279 (18d20+90)
Speed 100 ft (turn 80 ft)


STR DEX CON INT WIS CHA
27(+8) 17(+3) 21(+5) 10(0) 10(0) 7(-2)

Saving Throws Str +13, Con +10
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 15 (13,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Deflection Plates. The construct has a +2 AC bonus when it is the target of a ranged weapon attack that deals energy damage.

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has two gunner seats and requires at least one active gunner to take any actions controlled by the gunner. A gunner is in a single station and may only use the weapon of its station, unless it uses an action to change weapon stations to one currently unoccupied. The gunner may take their own action or one of the actions granted by the construct. The vehicle includes two Rapid Rotary Laser Cannon stations.

Piloted. The construct has two pilot seats and requires at least one active pilot to take any actions controlled by the pilot. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Heavy Plating. The exterior of the Turbo Tank is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 20 points, the Turbo Tank takes no damage from it. If the Turbo Tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Troop Transport. The Turbo Tank can transport a maximum of 5 trooper squads (CR 5) or 100 medium-sized creatures in its interior (in addition to its crew). It can deploy these passengers using its Deploy Troops legendary action, or which can be fought by creatures inside of the Turbo Tank.

Vulnerable Interior. The Turbo Tank’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. A pilot can attack twice with the Forward Repeating Blasters.

Forward Repeating Blasters. Ranged Weapon Attack: +8 to hit, range 120/240 ft., one target. Hit: 19 (2d10+8) energy damage. The weapons are forward-facing and can fire in up to a 30 degree angle.

Ram. The Turbo Tank moves half its speed in a straight line, driving through the spaces of any creatures or structures of size Large or smaller. Any creature within the Turbo Tank's path must make a DC 16 Dexterity saving throw, taking 33 (5d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Gunner. A gunner of the Juggernaut Tank can use the Rapid Rotary Laser Cannon to make one attack.

Rapid Rotary Laser Cannon. The gunner targets a 15-foot cube within 90/360 feet with burst fire. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) Energy damage on failure or half as much on success. A creature beyond 90 feet makes this save with advantage.

Legendary Actions

The Turbo Tank can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Turbo Tank regains spent legendary actions at the start of its turn.

Deploy Passengers (Costs 3 Actions, 5/Day). The Turbo Tank mobilizes some of its passengers for deployment. It deploys one Trooper Squad (CR 5) or up to 10 passengers of size Medium, who appear in any unoccupied spaces within 10 feet of the Turbo Tank.

Forward Repeating Blasters (Requires Stationed Pilot). A pilot makes one attack with the forward repeating blasters.

Might of the Empire

Low Altitude Assault Transport (Law Enforcement)

The LAAT/le patrol gunship, also known as patrol transport, police gunship, known first as the Republic police gunship and later as the Imperial patrol transport, was a gunship introduced during the Clone Wars to perform law enforcement functions on the Republic capital of Coruscant. The joint project between Santhe and Rothana Heavy Engineering was designed to be sleeker and smaller (as well as less heavily armed) than the LAAT/i Republic attack gunship, though it still carried twin forward cannons, a tailgun, and twin missile launchers. The lower-profile patrol transport was better suited for policing the dense, planet-wide city while reducing the risks of collateral damage, and later saw a broader use as a patrol craft on various worlds.



LAAT/le Patrol Gunship

Huge construct, unaligned


Armor Class 18 (armor plating; 15 while landed)
Hit Points 115 (10d12+50)
Speed 120 ft (turn 60 ft)


STR DEX CON INT WIS CHA
20(+5) 16(+3) 20(+5) 10(0) 14(+2) 7(-2)

Saving Throws Str +8, Con +8
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 11 (7,200 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. The weapon attack rolls assume a +3 proficiency bonus of the pilot and/or copilot.

Spotlight. The LAAT/le is equipped with a search spotlight that shines up to 150 feet away. While the spotlight is active, when the LAAT/le moves more than 30 feet, it chooses a new target point for the spotlight. While the spotlight is shining in an area, all creatures within 15 feet of the target point are considered blinded, have disadvantage on Dexterity (Stealth) checks, and gain no stealth benefits from obscured terrain or cover. The spotlight has 10 AC and 10 hit points.

Starfighter Armor. The exterior of the LAAT/le is covered in light armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 10 points, the LAAT/le takes no damage from it. If the LAAT/le takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Transport. The LAAT/le can transport a maximum of 10 medium creatures (in addition to its crew) and 10 tons of cargo, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the LAAT/le.

Vulnerable Interior. The LAAT/le’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack. The LAAT/le's pilot makes two attacks with its twin repeating blaster cannons against a target it can see. If the pilot is flying with a copilot, the LAAT/le can make an additional attack with its tail laser cannon.

Twin Repeating Blaster Cannons. Ranged Weapon Attack: +8, range 150/300 ft, one target. Hit: 23 (4d8+5) Energy damage.

Tail Laser Cannon. Ranged Weapon Attack: +8, range 100/200 ft, one target. Hit: 18 (2d12+5) Energy damage.

Suppressing Fire (Recharge 5-6). The LAAT/le lays down burst fire on a 50-foot long, 5-foot wide line within 150 feet. Each creature in the area must make a DC 16 Dexterity saving throw, taking 23 (4d8+5) Energy damage on failure or half as much on success.

Twin Missile Launcher (3/Day). The LAAT/le fires two thermite missiles at targets within 150/300 ft and within 50 feet of each other, using a +6 bonus to the attack rolls. On a hit, the targets take 16 (2d10+5) kinetic damage. Hit or miss, the missiles then explode. Each creature within 15 feet of the target point must make a DC 15 Dexterity saving throw, taking 22 (4d10) Fire damage on failure, or half as much on success. In addition, creatures who fail are knocked prone.

Legendary Actions

The LAAT/le Patrol Gunship can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The LAAT/le Patrol Gunship regains spent legendary actions at the start of its turn.

Deploy Passengers (Costs 2 Actions). The LAAT/le mobilizes some of its passengers for deployment. If landed, it deploys up to the entirety of its passengers in any unoccupied spaces within 10 feet. If flying and up to 50 feet off the ground, up to 6 of the humanoid passengers inside can use rappelling cables to safely descend to the ground. Any passengers who rappel in this way do not get a turn in the initiative until the next round.

Move Spotlight. The LAAT/le moves its spotlight to another spot within range.

TIE/LN

At the height of the Empire, it was a safe wager that any sapient being of the galaxy, at or beyond their adolescence, had become familiar with the signature roar of the TIE fighter's twin ion engines. As the core superiority starfighter of the Empire, countless TIEs were deployed across the galaxy, and many were not limited to deployment in space combat.

While known for being fast but vulnerable opponents in dogfighting, the TIE/LN is a relentless, lethal war machine when ordered to commence strafing runs on ground targets. Its superb speed and L-s1 laser cannons make it a nightmare to under-prepared infantry-- such as pilots still running to their ships or soldiers engaged in ground combat-- and its starship armor that usually quakes under damage from ship weapons is strong enough to withstand punishment from small arms fire. Because of its fragility, however, high-speed crash landings are virtually always a total catastrophic loss of a TIE, and ionic effects that shut it down and/or force a reboot, including those of some handheld weapons, remain a dire threat to TIE pilots.

Common TIE/LN tactics against ground forces include repeated passes with low-accuracy barrages to retain low risk of counter-attack. If the situation suggests the confidence is well-placed, a TIE/LN might reduce its speed or hover in-place to line up an ideal shot, or let the pilot inspect the battlefield.



TIE/LN

Huge construct, unaligned


Armor Class 17 (armor plating; 12 while landed)
Hit Points 112 (14d12+28)
Speed fly 400 ft (turn 100 ft)


STR DEX CON INT WIS CHA
12(+1) 20(+5) 14(+2) 10(0) 14(+2) 7(-2)

Saving Throws Dex +8
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 6 (2,300 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Ejector Seat. If the TIE/LN is reduced to 0 hit points, there is a 25% chance that the pilot (Navy Pilot, cr 1/8) will be released safely. The pilot has a parachute and descends safely to the nearest surface within 500 feet. The ejector seat does not function if the triggering damage was ion or lightning.

Landing and Takeoff. When up to 50 feet above ground, as a bonus action, the TIE/LN can use its remaining movement speed to land. While landed, the TIE can use a bonus action to expend its movement speed to rise up to 50 feet and initiate flight mode. The TIE cannot enter flight mode if it has fewer than 3/4ths of its hit points (84).

Nasty Crash. If the TIE/LN is forced to make a crash landing, the fall damage (in increments of 10 feet) includes both the ship's height and the horizontal speed it moved on its most recent turn.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. The weapon attack rolls assume a +3 proficiency bonus of the pilot.

Starfighter Armor. The exterior of the TIE/LN is covered in light armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 10 points, the TIE/LN takes no damage from it. If the TIE/LN takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Turbulent Speed. On a turn that the TIE/LN moves more than one-quarter of its maximum movement speed, its attacks are made with disadvantage.

Vulnerable Interior. The TIE/LN’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.


Actions

Multiattack. The TIE/LN makes two attacks with its light laser cannon.

Light Laser Cannon. Ranged Weapon Attack: +5, range 150/300 ft, one target. Hit: 19 (4d6+5) Energy damage. Hit or miss, all creatures within 5 feet of the target must succeed on a DC 13 Dexterity saving throw, taking 7 (2d6) Energy damage on failure or half as much on success. The cannons are forward-facing and can only be fired when the TIE/LN faces or moves directly towards a target.

Local Scan. The TIE/LN pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.


Inferno Squad

Founded following the destruction of the first Death Star, Inferno Squad (also known as Inferno Squadron or simply Inferno) was an Imperial Special Forces commando unit commanded by Iden Versio during the Galactic Civil War. The unit was tasked with a variety of covert operations, utilizing special tactics and resources. They progressively distinguished themselves as some of the Empire's finest, all the way through the Battle of Endor.

Inferno was first commissioned to infiltrate and destroy the Dreamers, an extremist group composed of former members of Saw Gerrera's Partisans that were not present with Saw on Jedha after the Battle of Yavin. For their success, they were awarded a modified Raider II-Class Corvette, The Corvus. The ship boasted an array of advanced technology and was built of Kuat Drive Yards' Star Destroyer technology paired with solar panels common on Sienar Systems craft.

They were later utilized again by Admiral Garrick Versio, father of Iden, as part of Operation: Cinder following the Battle of Endor. When Operation: Cinder targeted Iden's home planet of Vardos, Iden and Del Meeko were appauled to witness the Imperial Remnant killing off citizens unwaveringly loyal to their own regime and went rogue, defecting to the New Republic. Gideon Hask, however, refused to break with Garrick and the Empire; he remained in their ranks past the formation of the First Order, when he was killed in an encounter with Iden just prior to the destruction of Starkiller Base.

Iden Versio

Graduating from the Imperial Academy with honors at the top of her class, Iden was assigned to the Death Star as a Senior Lieutennant and TIE pilot. She was

Might of the Empire

deployed under callsign "TIE Sigma Three" to intercept the rebel fighters that attacked as the Death Star came into firing range of Yavin 4. Struck by debris from the exploding Death Star, Iden crash-landed on Yavin 4 and stole a rebel ship as the celebrations of victory left the rebels distracted. When Inferno Squad was formed as a response to the defeat, Iden was quickly promoted to Captain for her cunning.

Before the evacuation of Vardos, Versio saw Emperor Palpatine as a great leader, and was fiercely dedicated to the Empire, due to her father's Imperial background and her planet's pro-Imperial sentiments. She believed that the Empire was the best hope for stability and peace in the galaxy, and existed to protect its citizens from terrorism and atrocities. She believed that the Empire should protect its own, and made a point to assist trapped stormtroopers during the Battle of Endor.

Iden possessed a stoic and occasionally intense personality, likely a product of her Imperial background. She recovered quickly from shock and thought quickly on her feet. However, she was also compassionate towards civilians and friendly, though professional, with her squadmates and crew.

Following the Battle of Endor, Iden became increasingly disillusioned with the Empire. She expressed anger at how the Emperor's attempted trap at Endor had led to military disaster, and grew increasingly frustrated with and suspicious of the opaque and secretive nature of Operation: Cinder. She thought the Empire was turning away from what it was meant to be.

This ultimately led to her deserting the Empire during Operation: Cinder's destruction of Vardos, which she saw as a betrayal of Imperial values. Despite this she did not have hatred for Hask as he had been her childhood friend and only went for the leg.

Might of the Empire

Imperial Commando

Medium Humanoid (human), Any Alignment


Armor Class 17 (composite armor, durasteel upgrade)
Hit Points 97 (16d8+48)
Speed 35 ft


STR DEX CON INT WIS CHA
14(+2) 19(+4) 17(+3) 11(0) 13(+1) 11(0)

Saving Throws Dex +7, Int +3
Skills Acrobatics +7, Insight +7, Investigation +7, Perception +7, Piloting +3, Stealth +7, Survival +7, Technology +4
Senses Darkvision 60 ft, passive Perception 17
Languages Galactic Basic, two others
Challenge 6 (2,300 XP)


Avoidance. If the Commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Commando instead takes no damage on success, and half damage on failure.

Seasoned Combatant. The Commando is trained in two Fighting Styles, or one Fighting Style and one Fighting Mastery.

Actions

Multiattack. The Commando makes two weapon attacks. It can then throw a grenade as a bonus action, if available.

Bash. Melee Weapon Attack: +5, reach 5 ft, one target. Hit: 5 (1d4+2) Kinetic damage.

Blaster Rifle. Ranged Weapon Attack: +7, range 105/420 ft, one target. Hit: 9 (1d8+4) Energy damage.

Blaster Volley (Recharge 5-6). The Commando shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 +4) Energy damage on a failed save, or half as much damage on a successful one.

Fragmentation Grenade (3/Day). The Commando throws a grenade at a point within 40 feet. Each creature within 10 feet of the point must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on success.

Fragmentation Charge (1/Day). The Commando spends thirty seconds setting a fragmentation charge, choosing whether to set it to a 6-second timer or sync it to a remote detonator. When detonated, the breaching charge explodes in a 15-foot cone. Each creature within the cone must make a DC 14 Dexterity saving throw, taking 50 (20d4) kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Reactions

Uncanny Dodge. The Commando halves the damage that it takes from an attack that hits it.

Imperial Commandos, particularly the former Republic Commandos and those of Inferno Squad, are cross-trained in a variety of combat techniques to prepare for a spectrum of threat scenarios. Commandos favoring different weapons are often grouped together to create balanced squads of superb combat prowess.


Specialists

For more variety of commandos, swap out the Blaster Rifle and Blaster Volley attacks with the following pairs of weapons and fighting styles:

Marksman Specialist

(Sniper Rifle)
Sharpshooter Style, Sharpshooter Mastery
Sniper Rifle. Ranged Weapon Attack: +7, range 150/600 ft, one target. Hit: 11 (1d12+4) Energy Damage.

Support Gunner Specialist

(Heavy Repeater)
Gunning Style, Gunning Mastery
Heavy Repeater (Burst). The Commando targets a 10 foot cube or 5 foot wide-by-20 foot long line within 80 feet. Each creature in the area must succeed on a DC 15 Dexterity saving throw, or takes 9 (2d4+4) Energy damage.
Heavy Repeater (Rapid). The Commando targets a creature within 80/320 feet with rapid fire. The target creature must succeed on a DC 15 Dexterity saving throw or takes 14 (4d4+4) Energy damage. If the target creature is beyond 80 feet, it makes the save with advantage.

Tactical Intrusion Specialist

(Subrepeater, Med. Shield Generator, Grappling Hook)
Gunning Style, Snapshot Mastery
Subrepeater (Rapid). The Commando targets a creature within 30/120 feet with rapid fire. The target creature must succeed on a DC 15 Dexterity saving throw or takes 11 (2d6+4) Energy damage. If the target creature is beyond 30 feet, it makes the save with advantage.

The Commander's base challenge rating does not account for the presence of her ID10 Seeker Droid. With it, her challenge rating increases to 20 (25,000 XP).


Inferno Squad Commander

Medium Humanoid (human), lawful balanced


Armor Class 18 (improved battle armor, durasteel upgrade)
Hit Points 170 (20d8+80)
Speed 35 ft


STR DEX CON INT WIS CHA
15(+2) 21(+5) 18(+4) 16(+3) 15(+2) 18(+4)

Saving Throws Dex +7, Int +8, Wis +7
Skills Athletics +7, Insight +14, Investigation +15, Perception +14, Piloting +9, Stealth +17, Survival +8, Technology +9
Damage Resistances energy and kinetic from unenhanced sources
Senses Darkvision 60 ft, passive Perception 22
Languages Galactic Basic, one other
Challenge 16 (15,000 xp)


Brave. The Commander has advantage on saving throws against being frightened.

Combat Supremacy (1/Turn). Once per turn, the Commander may use any Combat Maneuver she meets the requirements of. Her maneuver save DC is 19, and her Superiority Dice is a d12.

Defiant (1/Day). Whenever the Commander rolls for an attack, skill check, or saving throw, she can choose to roll 1d12 and grant the result as a bonus to her d20 roll. If she uses this on a death saving throw and the total for the roll is 20 or greater, she regains 1 hit point.

Enhanced Weapons. The Commander's weapon attacks are enhanced for the purposes of ignoring damage resistance and immunity.

ID10 Seeker Droid Companion. The Commander has a Custom ID10 Seeker Droid that docks with her back armor. While attached to her, it uses her armor class with three-quarters cover, and attempts to attack it are made with disadvantage. Using the droid, the Commander can cast several tech powers (listed under her actions). Once the Commander uses one of the ID10's named special tech powers, they must recharge (9-10). For each successful attack the Commander makes while the droid is recharging, her d10 rolls for the recharge increase by 1, reset when the droid is recharged. If the ID10 is reduced to 0 hit points, the Commander can no longer cast its tech powers until it is repaired.


Keen Hearing and Sight. The Commander has advantage on Wisdom (Perception) checks relying on hearing or sight.

Legendary Resistance (3/Day). If the Commander fails a saving throw, she can choose to succeed instead.

Multitasker. The Commander can make two reactions reach round. She can only use one reaction on a given turn.

Roguelike. The Commander has the following standard Operative class features: Cunning Action, Evasion, Elusive, and Uncanny Dodge.

Skirmisher. Other creatures have disadvantage on attacks of opportunity against the Commander.

Snapshooting Mastery. Other creatures provoke an opportunity attack when they move to within 30 feet of the Commander, and she can use her blaster weapons when making opportunity attacks. She does not suffer disadvantage on ranged attacks when a hostile creature is within 5 ft of her.

Sneak Attack (1/Turn). Whenever the Commander has advantage on an attack, or a creature has disadvantage on a Dexterity saving throw the Commander imposes and fails the save, they take an additional 35 (10d6) damage of the attack's type.

Actions

Multiattack. The Commander makes four attacks with her TL-50 Heavy Repeater (burst or rapid fire) or Riot Baton. She can replace one attack for a stock strike or frag grenade, or three attacks to use one of the ID10 Seeker Droid's abilities.

Riot Baton. Melee Weapon Attack: +8, reach 5 ft, one target. Hit: 13 (3d6+2) Kinetic damage. When the Commander makes her first attack on her turn using the baton, she can choose to suffer a -1 or -2 penalty to attack and damage rolls with the weapon this turn and gains the same bonus to AC until the start of her next turn.

Frag Grenade (Recharge 5-6). The Commander throws a grenade, choosing a point within 40 feet. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 22 (4d10) kinetic damage on a failed save, or half as much as on a successful one.

Heavy Repeater (Burst). The Commander targets a 10 foot cube or 5 foot wide-by-20 foot long line within 80 feet. Each creature in the area must succeed on a DC 19 Dexterity saving throw, taking 12 (2d6+5) energy damage on failure or half on success. If a target creature has a feature that would allow it to otherwise take no damage on a successful Dexterity saving throw, it instead takes 5 energy damage.

Heavy Repeater (Rapid). The Commander targets a creature within 80/320 feet with rapid fire. The target creature must succeed on a DC 19 Dexterity saving throw, taking 19 (4d6+5) Energy damage on failure or half on success. If the creature has a feature that would allow it to otherwise take no damage on a successful Dexterity saving throw, it instead takes 5 energy damage.

ID10: Area Scan (Recharge 9-10). The ID10 uses its Area Scan ability.

ID10: Ion Pulse (Recharge 9-10). The ID10 uses its Ion Pulse ability, if available.

ID10: Techcasting. The ID10 casts a tech power. If it is docked onto the Commander and the power targets itself, it can choose to have the power target the Commander as well.

Reactions

ID10: Energy Shield (Recharge 9-10). When a creature makes a successful attack against the Commander while the ID10 is docked, the ID10 generates an energy shield that adds +5 to the Commander's AC until the beginning of her next turn. This includes the triggering attack.

ID10: Sabotage (Recharge 9-10). The ID10 uses its Sabotage ability.

Leadership (3/Day). Whenever a nonhostile creature that the Commander can see within 30 feet of her makes an attack roll or a saving throw, the Commander can grant the creature a d4 to its roll, provided it can hear and understand the Commander.

Might of the Empire


Custom ID10 Seeker Droid

Tiny Droid, Unaligned


Armor Class 20 (Droid Dura Plating Mark II)
Hit Points 110 (20d4+60)
Speed 20 ft, fly 30 ft (hover)


STR DEX CON INT WIS CHA
6(-2) 18(+4) 16(+3) 22(+6) 11(0) 8(-1)

Saving Throws Dex +10, Int +12, Wis +6
Skills Investigation +12, Perception +12, Piloting +12, Sleight of Hand +10, Stealth +16, Technology +12
Damage Resistances necrotic, psychic
Damage Immunities poison
Damage Vulnerabilities Ion
Condition Immunities Disease, Poisoned
Senses Darkvision 60 ft, Truesight 60 ft, passive Perception (22)
Languages Binary; understands Galactic Basic
Challenge 5 (1,800 xp)


Bad Feeling. When the ID10 is not docked with the Commander and rolls for initiative, it can move up to its speed back to the Commander and dock as a free action if it is within 5 feet of her. This movement happens before the initiative order is determined.

Integrated Tools. The ID10 has a Slicer's Kit and Security Kit integrated into it, with which it is proficient. It is also equipped with a Laser Cutter and Scomp Link.

Remote Interface. The ID10 is permanently under the effects of the tracker droid interface power, linked with the Commander.

Roguelike. The ID10 has the following standard Operative class features: Cunning Action, Evasion, Reliable Talent, Sneak Attack (5d6), and Uncanny Dodge.

Support Droid. The ID10 by default is docked with the Commander's back armor. It can separate as a free action, or re-dock as a bonus action.

Tech Casting. The Custom ID10 Seeker Droid is a 20th-level techcaster. Its techcasting ability is Intelligence (tech save DC 20, +12 to hit with tech powers, 8 tech points). It knows the following tech powers:

At-will: minor defibrillation, on/off, reboot
1st level: countermeasures, decryption program, kolto pack
2nd level: frequency scan, overheat, infiltrate
3rd level: bestow virus, destroy tech, invisibility to cameras, read memory
4th level: scan area

Actions

Arcing Shockprod. Melee Weapon Attack: +9, reach 15 ft, one target. Hit: 4 Lightning Damage. The target must succeed on a DC 18 Constitution saving throw, or it is Stunned until the end of the ID10's next turn.

Area Scan (Recharge 9-10). The ID10 scans the area in a 60 ft radius centered on itself, revealing all creatures, infrastructure, and hidden objects, including those beyond total cover or invisible. It immediately identifies any illusions of force or tech powers that require an Investigation check of DC 20 or below to recognize.

Ion Pulse (1/Day). The ID10 expends all of its hit die to emit an pulse of ion energy. Each creature within 10 feet of it must make a DC 20 Constitution saving throw. A creature takes 50 (20d4) Ion damage on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

Reactions

Sabotage (9-10). When a hostile creature casts a tech power, and the ID10 is the target of the tech power or within its area of effect, it can use its reaction to force that creature to make an DC 20 Intelligence saving throw. On a successful save, the power is cast as normal. On a failed save, the ID10 negates the power’s effects, and the caster takes 4 (1d6) lightning damage per level of the power it was casting. Additionally, on a failed save, the caster’s tech focus used to cast the tech power is overloaded and can’t be used to cast tech powers for 1 minute. At the end of each of the caster’s turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.



Legendary Imperial Spymaster

Medium Humanoid (human), balanced dark


Armor Class 19 (superior battle armor)
Hit Points - (d8+)
Speed 30 ft


STR DEX CON INT WIS CHA
15(+2) 20(+5) 17(+3) 23(+6) 17(+3) 19(+4)

Saving Throws Str +pb+4, Dex +pb+7, Int +pb+8, Wis +pb+5
Skills Deception +, Insight +, Investigation +, Perception +, Performance +, Persuasion +, Piloting +, Stealth +, Technology +
Damage Resistances energy and kinetic from unenhanced sources
Senses Darkvision 60 ft, passive Perception -
Languages Galactic Basic, five others
Challenge - (- xp)


Avoidance. If the Commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Commando instead takes no damage on success, and half damage on failure.

Brave. The Commander has advantage on saving throws against being frightened.

Defiant (1/Day). Whenever the Commander rolls for an attack, skill check, or saving throw, she can choose to roll 1d12 and grant the result as a bonus to her d20 roll. If she uses this on a death saving throw and the total for the roll is 20 or greater, she regains 1 hit point.

Enhanced Weaponry. The Commander's weapon attacks are enhanced for the purposes of ignoring damage resistance and immunity.

Impeccable Attire. The agent has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which it is proficient.

Legendary Resistance (3/Day). If the Commander fails a saving throw, she can choose to succeed instead.

Multitasker. The Commander can make two reactions reach round. She can only use one reaction on a given turn.

Obscured. Cameras and electronic sensors make wisdom (Perception) checks based on sight with disadvantage when attempting to detect the death trooper.

Roguelike. The Commander has the following standard Operative class features: Cunning Action, Evasion, Elusive, and Uncanny Dodge.

Skirmisher. Other creatures have disadvantage on attacks of opportunity against the Commander.

Sneak Attack (1/Turn). The Spymaster deals an extra - (-d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and the Spymaster doesn't have disadvantage on the roll.

Synchronicity. The Spymaster is permanently under the effects of the synchronicity tech power.

Actions

Multiattack. The Legendary Imperial Spymaster makes two melee attacks or four ranged attacks. He can use Commander's Strike or Soliloquy as a bonus action.

Fine Blaster Pistol. Ranged Weapon Attack: +pb+6 to hit, range -/- ft., one target. Hit: 10 (2d6+6) Energy damage.

Darksaber. Melee Weapon Attack: +pb+5 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) Kinetic damage. When the Spymaster attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, he cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 21 (6d6) energy damage from the hit.

Commander's Strike. The Spymaster commands an ally to attack a target he can see. The ally can use its reaction to make an attack against the target, and adds 1d10 to the attack roll.

Soliloquy. The Spymaster speaks a fatalistic statement, targeting himself or another creature he can see that can hear him. He rolls a d6; he can choose to grant the rolled value as a boost or penalty to the creature's next skill check, attack roll, or saving throw. If the result of their attempt is in line with the soliloquy (a boosted success or a penalized failure), the die's size increases by 1 (i.e. d6>d8), up to a maximum of a d12. When the die's effect does not influence the roll into its intended result in this way (i.e. a boost still ends in failure or a penalty still ends in success), the die's size resets to a d6. A creature is immune to this ability if it is immune to Psychic damage.

Reactions

Counter-strike. When a creature misses the Spymaster with an attack roll, or the Spymaster succeeds on a Dexterity saving throw that only targets him, he can make a weapon attack against the creature.

Legendary Actions

The Legendary Imperial Spymaster can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Spymaster regains spent legendary actions at the start of his turn.
Attack. The Spymaster makes a weapon attack.

Call

Fugitives of the Empire

Fugitives of the Empire

By its vary nature, the Empire's routine abuses of power and the ruthlessness of its agents tend to create the enemies that pose the greatest harm to it.

Not all of these enemies hold the rebellion spotlight as well as Han Solo, Lando Calrissian, or the Skywalker siblings; many of the biggest threats to the Empire are individuals who were once proud Imperials themselves, but were witness to unforgivable Imperial atrocities, or were pushed far enough that they broke away from the Empire and have little qualms with disrupting Imperial presences that continue to impose upon them.

Fugitives of the Empire takes a tasteful examination of some noteworthy examples: Dash Rendar, Galen Marek, and Kyle Katarn.

Dash Rendar

"He doesn't want to owe anybody, doesn't want anybody to owe him. He works for whoever pays the most. He's downright magic with anything that flies, and he can pick wing nuts off a tabletop with a blaster without scorching the finish. He's a good man to have at your back when the going gets hot—as long as your money lasts."
―Lando Calrissian, on Dash Rendar



Dash Rendar was a Human male smuggler and freelancer, joked for his comparable similarities to Han Solo with the noted difference that he had no reservations about using violence to resolve stand-offs, when the latter preferred trying to talk things out. Even so, Rendar had no qualms with sparing those who made attempts on his life if they gave him what he wanted.

Born into a wealthy Corellian family during the final years of the Galactic Republic, he chose to pursue a career as an officer in the Imperial Navy rather than joining the family shipping business. When his parents refused to sell their business to Prince Xizor, owner of Xizor Transport Systems and leader of the Black Sun crime syndicate, the Dark Prince sabotaged a freighter flown by Rendar's older brother, Stanton, killing him as his ship crashed into the Imperial Museum. Emperor Palpatine blamed the Rendar family, exiling them from the Core Worlds and dismissing Rendar from the Imperial Academy on Carida. Fleeing to the Outer Rim Territories, Rendar gained a reputation as a hot-shot pilot, smuggler, and mercenary. His success gained him his own ship, the YT-2400 light freighter Outrider, and the services of the Nautolan navigator Eaden Vrill and the Cybot Galactica LE-series repair droid LE-BO2D9 (or Leebo).

Rendar's contracting with holostar and cover Rebel agent Javul Charn drew his first connections with the Rebel Alliance, while also making him a chief enemy of the Imperial Security Bureau and elements of Black Sun, including Xizor himself. Despite his personal reasons for disliking the Empire, Rendar refused to abandon his independence to join the growing Rebellion. His prime motivation was profit and, though he occasionally went on to work for the Rebels, he insisted on being well compensated.

Despite multiple attempts by his enemies to stop him, Rendar successfully completed numerous deliveries for the Rebellion. In 3 ABY, while delivering supplies to the Alliance's Echo Base on Hoth, Rendar was trapped on the planet when the Empire attacked and helped Rogue Squadron hold off Imperial ground forces until the Rebels could evacuate, destroying an AT-AT and numerous AT-STs in the process. Following the Battle of Hoth, Rendar was hired by the Rebel Lando Calrissian to track down Han Solo, who had been captured by the bounty hunter Boba Fett. He eventually led Calrissian to Gall in the Zhar system, but the Rebels were unable to rescue their friend. Following this, Rendar was hired by Princess Leia Organa to watch over the Jedi Luke Skywalker following an attempt on his life.

After saving Skywalker from a swoop gang on Tatooine, Rendar accompanied him on a mission to recover the plans to the second Death Star. The mission was a success, but an apparent mistake by Rendar cost the lives of many Bothan pilots. Seeking to make amends, Rendar helped to rescue Organa when she was held prisoner by Xizor in his palace on Coruscant. The Outrider appeared to be destroyed while fleeing Coruscant, but Rendar merely faked his death to avoid reprisals from Black Sun and the Empire. In the following years he teamed up with the Human replica droid Guri, forming a mercenary team and eventually establishing a company to create more HRDs, including a replica of Rendar's own brother, Stanton.

Fugitives of the Empire

Legendary Mercenary Smuggler

Medium humanoid (human), any alignment


Armor Class 20 (improved combat suit)
Hit Points 130 (15d8+30)
Speed 30 ft


STR DEX CON INT WIS CHA
16(+3) 24(+7) 14(+2) 18(+4) 16(+3) 16(+3)

Saving Throws Dex +13, Int +10, Wis +9, Cha +9
Skills Athletics +9, Deception +15, Perception +9, Persuasion +15, Piloting +16
Damage Resistances Cold, Ion, Lightning; Energy and Kinetic from unenhanced sources
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, passive Perception 18
Languages Galactic Basic, Huttese, understands but cannot speak Shyriiwook
Challenge 18 (20,000 XP)


Alert. The Mercenary Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from him.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Mercenary Smuggler has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

Legendary Resistance (3/Day). When the Mercenary Smuggler fails a saving throw, he can choose to succeed instead.

Power Belt. The Mercenary Smuggler's heavy pistol is connected to a power belt, eliminating the need for reloading actions.

Roguelike. The Mercenary Smuggler has the following standard Operative class features: Avoidance, Cunning Action, and Uncanny Dodge.

Sneak Attack (1/Turn). The Mercenary Smuggler deals an extra 32 (9d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and the Mercenary Smuggler doesn't have disadvantage on the roll.

Tech Casting. The Mercenary Smuggler is a 11th level techcaster. His techcasting ability is Intelligence (tech save DC 18, +10 to hit with tech powers, 44 tech points). He knows the following tech powers:

At-will: combustive shot, encrypted message
1st level: bacta pack, element of surprise, flash, oil slick, repair droid, smoke cloud, stack the deck, target lock
2nd level: capacity boost, infiltrate, release, smuggle, translocate
3rd level: fabricate trap, invisibility to cameras, sabotage charges, seeker missile*
4th level: ballistic shield, kolto reserve, salvo
5th level: mislead, override interface, shutdown

The seeker missile tech power is detailed in the Bold New Tech Powers section of this supplement.


Tech Resistance. The Mercenary Smuggler has advantage on saving throws against tech powers and effects.

Actions

Multiattack. The Mercenary Smuggler makes three weapon attacks. He may then throw a thermal detonator as a bonus action, if available.

Enhanced Heavy Pistol. Ranged Weapon Attack: +13, range 45/180 ft, one target. Hit: 15 (1d8+1d6+7) Energy damage.

Rapid Fire. The Mercenary Smuggler targets a creature within 45/180 feet with rapid fire. The target must make a DC 21 Dexterity saving throw, taking 23 (2d8+2d6+7) Energy damage on failure.

Thermal Detonator (5/Day). The Mercenary Smuggler throws a thermal detonator up to 45 feet, choosing whether it detonates on impact or on initiative count 20 (losing all ties). Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Strike. Melee Weapon Attack: +9, reach 5 ft, one target. Hit: 8 (2d4+3) Kinetic damage. On a critical hit, the target must make a DC 15 Constitution saving throw; on failure, it is Stunned until the end of the Mercenary Smuggler's next turn.

Reactions

Return Fire. When an attacker misses the Mercenary Smuggler with a ranged weapon attack, the Mercenary Smuggler may make a ranged weapon attack against it.

Fugitives of the Empire

Galen Marek

Galen Marek, codenamed Starkiller, was a Force-sensitive Human male taken on by the Sith Lord Darth Vader as his secret apprentice and personal assassin during the reign of the Galactic Empire. The son of two Jedi Knights, Kento and Mallie Marek, Galen was born on the Wookiee homeworld of Kashyyyk in the aftermath of the Clone Wars. Following his mother's death, Kashyyyk was invaded by the Imperial Military. As a target of the Great Jedi Purge, Kento was confronted and slain in a lightsaber duel by the Dark Lord of the Sith, who discovered the fugitive Jedi's son in the process. Gauging the orphan's raw strength in the Force, Vader abducted and ultimately raised Galen to embrace the dark side of the Force.

In time, Marek forgot his past and even his birth name, having been taken from his home as a child by the Dark Lord. Though trained in the Sith arts, the Rule of Two dictated that there could only be two Sith Lords at a time, and therefore Marek could not consider himself a true Sith while his master was still apprenticed to Darth Sidious. As such, Vader kept his apprentice's existence a secret, bestowing to him the call sign "Starkiller." For years, Starkiller aspired to truly become one with the Order of the Sith Lords, believing it was his destiny to help Vader overthrow Sidious and usurp his throne as Galactic Emperor. As his training neared completion, Starkiller was ordered by Vader to kill the few remaining members of the Jedi Order— specifically the Jedi Masters Rahm Kota, Kazdan Paratus, and Shaak Ti.

The apprentice completed his missions, prevailing against his more experienced targets, only to be betrayed by his master after the Emperor confronted them. Stunned by this turn of events, Starkiller nevertheless remained loyal to Vader, and began fomenting a rebellion against the Galactic Empire as part of his master's plan to depose Sidious. The mission was another ruse, however, and Vader had those he rallied together arrested and left Starkiller for dead, betraying him once more. But the apprentice lived; resolving to rescue his allies and free of his feelings of codependence with Vader, he managed to infiltrate the Death Star before the Emperor could execute them. Although he was killed in the ensuing battle aboard the battlestation, the senators were able to escape with the help of Starkiller's companions, PROXY and Juno Eclipse.

Master Duelist. Starkiller sparred frequently with his master, as well as engaging in many vicious duels with his training droid, PROXY, and won every single time. An incredibly skilled lightsaber duelist, Marek was able to defeat the droid's training programs replicating some legendary duelists such as Obi-Wan Kenobi and Darth Maul. Marek was able to defeat Rahm Kota, Kazdan Paratus and Maris Brood, and he even managed to overwhelm Shaak Ti and his former

Master Darth Vader, both of whom were two of the greatest duelists of their time. He was also capable of fighting on par with Darth Sidious himself, arguably the greatest Sith Swordsmaster of all time and a duelist nearly equal to Grandmaster Yoda. Marek was versed enough with all seven forms of lightsaber combat to quickly recognize them in his opponent's style and technique, and use their weaknesses to his advantage. He particularly specialized in Juyo, Shien (his favored form) and Soresu. He also had decent skills in Niman, showing great skill in combining Force attacks with his combat style, as well as Ataru, applying aspects of the Form into his combat style.

His application of Juyo was highly focused and aggressive, his style being randomized and unpredictable, laced with sudden Force-based attacks in the midst of complex lightsaber sequences. His focus and concentration allowed him to bring down opponents through sheer tenacity, though it also led him to ignore his surroundings and left him open to attacks from other directions.

Marek was also highly skilled in the use of Shien, heavily favoring the unorthodox reversed grip of the form. He practiced a variant of the style known as "Sith Shien," a fighting method that relied on sudden and rapid attacks to bring down an opponent quickly. Marek was adept at Dun Möch, the Sith art that used psychological warfare to cause enemies to lose focus, as shown by how quickly he was able to get Vader to be blind with rage via taunts.



Dark Side Prodigy

Medium humanoid (human), lawful balanced


Armor Class 21 (battle precognition)
Hit Points 266 (28d8+140)
Speed 30 ft


STR DEX CON INT WIS CHA
20(+5) 26(+8) 20(+5) 14(+2) 16(+3) 26(+8)

Saving Throws Dex +15, Con +12, Wis +10, Cha +15
Skills Insight +10, Intimidation +15, Investigation +9, Perception +10, Survival +10, Technology +9
Damage Resistances Energy and Kinetic from unenhanced sources
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft, passive Perception 20
Languages Galactic Basic, Binary, Sith, Skyriiwook
Challenge 23 (50,000 XP)


Avoidance. If the Prodigy is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Cunning Action. The Prodigy can use a bonus action to take the Dash, Disengage, Dodge, or Hide action.

Dun Möch. When a creature hits the Prodigy with an attack, it takes 6 psychic damage as long as the Prodigy is not incapacitated.

Falling Skies. When the Prodigy casts telekinesis using a 9th level slot, its range extends to 2,000 miles, and it has no limit on the amount of weight it can manipulate.

Force Athlete. The Prodigy can add his Charisma modifier to all Strength, Dexterity, and Constitution checks with which he is not already proficient.

Force Casting. The Prodigy is a 20th-level forcecaster. His forcecasting ability is Charisma (force save DC 23, +15 to hit with tech powers, 88 force points). He knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect, saber ward, saber throw, shock
1st level: battle precognition, burst of speed, disperse force, fear, force jump, force throw, intensify gravity*, sense force, slow descent
2nd level: force camouflage, force sight, hallucination, immovable object*, stun, stun droid
3rd level: choke, force lightning, force repulse, force suppression, knight speed, telekinetic storm
4th level: force immunity, freedom of movement, gravity sinkhole*, hysteria, shocking shield
5th level: dominate mind, insanity, stasis, telekinesis
6th level: crush, force chain lightning, inertial fissure*, mass coerce mind, telekinetic burst

7th level: force lightning cone, force project, master speed, whirlwind
8th level: earthquake, event horizon*, telekinetic wave
9th level: annihilating force*, force storm, mass hysteria, master battle meditation

Force-Enhanced Attacks. The Prodigy's lightsaber attacks deal 1d8 additional damage (included).

Force Senses. The Prodigy has advantage on Wisdom (Perception) Checks.

Form: Juyo/Vaapad (1/Day). As a bonus action, the Prodigy can designate one creature within 30 feet as its prey. For 1 minute, the Prodigy has advantage on all attacks against the creature.

Form: Shien/Djem So. When the Prodigy hits a creature with a melee attack, and another creature is within 5 feet of the original target, the Prodigy can choose to deal 8 energy damage to the second creature.

Form: Soresu. As a bonus action, the Prodigy casts the saber ward power. When he does so, he can take up to 7 special reactions before his next turn to cast the saber reflect force power.

Legendary Resistance (3/Day). If the Prodigy fails a saving throw, he can choose to succeed instead.

Lightweapon Expert (1/Turn). When the Prodigy rolls damage for a weapon attack using a lightweapon, he can reroll the weapon’s damage dice and use either total.

Multitasker. The Prodigy can make two reactions each round.

Relentless. The Prodigy has advantage on Initiative checks, and gains +10 feet of movement speed on his first turn in combat.

Actions

Multiattack. The Prodigy makes three lightsaber attacks, or casts an at-will force power and makes one lightsaber attack.

Enhanced Lightsaber. Melee Weapon Attack: +15, reach 5 ft, one target. Hit: 16 (1d8+1d6+8) Energy damage. The Prodigy can choose to expend 2 force points to deal an additional 10 (3d6) Lightning damage.

Reactions

Parry and Riposte. The Prodigy adds 7 to his AC against a melee attack that would hit him. To do so, he must be wielding a melee weapon. If this causes the attack to miss, he can make a melee weapon attack against the attacker as part of the same reaction.

Legendary Actions

The Prodigy can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Prodigy regains spent legendary actions at the start of its turn.
At-will Power. The Prodigy casts one of his at-will powers.

Forcecasting (1 action per power level). The Prodigy can cast a force power by spending a number of legendary actions equal to the power level.

Lightsaber. The Prodigy makes an attack with his lightsaber.



The Intensify Gravity, Immovable Object, Gravity Sinkhole, Inertial Fissure, Event Horizon, and Annihilating Force powers are detailed in the Gravity and the Dark Side section of this supplement.

Fugitives of the Empire

Kyle Katarn

"I'm no Jedi; I'm just a guy with a lightsaber and a few questions."
―Kyle Katarn

Kyle Katarn was a famous Force-sensitive Human male Rebel operative from Sulon, and later a Jedi of the New Jedi Order. He was a former Imperial stormtrooper who defected to the Rebellion. Often paired with fellow Rebel agent, smuggler, and romantic interest Jan Ors, he performed many covert missions for the Rebel Alliance and later the New Republic, including the sabotage of the Dark Trooper Project in several of its iterations.

Following the battle of Endor, Katarn was informed of his Force-sensitivity, and was a self-taught force user (identifying as Jedi) while in search of the Valley of the Jedi. During this journey, he confronted the dark side within both himself and in the form of the Dark Jedi Jerec and his minions. After defeating them, Katarn went on to become a Jedi Master, teaching at the Jedi Praxeum.

He participated in the offensives against the Yuuzhan Vong and became a part of the Jedi High Council in the New Jedi Order.

Mixed Master. Katarn was adept at using a variety of weapons. His training at the Imperial Academy gave him great skill in using Imperial weapons. This training, along with a natural intuition, allowed him to effectively use every weapon he came across in his travels. Despite being almost completely self-trained, Katarn became one of the New Jedi Order's most respected Jedi Masters. With relatively little lightsaber combat training, Katarn defeated seven trained Dark Jedi; Yun, Gorc, Pic, Maw, Sariss, Boc, and then Jerec himself—an amazing accomplishment for the neophyte he was at the time.

Part of this growth came from learning many techniques from the spirits of Qu Rahn and the ancient Jedi Tal in the Valley of the Jedi, such as the Flowing Water cut and the Falling Leaf attack.

Katarn was a master of the Djem So. Likewise, he held other forms such as Shii-Cho and Ataru. On the odd occasion, he would develop a reverse Shien grip. He proved to be ambidextrous, wielding a weapon in his right hand as well as his left. When he became Battlemaster, his study of lightsaber combat led him to mix elements of several forms into his own personal style.

Despite knowing the dangers of the dark side, Katarn utilized the dark powers of Force grip and Force lightning even as a Jedi Master. In spite of this, he was equally strong in light-side Force powers and made it a point to teach his pupils that all powers were merely tools; the nature of their use was the determination of their alignment within the Force, as well as those who used them.

After releasing his attunement to the force, during the events set in motion by Desann, Katarn revisited the Valley of the Jedi to quickly restore his connection to the force (increasing his raw force potential as a side effect), and showed incredible mastery by relearning powers of both the light and dark sides of the Force in a relatively short amount of time. Katarn showed a strong will, resisting the many taunts and mind tricks Desann used on him in the Yavin temple.

During the events of the Disciples of Ragnos Crisis, Katarn had already become one of the strongest swordsmen in the New Jedi Order and successfully trained Jaden Korr, a new hero emergent during those events. An extraordinary swordsman, Katarn became the New Jedi Order's foremost Battlemaster. His general mastery of the Force was incredible and surpassed all but the strongest Jedi Masters.

Fugitives of the Empire


Jedi Outcast

Medium humanoid (human), any alignment


Armor Class 16 (19 with battle precognition)
Hit Points 213 (25d8+100)
Speed 30 ft


STR DEX CON INT WIS CHA
16(+3) 22(+6) 18(+4) 16(+3) 22(+6) 16(+3)

Saving Throws Dex +12, Wis +12, Cha +9
Skills Insight +12, Lore +9, Perception +12, Piloting +9, Stealth +12, Survival +12, Technology +9
Senses blindsight 30 ft, passive Perception 22
Languages Galactic Basic, Binary, Huttese, Skyriiwook
Challenge 20 (25,000 XP)


Force Athlete. The Jedi Outcast can add his Wisdom modifier to all Strength, Dexterity, and Constitution checks with which he is not already proficient.

Force Casting. The Jedi Outcast is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with tech powers, 54 force points). He knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber reflect, saber throw, saber ward, shock, turbulence
1st level: battle precognition, burst of speed, cloud mind, force jump, heal, phasestrike, project valor
2nd level: battle meditation, calm emotions, force barrier, force camouflage, force sight, force throw, stun
3rd level: beacon of hope, choke, force lightning, knight speed, sever force, telekinetic storm
4th level: force immunity, improved force camouflage
5th level: telekinesis, improved phase strike, improved battle meditation
6th level: telekinetic burst, crush, force chain lightning

Form: Ataru. The Jedi Outcast can move along vertical surfaces without falIing during the move. If he ends his turn in the air, he falls immediately to the ground. Additionally, the Jedi Outcast does not take damage when falling from a distance no greater than his movement speed.

Form: Djem So. If the total for a Strength check, Strength saving throw, or lightsaber attack roll by the Jedi Outcast is less than 16, it is treated as 16 instead.

Kinetic Combat. Once per turn, when the Jedi Outcast hits with an attack, he can spend 1 force point and choose one of the following additional effects. He can use each option only once per turn.

Deflection. The Jedi Outcast adds 1d8 to his AC against one attack of his choice until the start of his next turn.
Energized Double Strike. The Jedi Outcast can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.
Slow Time. The Jedi Outcast's speed increases by 5x(1d8) feet until the end of his current turn.

Legendary Resistance (3/Day). When the Jedi Outcast fails a saving throw, he can choose to succeed instead.

Multitasker. The Jedi Outcast can make two reactions reach round. He can only use one reaction on a given turn.

Roguelike. The Jedi Outcast has the following standard Operative class features: Avoidance, Bad Feeling, Cunning Action, and Uncanny Dodge.

Snapshooting Mastery. Other creatures provoke an opportunity attack when they move to within 30 feet of the Jedi Outcast, and he can use his blaster or light-weapons when making opportunity attacks. He does not suffer disadvantage on ranged attacks when a hostile creature is within 5 feet of him.

Sneak Attack (1/Turn). The Jedi Outcast deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and the Jedi Outcast doesn't have disadvantage on the roll.

Actions

Multiattack. The Jedi Outcast makes three weapon attacks with his enhanced lightsaber or his K-16 Bryar heavy pistol, or casts a force power and makes one weapon attack among those options.

Enhanced Lightsaber. Melee Weapon Attack: +12, reach 5 ft, one target. Hit: 14 (1d8+1d6+6) Energy damage. The Jedi Outcast may choose to deal half damage and attempt to disarm the target, forcing it to drop one item of his choice that it is holding. The creature must make a DC 17 Strength saving throw. On a failed save, it drops the object the Jedi Outcast chose. If the Jedi Outcast is within 5 feet of the target and has a free hand, he can catch the item. Otherwise, the object lands at its feet.

K-16 Bryar Heavy Pistol. Ranged Weapon Attack: +12, range 45/180 ft, one target. Hit: 13 (1d8+1d4+6) Energy damage. The Jedi Outcast can choose to charge his shot, attacking without proficiency (-6); on a hit, the charged shot deals an additional 12 damage.

Ataru Whirlwind. The Jedi Outcast makes a lightsaber attack against all creatures within 5 feet of him.

Reactions

Form: Shii-Cho. When a creature moves to within 5 feet of the Jedi Outcast, he can use his reaction to make a melee weapon attack against that creature. If the attack hits, he can attempt to damage another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes 6 Energy damage.

Parry. The Jedi Outcast adds 6 to his AC against one melee attack that would hit him. To do so, the Jedi must see the attacker and be wielding a melee weapon.

Legendary Actions

The Jedi Outcast can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Jedi Outcast regains spent legendary actions at the start of his turn.

Cast Force Power (Costs 3 Actions). The Jedi Outcast casts a force power of 1st-level or higher, expending force points as normal. An at-will power uses 1 action.

Dashing Strike (Costs 2 Actions). The Jedi Outcast takes the dash action without provoking attacks of oppurtunity. He can make an attack before or after moving.

Move. The Jedi Outcast moves up to his speed without provoking attacks of opportunity.

Found Weapons

The Jedi Outcast is proficient in all weapons. If a nearby weapon is free for the taking and serves his current purposes better than his held weapons, the Jedi is likely to use it, even if he isn't likely to hold onto it. As example options, you can add or remove the following attacks when the Jedi Outcast acquires a new weapon.


Blaster Rifle

Blaster Rifle. Ranged Weapon Attack: +12 to hit, range 105/420 ft., one target. Hit: 11 (1d8+6) Energy damage.

Volley (Recharge 5-6). The Jedi Outcast releases a spray of blaster bolts in a 30-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 11 (1d8+6) Energy damage on failure.


Bowcaster

Bowcaster. Ranged Weapon Attack: +12 to hit, range 50/200 ft., one target. Hit: 12 (1d10+6) Energy damage.

(Burst) Bowcaster. The Jedi Outcast targets a 10-foot cube within 50/200 feet with burst fire. Each creature in the area must make a DC 20 Dexterity saving throw, taking 12 (1d10+6) Energy damage on failure.


Concussion Rifle

Concussion Rifle. Ranged Weapon Attack: +12 to hit, range 100/400 ft., one target. Hit: 12 (1d10+6) Energy damage. Hit or miss, the fired concussive energy implodes. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2 (1d4) Energy damage on failure, or no damage on success.

You can find the Concussion Rifle martial blaster in Desperate Rebellion.


Flechette Cannon

(Line, Frag) Flechette Cannon. The Jedi Outcast fires the flechette cannon in a 5 foot-wide line that is his choice of 15 or 45 feet-long. Each creature in the line's area must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on a failed save or half as much on success.

(Mag, Frag) Flechette Cannon. The Jedi Outcast discharges the flechette cannon's mag at a target within 40/160 feet. Each creature within 10 feet of the target point must make a DC 14 Dexterity saving throw, taking 22 (4d10) Kinetic damage on failure or half as much on success.


Fragmentation Grenades

Frag Grenades (2/Day). The Jedi Outcast flings a barrage of fragmentation grenades at up to 3 points within 45 feet. Each creature within 10 feet of a target point must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) Kinetic damage on a failed save, or half as much as on a successful one.


Heavy Repeater

(Burst Fire) Heavy Repeater. The Jedi Outcast targets a 10-foot cube within 80/320 feet with burst fire. Each creature in the area must make a DC 20 Dexterity saving throw, taking 11 (2d4+6) Energy damage on failure.

(Rapid Fire) Heavy Repeater. The Jedi Outcast targets a creature within 80/320 feet with rapid fire. The target creature must make a DC 20 Dexterity saving throw, taking 16 (4d4+6) Energy damage on failure.

Concussion Launcher (Recharge 5-6). The Jedi Outcast discharges the Heavy Repeater's underbarrel concussion launcher at a point within 80 feet. Each creature within 10 feet of the target must make a DC 20 Dexterity saving throw, taking 16 (4d4+6) Energy damage on failure or half as much on success.


Ion Pulse Rifle

Ion Pulse Rifle. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 10 (1d6+6) Ion damage.

(Burst) Ion Pulse Rifle. The Jedi Outcast targets a 10-foot cube within 80/320 feet with burst fire. Each creature in the area must make a DC 20 Dexterity saving throw, taking 10 (1d6+6) Ion damage on failure.


Rocket Launcher

Rocket Launcher (Frag Rocket). Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 13 (2d6+6) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on a failed save or half as much on success.

Target Lock (Recharge 5-6). The Jedi Outcast selects a target he can see. For the next minute, the next Rocket Launcher attack against that target is made with advantage.

Revised and Expanded NPCs: Galactic Empire

Over the course of running your campaign, you may find-- as many DMs do-- that the powers amassed by your players have rendered the challenges you present as underwhelming. And, as many DMs do, you may find adjustments necessary to retain the challenge and engagement that your players both love and dread.

In this section, I'm pleased to present a number of my own Empire NPC alterations, as well as expansions and forming of combat groups including fireteams and squads. The latter is an effective means of increasing challenge and the number of presented enemies without drowning yourself in individual NPC management.

While this may present as irrelevant content to some, I've found that building a spectrum within your frequent use and/or favorite NPCs (much the way that Dragonix' Expanded Monster Manuals did so very well) affords you a wealth of tools for building a wider variety of finely-tuned scenarios.

These are intended for higher difficulty encounters to prove more challenging (and rewarding) for advanced players and DMs. Campaigns without experienced players may find these to be inappropriate for their setting.

These NPCs are presented with absolute respect and appreciation for the creators of their origin stat blocks.

Creature Origin Author Supplement
AT-ST Steev Scum and Villainy
Dark Trooper, Phase Zero WeaverQM Fisto's Codex
Dark Trooper, Phase III WeaverQM Fisto's Codex
Death Trooper Rick Fisto Scum and Villainy
Purge Trooper Rick Fisto Scum and Villainy
TX-225 Occupier Tank Rick Fisto Scum and Villainy
Revised and Expanded NPCs: Galactic Empire

Death Trooper (Revised)

Medium humanoid, lawful dark


Armor Class 17 (fine battle armor)
Hit Points 97 (15d8+30)
Speed 30 ft


STR DEX CON INT WIS CHA
14(+2) 19(+4) 15(+2) 11(0) 13(+1) 11(0)

Saving Throws Con +5, Wis +4
Skills Perception +7, Stealth +10, Survival +4
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages Galactic Basic, one other
Challenge 7 (2,900 XP)


Enhanced Weaponry. The death trooper's weapon attacks are considered enhanced for the purposes of overcoming resistances.

Keen Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mixed Combat Stylist. When the trooper imposes a saving throw it controls and a target creature rolls a natural 1, it takes maximum damage from the effect.

Nimble Escape. The death trooper can take the Disengage or Hide action as a bonus action on each of its turns.

Obscured. Cameras and electronic sensors make wisdom (Perception) checks based on sight with disadvantage when attempting to detect the death trooper.

Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) Energy damage on a hit.

Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the trooper does not have disadvantage on the attack roll. Additionally, the trooper's ranged weapon attacks ignore one-quarter and half cover against targets within 30 feet of it.

Surprise Attack. If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The death trooper makes two melee attacks or four ranged attacks.

Fine Blaster Rifle. Ranged Weapon Attack: +8 to hit, range 105/420 ft., one target. Hit: 10 (1d8+5) Energy damage.

Fine Techblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6+5) Kinetic damage.

Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 23 (4d8+5) energy damage on a failed save, or half as much damage on a successful one.

Thermal Imploder (2/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 9 (2d8) true damage on a failed save, or half as much as on a successful one. A creature that fails its save is knocked prone.

Reactions

Return Fire. When a creature misses with a ranged weapon attack against the trooper, the trooper can make a ranged weapon attack against the attacker.

Alternative Weapon Selection

The Death Trooper (Revised) may utilize one of the following weapons instead of the Fine Blaster Rifle, replacing its attack and the Volley action. You may also replace their thermal imploders with sonic imploders or thermal detonators.

Heavy Blaster Rifle

Heavy Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 feet, one target. Hit: 9 (2d4+4) Energy damage.

Heavy Blaster Rifle (Rapid Fire). The trooper targets a creature within 100/400 feet with rapid fire. The target creature must make a DC 15 Dexterity saving throw, taking 14 (4d4+4) Energy damage on failure.

Rocket Launcher

Fragmentation Rocket (2/Day). Ranged Weapon Attack: +7 to hit, range 150/600 ft, one target. Hit: 11 (2d6+4) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on a failed save or half as much on a successful one.

Ion Rocket (2/Day). Ranged Weapon Attack: +7 to hit, range 150/600 ft, one target. Hit: 11 (2d6+4) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 7 (2d6) Ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

Sonic Imploder

Sonic Imploder (2/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success. Additionally, a creature within 5 feet of the target point takes 9 (2d8) sonic damage on a failed save, or half as much as on a successful one.

Thermal Detonator

Thermal Detonator (1/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) Fire and 11 (2d10) Kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.



Fireteam, Death Trooper

Huge swarm of Medium humanoids, lawful dark


Armor Class 17 (fine battle armor)
Hit Points 190 (20d12+60)
Speed 30 ft


STR DEX CON INT WIS CHA
20(+5) 19(+4) 17(+3) 11(0) 13(+1) 15(+2)

Saving Throws Dex +10, Con +9, Wis +7
Skills Perception +7, Stealth +10, Survival +7
Damage Resistances Energy, Kinetic
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses blindsight 60 ft, darkvision 120 ft, passive Perception 22
Languages Galactic Basic, one other
Challenge 20 (25,000 XP)


Enhanced Weaponry. The fireteam's weapon attacks are considered enhanced for the purposes of overcoming resistances.

Fireteam. The fireteam can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The fireteam is immune to any power or effect that would alter its form.

Keen Sensors. The fireteam has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mixed Combat Stylists. When the fireteam imposes a saving throw it controls and a creature rolls a natural 1, it takes maximum damage.

Obscured. Cameras and electronic sensors make wisdom (Perception) checks based on sight with disadvantage when attempting to detect the fireteam.

Precise Shot (1/Turn). As a bonus action before making a ranged weapon attack, the fireteam can take aim at a vital point of a target causing an extra 7 (2d6) Energy damage on a hit.

Reactive. The fireteam can take one reaction each turn.

Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the fireteam does not have disadvantage on the attack roll. Additionally, the fireteam's ranged weapon attacks ignore one-quarter and half cover against targets within 30 feet of it.

Actions

Multiattack. The Death Trooper fireteam makes eight ranged or four melee attacks. If it has half its hit points or fewer, it instead makes four ranged or two melee attacks. It can swap two attacks to throw a grenade, if available.

Fine Blaster Rifles. Ranged Weapon Attack: +10 to hit, range 105/420 ft, one target. Hit: 9 (1d8+5) Energy damage.

Fine Techblades. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 8 (1d6+5) Kinetic damage.

Massed Fire. The fireteam fires en masse at a point within 100 feet. Each creature of the fireteam's choice in a 10-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 72 (16d8) energy damage, or 36 (8d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

Thermal Imploder (3/Day). A trooper in the fireteam throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 9 (2d8) true damage on a failed save, or half as much as on a successful one. A creature that fails its save is knocked prone.

Sonic Imploder (3/Day). A trooper in the fireteam throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success. Additionally, a creature within 5 feet of the target point takes 9 (2d8) sonic damage on a failed save, or half as much as on a successful one.

Reactions

Return Fire. When a creature misses the fireteam with a ranged weapon attack, the fireteam can make a ranged weapon attack at the creature.

Revised and Expanded NPCs: Galactic Empire

Phase Zero Dark Troopers

The Phase Zero Dark Trooper variants all have the following properties:


Circuitry. The Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

Damage Reduction. Whenever the dark trooper takes weapon damage, it reduces the damage taken by an amount equal to its challenge rating.

Jump Pack (Recharge 5-6). As a bonus action, the Dark Trooper boosts itself through the air with a brief surge of repulsor energy. It can rise 40 feet, and can also move 10 feet horizontally during any part of the movement. At the end of the turn, the Dark Trooper descends safely to the ground if it is still aloft.

Rather than including this in every stat block, it is referred to by the following for ease:

Phase Zero. The trooper has the following features: Circuitry, Damage Reduction, and Jump Pack (Recharge 5-6).


Dark Trooper, Phase Zero (Revised)

Medium humanoid, lawful dark


Armor Class 17 (armor plating)
Hit Points 102 (12d8+48)
Speed 30 ft


STR DEX CON INT WIS CHA
15(+2) 16(+3) 18(+4) 14(+2) 12(+1) 10(0)

Saving Throws Str +5, Con +7
Skills Athletics +5, Intimidation +3, Perception +4
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison
Condition Immunities Frightened
Senses darkvision 60 ft, passive Perception 14
Languages Galactic Basic, one other
Challenge 5 (1,800 XP)


Phase Zero. The trooper has the following features: Circuitry, Damage Reduction, and Jump Pack (Recharge 5-6).

Actions

Multiattack. The Phase Zero Dark Trooper makes two weapon attacks with its heavy blaster rifle or vibrobaton. It can then throw a grenade as a bonus action, if available.

Heavy Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft, one target. Hit: 8 (2d4+3) Energy damage.

Rapid Fire. The trooper targets a creature within range with rapid fire. The target must make a DC 14 Dexterity saving throw, taking 13 (4d4+3) Energy damage on failure.

Vibrobaton. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (2d4+3) Kinetic damage.

Frag Grenade (Recharge 5-6). The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 14 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save or half as much on a successful one.

Reactions

Knock Prone. When a creature misses the dark trooper with a melee weapon attack, the dark trooper attempts to push them prone. The creature must make a DC 14 Strength saving throw or falls prone.

Return Fire. When a creature misses the dark trooper with a ranged weapon attack, the dark trooper makes one ranged weapon attack against the attacker.

Revised and Expanded NPCs: Galactic Empire

Dark Trooper Elite

Medium humanoid, lawful dark


Armor Class 18 (armor plating)
Hit Points 145 (17d8+68)
Speed 30 ft


STR DEX CON INT WIS CHA
17(+3) 18(+4) 18(+4) 14(+2) 12(+1) 11(0)

Saving Throws Str +7, Con +8
Skills Acrobatics +8, Athletics +7, Intimidation +4, Perception +5, Survival +5
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison
Condition Immunities Frightened
Senses darkvision 60 ft, passive Perception 15
Languages Galactic Basic, one other
Challenge 9 (5,000 XP)


Elite Combatant. The Dark Trooper Elite deals an additional damage die with its weapon attacks (included).

Phase Zero. The trooper has the following features: Circuitry, Damage Reduction, and Jump Pack (Recharge 5-6).

Actions

Multiattack. The Dark Trooper Elite makes two weapon attacks with its assault cannon or vibrobaton. It can then throw a grenade as a bonus action, if available.

Assault Cannon. Ranged Weapon Attack: +8 to hit, range 80/320 ft, one target. Hit: 15 (2d10+4) Energy damage.

Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 15 (2d10+4) Energy damage on a failed save, or half as much damage on a successful one.

Vibrobaton. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 11 (3d4+4) Kinetic damage.

Frag Grenade (Recharge 5-6). The Dark Trooper throws a grenade choosing a point within 45 ft. Each creature within 10 ft. must make a DC 14 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save or half as much on a successful one.

Motivator Boost (1/Day). For up to 1 minute, the Dark Trooper's AC increases by +2 and its speed doubles. The Dark Trooper must concentrate to maintain this effect.

Reactions

Knock Prone. When a creature misses the dark trooper with a melee weapon attack, the dark trooper attempts to push them prone. The creature must make a DC 15 Strength saving throw or falls prone.

Return Fire. When a creature misses the dark trooper with a ranged weapon attack, the dark trooper makes one ranged weapon attack against the attacker.


Dark Trooper Commander

Medium humanoid, lawful dark


Armor Class 18 (armor plating)
Hit Points 136 (16d8+64)
Speed 30 ft


STR DEX CON INT WIS CHA
16(+3) 18(+4) 18(+4) 14(+2) 15(+1) 15(+2)

Saving Throws Str +6, Con +7
Skills Acrobatics +7, Athletics +6, Intimidation +5, Perception +4
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison
Condition Immunities Frightened
Senses darkvision 60 ft, passive Perception 14
Languages Galactic Basic, one other
Challenge 7 (2,900 XP)


Aura of Command. Friendly creatures that can see and hear the commander within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the commander is incapacitated.

Phase Zero. The commander has the following features: Circuitry, Damage Reduction, and Jump Pack (Recharge 5-6).

Actions

Multiattack. The Dark Trooper Commander makes two weapon attacks with its heavy blaster rifle, rapid fire, or vibrobaton. It can then throw a grenade as a bonus action, if available.

Heavy Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft, one target. Hit: 9 (2d4+4) Energy damage.

Rapid Fire. The trooper targets a creature within range with rapid fire. The target must make a DC 15 Dexterity saving throw, taking 14 (4d4+4) Energy damage on failure.

Vibrobaton. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (2d4+3) Kinetic damage.

Frag Grenade (Recharge 5-6). The Dark Trooper throws a grenade choosing a point within 45 ft. Each creature within 10 ft. must make a DC 14 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save or half as much on a successful one.

Reactions

Commander's Order (1/Day). When an allied creature the commander can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.

Knock Prone. When a creature misses the dark trooper with a melee weapon attack, the dark trooper attempts to push them prone. The creature must make a DC 14 Strength saving throw or falls prone.

Return Fire. When a creature misses the dark trooper with a ranged weapon attack, the dark trooper makes one ranged weapon attack against the attacker.

Revised and Expanded NPCs: Galactic Empire

Dark Trooper Captain

Medium humanoid, lawful dark


Armor Class 17 (armor plating)
Hit Points 153 (18d8+72)
Speed 30 ft


STR DEX CON INT WIS CHA
17(+3) 18(+4) 18(+4) 14(+2) 14(+2) 17(+3)

Saving Throws Str +6, Con +7
Skills Acrobatics +8, Athletics +7, Intimidation +7, Perception +6, Persuasion +7
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Frightened
Senses darkvision 60 ft, passive Perception 16
Languages Galactic Basic, one other
Challenge 10 (5,900 XP)


Aura of Command. Friendly creatures that can see and hear the captain within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the captain is incapacitated.

Maneuver: Commander's Strike (Improved). When the captain takes the Attack action on its turn, it can use a bonus action to direct one of its companions to strike. When it does, it chooses a friendly creature who can see or hear it. That creature can immediately use its reaction to make one weapon attack, adding 1d8 to the attack’s damage roll.

Maneuver: Encouraging Pace. The captain uses a bonus action to roll a d8. When it does so, 3 friendly creatures can immediately use their reaction to move a number of feet equal to 5 times the number rolled.

Maneuver: Vanity. When the captain reduces a hostile creature to 0 hit points, it can regain a number of hit points equal to 7 (1d8+3).

Multitasker. The captain can take two reactions each round. It can only make one reaction per turn.

Phase Zero. The captain has the following features: Circuitry, Damage Reduction, and Jump Pack (Recharge 5-6).

Actions

Multiattack. The Dark Trooper Captain makes two weapon attacks with its heavy blaster rifle, rapid fire, or vibrobaton. It can then throw a grenade as a bonus action, if available.

Heavy Blaster Rifle. Ranged Weapon Attack: +8 to hit, range 100/400 ft, one target. Hit: 9 (2d4+4) Energy damage.

Rapid Fire. The trooper targets a creature within range with rapid fire. The target must make a DC 16 Dexterity saving throw, taking 14 (4d4+4) Energy damage on failure.

Vibrobaton. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (2d4+3) Kinetic damage.


Reactions

Commander's Order. When an allied creature the captain can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.

Knock Prone. When a creature misses the dark trooper with a melee weapon attack, the dark trooper attempts to push them prone. The creature must make a DC 15 Strength saving throw or falls prone.

Return Fire. When a creature misses the dark trooper with a ranged weapon attack, the dark trooper makes one ranged weapon attack against the attacker.

Revised and Expanded NPCs: Galactic Empire

Dark Trooper, Phase Zero Alternative Weapons

The Dark Trooper, Phase Zero (Revised), Dark Trooper Elite, Dark Trooper Commander, or Dark Trooper Captain may utilize one of the following weapons instead of their primary blaster, replacing the standard and secondary attacks. You may also replace their fragmentation grenade with the anti-armor grenade, stun grenade, or thermal detonator. You can refer to their original attacks to gleam their bonuses to attack, damage, and throwing range.

ARC Caster

ARC Caster. Ranged Weapon Attack: +(DEX mod + PB) to hit, range 60/240 feet, one target. Hit: (2d4 + DEX mod) Lightning damage. If both weapon damage die roll at maximum, the creature hit becomes shocked until the end of its next turn.

ARC Caster (Burst Fire). The trooper targets a 10-foot-cube within 60/240 feet with burst fire. Creatures within the area must make a DC (8 + DEX mod + PB) Dexterity saving throw, taking (2d4 + DEX mod) Lightning damage on failure. If both weapon damage die roll at maximum, creatures hit become shocked until the end of their next turn.

ARC Caster (Rapid Fire). The trooper targets a creature within 60/240 feet with rapid fire. The target creature must make a DC (8 + DEX mod + PB) Dexterity saving throw, taking (4d4 + DEX mod) Lightning damage on failure. If both weapon damage die roll at maximum, the creature hit becomes shocked until the end of its next turn.

Scatter Blaster

Scatter Blaster. Ranged Weapon Attack: +(DEX mod + PB) to hit, range 40/160 feet, one target. Hit: (1d6 + DEX mod) Energy damage. If the target is within 10 feet, the attack is made with advantage and is a critical hit on rolls of 19-20.

Scatter Blaster (Burst Fire). The trooper targets a 10-foot-cube within 40/160 feet with burst fire. Creatures within the area must make a DC (8 + DEX mod + PB) Dexterity saving throw, taking (1d6 + DEX mod) Energy damage on failure. If a target creature is within 10 feet of the trooper, it has disadvantage on the saving throw. If it rolls a natural 1 or 2 on the save, it takes maximum damage (6 + DEX mod).

Anti-Armor Grenade

Anti-Armor Grenade (1/Day). The trooper throws a grenade, choosing a point within (30 + STR mod*5) feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. Constructs, droids, and humanoids wearing heavy armor make this save with disadvantage. A creature takes 7 (2d6) Kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a construct, droid, or humanoid wearing heavy armor suffers a -1 penalty to their Armor Class for up to 1 minute. The creature's Armor Class can be no less than 10 when decreased in this way. A creature with this penalty who gains hit points or is the target of the Mending tech power can make a DC 14 Strength saving throw; on success, the penalty ends.

Stun Grenade

Stun Grenade (1/Day). The trooper throws a grenade, choosing a point within (30 + STR mod*5) feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn. Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Thermal Detonator

Thermal Detonator (1/Day). The trooper throws a grenade, choosing a point it can see within (30 + STR mod*5) feet. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) Fire and 11 (2d10) Kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Dark Trooper Squads

Phase Zero Dark Trooper squads operate as twin fireteams composed of 2 troopers and 1 elite, which are directed by a commander. If multiple squads are working in tandem, they are led and coordinated by a captain.

Fireteam Encounter

2x Dark Trooper, Phase Zero (Revised) (1,800 xp), Dark Trooper Elite (5,000 xp)
TOTAL XP: 8,600

Squad Encounter

4x Dark Trooper, Phase Zero (Revised) (1,800 xp), 2x Dark Trooper Elite (5,000 xp), Dark Trooper Commander (2,900 xp)
TOTAL XP: 20,100



Dark Trooper, Phase III (Revised)

Large droid (class IV), lawful dark


Armor Class 20 (armor plating)
Hit Points 170 (20d10+60)
Speed 25 ft, fly 25 ft


STR DEX CON INT WIS CHA
20(+5) 17(+3) 17(+3) 13(+1) 12(+1) 10(0)

Saving Throws Str +8, Con +7, Wis +5
Skills Athletics +8, Intimidation +4, Perception +5
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Poisoned, Disease
Senses darkvision 120 ft, passive Perception 15
Languages Galactic Basic, Binary
Challenge 12 (8,400 XP)


Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Damage Reduction. When the Dark Trooper takes weapon damage, it reduces the damage taken by 12, to a minimum of 0.

Exoskeleton Capable. The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Strength and Constitution modifiers are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

Legendary Resistance (3/Day). If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

Phrik Skeleton. While the Droid has half or more of its maximum hit points (85), it Trooper has resistance to energy and ion damage.

Superior Phrik. Critical hits against the dark trooper that deal Energy, Ion, or Kinetic damage are treated as normal hits.

Actions

Multiattack. The Phase III Dark Trooper can make four Assault Cannon or strike attacks. Alternatively, it can make two Shoulder Missile Launcher attacks. With either choice, it can replace one attack with Seeker Missile, if available.

Assault Cannon. Ranged Weapon Attack: +7 to hit, range 80/320 ft, one target. Hit: 14 (2d10+3) Energy damage.

Assault Cannon Barrage (Recharge 5-6). The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 14 (2d10+3) on a failed save.

Strike. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) Kinetic damage.

Shoulder Missile Launcher. Ranged Weapon Attack: +7 to hit, range 240 ft, one target. Hit: 7 (1d6+3) Kinetic damage. Hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 6 (1d10) kinetic damage on a failed save.

Missile Barrage (Recharge 5-6). The Dark Trooper unleashes a salvo of micro missiles at a point within 240 feet. Every creature within 30 feet of the point chosen must make a DC 15 Dexterity saving throw, taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

Seeker Missile (Recharge 5-6). Ranged Tech Attack: +5 to hit, range 120 feet, one target. Hit: 19 (3d12) Energy damage. If the target is not immune to the Homing Rockets tech power, the Dark Trooper can choose for this attack to automatically hit.

Frag Grenade (Average) (5/Day). The Dark Trooper throws a grenade choosing a point within 55 feet, each creature within 10 feet must make a DC 16 Dexterity saving throw, taking 22 (4d10) on a failed save or half as much on a successful one.



Dark Trooper, Third-Generation

Medium droid (class IV), lawful dark


Armor Class 17 (armor plating)
Hit Points 150 (20d8+60)
Speed 30 ft


STR DEX CON INT WIS CHA
18(+4) 16(+3) 16(+3) 13(+1) 12(+1) 10(0)

Saving Throws Str +8, Con +7
Skills Athletics +12, Investigation +5, Perception +5
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Poisoned, Disease
Senses darkvision 120 ft, passive Perception 15
Languages Galactic Basic, Binary
Challenge 10 (5,900 XP)


Brute Force. When the droid rolls damage for melee attacks, it rerolls 1s or 2s. It must use the new roll.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Damage Reduction. When the droid takes unenhanced weapon damage, that damage is reduced by 10, to a minimum of 1.

Jet Boots. Activating or deactivating the jet boots requires a bonus action and, while active, the droid has a flying speed of 45 feet. Deduct the time the droid's jet boots are active, in increments of 1

minute, from the jet boots’ maximum duration of 1 hour. After 1 hour of use, the jet boots cease to function. For every uninterrupted period of 10 minutes the jet boots go unused, they regain 1 minute of use.

Actions

Multiattack. The Third-Generation Dark Trooper makes three assault cannon or strike attacks.

Assault Cannon. Ranged Weapon Attack: +7 to hit, range 90/360 ft, one target. Hit: 9 (1d12+3) Energy damage.

Assault Cannon Barrage (Recharge 5-6). The trooper sprays a 20-foot-cube area within 90/360 ft with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d12+3) Energy damage on a failed save.

Strike. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 11 (2d6+4) Kinetic damage. The target must make a DC 15 Constitution saving throw. On failure, it is Stunned until the end of the droid's next turn.

Reactions

Energy Shield (5/Day). The Dark Trooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

Parry and Riposte. When hit by an unenhanced melee attack, the droid reduces the damage taken by 1d10+10. If this would reduce the damage to 0, it can then make a melee attack against the attacker.

Return Fire. When a creature attacks the droid with a ranged weapon attack and misses, the droid can make a ranged weapon attack against the attacker.



Fireteam, Purge Trooper

Huge swarm of medium humanoids, lawful dark


Armor Class 16 (battle armor)
Hit Points 102 (12d8+24)
Speed 30 ft


STR DEX CON INT WIS CHA
17(+3) 18(+4) 14(+2) 11(0) 12(+1) 10(0)

Saving Throws Dex +9, Wis +6
Skills Perception +6, Survival +6
Damage Resistances Energy, Kinetic
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses darkvision 120 ft, passive Perception 16
Languages Galactic Basic, two others
Challenge 10 (5,900 XP)


Fireteam. The fireteam can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The fireteam is immune to any power or effect that would alter its form.

Force Resistance. The trooper has advantage on saving throws against Force powers and other force effects.

Jedi Hunters. The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Reactive. The fireteam can take one reaction each turn.

Training Inquisitorious. The purge trooper deals one extra die of damage with its weapons (included).

Actions

Multiattack. The purge trooper fireteam makes four attacks, or two attacks if it has half its hit points or fewer.

Blaster Rifles. Ranged Weapon Attack: +9 to hit, range 100/400 ft, one target. Hit: 13 (2d8+4) Energy damage.

Disruptorshivs. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 9 (2d4+4) Kinetic. The target must make a DC 15 Dexterity saving throw. On failure, it takes 2 (1d4) Lightning damage and is Shocked until the end of its next turn. Additionally, when a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from this attack, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Massed Fire. The fireteam fires en masse at a point within 100 feet. Each creature of the fireteam's choice in a 10-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) Energy damage, or 18 (4d8) Energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Persecute. When the fireteam succeeds on a saving throw against a force power, it can immediately make a weapon attack against the caster.

Revised and Expanded NPCs: Galactic Empire

AT-ST (Revised)

Huge construct, unaligned


Armor Class 18 (armor plating)
Hit Points 262 (25d12+100)
Speed 40 ft


STR DEX CON INT WIS CHA
18(+4) 20(+5) 19(+4) 14(+2) 13(+1) 9(-1)

Saving Throws Str +9, Con +9
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Senses passive Perception 11
Challenge 15 (13,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Towering. Creatures of Medium size or smaller can stand in the AT-ST’s space. Additionally, when creatures have dominance against the AT-ST, it is decreased by 2 stages.

Vulnerable Interior. The AT-ST’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the AT-ST uses its its Frightful Presence. It can then attack once with the Chin Mounted Blasters and Stomp.

Chin Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 200/400 ft, one target. Hit: 16 (2d10+5) Energy damage.

Stomp. All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 17 (2d12+4) Kinetic damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

Gunner. The gunner attacks twice with the cheek-mounted blasters and once with the tertiary weapon, if available.

Cheek Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft, one target. Hit: 2d8+5 Energy damage.

Tertiary Weapon Options

Choose one of the following options for the AT-ST.

Enhanced Power Couplings

Sustained Fire (Recharge 4-6). The AT-ST makes a DC 14 Strength check. On success, the pilot may make an additional two chin-mounted blaster attacks, with advantage on the damage rolls. If the AT-ST failed the Strength check, the ability does not need to recharge.

Grenade Launcher

Concussion Grenade Launcher (Recharge 6). The AT-ST launches a barrage of grenades at a point within 120 feet. Every creature within 20 feet must make a DC 18 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save, or half as much damage on a successful one.

Mortar Launcher

Mortar Fire (Recharge 6). The AT-ST launches mortars at three points within 300 feet that are up to 30 feet apart and at least 50 feet away from the AT-ST. Each creature within 10 feet of the target point must make a DC 18 Dexterity saving throw, taking 13 (2d12) kinetic damage on a failed save, of half as much damage on a successful one. A creature within radius of multiple target points only makes the save and takes corresponding damage once.

Rocket Launcher

Fragmentation Rocket (Recharge 6). Ranged Weapon Attack: +10 to hit, range 120/240 ft, one target. Hit: 11 (2d6+4) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 33 (6d10) kinetic damage on a failed save or half as much on a successful one.

Revised and Expanded NPCs: Galactic Empire


AT-ST, Mark III

Huge construct, unaligned


Armor Class 21 (armor plating)
Hit Points 312 (25d12+150)
Speed 50 ft (Turn 20 ft)


STR DEX CON INT WIS CHA
22(+6) 20(+5) 23(+6) 14(+2) 13(+1) 9(-1)

Saving Throws Str +12, Con +12
Damage Vulnerabilities Ion
Damage Resistances Energy, Kinetic, Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Senses passive Perception 11
Challenge 19 (22,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Towering. Creatures of Medium size or smaller can stand in the AT-ST’s space. Additionally, when creatures have dominance against the AT-ST, it is decreased by 2 stages.

Vulnerable Interior. The AT-ST’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the AT-ST uses its its Frightful Presence. It can then attack once with Stomp.

Stomp. All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 20 Dexterity saving throw, taking 19 (2d12+6) Kinetic damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

Gunner. The gunner of the AT-ST can attack three times with the Cheek Mounted Blasters.

Cheek Mounted Blasters. The AT-ST targets a creature within 120/480 feet with rapid fire. A target creature has to make a DC 19 Dexterity saving throw, taking 42 (8d8+6) Energy damage on failure or half as much on success.

Revised and Expanded NPCs: Galactic Empire


TX-225 Occupier Tank (Revised)

Medium construct, unaligned


Armor Class 16 (armor plating)
Hit Points 126 (11d12+55)
Speed 30 ft (Turn 20 ft)


STR DEX CON INT WIS CHA
23(+6) 18(+4) 21(+5) 10(0) 10(0) 7(-2)

Saving Throws Str +9, Con +8
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Senses passive Perception 10
Challenge 9 (5,000 XP)


Circuitry. The tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

Heavy Durasteel Armor. The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Piloted. The tank requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Vulnerable Interior. The tank’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack. The tank uses its Frightful Presence and makes two light blaster cannon attacks. As an action, an onboard gunner can open the top hatch and deploy a light repeater turret. Once set up, the gunner can make two light repeater attacks after the tank's attacks are made.

Light Blaster Cannon. Ranged Weapon Attack: +8 to hit, range 100/400 ft, one target. Hit: 17 (2d10+6) Energy damage. The weapon is forward-mounted and can fire in a 45-degree arc.

Medium Laser Cannon Volley (Recharge 5-6). The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw, taking 65 (9d12+6) energy damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the tank's choice that is within 80 feet of the tank and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for the next 24 hours.

Light Repeater (Deployed Only). An exposed gunner targets a creature within 50/200 feet with rapid fire. The target creature must make a DC 16 Dexterity saving throw, taking 10 (2d6+3) energy damage on failure.

Optional Secondary Loadouts

Anti-Air

Anti-Aircraft Turbolaser (Recharge 4-6). Ranged Weapon Attack: +8 to hit, range 600/2400 ft, one target at least 20 feet away and 20 feet higher than the tank. Hit: 29 (6d6+8) Energy damage. The attack has disadvantage on Medium or smaller targets, and advantage on Gargantuan or larger targets. Hit or miss, the blast explodes in a release of energy. All creatures within 10 feet of the target must make a DC 16 Dexterity saving throw, taking 21 (6d6) Energy damage on failure or half as much on success.

Artillery

Long-Range Volley (Recharge 6). The tank fires at a target point within 1200 feet and at least 50 feet away, firing a blast from its heavy laser cannon that explodes in a 15-foot radius. Each creature within the radius must make a DC 16 Dexterity saving throw, taking 72 (11d12) Energy damage on failure or half as much on success. Creatures who roll a natural 1 on this saving throw take maximum damage.

Gravity and the Dark Side

Gravity and the Dark Side

The Dark Side of the Force and its users-- the Sith in particular-- have long sought to bend and break natural forces to their will as radical, violent expressions of the Force. Just as the Sith are well-known to create and manipulate the flow of electricity into lightning, some more advanced casters have learned to create artifical gravity shifts that attract and repel.

For the few who have undertaken these pursuits, foes are endangered with immobilization, struggling against unseen forces, and at its deadliest, a crushing and unforgiving darkness from which not even light can escape.

Powers by Ascending Level

Intensify Gravity
Immovable Object
Gravity Sinkhole
Inertial Fissure
Event Horizon
Annihilating Force

Intensify Gravity

1st-level Dark Side Power
Casting Time: 1 action
Range: 60 feet
Duration: 1 round
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the power must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your force save DC to pick up or move.

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Immovable Object

2nd-level Dark Side Power
Prerequisite: Intensify Gravity
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch an object that weighs no more than 10 pounds and cause it to become telekinetically fixed in place. You and the creatures you designate when you cast this power can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your force save DC. On a success, the creature can move the object up to 10 feet.

Force Potency. If you cast this power using a force slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this power using a force slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until suppressed.

Gravity Sinkhole

4th-level Dark Side Power
Prerequisite: Immovable Object
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Inertial Fissure

6th-level Dark Side Power
Prerequisite: Gravity Sinkhole
Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous
You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Event Horizon

8th-level Dark Side Power
Prerequisite: Inertial Fissure
Casting Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute
This power creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with enhanced darkness and crushing gravitational force.

For the duration, the power's area is difficult terrain. A creature with darkvision can't see through the enhanced darkness, and unenhanced light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to sonic damage, and creatures are deafened while entirely inside it. If a creature attempts to cast a power within the sphere, it must first make an ability check against your force save DC; on failure, the power fails and has no effect.

Any creature that enters the power's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except enhanced items, are reduced to a pile of fine gray dust.

Annihilating Force

9th-level Dark Side Power
Prerequisite: Event Horizon
Casting Time: 1 action
Range: 1000 feet
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the power's duration, the sphere and any space within 100 feet of it are difficult terrain, and unenhanced objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the power ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your force save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this power is annihilated, along with any unenhanced items it is wearing or carrying.

Bold New Tech Powers

Bold New Tech Powers

Below are a short collection of new tech powers, meant to add additional utility to tech casters.

Powers by Ascending Level

Capacitor Shot
Suppressor Shot
Zero-Point Energy
Obscure Value
Rakish Charm
Seeker Missile
Miniaturized Superlaser

Capacitor Shot

At-will Tech Power
Casting Time: 1 action
Range: Self
Duration: Instantaneous
As part of the action used to cast this power, you must make a ranged weapon attack with a blaster that deals energy or ion damage against one creature within your weapon’s range, otherwise the power fails. Instead of Dexterity, you can choose for the attack to use your Intelligence modifier for attack and damage rolls. The shot does not expend ammunition from the weapon's magazine. On a hit, the target suffers the attack’s normal effects that would use a standard power cell.

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon’s damage.

Suppressor Shot

At-Will Tech Power
Casting Time: 1 action
Range: Varies
Duration: Instantaneous
As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and if you were hidden from it, it takes an additional 1d4 damage of the same type as the weapon used to make the attack. Hit or miss, the attack does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets’ Wisdom (Perception) check. On a success, you remain hidden.

This power’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

Zero-Point Energy

At-will Tech Power
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute
You target an object you can see that weighs up to 10 pounds, which immediately begins to glow with a pale blue luminescence. You can move the object up to 30 feet to a vacant space within range of you, after which you can set it down or leave it suspended in the air. The suspension ends if it is ever more than 30 feet away from you or if you cast this power again. Each turn, you may use your action to move the suspended item.

Alternatively, you can use this power to manipulate objects at a distance. You can use it to open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, or make a check at disadvantage with a kit or implement that you are proficient with. This power cannot move an item held by a creature, and if it attempts to move an item worn by a creature (such as a weapon in a holster), the creature can use its reaction to grasp the object and prevent the move.

The power cannot be used to attack, activate enhanced items, or move multiple items at once.

This power can move additional weight when you reach higher levels. At 5th level, you can move up to 50 pounds. At 11th level, you can move up to 100 pounds. At 17th level, you can move up to 500 pounds.

Obscure Value

1st-level Tech Power
Casting Time: 1 minute
Range: Touch
Duration: 8 hours
You cast this power on an object no more than 1 foot on any side, doubling the object's perceived value by adding holographic flourishes or polish to it, or reducing its perceived value by half with the help of holographic scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your tech save DC.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

Bold New Tech Powers

Rakish Charm

3rd-level Tech Power
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 hour
When you cast this power, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the power ends.

When the power ends, the creature knows it was charmed by you.

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Seeker Missile

3rd-level Tech Power
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
You launch a compact concussion missile, which seeks out a target within range that you can see and unerringly strikes it. The explosive deals 3d12 energy damage to its target. Alternatively, you can choose to launch this with manual targeting, making a ranged tech attack instead that gains a bonus to the attack roll equal to half the value of the slot level used (rounded up) and can be directed to hit a target behind total cover. If a target creature is immune to the Homing Rockets tech power, you must use manual targeting against it.

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the missile inflicts 1d12 additional energy damage for each slot level above 3rd.

Miniaturized Superlaser

9th-level Tech Power
Casting Time: 3 rounds
Range: Self
Duration: Instantaneous
To cast this power, you require a solid kyber crystal of at least 3 pounds within range of touch for the duration of the casting.

You spend two rounds charging up an immense amount of power before releasing a devastating beam of energy. Each creature in a 5-foot wide, 200-foot long line must make a Dexterity saving throw. A creature takes 25d6 energy damage and 25d6 ion damage on failure, or half as much on success. A creature that fails the save is also stunned until the end of their next turn, and any electronics hit are disabled until rebooted. If this damage reduces a creature to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. This power deals maximum damage to objects and structures.

If you take damage while charging this power and roll a natural 1 on your Constitution saving throw to maintain concentration, the energy backlash shatters the kyber crystal, dealing 4d4 energy damage and 4d4 kinetic damage to you.

After casting this power, you are stunned until the end of your next turn, and must make a Constitution saving throw against your techcasting save DC, suffering one stack of exhaustion on failure or none on success.

Contraband Armory

Contraband Armory

In a Galaxy perpetually embroiled in war, weapons scarcely stay the same. Below are some confiscated tools of the enterprising warrior's arsenal, ready to conquer any obstructions with gratifying vigor:


Cuff Dart Launcher

Simple Blaster
1525 cr | 2 lbs | 1d8 Kinetic

Slug cartridge (60/240), Fixed, Light, Rapid 4, Reload 8, Silent, special

The weapon includes a specialized compartment for poison and can house two doses. One dose of poison, when installed in this compartment, retains its potency for 1 hour before drying. One dose of poison is effective for the next 4 shots fired by the weapon.


Harpoon Gun

Simple Blaster
4200 cr | 14 lbs | Special

Ammunition (40/80), Keen 1, Reload 1, Strength 13, Two-handed, special

This weapon can target a surface, object, or creature. Instead of slug cartridges, the weapon uses a vibro-spear provided separately. When it makes a successful attack against a target creature, the creature is impaled by the vibro-spear, suffering from one stack of slowed as long as the vibro-spear remains within it. A creature can remove the spear with a successful DC 15 Strength check.

Additionally, while impaled, the target is connected to the harpoon gun by an 80 foot cable. While the vibro-spear is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable from your harpoon gun (no action required).


Multipurpose Rifle

Martial Blaster
5025 cr | 23 lbs | Special

Modal (Carbine Rifle, Grenade Launcher, and Vapor Projector), Strength 13, Two-handed

Smart Disc

Exotic Vibroweapon
5500 cr | 3 lbs | 1d6 Kinetc

Returning, Smart (15, +2), Specialized (Smart), Thrown (range 30/90), special

If you know a target's location, a thrown attack with the disc ignores the target's cover or obstruction if it does not have at least as much cover on all sides.

When applying vibroweapon modifications, you can choose to apply a smart interface blaster mod of appropriate rarity for your chassis.


Vibro-saw

Martial Vibroweapon
11750 cr | 19 lbs | 2d4 Kinetic

Defensive 1, Dexterity 15, Heavy, Two-Handed, special

The vibro-saw requires a power cell to function, and runs for up to ten minutes per power cell. You can replace the power cell with a bonus action.

When you deal damage with the vibro-saw, and you roll the maximum value on a damage die, you can reroll that damage die and add it’s value to the damage dealt by the initial roll. You may reroll and add again if the new roll is also maximum value. On a given attack, you can roll an additional number of damage dice in this manner equal to your proficiency bonus. If you are not proficient with the vibro-saw, you can only roll one additional damage die.

Battlefront Domination: The Imperial Army

Battlefront Domination

Where its opponents are borderless, unreliable in number, and of inconsistent firepower, the Empire's overwhelming numbers, nigh-endless resources, and vast complement of weapons and war machines allow it to dominate any front with the proper preparation. As the game master running the Empire, it is essential to depict their strength in numbers and appropriate response to opposition, and this section aims to give you accurate values with example compositions to effectively simulate it. While your players may only ever face squads and/or a platoon in direct battle, the sheer expanse of Imperial reinforcements remains a clear and present deterrent, and can cast a long shadow over the worlds it intervenes upon and the entirety of factions and stories at play within.

Much of the following has been drawn from Star Wars: Imperial Handbook by Daniel Wallace. The book is a recommended tool for understanding the philosophy of absolutes, diversity of assets, and martial presence of the Empire.

The Imperial Army

Leadership: Army Central Command
Jurisdiction: Ground Campaigns
Order of Battle: Squad > Platoon > Company > Battalion > Regiment > Battlegroup > Corps > Army

Squad

Structure: Nine Troopers
Commander's Rank: Sergeant
Capability: Capturing a Building
The smallest unit of the Imperial army, essential to all operational planning. Consisting of eight troopers under the command of a sergeant, it can be split into two fire teams for additional tactics. The military function of squads is determined by their specialty, training, and equipment.

Line Squad

Composition: Trooper, Squad (CR 5, 1800 xp)
Alt: 8x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Utility: The basic Imperial infantry unit.

Heavy Weapons Squad

Composition: 4x Trooper, Heavy OR Assault Trooper, Heavy OR Assault Trooper, Rocket (CR 3, 700 xp), Imperial Technician (CR 1/2, 100 xp), 2x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Alt: E-Web Heavy Repeating Blaster (CR 5, 1800 xp), Imperial Technician (CR 1/2, 100 xp), 6x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Utility: Support firepower for the front line.

Sharpshooter Squad

Composition: 4x Trooper, Headhunter (CR 2, 450 xp), 2x Trooper, Scout (CR 1/2, 100 xp), 2x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Utility: Long-range sniper fire.

Engineering Squad

Composition: 2x Imperial Technician (CR 1/2, 100 xp), 2x Trooper, Demolitions (CR 1/2, 100 xp), 4x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Utility: Demolitions and repair.

Repulsorlift Squad

Composition: 2x K79-S80 Imperial Troop Transport (CR 10, 5900 xp)
Alt: 2x A9 Floating Fortress (CR 9, 5000 xp)
Alt: 2x LAAT/le Gunship (CR 11, 7200 xp)
Utility: Drivers, operators, and mechanics, operating two light repulsorlift transports.

Heavy Weapons Repulsorlift Squad

Composition: 2x TX-225 Occupier Tank (CR 6, 2300 xp), 4x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Alt: TX-130 Saber-Class Tank (CR 14, 11500 xp), 6x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Utility: As the Repulsorlift Squad, with support firepower in the form of repeating blaster cannons or explosive launchers.

Scout Squad ("Lance")

Composition: 5x Trooper, Scout (CR 1/2, 100 xp), 5x 74-Z Speeder Bike (CR 2, 450 xp)
Utility: Reconnaissance squad ("Lance"), in the form of five troopers mounted on speeder bikes or AT-RTs. Two scout lances form a scout squadron.

Platoon

Structure: Four Squads
Commander's Rank: Lieutenant
Capability: Capturing a District
Platoons offer commanders a multitude of expanded offensive tactics and tools, including artillery and AT-ATs.

Line Platoon

Composition: Line Squad x4
Utility: Basic infantry formation, composed of four line squads.

Assault Platoon

Composition: Line Squad x2, Heavy Weapons Squad x2, 0-2x AT-ST (CR 11, 7200 xp))
Utility: Two line squads and two heavy weapons squads. Occasionally complemented with armored vehicles.

Artillery Platoon

Composition: 4x SPHA (CR 19, 22000 xp) OR 4x SPMA (CR 15, 13000 xp)
Alt: 4x XX-10 Turbolaser Tower (CR 9, 5000 xp)
Alt: 8x SP.9 AIAV (CR 10, 5900 xp)
Utility: Four dedicated artillery pieces or eight artillery-equipped light vehicles, each with full crew complements. Functions are based on artillery type and range from line-of-sight direct fire and parabolic indirect fire to anti-aircraft fire.

Repulsorlift Platoon

Composition: 4x Repulsorlift Squad
Utility: Used primarily to disrupt enemy front lines.

Heavy Weapons Repulsorlift Platoon

Composition: 4x Heavy Weapons Repulsorlift Squad
Utility: Ideal platoon for breaking through infantry lines.

Battlefront Domination: The Imperial Army

Armor Platoon

Composition: 4x AT-AT (CR 19, 22000 xp), K79-S80 Imperial Troop Transport (CR 10, 5900 xp)
Alt: 8x TX-225 Occupier Tank (CR 6, 2300 xp) (half housing Officer, Junior (CR 1/2, 100 xp)), K79-S80 Imperial Troop Transport (CR 10, 5900 xp), 10x Trooper (CR 1/2, 100 xp)
Alt: Turbo Tank (CR 15, 13000 xp)
Utility: Immediate armor supremacy with support for supply and repair at the ready.

Special Missions Platoon

Composition: 2x Sharpshooter Squad, Heavy Weapons Squad, Engineering Squad
Utility: Designed around accomplishing missions which require a few elite troops rather than normal military operations.

Scout Platoon

Composition: 2x Line Squad, 2x Scout Squad
Utility: Specializes in reconnaissance, but during active comms-jamming, may be utilized as messengers.

Company

Structure: Four Platoons
Commander's Rank: Captain
Capability: Capturing a City
A company is large enough to incur maintenance, administration, logistics, medical, technical, and resupply needs to be fulfilled by support personnel. Much of these needs are fulfilled by military-grade support droids. Given that support is fulfilled, the company is the smallest type of unit which can operate autonomously of its parent formation for any extended period of time.

Line Company

Composition: 4x Line Platoon, Trooper, Captain (CR 4, 1100 xp)
Alt: 3x Line Platoon, Heavy Weapons Platoon
Utility: Standard infantry company. Frequently enhanced with one or more heavy weapons platoons.

Assault/Heavy Weapons Company

Composition: 2x Assault Platoon, 2x Line Platoon, Trooper, Captain (CR 4, 1100 xp)
Utility: A multipurpose front-line company of two assault platoons and two line platoons.

Scout Company

Composition: 4x Scout Platoon, Trooper, Captain (CR 4, 1100 xp)
Utility: Four scout platoons and accompanying speeder bikes.

Repulsorlift Company

Composition: 2x Line Platoon, 2x Repulsorlift Platoon, Trooper, Captain (CR 4, 1100 xp)
Utility: Dedicated mechanized infantry unit of two line platoons and two repulsorlift vehicle platoons. Vehicles deploy troopers into battle and provide fire support.

Drop Company

Composition: Heavy Weapons Platoon, 2x Line Platoon, Armor Platoon, Trooper, Captain (CR 4, 1100 xp)
Utility: Scouts and pathfinders who operate behind enemy lines, gathering operations intelligence for use in later Imperial invasions.

Artillery Company/Battery

Composition: 16x SPHA (CR 19, 22000 xp) OR 16x SPMA (CR 15, 13000 xp), Trooper, Captain (CR 4, 1100 xp)
Alt: 16x XX-10 Turbolaser Tower (CR 9, 5000 xp), Officer, Junior (CR 1/2, 100 xp)
Alt: 32x SP.9 AIAV (CR 10, 5900 xp), Trooper, Captain (CR 4, 1100 xp)
Utility: Sixteen heavy artillery pieces, or thirty-two light artillery pieces, with accompanying crews.

Armor Company

Composition: (Attack Armor Company) 3x Armor Platoon, Heavy Weapons Platoon, Trooper, Captain (CR 4, 1100 xp); (Breakthrough Armor Company) 4x Armor Platoon, Trooper, Captain (CR 4, 1100 xp)
Utility: The combination of heavy walkers and armored repulsortanks, arranged into two formations:

Attack Armor: Battlefield versatility focus.

Breathrough Armor: Concentrated destruction focus.

Special Missions Company

Composition: 3x Special Missions Platoon, Scout Platoon, Trooper, Captain (CR 4, 1100 xp)
Utility: Intended to handle even impossible tasks.

Battalion

Structure: Four Companies
Commander's Rank: Major
Capability: Capturing a Major Urban Center
Frequently assigned to planetary suppression roles, battalions are the common deployment standard against known or suspected rebel presences. In addition to their standard and specialized companies, battalions also include security personnel and droids, as a measure to maintain order within the ranks and retain anti-espionage countermeasures.

Line Battalion

Composition: 3x Line Company, Heavy Weapons Company
Utility: Standard configuration, composed of three line companies and one heavy weapons company.

Assault Battalion

Composition: 2x Heavy Weapons Company, Repulsorlift Company, Line Company
Utility: Intended to storm enemy fortifications directly and breach defenses.

Battlefront Domination: The Imperial Army

Repulsorlift Battalion

Composition: 3x Repulsorlift Company, Scout Company
Utility: Intended for reconnaissance, enemy pursuit, minor skirmishes, and taking lightly-held objectives.

Artillery Battalion

Composition: Heavy Weapons Company, 3x Artillery Battery
Utility: Long-range domination, with defensive armor intended for protection during deployment and redeployment phases.

Armor Battalion

Composition: Breakthrough Armor Company, 2x Attack Armor Company, Repulsorlift Company
Utility: Effective combination of speed and firepower, intended for attack and mobile defense.

Special Missions Battalion

Composition: 4x Special Missions Company
Utility: The largest Special Missions formation.

Regiment

Structure: Four Battalions
Commander's Rank: Lieutenant Colonel
Capability: Capturing a Territorial Region
A formidable military formation that has elevated demands of support and resupply. A regimental headquarters is equipped with its own manufacturing facilities to produce spare parts for its vehicles and defensive weaponry.

Line Regiment

Composition: 2x Line Battalion, Assault Battalion, Repulsorlift Battalion
Utility: Standard configuration deemed appropriate for long-term occupation of a planetary region.

Assault Regiment

Composition: 2x Assault Battalion, Line Battalion, Armor Battalion
Utility: Superior offensive combat force.

Repulsorlift Regiment

Composition: 3x Repulsorlift Battalion, Armor Battalion
Utility: Fast-response mechanized infantry attack force.

Artillery Regiment

Composition: 3x Artillery Battalion, Assault Battalion, Scout Company
Utility: Long-range attack and survivor elimination.

Armor Regiment

Composition: (Line Armor Regiment) 2x Heavy Armor Battalion, 2x Repulsorlift Battalion; (Vanguard Armor Regiment) 3x Armor Battalion, Repulsorlift Battalion
Utility: Utilize the most firepower of all regiments, but lack sufficient infantry for any garrison duty. Never deploys alone and operate only as part of Battlegroup formations. There are two kinds of armor regiments:

Line Armor Regiment: Balance between heavy and repulsorlift armor

Vanguard Armor Regiment: A majority of heavy armor, with faster repulsorlift craft as additional components

Battlegroup

Structure: Four Regiments
Commander's Rank: Colonel
Capability: Capturing a Continent
Often a specialized or regional unit of military forces, a Battlegroup is committed only for major offenses against a known concentration of enemy resistance. Battlegroups are capable of stand-alone operations where a well-organized military resistance controls an area of a planet, and also serve as the primary tactical subdivisions of a Corps deployed for a full-scale planetary conquest campaign. Individual Regiments or Battalions can be detached to deal with low-level insurgency or a specific focused target, or to support a Navy operation.

A Battlegroup's commanding officer (CO) is typically at least a High Colonel, although it is possible for the CO to be as senior as a Major General. A Battlegroup has the principle staff of five officers (SG1 to SG5), with the SG5 (Battlegroup "Headquarters" officer) directing a 4-man "substaff" (SG51 to SG54). In addition there are 188 support personnel and two security platoons of 76 troopers for a total of 274 personnel.

Line Battlegroup

Composition: 3x Line Regiment, Assault Regiment
Utility: The standard battlegroup of Imperial infantry. Pushed to be entirely converted into Assault Battlegroups following 0 ABY.

Assault/Reinforced Battlegroup

Composition: 2x Line Regiment, Assault Regiment, Armor Regiment
Utility: A solid mix of offensive and staying power.

Armor Battlegroup

Composition: 2x Line Armor Regiment, 2x Vanguard Armor Regiment
Utility: An armor formation to effectively counter concentrations of enemy strength spread between several locations.

Mobile Battlegroup

Composition: 3x Repulsorlift Regiment, Line Armor Regiment
Utility: An armor formation with heavy focus on speed and the ability to respond to multiple fronts.

Auxiliary Battlegroup

Composition: Variable
Utility: A commanderless concentration of available reinforcements for the Corps commander, comprised of standard infantry and TIE craft.

Battlefront Domination: The Imperial Army

Corps

Structure: Four Battlegroups
Commander's Rank: Major General
Capability: Capturing a Planet
Perhaps the most useful and cohesive of the higher-level formations within the Empire, a Corps is sufficent in size and power to capture and hold a planet. Alongside their four central battlegroups, each Corps is complemented with an auxiliary battlegroup of support troops and fighter craft.

A Corps HQ-- also the basis of the Imperial garrison of a world-- consists of a Major General and five staff officers (SP1-SP5), each of whom has two staff officers of their own (SP11-SP52), along with 388 support personnel, a security company of 156 troopers and six picket platoons under the command of major general or his second-in-command. The HQ is also burdened with 3 CompForce support platoons (114 personnel total) whose job was to support all CompForce units assigned to the corps, although their "support" is rarely adequate. Fifty ISB agents are also assigned to the corps HQ to ensure loyalty and provide intelligence, although it is the HQ's lone Imperial Intelligence agent who provides 15 to 20 percent of intelligence used by the corps. The corps contains a huge number of droids: upwards of 2,000 in total from MSE-6 mouse droids to I2F-5 and I2F-73 industrial droids. These droids form the basis of an impressive industrial complex which can transform even crude materials into anything from blaster packs to repulsorlift engines. So long as the complex is operating, the corps can operate indefinitely.

These garrison HQs serve as organizing points for rapid mobilization, and in a crisis quickly take command of units as they are transferred into the theater of operations. Under normal circumstances, much of the garrison commander's duties are taken up with representing Imperial authority on their planet, and thus there are often civilian agents associated with the corps HQ including diplomatic, medical, trade, scientific and technical personnel.

Line Corps

Composition: 3x Line Battlegroup, Assault Battlegroup, Auxiliary Battlegroup
Utility: The standard corps formation.

Atrisian Corps

Composition: 2x Assault Battlegroup, Line Battlegroup, Armored Battlegroup, Auxiliary Battlegroup
Utility: Elite assault formation.

Armor Corps

Composition: 3x Armor Battlegroup, Mobile Battlegroup, Auxiliary Battlegroup
Utility: Suited for armored warfare where heavy firepower is prioritized over agility.

Mobile Corps

Composition: 3x Mobile Battlegroup, Armor Battlegroup, Auxiliary Battlegroup
Utility: Suited for armored warfare where agility is prioritized over heavy firepower.

Corps as Units and Branches

Army Air Corps (AAC)

The Starfighter Corps of the Imperial Army. Consists of airspeeders and TIE-line starfighters detached from the Starfighter Corps of the Navy. Primarily utilized in ground attack and air support missions to support Army operations.

Artillery Corps

Sub-unit of the Galactic Empire's Imperial Armor Corps that specializes in operating medium and heavy artillery pieces.

Starfighter Corps (Navy)

The Starfighter Corps branch of the Imperial Navy, also known as the Pilot Corps. It consists of TIE pilots and Imperial officers.

Army

Structure: Four Corps
Commander's Rank: General
Capability: Capturing a System
An Imperial army is commanded by a full General, consisting of a nominal total of 193,644 front-line soldiers in an establishment strength of 293,686 personnel.

The headquarters staff and support element of an army is larger than two full battalions for a total of 1,855 soldiers and twice as many droids. It has five staff officers (SA1 to SA5) and ten substaff officers (SA11 through SA52), a security company (152 soldiers) and six independent perimeter platoons (total 228 soldiers), 200 ISB agents for intelligence and counter-intel, three companies of COMPNOR "observers" (each 152 personnel plus a command element of five for a total of 471), four Imperial Intelligence representatives and 784 support personnel.

An Imperial Army is composed of one of each of the four Corps. Until the last years of the Empire, an army was rarely deployed as a single formation on a single planet, but it was designed to operate in concert with a standard troop squadron of the Imperial Navy. Deployment of the entire formation together began to be considered after the Battle of Yavin.

An average Sector generally contains four such surface armies, which serve as the main, planetary-assault, and surface-warfare force for the Moff's regime; along with a number of garrisons built around Corps HQs, that sum forms the Systems Army. Sector Armies are at the absolute command of the Surface Marshal, a title held often by the Moff themselves, but also granted to some senior subordinates and high-level, experienced, and loyal officers.

Systems Army

Composition: Line Corps, Atrisian Corps, Armor Corps, Mobile Corps
Utility: An a sufficient force to occupy and hold a system. Primarily used in active duty as defensive detail, or to rally up as/ reinforce the numbers of a Sector Army.

Sector Army

Composition: 4x Systems Army
Utility: The full Imperial force holding a Galactic Sector-- over one million personnel strong-- under the command of the Surface Marshal.

Battlefront Domination: The Imperial Navy

The Imperial Navy

Leadership: Naval Command / Admiralty
Jurisdiction: Space Warfare
Order of Battle: Line > Squadron > Systems Force > Sector Group

Line

Structure: 4-24x Starships
Commander's Rank: Senior Captain
Capability: Space Combat with Amorphous Tactics
The most basic combat formation in the Imperial Navy, and the smallest organizational unit used for space combat.
In addition to the seven types of lines, the Imperial Navy considers an Imperial-class Star Destroyer a line in itself. An Imperial-class Star Destroyer is able to act as an attack line and its complement of starfighters as a skirmish line, but the decision to field a ship equivalent to a heavy cruiser as a line unto itself has been more a political tactic to create demand for additional Star Destroyer production.

Attack Line

Composition: 3x Heavy Cruisers
Alt: 6-8x Light Cruisers
Utility: Aggressive engagement of enemy forces.

Heavy Attack Line

Composition: 4-8x Medium or Heavy Cruisers
Utility: Engagement of enemy forces, utilizing fire superiority.

Reconnaissance Line

Composition: 2-4x Light Cruisers w/ surveillance gear
Utility: Intelligence gathering of enemy forces; not intended for direct combat.

Pursuit Line

Composition: 4-10x Fast Light Cruisers or Frigates
Utility: Enemy pursuit and capture.

Skirmish Line

Composition: 20x Corvettes or Starfighters
Utility: Engagement of enemy pickets, frigates, and starfighters.

Troop Line

Composition: 2x Shuttles, 2x Corvettes, 0-2x Medium Cruisers
Utility: Imperial Army unit deployment.

Torpedo Line

Composition: 1-2x Torpedo Spheres
Utility: Penetration of planetary shields.

Squadron

Structure: 2-4x Lines
Commander's Rank: Admiral/ Commander
Capability: Control of a Single System
A squadron is the largest concentration of ships normally assigned to a single system.

Light Squadron

Composition: Skirmish Line, Reconnaissance Line, 0-2x Attack Line
Utility: Patrolling areas reported as safe.

Heavy Squadron

Composition: 2x Heavy Attack Line, 0-1x Attack Line, 0-1x Reconnaissance Line
Alt: 3x Heavy Attack Line, Skirmish Line
Utility: Engagement with planetary systems or fixed assets containing known enemy presences.

Battle Squadron

Composition: Imperial-Class Star Destroyer, 2x Attack Line, Pursuit Line
Utility: Offensive operations against a known enemy.

Bombard Squadron

Composition: Skirmish Line, Pursuit Line, 0-2x Torpedo Line
Utility: Subjugation of worlds with planetary defenses.

Fighter Wing

Structure: 6x Starfighter Squadrons
Commander's Rank: Colonel/Wing Commander (subbordinate to a ship's CO when part of its complement)
Capability: Starfighter Superiority
The Empire's core starfighter organization in combat. Composed of six squadrons of 12 fighters, a Fighter Wing (or Attack Wing) floods the battle with fast-moving fighters to overwhelm and crush enemy snubfighters, as well as launch bombing raids on larger ships. TIE/ln superiority fighters make up four of the squads, while TIE/sa bombers and TIE/in interceptors fill the additional two.

As new, more powerful TIE-line variants emerged, the battles in which they were deployed saw these variants replace roughly 1/6th to 1/3rd of the ships of the same role.

Systems Force

Structure: 1-4x Squadrons
Commander's Rank: Systems Admiral / Commodore
Capability: Control of Multiple Star Systems
Intended to combine several squadrons and utilize a typical ship count of 90, most systems forces contain only a single squadron. As a result, Imperial Starfleet Order of Battle lends flexibility to Commodores to pool the whole of their naval resources, shaping them as objectives demand. In practice, the systems force has at least six possible pooling scenarios.

Battlefront Domination: The Imperial Navy

Force Superiority

Composition: 3x Battle Squadron, Light Squadron
Alt: 4x Battle Squadron
Utility: Maintain space superiority and elimination of hostile craft activity.

Force Escort

Composition: 2x Heavy Squadron, 2x Light Squadron
Utility: Protection of crucial shipments and economically essential utilities; search-and-destroy missions against active pirates.

Transport Force

Composition: 4x Troop Line, Heavy Squadron, Light Squadron
Utility: Deploying troops for the Imperial Army and Stormtrooper Corps; command center services for surface operations.

System Bombard

Composition: 3x Bombard Squadron, Light Squadron
Utility: Planetary bombardment.

Force Technical Services

Composition: 8x Shuttle or Transport, 2x Frigate or Corvette
Utility: Rapid transportation of mechanical specialists to vital work sites.

Force Support

Composition: 120x Transport, 2x Frigate or Corvette
Utility: Resupply of Imperial depots.

Fleet

Structure: 2-4x Systems Forces
Commander's Rank: Fleet Admiral
Capability: Control of a Sector
Unlike the previous tiers that are commonly bound to specific systems/ a set of systems, fleets are designated as "sector resources" and are allowed to operate anywhere in their sector. A fleet is the smallest unit transferred between sectors, and as they are composed of multiple systems forces (typically up to 400 ships), thousands of potential fleet combinations and alignments exist.

Superiority Fleet

Composition: 6x Imperial-Class Star Destroyer, 400x assorted ships
Utility: Maintaining space superiority in sectors with four or fewer planets confirmed hostile to the Empire, and 16 or fewer planets with confirmed significant hostile elements.

Assault Fleet

Composition: 2x Transport Force, 2x Force Escort
Utility: Transporting and coordinating large numbers of ground troops, coordinating ground operations, and maintaining space superiority around the targeted systems.

Bombard Fleet

Composition: 2x System Bombard, 2x Force Escort
Utility: Standby in sectors where Imperial response to rebel forces is projected to fail; planetary annihilation without concern for local infrastructure.

Deepdock Fleet

Composition: Force Escort, 280x assorted ships
Utility: Support of two space-based mobile shipyards.

Support Fleet

Composition: 560x Transport
Utility: Vital noncombatant formations for securing logistics and maintaining supply lines.

Sector Group

Structure: 4x Superiority Fleets, 800x assorted starships
Commander's Rank: High Admiral/ Moff
Capability:
The sum total of Naval strength which the Empire expects to commit to a normal sector.
Sector Groups are largely drawn from the Planetary Security Forces, nationalized after the Declaration of a New Order, with its combat forces split between force superiority and force escort, and separate fleet commands for troop transport, bombardment, deepdock and support fleets. In practice, Sector Groups are rarely at their full establishment strength, sometimes lacking enough discrete forces to justify dividing the group into separate superiority and escort fleets.

Branches of Organization

The Line Branch

The Line Branch is responsible for the Empire's warships, capital ships, and support ships, as well as their commanders and crew. It is also tasked with handling strategy, tactics, and administration within the Naval forces. It houses various divisions, the three largest being the Deck Division, the Logistics Division, and the Administration Division. Line officers command bridge crews, captain ships, and command fleets.

The Flight Branch

The Flight Branch is tasked with overseeing the operations of combat starships. It has various smaller divisions as well as one large division known as the Flight Division, which also holds direct command over the Starfighter Corps of the Empire, including the Empire's starfighters, pilots, and support crew. In addition, the Flight Branch holds purview over the Navy Order of Battle.

The Fleet Support Branch

The Fleet Support Branch consists of officers responsible for maintenance and engineering duties. Within this branch are two divisions: Engineering Division and Technical Services Division. The former focuses on maintaining various Navy ships' sublight and hyperspace engines, as well as the integrity of the ships' hulls. The latter is responsible for looking after power distribution, life-support, and other specialties outside the Engineering Division's jurisdiction.

Battlefront Domination: The Imperial Navy

The Support Service Branch

The Support Service Branch provides services to allow Navy personnel to carry out their duties. It has at least five branches: Ordnance, Gunnery, Communications, Biological, and Astrogation. Ordnance deals with the installation and maintenance of various naval ships' weapons systems. Gunnery supplies personnel to man the weapons systems. Communications controls traffic and handles information systems. Biological handles research and provides medical services, and Astrogation continuously calculates hyperspace routes alongside other navigation-related matters.

In addition to these four main branches, there are also several divisions within the Imperial Navy.

  • Imperial Navy Intelligence commences intelligence-gathering activities.
  • The Navy's secret elite force is known as the Special Navy Force.
  • The Imperial Navy Research, Development and Engineering Center is responsible for developing new Imperial warships (at least since prior to the Battle of Endor).
  • The Special Forces carries out spec-ops for the Navy on foot.
  • Imperial Supply might be considered a division in the Imperial Navy, due to the Academy system's Rhinnal academy supplying training for both Merchant Services (the civilian auxiliary to the Imperial Navy) and the Imperial Supply Fleet. As a result, even though it is technically civilian in nature, the Merchant Services has indirect ties to the Imperial Navy.
  • Although technically being support branches of the Imperial Military overall, the Imperial Exploration Corps as well as the Imperial Survey Corps also are attached to the Imperial Navy, with the Navy also utilizing both groups' studies to determine which worlds to conquer and exploit (although they generally do this without the knowledge of the actual members of both corps).
  • The Emperor's Special Reserve Guard is an elite force of starfighter pilots that aretasked with aiding the Emperor.

Torpedo Spheres

As slow-moving planetary bombardment battle stations roughly the size of I-Class Star Destroyers, Torpedo Spheres are assets of Battle Station Operations (BSO), a separate agency from the Imperial Army and Navy within the Imperial military. As Navy operations require planetary bombardment, they are able to requisition use of Torpedo Spheres, which are operated by BSO personnel.

Ships By Class

The following list categorizes common Imperial craft by class. It is both incomplete and open to interpretation as some craft fit multiple classes and others had only minor affiliation with the Empire.

Patrol Craft

IPV-1, Law-Class, Light Corvette, PB-950

Light Cruisers

Arquitens-Class , IGV-55, Munifex-Class, Pursuit-Class, Quasar Fire-Class, Vibre-Class

Medium Cruisers

Acclamator II-Class, Strike-Class

Heavy Cruisers

Dragon-Class, Dreadnaught-Class, Interdictor-Class, Victory II-Class, Vindicator-Class

Corvettes

CR90, Raider-Class, Tartan-Class, Vigil-Class

Frigates

Ardent-Class, Carrack-Class, Imperial II-Class, IR-3F-Class, Lancer-Class, Nebulon B-2, Pelta-Class, Razor-Class, Victory II-Class

Shuttles

Beta-Class, Delta-Class, Gamma-Class (ATR-6 Variant) (LPC Variant), Katarn-Class, Kappa-Class, Lambda-Class, M-Class, MT/191, Nune-Class, Sentinel-Class, Sigma-Class, Theta-Class, TIE Boarding Craft, TIE/sh Shuttle

Transport Vessels

FSCV, Eta-Class, Gozanti-Class, Imperial Cargo Shuttle, Modular Conveyor, Neutron Star-Class, Omega-Class, Star Galleon-Class, Super Transport XI, Temple-Class, Theta-Class AT-AT Barge, Y-85 Titan, Y-45 AT-Hauler, Zeta-Class

Torpedo Spheres

Torpedo Sphere

Imperial-Class Star Destroyers

I-Class, II-Class

Alternate Star Destroyers

Gladiator-Class, Maelstrom-Class, Onager-Class, Pellaeon-Class, Praetor Mark II-Class, Procursator-Class, Secutor-Class, Tector-Class, Venator II-Class

Battlefront Domination: The Stormtrooper Corps

The Stormtrooper Corps

Leadership: Stormtrooper Command
Jursidiction: Enforcement/ Special Forces
Order of Battle: Squad > Platoon > Company > Battalion > Regiment > Legion
The Stormtrooper Corps functions as special forces of the Empire, taking commands directly from the Emperor, the Supreme Commander, and the Moff to which they are assigned.

Their formations mirror the Imperial Army's lower-level structure, but unlike the Army, the Legion (equivalent to the Army's Battlegroup) is the highest level in the Stormtroopers' command structure. Because it is the maximum size, and that some legions are reinforced by other units, their numbers can swell up to as much as six Regiments. The legion's mere deployment and parading also act as a form of psychological warfare, being adept at manipulating the psychology of dominance while shielded in the eerie anonymity of their armor. Extensive indoctrination also produces unswerving loyalty to the Empire: throughout the entire Galactic Civil War, very few attempts to bribe, blackmail or seduce a Stormtrooper have succeeded. Stormtroopers are trained to think of themselves as expendable and to ignore casualties within their own ranks beyond a tactical standpoint in order to achieve the objective. Because of all these factors, they are considered the ideal front-line force against concentrations of rebel forces.

Unlike the Army and Navy, stormtrooper units do not include support personnel. Despite this, however, the stormtroopers have no issue with gaining enough supplies to maintain the overall sizeable amount within the Corps, in addition to siphoning off at least some supplies from the normal chain of logistics.

Specializations

Other than entire divisions with special training and armor for standard operations in environmental extremes, many stormtrooper units are outfitted with a number of specialized weapons and equipment for unique tactics, often given a new name in conjunction with the assembly. More standard squads often have two troopers carrying the components to rapidly deploy and operate an E-Web Heavy Repeating Blaster (CR 5, 1800 xp).

Below are some example specialist squads:

Special Weapons Squads

Anti-Air: 3x Assault Trooper, Rocket (CR 3, 700 xp), Trooper, Scout (CR 1/2, 100 xp), 4x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Assault: 3x Assault Trooper, Heavy (CR 3, 700 xp), 5x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Grenadiers: 4x Trooper, Demolitions (CR 1/2, 100 xp), 4x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Heavy Weapons: 5x Trooper, Heavy (CR 3, 700 xp), 3x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Incinerators: 2x Trooper, Flame (CR 2, 450 xp), Trooper, Heavy (CR 3, 700 xp), 5x Trooper (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Snipers: 5x Trooper, Headhunter (CR 2, 450 xp), 2x Trooper, Scout (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)

Extreme Environment Squads

EVO: 6x EVO Trooper (CR 4, 1100 xp)
Heat: 5x Dewback, Adult (CR 2, 450 xp), 4x Trooper, Mounted (CR 2, 450 xp), 2x Trooper, Headhunter (CR 2, 450 xp), Trooper, Captain (CR 4, 1100 xp)
Zero-G: 6x Spacetrooper, Light (CR 3, 700 xp), Spacetrooper, Mk I (CR 12, 8,400 xp)

Shock Squads

Commando: 4x Imperial Commando (CR 6, 2,300 xp)
DT-0: 6x Dark Trooper, Phase Zero (CR 3, 700 xp)
Nova: 6x Novatrooper (CR 6, 2,300 xp), 2x Novatrooper, Dark (CR 6, 2,300 xp)
Shadow: 4x Shadow Trooper (CR 4, 1100 xp)
Shadow EVO: 4x Shadow EVO Trooper (CR 4, 1100 xp)
Terror: 5x Trooper, Terror (CR 8, 3,900 xp)

Battlefront Domination: Reinforcements

Reinforcements

The Empire does not take attacks lying down.
They respond swiftly with force and superiority, deploying a calculated mass of soldiers, mechanized infantry, and specialized weapons to exert fine control of the battlefield. It is because of this that battles fought on the defense against them are often doomed to fail against their overwhelming tides.

The following are general outlines for the response speed of Imperial war machines and their passengers, organized by example vehicles. Each includes a number of details:

Class denotes the vehicle's utility and focus.
Operating Crew outlines the vehicle's core crew count, manning all standard stations of the vehicle.
Standard Reserves details the regular passengers carried by the vehicle, ready to be deployed into combat.
Response Time suggests the likely amount of time necessary for the vehicle to deploy from another location relative to the target. Battlefield denotes a deployment within the same extended battlefield as the target; Territorial Region denotes a deployment from across the same territory; Orbit suggests how long a craft takes to descend from orbit and deploy into a battlefield; and Interstellar references a default installed hyperdrive to suggest time necessary to deploy from another location in the galaxy. You can use this value in conjunction with the Hyperspace Travel Times table on SW5e.com to calculate likely travel times for the starship to arrive in orbit.

While traveling together, an Imperial battle formation is only as fast as its slowest operating unit.

A9 Floating Fortress

Class: Armored Repulsorlift Transport/ Comms Interceptor
Operating Crew: Navy Pilot (CR 1/8, 25 xp), 2x Imperial Technician (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Standard Reserves: Trooper Squad (CR 5, 1800 xp)
Response Time: 1 hour (Territorial Region)

AT-AT

Class: Assault Walker/ Heavy Troop Transport
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp), 2x Imperial Technician (CR 1/2, 100 xp)
Standard Reserves: Trooper Squad (CR 5, 1800 xp), Officer, Junior (CR 1/2, 100 xp), 6x Trooper, Scout (CR 1/2, 100 xp), 6x 74-Z Speeder Bike (CR 2, 450 xp)
Response Time: 2 hours (Territorial Region)

AT-ST/AT-DP/AT-MP

Class: Scout Walker/ Anti-Infantry/ Mobile Artillery
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp)
Response Time: 1 hour (Territorial Region)
Note: Can be deployed from drop pods or carrier ships such as the Gozanti-Class, immediately placing units in the battlefield.

I-Class Star Destroyer

Class: Capital Ship
Standard Reserves: Battlegroup/Legion, Fighter Wing; 20x AT-AT (CR 19, 22000 xp), 30x AT-ST (CR 11, 7200 xp) OR 30x AT-DP (CR 9, 5000 xp), 15x K79-S80 Imperial Troop Transport (CR 10, 5900 xp), 8x Lambda-class T-4a shuttle OR 8x Sentinel-Class landing craft
Response Time: 20 minutes (Orbit); Class-2 Hyperdrive (Interstellar)

K79-S80 Imperial Troop Transport

Class: Armored Repulsorlift Troop Transport
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp), Imperial Technician (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Standard Reserves: 6x Trooper (CR 1/2, 100 xp) (gunner seats)
Response Time: 1 hour (Territorial Region)

LAAT/le Gunship

Class: Law Enforcement and Patrol Gunship
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp)
Standard Reserves: 6x Trooper (CR 1/2, 100 xp)
Response Time: 1/2 hour (Territorial Region)

Sentinel-Class Landing Craft

Class: Troop Landing Shuttle
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp), 3x Imperial Technician (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Standard Reserves: 8x Squads
Response Time: 10 minutes (Orbit); Class-1 Hyperdrive (Interstellar)

SP.9 AIAV

Class: Anti-Infantry Repulsorlift Artillery
Operating Crew: Navy Pilot (CR 1/8, 25 xp), 3x Imperial Technician (CR 1/2, 100 xp)
Response Time: 30 minutes (Battlefield)

SPHA

Class: Heavy Mobile Artillery
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp), 12x Imperial Technician (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp)
Standard Reserves: 3x Squads
Response Time: 40 minutes (Battlefield)

SPMA

Class: Medium Mobile Artillery
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp), 12x Imperial Technician (CR 1/2, 100 xp), Officer, Junior (CR 1/2, 100 xp) Standard Reserves: 3x Squads
Response Time: 20 minutes (Battlefield)

Turbo Tank

Class: High-Speed Tank/Troop Transport
Operating Crew: 2x Navy Pilot (CR 1/8, 25 xp), 6x Imperial Technician (CR 1/2, 100 xp), 0-1x Officer, Junior (CR 1/2, 100 xp)
Standard Reserves: 5x Trooper, Squad (CR 5, 1800 xp) OR 10 Squads
Response Time: 1/2 hour (Territorial Region)

TX-130

Class: Repulsorlift Tank
Operating Crew: Navy Pilot (CR 1/8, 25 xp), Imperial Technician (CR 1/2, 100 xp)
Standard Reserves: 0-1x Officer, Junior (CR 1/2, 100 xp)
Response Time: 10 minutes (Battlefield)

TX-225

Class: Tread or Repulsorlift Tank
Operating Crew: Navy Pilot (CR 1/8, 25 xp), Imperial Technician (CR 1/2, 100 xp)
Standard Reserves: 0-1x Officer, Junior (CR 1/2, 100 xp)
Response Time: 30 minutes (Battlefield)

Advanced Augmentation

Though it once began with mere prosthetics and emulations of droid functions, the study and development of Biotech Augmentation is indeed one of the most bleeding-edge fields of galactic science; those who successfully develop and securely manufacture such products have seen boundless riches (often at the expense of crossing ethical boundaries).

Throughout the galaxy, the expansion of both commercially-available and heavily-restricted augmentations has led to a burgeoning arms race where those courageous (or foolish) enough to go under the knife can emerge with impressive abilities. Of course, the failure of such operations has produced its fair share of bodies left in the wake of such momentum. Historically, those who have generated both popularity and fear for augmentation by their own example have been Sith warriors, desperate for an edge in combat, or enhanced soldiers, critically wounded or unable to retire, such as the bounty hunter Dengar.

Many of the augmentations listed below have no direct side-effect, but have demanding prerequisites or require tech points to utilize. Additionally, the majority of these augmentations are of grades Advanced and Legendary, meaning that they aren't likely to be encountered until late-game; should they appear before then, few characters other than Biotech Engineers can make use of their features. The expense of their use, paired with the unwanted attention they attract from nefarious types eager to subdue augmented individuals and harvest them, may not be worth the risk.

It is also of note that a great many of these augmentations are enhancements to prior augmentations, allowing you to stack features and gain more from the core replacements you've selected, at the challenge of being funneled down certain paths based on your maximum augmentation limitations and the increased risk of severe financial loss, should that replacement limb be lost or destroyed.

Following the list below, prepared example NPCs demonstrating the extremes of this technology are listed. Their capacity for violence and subterfuge makes them excellent non-traditional BBEGs and party rivals, or merely lethal hazards to steer clear of. (They are not from any established canon.)

Advanced Augmentation

New Augmentations

Accelerated Jump Hydraulics Marksman Aim Stability
Angiogenesis Protein Therapy Mastery Recoil Compensation
Antigrav-Repulsor Easement Thrusters M-RΔ Micro-Recycler
Assisted Regenerative Functions M-RΣ Recycler Optimizer
AT-EIA (Auto-Targeting Electrical Incapacitation Array) M-RΩ Supreme Assembler
AT-EIA Multitargeting Functionality Multi-Spectrum Layering Imager
AT-EIA Overcharge Functionality Noise Feedback Visualizer
Auto-Kolto System (Civilian Issue) Optimized Nanotube Musculature
Auto-Kolto System (Medical Issue) PCEC (Projected Concussive Energy Cannon)
Auto-Kolto System (Military Issue) PCEC Precision Diode
Ballistic Techblade Ejector Peak Recharge Dynamo
Capture Wetware Raiden-I Dash Accelerator
Cloaked Takedown Support Raiden-II Surge Accelerator
Czerka Series-X Dietary Energy Converter Raiden-X Speed Demon Accelerator
Discreet Power Processing Reflex Enhancement
Efficiency Recharge Dynamo Regulated Nervous System
Electromagnetic Pulse Shielding Remote Hacking Suite
Firewall Fortification Suite Sharpshooter Aim Stability
Heated Ejector Port Stealth Hacking Module
Improved Recoil Compensation Supreme Regenerative Functions
Integrated Techblade Supreme Weapon Handling Cybernetics
Jehuty-Series Rocket Hand Uninhibited Angiogenesis
Krayt-Series Subdermal Armor Plates Vented Explosive Release
Leg Joint and Pad Silencing Wall-Penetrating Imager
Advanced Augmentation

Accelerated Jump Hydraulics

Premium Augmentation (Enhancement)
Prerequisite: High-Grade Cybernetic Legs
Your long and high jump distance, regardless of standing or running, both increase by 15 feet. Additionally, you ignore the first 20 feet when calculating fall damage.
Side Effect: After jumping or falling, you lose 5 feet of movement speed from whatever movement remains this turn.

Angiogenesis Protein Therapy

Prototype Augmentation (Enhancement)
Prerequisite: Torso Replacement
Your maximum hit points increase by a number equal to your level, and increase by 1 every level thereafter.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

Antigrav-Repulsor Easement Thrusters

Prototype Augmentation (Enhancement)
Prerequisite: Torso Replacement
When you fall, you always descend at a safe rate and take no fall damage.
Side Effect: While this augmentation is installed, you always have the Rigid and Cumbersome properties.

Assisted Regenerative Functions

Advanced Augmentation (Enhancement)
Prerequisite: Torso Replacement
When you expend hit dice to heal, the minimum number for each roll increases by +2.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

AT-EIA (Auto-Targeting Electrical Incapacitation Array)

Prototype Augmentation (Enhancement)
Prerequisite: Hand Replacement, Tech Points
As an action, you can expend 1 tech point and a dart, firing the dart from your hand at a target within 60 feet that you can see. The dart unerringly hits the target and deals 5d8 nonlethal lightning damage; if the creature’s remaining hit points are less than the total, the creature is effectively subdued and drops unconscious for up to 1 hour, or until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. This ability has no effect on creatures immune to lightning damage or the Homing Rockets power. The dart is consumed after making this attack. Any additional features of the dart do not wake the target.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

AT-EIA Multitargeting Functionality

Advanced Augmentation (Enhancement)
Prerequisite: AT-EIA, Tech Points
When you use your AT-EIA, you can target up to 4 targets simultaneously, expending tech points and darts for each target. You can only target a given creature with 1 dart per use of the AT-EIA.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

AT-EIA Overcharge Functionality

Legendary Augmentation (Enhancement)
Prerequisite: AT-EIA, Tech Points
When you fire the AT-EIA, you can expend 1-4 additional tech points per target; the 5d8 nonlethal damage increases by 4d8 per additional tech point spent.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

Auto-Kolto System (Civilian-Issue)

Prototype Augmentation (Enhancement)
Prerequisite: Torso Replacement
When you have at least 1 hit point but less than half of your maximum, you regain 1 hit point at the beginning of your turn.
Side Effect: If you have taken damage since your last turn, you don’t regenerate on your turn.

Auto-Kolto System (Medical-Issue)

Advanced Augmentation (Enhancement)
Prerequisite: Civilian-Issue Auto-Kolto System
Regeneration from the auto-kolto system increases by your Constitution modifier.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

Auto-Kolto System (Military-Issue)

Legendary Augmentation (Enhancement)
Prerequisite: Medical-Issue Auto-Kolto System
Regeneration on your turn is no longer stopped if you have taken damage since your last turn. Additionally, you can regenerate up to ¾ of your maximum HP.
Side Effect: Your tech point maximum decreases by 2 while you have this augmentation installed.

Ballistic Techblade Ejector

Prototype Augmentation (Enhancement)
Prerequisite: Integrated Techblade
While you have your integrated techblade withdrawn, you can launch it as a ranged tech attack at an enemy within 30 feet. The attack deals double the weapon’s regular damage dice plus your tech casting modifier in kinetic damage and impales the target with your techblade. An impaled target suffers one stack of slowed (or is restrained, if they were adjacent to a wall) until they or another creature spends its action making a Strength check against your tech save DC; on success, the blade is removed. You cannot make this attack again until you reacquire your integrated techblade and reinsert it with an Action.

Capture Wetware

Advanced Augmentation (Enhancement)
Prerequisites: Slicer’s Kit Proficiency, Tech Points
When you attempt a Slicer’s Kit check, you can expend 1 tech point to lower the DC by 2.
Side Effect: If you still fail the check after lowering the DC, you suffer 1d4 Lightning damage.

Cloaked Takedown Support

Legendary Augmentation (Enhancement)
Prerequisite: Active Camouflage Core, Discreet Power Processing
Attacking does not cancel the invisibility effect.

Advanced Augmentation

Czerka Series-X Dietary Energy Converter

Advanced Augmentation (Enhancement)
Prerequisite: Torso Replacement
When you consume a ration or meal, you have a 50% chance to regain 1 tech point. In an hour, you can regain a number of tech points in this manner equal to your highest statistic modifier among Strength, Dexterity, or Constitution.
Side Effect: When you would take poison damage, the effect’s minimum damage is half the maximum value of the roll. Additionally, food consumed in the attempt to regain tech points does not provide nutrition towards your daily ration requirements.

Discreet Power Processing

Advanced Augmentation (Enhancement)
Prerequisite: Active Camouflage Core
You suffer no speed loss while the active camouflage core’s infiltration power is active.

Efficiency Recharge Dynamo

Prototype Augmentation (Enhancement)
When you score a critical hit with a weapon attack, skill check, or saving throw, you regain 1 tech point. Between long rests, you can regain a number of tech points up to twice your proficiency bonus.
Side Effect: When you critically fail a weapon attack, skill check, or saving throw, you expend 1 tech point. If you have no remaining tech points, you instead take 1 lightning damage.

Electromagnetic Pulse Shielding

Legendary Augmentation (Enhancement)
Prerequisite: Krayt-Series Subdermal Armor Plates, Tech Points
Grants immunity to ion and lightning damage. You automatically succeed on related saving throws to those damages.
Side Effect: For every instance that you would take ion or lightning damage, you lose 1 tech point. If you have no remaining tech points, you take the damage as normal.

Firewall Fortification Suite

Advanced Augmentation (Enhancement)
Prerequisite: Slicer’s Kit Proficiency, Tech Points
This augmentation allows you to fortify the digital security of an object you have already made a successful check against using a Slicer’s Kit. The Slicer’s Kit check DC for creatures other than yourself against that specific target increases by +2.

Heated Ejector Port

Advanced Augmentation (Enhancement)
Prerequisite: Ballistic Techblade Ejector, Tech Points
Expending 1-4 tech points, when you fire your integrated techblade using your ballistic techblade ejector, you deal an additional 1d6 fire damage per tech point spent. Hit or miss, all creatures within 5 feet of the target must make a Dexterity saving throw against your tech save DC, taking the same number of d6s of fire damage on failure, or half as much on success. Unless the techblade is enhanced, it shatters and is irreparable.

Improved Recoil Compensation

Premium Augmentation (Enhancement)
Prerequisite: Arm Replacement
When you use a weapon with the strength or dexterity property, that number is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength or dexterity number is 11, this augmentation negates the property entirely.
Side Effect: When you take damage while moving, you suffer 1 stack of slowed that lasts until the beginning of your next turn.

Integrated Techblade

Premium Augmentation (Enhancement)
Prerequisite: Arm Replacement, Techblade Proficiency
You install a techblade in your prosthetic arm, which can be withdrawn or hidden as a bonus action. While hidden, the weapon has the hidden property. While withdrawn, the weapon has the fixed property.
If you have an enhanced techblade, you may choose to incorporate it instead of the augmentation’s standard one.

Advanced Augmentation

Jehuty-Series Rocket Hand

Legendary Augmentation (Replacement)
Prerequisite: Strength 16, Tech Points
This augmentation replaces your dominant hand.
This durasteel hand is built solid and impressive in its reactivity. By default, unarmed strikes with the hand deal 1d8 + your Strength modifier. Using your attack action, you can make a ranged weapon attack with the hand, launching it up to 60 feet at an enemy, dealing your unarmed strike damage; after the attack is complete, the hand returns to you and reconnects to your arm. You can choose to expend 1-3 tech points when making a normal unarmed strike or this ranged attack, adding 1d8 lightning damage per tech point spent. Instead of dealing damage, you can choose to expend 1 tech point to grapple a Medium or smaller creature and reel them in; the target must make a successful Strength saving throw against your tech save DC, or is pulled adjacent to you. If they succeed that save, your rocket hand stalls out and must be recalled to you with an Action.
Side Effect: When the hand is separated from your person or deactivated from ion damage, your weapon attacks are made with disadvantage and without your statistic modifiers added to your damage rolls. Additionally, when you are without the hand, your carrying capacity decreases by half.

Krayt-Series Subdermal Armor Plates

Advanced Augmentation (Enhancement)
Prerequisite: Integrated Subdermal Armor or Integrated Subdermal Armor Mark II
Your base AC increases by +2. Additionally, you gain resistance to one damage type (chosen at creation) between acid, cold, fire, lightning, poison, and sonic damage.
Side Effect: This augmentation counts as 2 augments on the Cybernetic Augmentation Side Effects table.

Leg Joint and Pad Silencing

Premium Augmentation (Enhancement)
Prerequisite: Legs Replacement
Your legs create no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Side Effect: While sneaking, your speed decreases by 5 feet.

Marksman Aim Stability

Premium Augmentation (Enhancement)
Prerequisite: Arm Replacement, Strength 13
The DC of burst and rapid fire with your blaster attacks increases by +1.
Side Effect: When you target more than one creature with attacks in a round, each subsequent target poses a -1 penalty to hit until the end of the round.

Mastery Recoil Compensation

Legendary Augmentation (Enhancement)
Prerequisite: Improved Recoil Compensation
When you use a weapon with the strength or dexterity property, that number is reduced by an additional two steps. If the strength or dexterity number is 15 or lower, this augmentation negates the property entirely.
Side Effect: When you take damage while moving, you suffer 1 stack of slowed that lasts until the beginning of your next turn.

M-RΔ Micro-Recycler

Prototype Augmentation (Enhancement)
Prerequisite: Associated Tool Proficiency
You are able to disassemble weapons, weapon modifications, armor, armor modifications, explosives, and ammunition into recycled raw materials that you can use in crafting other objects of those categories. It takes 1 hour to disassemble 500 credits worth of items (or 1000 credits, if you have expertise in the relative kit/implement). At the end of that time, you roll a check with the related kit, taking the corresponding result on the table below.
Disassembly

DC Result
5 or less You recover ¼ the value in recycled raw materials.
6-10 You recover ½ the value in recycled raw materials.
11-15 You recover the full value in recycled raw materials.
16-20 You recover 1.5x the value in recycled raw materials.
21+ You recover 2x the value in recycled raw materials.

You cannot recycle enhanced items in this way.
Side Effect: When you roll a natural 1 on the check, all materials are lost.

M-RΣ Recycler Optimizer

Advanced Augmentation (Enhancement)
Prerequisite: Micro-Recycler, Tech Points
You no longer lose all materials when you roll a natural 1 on the check. Additionally, the amount you can disassemble in one hour doubles.
Side Effect: Each crafting check you make with the Micro-Recycler now expends 1 tech point.

M-RΩ Supreme Assembler

Legendary Augmentation (Enhancement)
Prerequisite: Recycler Optimizer
You gain a +5 bonus to your disassembly checks. Additionally, you can use recycled raw materials in the crafting of enhanced items you have the blueprints for, bypassing any rare material requirements.
Side Effect: When crafting enhanced items with recycled raw materials, the recycled materials are worth half their value.

Advanced Augmentation

Multi-Spectrum Layering Imager

Advanced Augmentation (Enhancement)
Prerequisite: Wall-Penetrating Imager, Tech Points
While your Nighthawk Ocular Implant is active, you can spend 1 tech point. When you do, for one minute, you can clearly see items, traps, and secret or obscured doors without need of Perception checks.

Noise Feedback Visualizer

Legendary Augmentation (Enhancement)
Prerequisite: Nighthawk Ocular Implant
While the Nighthawk Ocular Implant is active, you gain tremorsense and blindsight out to 60 feet.
Side Effect: When an explosive or area-of-effect ability is centered within 10 feet of you, you must make a Constitution saving throw equal to the ammunition or power’s save DC, or you are blinded and deafened until the end of your next turn.

Optimized Nanotube Musculature

Legendary Augmentation (Enhancement)
Prerequisite: Arm Replacement
With this augmentation installed, your Strength score increases by 2, and any restrictions on weapon use caused by arm and hand replacements is lifted. Your carrying capacity, as well as the amount you can push, pull, and lift doubles. If it is already doubled, it triples. If it is already tripled, it is quadrupled.
Additionally, you can pick up and use oversized objects of up to 300 pounds as improvised weapons, so long as your maximum carrying capacity is equal to or above that number. Whether you strike with them or throw them, their damage is equal to 1d12 + twice your Strength modifier. When thrown, you can throw them up to a distance of 30 feet + 10 times your Strength modifier.
Side Effect: While carrying an oversized object, you have at least 1 stack of slowed at all times. Additionally, when carrying the object, your Armor Class cannot benefit from your Dexterity modifier.

PCEC (Projected Concussive Energy Cannon)

Advanced Augmentation (Enhancement)
Prerequisite: Arm Replacement, Hand Replacement, Tech Points
Your arm unfolds into a concussive force energy cannon. As an action, expending 1-4 tech points, you fire off a cone of energy. Medium or smaller creatures or objects not being worn or carried within range must make a Strength saving throw against your tech save DC. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet away from you based on its size and falls prone. A Tiny creature or object can be moved up to 20 feet per tech point, a Small creature or object can be moved up to 10 feet per tech point, and a Medium creature or object can be moved up to 5 feet per tech point. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d6 kinetic damage per tech point spent.
The cone’s size is 12.5 feet per tech point spent (rounded down to the nearest 5 feet).
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

PCEC Precision Diode

Advanced Augmentation (Enhancement)
Prerequisite: PCEC, Tech Points
Refining your PCEC into a 5ft wide line, you launch a debilitating barrage of concussive force. As an action, expending 1-4 tech points, you fire off a line of energy. Creatures in the line take 5d8 nonlethal force damage plus 3d8 additional damage for every tech point spent after the first, and must make a Strength saving throw against your tech save DC, pushed 10 ft backward per tech point spent and falling prone on failure. If the creature’s remaining hit points are less than the total taken, the creature automatically fails the Strength save and is rendered unconscious for up to 1 hour, or until the sleeper takes damage after this turn or someone uses an action to shake or slap the sleeper awake. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d6 kinetic damage per tech point spent.
The line’s length is 17.5 feet per tech point spent (rounded down to the nearest 5 feet).
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

Peak Recharge Dynamo

Legendary Augmentation (Enhancement)
Prerequisite: Efficiency Recharge Dynamo
When you would regain 1 tech point via the Efficiency Recharge Dynamo, you instead gain 1d4 tech points. You can regain a number of d4s of tech points up to twice your proficiency bonus.
Side Effect: When you critically fail a weapon attack, skill check, or saving throw, you now expend 2 tech points.

Advanced Augmentation

Raiden-I Dash Accelerator

Prototype Augmentation (Enhancement)
Prerequisite: Torso Replacement, Leg Replacement, Tech Points, Dexterity 13
As an action, you expend 1 tech point and surge forward 15 feet in a straight line, moving through the space of Medium or smaller creatures. Each creature within 5 feet of your path must make a DC 12 Constitution save or takes 1d4 lightning and 1d4 sonic damage, or half on success. Any creature whose space you moved through or is adjacent to you when you stop must make a Strength saving throw against your tech casting DC; on failure, they take 1d6 sonic damage and 1d6 kinetic damage and fall prone. On success, they take half damage and are not prone. Once you use this feature, you roll a d6 at the beginning of each of your turns; on 5-6, it becomes available again.

Raiden-II Surge Accelerator

Advanced Augmentation (Enhancement)
Prerequisite: Torso Replacement, Leg Replacement, Tech Points, Dexterity 15
As an action, you expend 3 tech points and surge forward up to 30 feet in a straight line, moving through the space of Medium or smaller creatures. Each creature within 5 feet of your path must make a DC 15 Constitution save or takes 1d6 lightning and 1d6 sonic damage, or half on success. Any creature whose space you moved through or is adjacent to you when you stop must make a Strength saving throw against your tech casting DC; on failure, they take 1d10 sonic damage and 1d10 kinetic damage, are pushed back 15 feet, and fall prone. On success, they take half damage, are not moved, and are not prone. Once you use this feature, you roll a d8 at the beginning of each of your turns; on 7-8, it becomes available again.

Raiden-X Speed Demon Accelerator

Legendary Augmentation (Enhancement)
Prerequisite: Torso Replacement, Leg Replacement, Tech Points, Dexterity 18
As an action, you expend 7 tech points and surge forward up to 60 feet in a straight line, moving through the space of Large or smaller creatures. Each creature within 10 feet of your path must make a DC 18 Constitution save or takes 1d8 lightning and 1d8 sonic damage, or half on success. Any creature whose space you moved through or is adjacent to you when you stop must make a Strength saving throw against your tech casting DC; on failure, they take 2d8 sonic damage and 2d8 kinetic damage, are pushed back 30 feet, and fall prone. On success, they take half damage, are not moved, and are not prone. Once you use this feature, you cannot use it again until you finish a short or long rest.

Reflex Enhancement

Advanced Augmentation (Enhancement)
Prerequisite: Daring Acrobat Package or Dexterity Enhancement (Basic)
You have advantage on Initiative checks, and you gain an additional reaction each round. You may only use one reaction per turn.
Side Effect: If you roll a natural 1 on any Action that uses your Reaction, you can only use your Action or Bonus Action on your next turn, not both.

Regulated Nervous System

Advanced Augmentation (Enhancement)
Prerequisite: Reflex Enhancement
Once per short or long rest, as an action, you can activate this augmentation to cast the Tactical Advantage tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.
Side Effect: When Tactical Advantage ends, you gain 1 stack of exhaustion.

Remote Hacking Suite

Prototype Augmentation (Enhancement)
Prerequisite: Infiltration Package, Tech Points
Expending 1 tech point, you can attempt a check with a Slicer’s Kit on a target you can see up to 45 feet away.
Side Effect: If you fail the check, you suffer 1 Lightning damage.

Sharpshooter Aim Stability

Legendary Augmentation (Enhancement)
Prerequisite: Marksman Aim Stability, Strength 15
The DC of burst and rapid fire with your blaster attacks increases by +2.
Side Effect: When you target more than one creature with attacks in a round, each subsequent target poses a -1 penalty to hit until the end of the round.

Stealth Hacking Module

Advanced Augmentation (Enhancement)
Prerequisite: Capture Wetware
When you make a Slicer’s Kit check against a target, success or fail, the intrusion does not alert the target or any networked security systems.
Side Effect: While using the Slicer’s Kit, you are considered blinded to your surroundings.

Supreme Regenerative Functions

Legendary Augmentation (Enhancement)
Prerequisite: Assisted Regenerative Functions
When you expend hit dice to heal, the minimum number for each roll increases by +2, and you gain a +1 bonus for each die expended.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

Advanced Augmentation: Critically-Augmented Cyborgs

Supreme Weapon Handling Cybernetics

Artifact Augmentation (Enhancement)
Prerequisite: Hand Replacement, Arm Replacement
This augmentation eliminates any restrictions on weapon use caused by arm and hand replacements. Additionally, you use both your Strength and Dexterity modifiers in your weapon attack rolls, instead of just the modifier a weapon normally uses.
Side Effect: Due to the constant stress on your musculature, your hit point maximum decreases by an amount equal to your level, and -1 for each level thereafter.

Uninhibited Angiogenesis

Advanced Augmentation (Enhancement)
Prerequisite: Angiogenesis Protein Therapy
Your maximum hit points increase by a number equal to twice your level, and increase by 2 every level thereafter.
Side Effect: Your tech point maximum decreases by 1 while you have this augmentation installed.

Vented Explosive Release

Advanced Augmentation (Enhancement)
Prerequisite: Torso Replacement
Using this enhancement, you can load an explosive that deals damage in a radius, such as grenades, mines, missiles, and rockets. On your turn, you can use a full-round action to detonate that loaded explosive, centered on you. You take no damage from this detonation.
Side Effect: On your next turn, you can move up to half your speed and take either your action or bonus action, not both.

Wall-Penetrating Imager

Prototype Augmentation (Enhancement)
Prerequisite: Nighthawk Ocular Implant
While your Nighthawk Ocular Implant is active, you can see creatures and devices through walls or other solid objects up to 10 feet thick.
Side Effect: While your Nighthawk Ocular Implant is active, your Darkvision radius decreases to half its normal range.

Advanced Augmentation: Critically-Augmented Cyborgs

Critically-Augmented Cyborgs

Scattered throughout the reaches of space, there exists a select few secretive organizations, wealthy beyond imagining, that hold themselves above what they consider the petty trappings of intergalactic governments and their laws. Such groups don't build armies to resolve their troubles; instead, they pour millions of credits -- enough to purchase great starships -- into a number of hand-selected, immaculately-trained and decadently-augmented individuals.

Such cyborgs often serve in a collection of roles for their employers, entrusted with expectations to complete as many as 200 "impossible" missions over the course of their lifetime. Between mission assignments, they are placed in stasis, wiped of memories, and reconditioned to remain in their prime.

Infiltrators

Among the two most common tropes, those Cyborg Infiltrators are dispatched to undertake a variety of covert operations, ranging from infiltration, espionage, assassination, and high-security theft. It is common for such infiltrators to prefer cleaner, non-lethal solutions and avoid large conflicts entirely. Even so, when pursued, they are effective killers who eliminate hostile combatants with ease and artistry.

Titans

Where Cyborg Infiltrators are the precise instrument, Cyborg Titans are the blunt force.

Cyborg Titans are deployed when a target must not survive under any circumstances and the window for a tactful approach has expired. Deployed and unleashed upon their enemy, they coordinate to eliminate communications and escape routes before terminating their targets with maximum prejudice. It is not uncommon for collateral damage to reach extremes in the wake of an attack by Cyborg Titans, and if it serves a tactical benefit (such as making the scene harder to interpret for responders of authority), they are quick to lean into such devastating tactics. No element of the Cyborg Titan's arsenal is non-lethal in nature, and any unused hostages taken by them are summarily executed by default.

Above all else, the Cyborg Titan is an army killer, a base destroyer, and a whirlwind force of obscene and terrible power.

Advanced Augmentation: Critically-Augmented Cyborgs


Critically-Augmented Cyborg Infiltrator

Medium Humanoid, Any Alignment


Armor Class 22 (Krayt-Series Subdermal Armor Plates)
Hit Points 429 (26d8+312)
Speed 45 ft, climb 45 ft


STR DEX CON INT WIS CHA
18(+4) 24(+7) 20(+5) 22(+6) 16(+3) 13(+1)

Saving Throws Dex +14, Int +13, Wis +10
Skills Athletics +11, Acrobatics +14, Stealth +14, Sleight of Hand +14, Investigation +13, Medicine +13, Survival +10, Perception +17, Persuasion +15, Intimidation +15
Damage Resistances fire, necrotic, poison; kinetic and energy damage from unenhanced attacks
Damage Immunities ion, lightning; fall damage
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Darkvision 120 ft, passive Perception 27
Languages Galactic Basic, Binary, three others
Challenge 22 (41,000 XP)


Auto-Defibrillator (1/Day). When reduced to 0 hit points but not killed outright, the Cyborg Infiltrator drops to 1 hit point instead.

Biotech Augmentations. The Cyborg Infiltrator has the following augmentations: Active Camouflage Core, Anti-Dazzle Ocular Implant, Antigrav-Repulsor Easement Thrusters, AT-EIA, Auto-Defibrillator, Efficiency Recharge Dynamo, Electromagnetic Pulse Shielding, Frailcasting Inhibitor, Hardy Torso Prosthesis, Infiltration Package, Integrated Subdermal Armor, Krayt-Series Subdermal Armor Plates, Remote Hacking Suite, Rendcasting Inhibitor, Vector Amplifier, Vector Rangefinder, and Withercasting Inhibitor.

Bleeding-Edge Augmentation. The Cyborg Infiltrator suffers no side effects from its augmentations.

Combat Caster. When a creature rolls a 1 on the d20 roll of a saving throw against a damaging power cast by the Cyborg Infiltrator, they instead take the highest number possible for the damage die.

Durable. When the Cyborg Infiltrator expends a Hit Die to regain hit points, it always receives the maximum value. Additionally, the Cyborg Infiltrator’s Hit Points increase by 2 per Hit Die (included in block).

Efficiency Recharge Dynamo. When the Cyborg Infiltrator rolls a natural 20 with a weapon attack, skill check, or saving throw, it regains 1 expended tech point.

Enhanced Weapons. The Cyborg Infiltrator’s weapon attacks deal enhanced damage for the purposes of ignoring damage resistance and immunity.

Focused Augmentation. The Cyborg Infiltrator adds its Intelligence modifier to Constitution saving throws it makes to maintain concentration. Additionally, when it casts a power that requires concentration and would affect only one target, it can target an additional creature with that power.

More Machine Than Man. While the Cyborg Infiltrator has temporary hit points, when subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage on failure.

Legendary Resistance (3/day). If the Cyborg Infiltrator fails a saving throw, it can choose to succeed instead.

Multitasker. The Cyborg Infiltrator can make an additional reaction each round. It can only make one reaction per turn.

Overclock Body. When the Cyborg Infiltrator casts a tech power, it can choose to pay up to half the cost of the tech power using its hit points instead of its tech points. When it casts a tech power in this manner, its maximum hit points are reduced by the same amount. This effect is cumulative, and persists until the Cyborg Infiltrator completes a long rest.

Potent Aptitude (6/Day). As a bonus action, the Cyborg Infiltrator grants an allied creature it can see a d12 Potent Aptitude die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost. A creature can have only one Potent Aptitude die at a time.

Rapid Reconstruction. As a bonus action, the Cyborg Infiltrator can choose to expend one of its Hit Dice to recover hit points.

Remote Hacking Suite. Expending a tech point, the Cyborg Infiltrator can make a check with a Slicer’s Kit from up to 45 feet away.

Snapshot Mastery. The Cyborg Infiltrator’s ranged weapon attacks ignore one quarter, half, and three-quarters cover within 30 feet, and are not made with disadvantage if an enemy is adjacent. Additionally, other creatures provoke an opportunity attack from the Cyborg Infiltrator when they move to within 30 feet of it, and it can use blaster weapons when making opportunity attacks.

Sneak Attack (1/Turn). The Cyborg Infiltrator deals an extra 11 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an enemy that isn't incapacitated and the Cyborg Infiltrator doesn't have disadvantage on the roll.

Tech Casting. The Cyborg Infiltrator is a 20th-level techcaster. Its techcasting ability is Intelligence (tech save DC 24, +16 to hit with tech powers, 38 tech points). It knows the following tech powers:

At-will: ionic strike, pressure crush
1st level: buffer, countermeasures, decryption program, gleaming outline, target lock, voltaic shielding
2nd level: energetic burst, frequency scan, lock, smuggle, translocate
3rd level: destroy tech, fabricate trap, invisibility to cameras, read memory, remove virus, scramble interface, tactical advantage
4th level: scan area, sensor probe, synchronicity
5th level: shutdown
6th level: contingency, find the path, scrambling barrier, security protocols
7th level: greater sabotage charges, neurotoxin
8th level: scrambling field
9th level: invulnerability, predictive AI

Tech Resistance. The Cyborg Infiltrator has advantage on saving throws against tech powers.

Advanced Augmentation: Critically-Augmented Cyborgs

Tool Proficiencies. The Cyborg Infiltrator has the following proficiencies, with +14 bonuses to each before any statistic modifiers: Armstech’s Implements, Biotech’s Implements, Demolitions Kit, Munitions Kit, and Slicer’s Kit.

Actions

Multiattack. The Cyborg Infiltrator makes two weapon attacks. It can replace one of them with a tech power of up to 2nd level. It may then throw a grenade as a Bonus Action, if available.

Enhanced Anti-Armor Sniper Rifle. Ranged Weapon Attack: +17, range 210/840, one target. Hit: 20 (1d12+1d10+7) energy damage. The weapon has the following properties: brutal 3, keen 3, reload 8, silent, strength 13, two-handed. The weapon deals double-damage against constructs and structures.

Enhanced Heavy Slugpistol. Ranged Weapon Attack: +17, range 40/160, one target. Hit: 16 (2d8+7) kinetic damage. The weapon has the following properties: brutal 3, disruptive, keen 3, rapid 2, reload 16, silent, strength 13.

Lethal Ion Grenade (3/Day). The Cyborg Infiltrator throws a grenade at a point up to 50 feet away, specifying whether it detonates on impact or on initiative count 20 (losing ties). Upon detonation, each creature within 10 feet must make a DC 22 Dexterity saving throw. A creature takes 35 (10d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

Unarmed Strike. Melee Weapon Attack: +17, reach 5 ft, one target. Hit: 14 (1d12+7) kinetic damage + 13 (2d12) lightning damage. A creature struck by this attack must succeed on a DC 21 Constitution saving throw or is stunned for up to 1 minute. The creature may repeat the save at the end of each of its turns.

AT-EIA (10/Day, 1 Tech Point). The Cyborg Infiltrator fires a homing electrified dart at a target within 60 feet that it can see, dealing 5d8 nonlethal lightning damage. If the creature’s remaining hit points are less than the total, the creature is effectively electrified and drops unconscious for up to 1 hour, or until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. This ability has no effect on creatures immune to lightning damage or the homing rockets tech power.

Infiltrate (1/Day). The Cyborg Infiltrator casts the infiltrate tech power on itself, without expending tech points or requiring concentration.

Release. The Cyborg Infiltrator casts the release tech power without expending tech points.

Reactions

Brace for Damage. When subjected to a Dexterity saving throw from a source it can see, the Cyborg Infiltrator can grant itself advantage on the save.

Reflex Attack. In response to taking an attack from a creature within 60 feet that it can see, the Cyborg Infiltrator makes a weapon attack against the target.

Search. The Cyborg Infiltrator makes an Intelligence (Investigation) or Wisdom (Perception) check.

Advanced Augmentation: Critically-Augmented Cyborgs


Critically-Augmented Cyborg Titan

Medium Humanoid, Any Alignment


Armor Class 19 (superior duranium battle armor, durasteel upgrade)
Hit Points 488 (25d8+375)
Speed 25 ft


STR DEX CON INT WIS CHA
26(+8) 17(+3) 27(+8) 20(+5) 16(+3) 13(+1)

Saving Throws Str +15, Con +15, Int +12
Skills Athletics +15, Survival +10, Perception +10, Intimidation +8
Damage Resistances necrotic, poison; kinetic and energy damage from unenhanced attacks
Damage Immunities fall damage
Damage Vulnerabilities ion
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 60 ft, Darkvision 60 ft, Tremorsense 60 ft, passive Perception 20
Languages Galactic Basic, Binary, three others
Challenge 24 (62,000 XP)


Accelerated Jump Hydraulics. The Cyborg Titan’s jump distances all increase by 15 feet.

Auto-Defibrillator (1/Day). When reduced to 0 hit points but not killed outright, the Cyborg Titan drops to 1 hit point instead.

Auto-Kolto System (Military Issue). When the Cyborg Titan has at least 1 hit point but less than 366, it regains 9 hit points at the beginning of its turn.

Biotech Augmentations. The Cyborg Titan has the following augmentations: Accelerated Jump Hydraulics, Anti-Dazzle Ocular Implant, Antigrav-Repulsor Easement Thrusters, Auto-Defibrillator, Auto-Kolto System (Civilian-Issue, Medical-Issue, Military-Issue), Brawny Arm Prosthesis, Hardy Torso Prosthesis, High-Grade Cybernetic Legs, Integrated Weapons, Jehuty-Series Rocket Hand, Nighthawk Ocular Implant, Noise Feedback Visualizer, Survival and Surveillance Implant Mk II, and Supreme Weapon Handling Cybernetics.

Bleeding-Edge Augmentation. The Cyborg Titan suffers no side effects from its augmentations.

Brute Force. The Cyborg Titan adds 6 (1d10) to the damage it deals with all weapon attacks (included in the attacks).

Brutish Durability (1/Round). The Cyborg Titan adds 1d6 to a saving throw it makes. If applying this bonus to a death saving throw increases the total to 20 or higher, it gains the benefits of rolling a 20 on the d20.

Devastating Critical. The Cyborg Titan deals an additional 24 damage when it scores a critical hit.

Durable. When the Cyborg Titan expends a Hit Die to regain hit points, it always receives the maximum value. Additionally, the Cyborg Titan’s Hit Points increase by 2 per Hit Die (included in block).

Enhanced Weapons. The Cyborg Titan’s weapon attacks deal enhanced damage for the purposes of ignoring damage resistance and immunity.

Focused Augmentation. The Cyborg Titan adds its Intelligence modifier to Constitution saving throws it makes to maintain concentration. Additionally, when it casts a power that requires concentration and would affect only one target, it can target an additional creature with that power.

Gunning Mastery. When a target creature rolls a 1 on a saving throw of the Cyborg Titan’s weapon burst or rapid fire, it takes full damage. If it succeeds the save, it takes 3 damage.

Integrated Weapons. The Cyborg Titan has integrated weapons built into its arms: an enhanced rocket launcher and an enhanced rotary cannon. It can equip, switch between, or hide a weapon with a bonus action. While a weapon is stowed, it has the hidden property, and while equipped, it has the fixed property.

Legendary Resistance (3/day). If the Cyborg Titan fails a saving throw, it can choose to succeed instead.

More Machine Than Man. While the Cyborg Titan has temporary hit points, when subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage on failure.

Overclock Body. When the Cyborg Titan casts a tech power, it can choose to pay up to half the cost of the tech power using its hit points instead of its tech points. When it casts a tech power in this manner, its maximum hit points are reduced by the same amount. This effect is cumulative, and persists until the Cyborg Titan completes a long rest.

Potent Aptitude (7/Day). As a bonus action, the Cyborg Titan grants an allied creature it can see a d12 Potent Aptitude die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost. A creature can have only one Potent Aptitude die at a time.

Snapshot Mastery. The Cyborg Titan’s ranged weapon attacks ignore one quarter, half, and three-quarters cover within 30 feet, and are not made with disadvantage if an enemy is adjacent. Additionally, other creatures provoke an opportunity attack from the Cyborg Titan when they move to within 30 feet of it, and it can use blaster weapons when making opportunity attacks.

Supreme Weapon Handling Cybernetics. The Cyborg Titan uses both its Strength and Dexterity modifiers in its weapon attack rolls, regardless of weapon type.

Advanced Augmentation: Critically-Augmented Cyborgs

























Tech Casting. The Cyborg Titan is a 17th-level techcaster. Its techcasting ability is Intelligence (tech save DC 21, +13 to hit with tech powers, 32 tech points). It knows the following tech powers:

At-will: pressure crush, zero-point energy*
1st level: absorb energy, overload, preparedness
2nd level: energetic burst, frequency scan
3rd level: destroy tech, explosion, fabricate trap, tactical advantage, tech override
4th level: ballistic shield, cloaking screen, radiation, scan area, wire bind
5th level: immolate, paralyze creature, shutdown
6th level: disintegrate, scrambling barrier
7th level: greater sabotage charges, neurotoxin
8th level: scrambling field
9th level: greater salvo, invulnerability

Tech Resistance. The Cyborg Titan has advantage on saving throws against tech powers.

Actions

Multiattack. The Cyborg Titan makes three weapon attacks. It can substitute a number of attacks to cast a tech power of the same level, or one attack to use a proximity mine, if available.

Enhanced Rotary Cannon (Burst). The Cyborg Titan targets a 10 foot cube or 5 foot wide-by-20 foot long line within 100 feet. Each creature in the area must succeed on a DC 26 Dexterity saving throw, taking 14 (2d10+3) Energy damage on failure or 3 on success.

Enhanced Rotary Cannon (Rapid). The Cyborg Titan targets a creature within 100/400 feet with rapid fire. The target creature must succeed on a DC 26 Dexterity saving throw, taking 20 (3d10+3) Energy damage on failure or 3 on success. If the target creature is beyond 100 feet, it makes the save with advantage.


Enhanced Rocket Launcher (Fragmentation, Major) (6/Day). Ranged Weapon Attack: +20, 160/640 ft, one target. Hit: 16 (1d10+2d6+3) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 33 (6d10) kinetic damage on a failed save or half as much on a successful one.

Enhanced Rocket Launcher (Incendiary, Major) (6/Day). Ranged Weapon Attack: +20, 160/640 ft, one target. Hit: 16 (1d10+2d6+3) Kinetic damage. hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Enhanced Rocket Launcher (Ion, Lethal) (3/Day). Ranged Weapon Attack: +21, 160/640 ft, one target. Hit: 20 (1d10+3d6+3) Kinetic damage. hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 22 Dexterity saving throw, taking 35 (10d6) ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

Jehuty Series Rocket Hand. Melee or Ranged Weapon Attack: +18, reach 5ft/ range 60 ft, one target. Hit: 19 (1d10+1d8+8) Kinetic damage. The Titan can choose to expend 1-3 tech points to deal an additional 5 (1d8) lightning damage per point spent, or instead of dealing damage, expend 1 tech point to grapple a Medium or smaller creature (escape DC 23). If the grapple was made at range, the target must make a successful DC 20 Strength saving throw, or is pulled adjacent to the Titan. If the target creature succeeds that save, the rocket hand stalls out and must be recalled to the Titan with an action.

Proximity Mine (Recharge 5-6). The Cyborg Titan throws a magnetic mine onto a surface within 60 feet, which automatically primes itself. If the target was a creature, the creature must make a DC 18 Dexterity saving throw to avoid it. The mine detonates when an enemy of the Cyborg Titan moves to within 15 feet of it, as soon as initiative count 20 (losing all ties). When detonated, each creature within 15 feet of the mine must make a DC 16 Dexterity saving throw, taking 22 (4d10) Kinetic damage on a failed save or half as much on a successful one.

Reactions

Brace for Damage. When subjected to a Dexterity saving throw from a source it can see, the Cyborg Titan can grant itself advantage on the save.

Search. The Cyborg Titan makes an Intelligence (Investigation) or Wisdom (Perception) check.

The zero-point energy tech power is detailed in the Bold New Tech Powers section of this supplement.

Closing Remarks

Thanks

I'd like to thank some folks!

  • My friend Matt, for introducing me to Star Wars when we were kids!
  • My friend Avi, for introducing me to SW5E!
  • George Lucas for creating Star Wars!
  • Disney, for continuing to create Star Wars content!
  • Gary Gygax, Rob Kuntz, and Dave Arneson for building D&D together!
  • Wizards of the Coast for continuing to build it onward and upward, and releasing fantastic new content so frequently!
  • My friend Matthew, for first getting me drawn into D&D in 2017!
  • The SW5e Community, for creating such an excellent game based on the expansive lore, and for undoubtedly helping refine this wild mess I've just put together!
  • Fisto's Codex, for simplifying the effort to properly format and decorate this! Also, for amazing stat blocks that inspired me!
  • My best friend Mary, for the love and enthusiasm she gives so freely (even when I won't shut up about this stuff)!
  • My Dad, for the ocean of kindness and support he gives, and for the genuine amazement and excitement he felt when I showed him version 1.0!
  • You! I'm really pleased with this, so thanks for reading!


Now that you've read through this, go check out my next supplement, Desperate Rebellion!
Looking for additional subclasses? Check out Emerson's Archive of Archetypes!

If you enjoyed this supplement and want to support what comes next, I'm on Ko-Fi!

Contact

You can find me on r/sw5e as Manoil, asking absurdly extensive questions, or on Discord as RichardJiggler#1336, but I don't often answer random messages. Also, I know these handles are dumb as hell, but life's fer livin' brotherrrrrr

Changelog

2021.3.16: Version 1.0 Release
2021.3.17:

  • Changed Dark Force Prodigy's AC from unarmored defense (26) to battle precognition (21)
  • Added the Restricted Armory section (including the Combat Subrepeater, Multipurpose Rifle, Vibrosaw, and Wrist Dart Launcher)
  • General formatting fixes

2021.3.18:

  • Added the Quad Blaster to the Restricted Armory

2021.4.7:

  • Renamed the Restricted Armory to the Contraband Armory
  • Removed the Quad Blaster (balancing concerns), added the Harpoon Gun and Smart Disc; made corrections to the Wrist Dart Launcher
  • Added the LAAT/le, TIE/LN, and Imperial Troop Transport
  • Corrected alignment language from neutral to balanced

2021.4.8: Version 1.1 Release
2021.4.9:

  • Fixed minor errors discovered after 1.1 release
  • Shortened Inferno Squad Commander and Custom ID10 Seeker Droid stat blocks where available, replaced stock Operative features with the Roguelike feature
  • Added Miniaturized Superlaser to Bold New Tech Powers

2021.4.9:

  • Added Capacitor Shot to Bold New Tech Powers

2021.5.20:

  • Swapped the listing of the Inferno Squad Commander's standard Challenge rating with the one in the note above it, and altered the note description to fit it, as per Aziz's suggestion.
  • Replaced the autotarget values of the smart disc to scale in tandem with the shoulder cannon, and replaced its special description.

2021.5.26: Version 1.2 Release
2021.6.10:

  • Added E-XD-Series Infiltrator Droid
  • Added the Art Credits segment
  • Updates posted to version 1.2

2021.10.21:

  • Added AT-ED, AT-CT, AT-MP
  • Removed superfluous and incorrect features on the Inferno Squad Commander
  • Improved formatting with ITT, LAAT/le, TIE/LN, Inferno Squad Commander, and Custom ID-10 Seeker Droid

2021.11.02: Version 1.3 Release
2021.11.18:

  • Added the HAVw/HCVw Juggernaut Tanks segment to the Imperial Armor and included the Juggernaut Tank, Juggernaut Transport, and Turbo Tank
  • Added the Suppressing Fire attack to the LAAT/le

2022.01.24:

  • Added the Suppressor Shot tech power to Bold New Tech Powers

2022.03.11: Version 1.4 Release

  • Added the Shadow Trooper, EVO Trooper, and Shadow EVO Trooper

Changelog (Cont.)

2022.04.28:

  • Updated the weapons of the Contraband Armory section in accordance with the new rules
  • Updates posted to current version

2022.05.31:

  • Added the Battlefront Domination section

2022.06.01:

  • Added the SPHA, SPMA, and A9 Floating Fortress to the Imperial Armor section

2022.06.03:

  • Titled the current section of Battlefront Domination as The Imperial Army
  • Added the Imperial Navy and Stormtrooper Corps subsections to Battlefront Domination
  • Added the Terror Trooper, Inquisitorium Dark Trooper, Spacetrooper Mk I, Light Spacetrooper, Nova Trooper, and Dark Nova Trooper to Might of the Empire

2022.06.08: Version 1.5 Release

  • Corrected all NPC weapon ranges (and necessary damage die corrections) to fit the changes posted in the recent weapons update
  • Finished polish of the Battlefront Domination section and new NPCs

2022.07.21:

  • Updates and overhauls to Legendary Mercenary Smuggler, Dark Force Prodigy, and Jedi Outcast

2022.11.09:

  • Added CompForce and Revised and Expanded NPCs: Galactic Empire sections
  • Added Novatrooper Fireteam, Novatrooper Squad, CompForce Trooper, CompForce Veteran, and CompForce Squad to Might of the Empire
  • Added Death Trooper (Revised), Death Trooper Fireteam, Dark Trooper, Phase Zero (Revised), Dark Trooper Elite, Dark Trooper Commander, Dark Trooper Captain, Dark Trooper Phase II (Revised), Dark Trooper Phase III (Revised), Dark Trooper Third-Generation, Purge Trooper Fireteam, AT-ST (Revised), AT-ST Mark III, and TX-225 Occupier Tank (Revised) to Revised and Expanded NPCs: Galactic Empire

2023.03.23: Version 1.6 Release

  • Finished adding the stat blocks named in the former update
  • entered the column-fill: balance correction

Art Credits

Image Title Author
Imperial Bad Boys (Star Wars Fan Art) Jose Angel Trancón Fernández
Unknown Unknown (imgur gallery RE9z5)
Stormtrooper Squad in Scarif (Star Wars Battlefront II Imperial Army Overhaul) Deggial Nox
Star Wars: A New Hope MMS413 Death Star Gunner Hot Toys / Movie Masterpiece (Promotional Image)
Heavy Assault Stormtrooper Star Wars: Jedi Fallen Order
All-Terrain Exploration Droids Matt Zeilinger
E-XD Infiltrator Droid Star Wars Rebels (Render)
Shadow Trooper Star Wars Battlefront (Screenshot)
Imperial EVO Troopper Unknown
Terror Trooper Star Wars: The Force Unleashed 2 (render)
Inquisitorium Dark Trooper Kai Lim
Zero-G Stormtrooper (Cross-Section) Unknown
Zero-G Assault Stormtrooper Armor New Essential Guide to Weapons and Technology (Contributor Unknown)
Novatrooper (Render) Rogue One Stormtroopers Mod
AT-CT Star Wars The Force Unleashed (Promotional Image)
AT-MP Star Wars The Force Unleashed 2 (Screenshot)
Imperial Troop Transport The Mandalorian (Screenshot)
HAVr A9 Floating Fortress Mark Molnar
Image Title Author
All-Terrain Heavy Artillery (AT-HA) Unknown
SP.9 Anti-Infantry Artillery Vehicle Joey Robinson
HAVw A6 Juggernaut cross-section Star Wars: Revenge of the Sith Incredible Cross-Sections (Artist Unspecified)
Star Wars HAVw A6 Juggernaut Jasmin Zejnic
Juggernaut Transport on Morak The Mandalorian (Screenshot)
HCVw A9 turbo tank concept art for Rogue One: A Star Wars Story Doug Chiang
LAAT/le Star Wars Rebels (Screenshot)
Winged Gundark (SW X-Wing Miniatures Game) Sacha Angel Diener
Inferno Squad Star Wars Battlefront II (Promotional Image)
Iden Versio Star Wars Battlefront II (Screenshot)
Iden Versio (Star Wars: Destiny - Across The Galaxy) Darren Tan
ID-10 Star Wars Battlefront II (Screenshot)
Iden Versio and Inferno Squad Darren Tan
Dash Rendar (Star Wars Galaxies Trading Card Game) Darren Tan
Dash Rendar (Star Wars: Shadows of the Empire Trading Card Series) Tim and Greg Hildebrandt
Galen Marek Star Wars The Force Unleashed (Screenshot)
Duel At The Valley Of The Jedi Darren Tan
Star Wars Galactic Ambition - Kyle Katarn Jarreau Wimberly
Jedi Knight II: Jedi Outcast Alexander "Minze" Thümler

Art Credits (Cont.)

Image Title Author
Next target: Kamino Luca Rodolfi
Death Troopers on Nevarro The Mandalorian (Screenshot)
Dark Trooper Phase Zero Dark Trooper Phase Zero Mod By Deggial Nox (Screenshot)
High Colonel Vasker ChaosEmperor971
Purge Troopers Star Wars Jedi: Fallen Order (Screenshot)
AT-ST Mark III Star Wars: Commander (Screenshot)
Starkiller Brings Down a Star Destroyer Star Wars The Force Unleashed (Screenshot)
"We're having a nice little walk" Edouard Groult
Deus Ex: Human Revolution Arm Concept Art Eidos Montréal
Unknown Unknown
The Cyborg Bogdan-MRK
Concept Art: Berserker of Destruction Geoffroy Thoorens
Deus Ex: Mankind Divided E3 2015 Promotional Image Eidos Montréal
Deus Ex: Human Revolution Barrett Concept Art Eidos Montréal
 

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