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Desperate Rebellion
\pagebreak # Foreword When I was in the final stages of completing *[Imperial Forces](https://www.gmbinder.com/share/-MTWyXiKjknk__XZFUsP "SW5e: Imperial Forces")*' initial release version only a couple months ago, I was experiencing some conflicting emotions: **pride** in my work (as I'm always happy with the things I make, but doubly so with the things I *finish*), and **trepidation** as I had felt some amount of resistance I mistook as gatekeeping when I first started posting to the reddit. You can imagine my absolute delight in receiving responses of gleeful approval and interest in my work, a welcomed dollop of validation (especially given the nature of the last 12 months). I've been generating content since 2017 for a D&D 5e worldsetting I'd been writing--surpassing upwards of 3500 pages of content-- but all of that practice had been private, its fruits shared only with the people who played in that worldsetting. There is a certain creative high you experience when you finish a project, share it with other people, and find it well-received. Missed sessions, abrupt campaign disbandings, and false-starts had all taken their toll: an unexpected series of denials for that desired endorphin high. And then, following the series of events that got me involved with SW5e, I released my first public supplement. It's an absolute game-changer, knowing you can make something you're proud of that thousands of people can immediately access, vocally enjoy, and find value in your efforts. It's an overwhelmingly-positive sensation, and one you want to experience again; I decided a week ago today that I wanted to make another supplement, and this is the result: four days' worth of work. I've considered adding more, but decided to stop for now given that I want to be sure that the content I'm releasing is worth its production time. I knew that there was most definitely content I wanted to see-- things I wanted to realize within both the game and the community that hadn't been done yet, and compelling features I'd read in D&D Stat blocks that hadn't yet been translated into SW5e-- but the push to fill content without being absolutely inspired by it became apparent. I really-- and I mean, REALLY-- thought about building a block for the **[Buick](https://starwars.fandom.com/wiki/Buick "Buick | Wookiepedia")** from *Rogue Squadron*, but in moments like those, you find yourself increasingly aware that **it's time to stop**. You have to remind yourself that creating for the sake of creating, filling for the sake of looking well-rounded, isn't a wise use of the sand in your hourglass. So, it feels right to declare that *Desperate Rebellion* is going to be the last supplement I make for a while, unless I recognize a fair amount of potential content worthy of an entire new supplement (that nobody else seems to be taking care of). I'll still update and support these two, but I'm eager to see more of what the community shares, what focus it appears to lean towards, and what new avenues spark inspiration. I'm really happy to be here, building alongside all of you, and I'm grateful you're here too. \columnbreak >## Cover Art >
>
> >*Survivor (ILM Art Department 2016 Challenge)* >Oleg Zherebin ### Community Goals to Discuss Now, all that being said, I do think there are specific resources that we should take on in a targeted approach, either individually or as a community, to simplify the challenges of producing and DMing Star Wars 5e (in comparison to the relative ease and availability of resources for D&D 5e). * A modified item generator, individual loot generator, and treasure hoard generator, akin to [donjon's generators](https://donjon.bin.sh/5e/random/#type=treasure "donjon.bin.sh"); I have several tables done to begin with that I can provide, which could function for demo versions, but essentially no coding expertise to offer. * A well-organized/sortable database of free **3D models for printing** (improving in-person accessibility); [Yeggi](https://www.yeggi.com/ "Yeggi - 3D Printer Models Search Engine") has lots of options but lacks a more controlled structure. Buying from etsy vendors is also effective at fulfilling needs, but comes at steep cost that accumulates rapidly. * A well-organized/sortable database of **mapping and terrain assets** (improving virtual tabletop accessibility); I was incredibly impressed by [Wyzerus' pack](https://www.reddit.com/r/Star_Wars_Maps/comments/li7phs/oc_imperial_rpg_map_asset_pack_250_assets/ "(OC) Imperial RPG Map Asset Pack (~250 assets)") and collections like those, assorted together, would shave great amounts of production time off for DMs. These are a start, but more complex resources like biome-dependent town generators and plot-related generators would do wonders for making things more accessible. \pagebreakNum # Table of Contents #### [Strength in Hope](#strength-in-hope) * [Rebel Skirmisher](#strength-in-hope-rebel-skirmisher) * [Rebel Commando](#strength-in-hope-rebel-commando) * [Specialists](#strength-in-hope-rebel-commando-specialists) * [T-47 Airspeeder](#strength-in-hope-t-47-airspeeder) * [The Chiffonage-Skywalker Gambit](#strength-in-hope-t-47-airspeeder-actions-the-chiffonage-skywalker-gambit) * [UT-60 U-Wing](#strength-in-hope-ut-60-u-wing) #### [Desperation, Partisans, and the Dreamers](#desperation-partisans-and-the-dreamers) * [Legendary Partisan General](#desperation-partisans-and-the-dreamers-legendary-partisan-general) #### [Enemies of the People](#enemies-of-the-people) * [Syndicate Lord](#enemies-of-the-people-syndicate-lord) * [Legendary Falleen Underlord](#enemies-of-the-people-legendary-falleen-underlord) #### [Seekers of the Valley of the Jedi](#seekers-of-the-valley-of-the-jedi) * [Shadowtrooper](#seekers-of-the-valley-of-the-jedi-shadowtrooper) * [Legendary Miraluka Inquisitor](#seekers-of-the-valley-of-the-jedi-legendary-miraluka-inquisitor) * [Chistori Dark Jedi](#seekers-of-the-valley-of-the-jedi-chistori-dark-jedi) #### [Tactics of the Rebellion](#tactics-of-the-rebellion) * [Use of Terrain](#tactics-of-the-rebellion-use-of-terrain) * [Cover Focus](#tactics-of-the-rebellion-cover-focus) * [Befriending Locals](#tactics-of-the-rebellion-befriending-locals) * [Item Use](#tactics-of-the-rebellion-item-use) * [Tactical Retreat](#tactics-of-the-rebellion-tactical-retreat) \columnbreak #### [Reappropriated Arms and Wares](#reappropriated-arms-and-wares) * [Mortar Gun](#reappropriated-arms-and-wares-mortar-gun) * [Tactical Assault Rifle](#reappropriated-arms-and-wares-tactical-assault-rifle) * [DC-15s](#reappropriated-arms-and-wares-dc-15s) * [K-16 Bryar Pistol](#reappropriated-arms-and-wares-k-16-bryar-pistol) * [Kyuzo Petar](#reappropriated-arms-and-wares-kyuzo-petar) * [Mounted Probot Assembly](#reappropriated-arms-and-wares-mounted-probot-assembly) * [Bunker Buster](#reappropriated-arms-and-wares-bunker-buster) * [Hyperfermentation Vessel](#reappropriated-arms-and-wares-hyperfermentation-vessel) * [Electrobolas](#reappropriated-arms-and-wares-electrobolas) * [Laser Projector](#reappropriated-arms-and-wares-laser-projector) * [Targeting Macrobinoculars](#reappropriated-arms-and-wares-targeting-macrobinoculars) * [Sonic Imploder](#reappropriated-arms-and-wares-sonic-imploder) * [Thermal Imploder](#reappropriated-arms-and-wares-thermal-imploder) #### [Thanks](#reappropriated-arms-and-wares-sonic-imploder-thanks)
#### [Contact](#reappropriated-arms-and-wares-sonic-imploder-contact)
#### [Changelog](#reappropriated-arms-and-wares-sonic-imploder-changelog)
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Strength in Hope
# Strength in Hope The *Alliance to Restore the Republic*, known also as *The Rebel Alliance* or even less formally as *The Rebellion*, was founded in 2 BBY by ***Bail Organa*** and ***Mon Mothma***, from Organa's less-formal movement which he had began shortly after the end of the Clone Wars (as early as 18 BBY). Uniting a collection of rebel cells with the *Declaration of the Rebel Alliance*, the movement was built from the deep discontent with the Empire's opppressive and ruthless rule. Unable to match the Empire in resources or weaponry, the Rebellion relied on tactics of attrition, bleeding the Empire's coffers with guerilla tactics fought on numerous simultaneous fronts. The harder the Alliance fought, the more vicious the Empire grew to counter what they refused to perceive as anything more than lawless scum.
More than anything else, the Rebellion is built upon the strength in the **Preservation of Hope**: >* Hope that the conflict could be won, regardless of impossible odds. >* Hope that the great evils of the Empire would face justice. >* Hope that the Galaxy could know peace and prosperity again. Regardless of its simplicity and apparent naivety, this philosophy of holding onto hope has proven to be more than a simple platitude, demonstrating great strength in retaining morale for an army and a movement that was always fighting at severe disadvantage. The concept itself pervades rebel speeches enough to be comparable to a form of religious doctrine.
\columnbreak ### Skirmisher As a median between the humble rebel trooper and the unstoppable rebel commando, the skirmisher's task in combat is to blitz the enemy: to catch them unaware and vulnerable. With flanking behind enemy lines, launching rapid attacks, and slipping away to hide, the skirmisher is a lethal unit for sabotaging protected imperial positions. ___ >## Rebel Skirmisher >*Medium Humanoid (any), Any Alignment* >___ > >**Armor Class** 16 (Combat Suit) >**Hit Points** 90 (12d8+36) >**Speed** 30 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13(+1)|18(+4)|16(+3)|11(0)|13(+1)|11(0)| >___ > >**Skills** Perception +3, Stealth +6 >**Senses** Darkvision 60 ft, passive Perception 13 >**Languages** Galactic Basic, one other >**Challenge** 3 (700 XP) >___ > >***Prone Combatant.*** While prone, the Skirmisher has a crawling speed equal to its movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet. > >***Skirmisher.*** Other creatures have disadvantage on attacks of opportunity against the Skirmisher. > >### Actions >***Multiattack.*** The Skirmisher makes two attacks. It can then throw a grenade as a bonus action, if available. > >***Bash.*** *Melee Weapon Attack:* +3, reach 5 ft, one target. *Hit:* 4 (1d4+1) Kinetic damage. If the target was surprised, it must roll a DC 14 Constitution saving throw; on failure, it is stunned until the end of its next turn. > >***Rapid Fire.*** The Skirmisher targets a creature within 80/320 feet with rapid fire. The target must make a DC 14 Dexterity saving throw. On a failed save, the target takes 13 (2d8+4) Energy damage. If the target is beyond normal range but within long range, it has advantage on the save. > >***Fragmentation Grenade (3/Day).*** The Skirmisher throws a grenade at a point within 35 feet. Each creature within 10 feet 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. \pagebreakNum
Strength in Hope
___ >## Rebel Commando >*Medium Humanoid (any), Any Alignment* >___ > >**Armor Class** 16 (Durafiber Combat Suit) >**Hit Points** 135 (18d8+54) >**Speed** 35 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14(+2)|20(+5)|16(+3)|11(0)|14(+2)|12(+1)| >___ > >**Saving Throws** Dex +9, Wis +5 >**Skills** Acrobatics +9, Insight +5, Investigation +3, Perception +5, Piloting +3, Stealth +9, Survival +8, Technology +3 >**Senses** Darkvision 60 ft, passive Perception 15 >**Languages** Galactic Basic, two others >**Challenge** 7 (2,900 XP) >___ > >***Multi-Configuation Rifle.*** As a bonus action, the Commando may switch its rifle between the Blaster and Sniper configurations. > >***Prone Combatant.*** While prone, the Commando has a crawling speed equal to its movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet. > >***Roguelike.*** The Commando has the following standard Operative class features: *Avoidance, Cunning Action* and *Uncanny Dodge*. > >***Snapshooting Mastery.*** Other creatures provoke an opportunity attack when they move to within 30 feet of the Commando, and it can use its blaster weapons when making opportunity attacks. It does not suffer disadvantage on ranged attacks when a hostile creature is within 5 ft of it. > >### Actions >***Multiattack.*** The Commando makes three attacks with its bash or blaster configuration, or two attacks with its sniper configuration. 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. > >***Brutal Blaster Configuration.*** *Ranged Weapon Attack:* +8, range 100/400 ft, one target. *Hit:* 10 (1d8+5) Energy damage. On a critical hit, the weapon deals two additional damage dice (4d8+5). > >***Silent Sniper Configuration.*** *Ranged Weapon Attack:* +8, range 150/600 ft, one target. *Hit:* 12 (1d12+5) Energy Damage. If the Commando is hiding when it makes this attack, it makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the Commando remains hidden. > >***Thermal Detonator (3/Day).*** The Commando throws a thermal detonator at a point within 40 feet. Each creature within 20 feet must make a DC 16 Dexterity saving throw. A creature takes 14 (4d6) fire and 22 (4d10) 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. \columnbreak ### Rebel Commandos The Commandos who join up with the Rebellion, more often than not, have lived dangerous lives even before they chose to take up arms against the Empire. Where their Imperial counterparts are the product of expensive training academies, the Rebel commandos' expertise comes from navigating threats and enduring hardships for most of their lives.
Former adventurers, mercenaries, smugglers, and even Imperial deserters largely make up the core composition of Rebellion special forces, who often share their expertise with the rallied militias to transform them into a formidable fighting force. ___ >### Specialists >For commando variants, make the following additions and increase the Challenge Rating to 8 (3,900 xp): >#### Ambush Specialist >**Weapons:** Ion Mine (Average) (3/Day), Flash Grenade (3/Day), Stun Grenade (Average) (5/Day) >**Fighting Styles:** *Covert Style, Guerilla Style* >**Skills:** Deception Expertise, Stealth Expertise >***Trip Shot (Recharge 5-6).*** When the Commando hits with a weapon attack, it can attempt to knock the target prone. The target must make a DC 16 Strength saving throw; on failure, it is knocked prone. >
>#### Explosives Specialist >**Weapons:** Grenade Launcher, Frag Grenade (Average) (5/Day), Plasma Grenade (Average) (5/Day), Ion Grenade (Average) (5/Day) >**Fighting Styles:** *Explosives Style, Sentinel Mastery* >**Skills:** Athletics Expertise, Intimidation Expertise >***Siege Trooper.*** The Commando inflicts double damage against constructs and structures. >
>#### Saboteur Specialist >**Weapons:** Nervebaton, Electrifying Grenade (Average) (5/day), Ion Grenade (Average) (5/Day) >**Fighting Styles:** *Disruption Style (Tech), Explosives Style* >**Skills:** Perception Expertise, Technology Expertise >***Ion Pulse (1/Day).*** The Commando triggers an ion pulse, centered on itself. Each creature within 15 feet of the Commando must make a DC 16 Constitution saving throw: a creature takes 26 (4d12) 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. The Commando may choose which creatures are immune to the pulse's effects. >
>#### Sniper Specialist >**Weapons:** Plasma Mine (Average) (5/Day), Panic Grenade (Average) (5/Day) >**Fighting Styles:** *Sharpshooting Style, Sharpshooting Mastery* >**Skills:** Investigation Expertise, Perception Expertise >***Sneak Attack (1/Turn).*** The Commando deals an extra 14 (4d6) 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 ally of the Commando that isn't incapacitated and the Commando doesn't have disadvantage on the roll. \pagebreakNum
Strength in Hope
### T-47 Airspeeder *Incom Corporation*'s T-47 Airspeeder was relatively unknown until its adoption by the Rebel Alliance, who retrofit the cargo management craft with winterization mods, AP/11 Dual Laser Cannons, and Y-Wing cockpit components to make it a "Snowspeeder." They saw their first major engagement at the Battle of Hoth, and served as reconaissance vehicles and light atmospheric attack craft afterward.
___ >## T-47 Airspeeder >Huge construct, unaligned >___ > >**Armor Class** 17 (armor plating; 12 while landed) >**Hit Points** 153 (18d12+36) >**Speed** 300 ft (turn 50 ft) >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12(+1)|20(+5)|14(+2)|12(+1)|16(+3)|7(-2)| >___ > >**Saving Throws** Dex +8 >**Damage Vulnerabilities** Ion >**Damage Resistances** Cold, Psychic >**Damage Immunities** Poison, Necrotic >**Condition Immunities** Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease >**Challenge** 6 (2,300 XP) >___ > >***Airspeeder Armor.*** The outer layer of the T-47 is covered in aircraft armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the T-47 takes no damage from that attack. If the T-47 takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal. > >***Circuitry.*** The construct has disadvantage on saving throws against effects that would deal ion or lightning damage. > >***Landing and Takeoff.*** When up to 50 feet above ground, as a bonus action, the T-47 can use all its movement speed to land. When landed, the T-47 can use a bonus action to expend its movement speed to rise up to 50 feet and initiate flight mode. > >***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 and damage rolls assume a +3 bonus to the piloting skill of the pilot. \columnbreak ___ >***Vulnerable Interior.*** The T-47’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 T-47 makes two attacks with its laser cannon. If there is a tailgunner active, it may use the power harpoon. > >***Laser Cannon.*** *Ranged Weapon Attack:* +6 to hit, range 100/400 ft, one target. *Hit:* 25 (4d8+7) Energy damage. Hit or miss, all creatures within 5 feet of the target must succeed on a DC 14 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 T-47 faces or moves directly towards a target. > >***Local Scan.*** The T-47 pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of the ship. > >***Power Harpoon.*** The T-47 targets a Construct or Droid creature with a tow cable and affixed fusion disk. The target must make a DC 16 Dexterity saving throw, with disadvantage if it is of size Large or greater. On failure, the creature struck by this attack is bound to the harpoon. As an action, a Large or smaller sized creature can attempt to remove the harpoon. Removing the harpoon requires a DC 20 Strength check. >While the harpoon is bound to the target, the T-47 is connected to the target by a 500-foot cable. While connected in this manner, the T-47 can use its bonus action to activate the reel, pulling itself to the location if the target is Huge or larger. A creature or object smaller than the T-47 is pulled to it. Alternatively, the T-47 can opt to release the cable (no action required). >Once used, the T-47 can’t use it again until a new power harpoon is loaded as an action. ___ >#### The Chiffonage-Skywalker Gambit >As a means to take down the overwhelming firepower of walker units like the AT-AT, the T-47's power harpoon can target walker legs and constrict them with its flexisteel cable. >
>After successfully connecting its power harpoon to a walker with the *Towering* feature, the T-47 can use its flying speed to circle around it. >• After 1 successful pass, the walker's speed is halved. >• After 2 successful passes, its speed is reduced to 0. >• After 3 successful passes, it must make a DC 30 Strength save; on failure, the walker topples forward. A walker that has toppled can no longer move or attack, loses any damage threshold features it has, and is vulnerable to all damage. >
A T-47 bound through its power harpoon to a walker must release its cable to leave the walker, even if the walker has toppled. \pagebreakNum ### UT-60D U-Wing The UT-60D U-wing starfighter/support craft, also known as the *UT-60D*, *U-wing*, or *UT-60D U-wing Troop Transport*, was a transport/gunship model briefly manufactured by *Incom Corporation* before an early discontinuation, and used by the Rebellion during the Galactic Civil War. As a starfighter, it was equipped with a class 1 hyperdrive, high-power KX7 laser cannons, and had the capacity to utilize electronic warfare instruments. It had two gunner positions, utilizing M-45 repeating ion turrets, and room for eight passengers. ___ >## UT-60 U-Wing >*Huge construct, unaligned* >___ > >**Armor Class** 18 (armor plating; 15 while landed) >**Hit Points** 230 (20d12+100) >**Speed** 300 ft (turn 120 ft) >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|18(+4)|20(+5)|10(0)|16(+3)|7(-2)| >___ > >**Saving Throws** Str +9, Con +10 >**Damage Vulnerabilities** Ion >**Damage Resistances** Psychic >**Damage Immunities** Poison, Necrotic >**Condition Immunities** Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease >**Challenge** 13 (10,000 XP) >___ >***Circuitry.*** The construct has disadvantage on saving throws against effects that would deal ion or lightning damage. > >***Electronic Warfare Suite.*** As a bonus action, the U-wing can activate or deactivate its jamming instruments. All creatures within 1 mile of the U-wing have their electronic communications jammed, resisting the effect for one minute with a successful DC 18 Wisdom saving throw or Intelligence (Technology) check. Tech powers cast by users within this radius that send/receive/intercept digital information, use teleportation, or detect/locate objects or creatures automatically fail if the user does not successfully resist the effect. > >***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. Gunners present may do the same, but cannot fire the turrets without keeping the turret's door open. The weapon attack rolls assume a +5 proficiency bonus of the pilot and/or gunners. > >***Starfighter Armor.*** The exterior of the U-wing is covered in light armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 10 points, the U-wing takes no damage from it. If the U-wing takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal. \columnbreak ___ >***Transport.*** The U-wing can transport a maximum of 8 medium creatures (in addition to its crew) and 4 tons of cargo, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the U-wing. > >***Vulnerable Interior.*** The U-wing’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 U-wing's pilot makes two attacks with its heavy laser cannons against a target it can see. If a gunner is manning one of the turrets, it can make an attack with the turret. > >***Heavy Laser Cannons.*** *Ranged Weapon Attack:* +8 to hit, range 100/400 ft, one target. *Hit:* 40 (8d8+4) Energy damage. Hit or miss, all creatures within 5 feet of the target must succeed on a DC 16 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 U-wing faces or moves directly towards a target. > >***Ion Repeater Turret (Rapid Fire).*** A gunner manning the ion turret fires a salvo against a target within 100/400 feet. The target creature must make a DC 17 Dexterity saving throw, taking 24 (8d4+4) Ion damage on failure or no damage on success. A target creature that critically fails this save takes maximum damage. When fired at a target at long range, the target creature has advantage on the saving throw. The turret is mounted to the side of the craft, and can only fire on targets to that side. > >***Local Scan.*** The U-wing pilot or co-pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of the ship. > >### Reactions >***Support Operations (requires co-pilot).*** When the U-wing fails a saving throw, the co-pilot can use their reaction to reroll the saving throw. > >### Legendary Actions >The U-wing 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 U-wing regains spent legendary actions at the start of its turn. > >**Deploy Passengers (Costs 2 Actions).** The U-wing 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.
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\pagebreakNum # Desperation, Partisans, and the Dreamers In stark contrast to hope (and perhaps as the other side of the same coin), desperation is another driving force for those who oppose the Empire. Unlike the hope for something greater, the desperation to end immense suffering (or perhaps prevent further expansions of it) drives people to painful, often brutal ends, both for themselves and others. Desperation is, and always will be, a potential path to the Dark side, regardless of the well-intended rationalizations it inspires.
The severe inequity of weapons, munitions, resources, soldiers, war machines, and save havens forces the Rebellion to draw from unorthodox and often illicit sources, while constantly adapting their tactics to account for overwhelming Imperial supremacy. Many of the Rebellion's victories are credited to guerilla warfare and arms gained from criminal enterprise or fallen enemies. ## Saw Gerrera The Onderonian ***Saw Gerrera*** lived his life from one war to another, unable to escape tragedy and find peace. He found little value in platitudes and was quick to take action, regardless of others' moral boundaries.
Born in the final years of the Galactic Republic, he was first exposed to war when the Confederacy of Independent Systems invaded Onderon, installing a puppet dictator (reporting directly to ***Count Dooku***) who openly banished Saw and his sister ***Steela*** for their defiance. Within two years, he had formed his own resistance movement alongside Steela and underwent advanced combat and tactical training by Jedi Knight ***Anakin Skywalker***, his Togruta Padawan learner, ***Ahsoka Tano***, Jedi Master ***Obi-Wan Kenobi***, and ARC trooper ***CT-7567 ("Rex").***
Gerrera continued to fight through the end of the war, being captured, tortured, and eventually losing his sister (and being burdened by an immense guilt in the process). With the transition to the Galactic Empire and the *Proclamation of the New Order*, Gerrera decried the Empire as antithetical to everything the Republic was fighting for, and led his militia to resist the Empire. \columnbreak Gerrera continued to fight skirmishes against the Imperial military with his veteran militia, organizing them into ***the Partisans***. He feuded with various famous Imperials such as ISB Agent ***Kallus*** and Director ***Orson Krennic***, and while working alongside Smuggler ***Has Obitt***, he learned of the *Death Star* project and began to sabotage and weaken it, wherever possible. That line of work led him to the ***Erso*** family, whom he helped smuggle off Coruscant to end their participation in the project.
Saw and the Partisans would later help liberate a number of enslaved Wookies from Kashyyyk before recovering ***Jyn Erso*** after the death of her mother and capture of her father at the hands of Krennic. He mentored her for a number of years until his developing paranoia drove him to torture some of the Partisans over their knowledge of her identity, before he eventually abandoned Jyn with a blaster and knife; where he saw it as necessary, she saw it as a deep betrayal by both Saw and the Rebellion.
Saw later arranged for the assassination of Moff ***Quarsh Panaka*** via a bomb at his residence, which succeeded but narrowly avoided Princess ***Leia Organa***. It was around this time that the rest of the Rebellion began to regularly acknowledge the ruthlessness in the tactics of Gerrera and the Partisans.
Gerrera's skirmishes continued to cause setbacks with the Death Star project, eventually leading him to Jedha. By that point, he had lost his right leg and suffered severe respiratory damage, and was reliant on prosthetics and body modifications. He briefly reunited with Jyn Erso just prior to the *Battle of Scarif*, and was killed when the Death Star initiated a test fire on Jedha.
Shortly after the Battle of Yavin, some remaining partisans regrouped and formed the ***Dreamers***, led by ***Staven and Lux Bonteri***. The elite Imperial unit known as ***Inferno Squad*** infiltrated the Dreamers at their base of Jeosyn and destroyed them from the inside.
Gerrera and the Partisans would only be remembered as "violent extremists", enabled by the Rebellion.
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Desperation, Partisans, and the Dreamers
___ >## Legendary Partisan General >*Medium humanoid (human), chaotic balanced* >___ > >**Armor Class** 18 (Improved Durasteel Battle Armor) >**Hit Points** 209 (22d8+110) >**Speed** 30 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17(+3)|14(+2)|20(+5)|22(+6)|13(+1)|21(+5)| >___ > >**Saving Throws** Str +8, Dex +6, Con +10 >**Skills** Athletics +8, Insight +6, Intimidation +10, Investigation +11, Lore +11, Perception +6, Stealth +6, Survival +6, Technology +11 >**Damage Vulnerability** Ion, Psychic >**Damage Resistance** Poison; Energy and Kinetic from unenhanced sources >**Senses** Darkvision 60 ft, passive Perception 16 >**Languages** Galactic Basic, five others >**Challenge** 13 (10,000 XP) >___ > >***Combat Superiority.*** The General can utilize the following combat maneuvers, attaching up to one maneuver on a given attack. Each maneuver deals (1d12) bonus damage, and the saving throw DC for these features is 16. \columnbreak ___ >• *Disarming Attack:* The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet. >• *Menacing Attack:* The target must make a Wisdom saving throw. On a failed save, it is frightened of the General until the end of his next turn. >• *Trip Attack:* If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone. > >***Legendary Resistance (3/Day).*** When the General fails a saving throw, he can choose to succeed instead. > >***Sneak Attack (1/Turn).*** The General deals an extra 25 (7d6) 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 the General that isn't incapacitated and the General doesn't have disadvantage on the roll. > >***Unbreakable.*** When the General is the target of a critical hit, he treats it as a normal hit. > >### Actions >***Multiattack.*** The General makes three weapon attacks. He may then throw a grenade as a bonus action, if available. > >***Improved Heavy Pistol.*** *Ranged Weapon Attack:* +9 to hit, range 40/160 ft, one target. *Hit:* 9 (1d8+4) Energy damage. > >***Rocket Launcher (Recharge 5-6).*** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft, one target. *Hit:* 9 (2d6+2) 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. > >***Major Thermal Detonator (3/Day).*** The General throws a thermal detonator at a target within 45 feet. Each creature within 20 feet must make a DC 18 Dexterity saving throw. A creature takes 21 (6d6) Fire and 33 (6d10) 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. > >***Rally Forces (1/Day).*** The General calls forth rebel reinforcements. A number of humanoid rebel NPCs with a combined hit point total of no greater than 160, each of challenge rating less than or equal to 4, arrive in vacant spaces within 60 feet of the General. > >### Reactions >***Emergency Bacta.*** When the General takes damage, he can expend a hit die to heal for 10 (1d8+5) hit points. > >### Legendary Actions >The Legendary Partisan General 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 General regains spent legendary actions at the start of his turn. >**Coordinate (Costs 2 Actions).** The General commands another creature to attack a target he can see. The creature may do so by expending its reaction, and if it meets the requirements for it, it inflicts the General's Sneak Attack damage in addition to regular effects. >**Reposition.** The General orders a friendly creature to move. It can move up to half its regular speed to do so. \pagebreakNum
Enemies of the People
# Enemies of the People The Galaxy has known suffering in extremes, long before the arrival of the Empire, its predecessors, or the regimes that followed. Much of this suffering is avoidable and unnecessary, though profitable to some and integral to the designs of their ambitions.
Many such groups-- organized crime, cult zealots, or schemers hunting threads of dark and impossible power-- bring great harm to the common folk, who are unable to defend themselves against such forces. These groups work in the shadows of totalitarian regimes (or sometimes, in tandem with them) to continue to grow uninhibited while others struggle to subsist and survive. For groups like the Rebellion, these entities may not be as much a direct enemy as the Empire (and sometimes provide trade for vital resources in the war against it), but remain known as enemies of the people. A delicate game ensues; the rebels may be competing with or fighting goons of an organization one day, and cautiously smiling and shaking hands on another. ## The Shadow Collective and the Crimson Dawn One of the most powerful organized crime entities the galaxy has ever seen was formed by none other than the rogue Sith apprentice ***Maul***, who rallied the Mandolarian ***Death Watch***, the ***Black Sun***, the ***Pyke Syndicate***, the ***Hutt Clan***, and the Dathomir ***Nightbrothers*** into an impressive alliance. After retaking *Mandalore* and installing Maul as its new leader, the group's ultimate intentions-- following the defeat of both the Republic and CIS-- was absolute revenge against ***Darth Sidious***. For a time, it seemed possible, but ultimately fell apart as Mandalore was sieged by the Republic. ### Dryden Vos Nearing the end of the Clone Wars, Maul instructed the members of the Shadow Collective to go into hiding. In the years that followed, the Shadow Collective was gradually rebranded as *The Crimson Dawn*, publicly led by the cunning, pitiless near-human ***Dryden Vos***. Vos was a shrewd and brilliant leader, whose successes had made him exorbitantly wealthy and in ownership of a great many impressive artifacts, though he continued to secretly report to Maul and execute the Zabraki's will. Vos commanded a great deal of respect, fear, and loyalty, and ruled from aboard his luxurious Kalevalan yacht, *The First Light*. He would later buy the Corellian ***Qi'ra***, establish her absolute loyalty, and refine her into an impressive asset worthy of the position of his top lieutennant. In 10 BBY, Vos would hire the mercenary ***Tobias Beckett*** to heist coaxium from Imperial transports, a heist that would ultimately fail on account of the intervention of the swoop pirate gang led by ***Enfys Nest***. Beckett suffered heavy losses and considered fleeing, but ultimately agreed to approach Vos alongside his new recruits, ***Han Solo*** and ***Chewbacca***. Initially intent on killing Beckett and his crewmates, Vos was gradually swayed to allow them to run a heist against the coaxium mines on *Kessel*, before bringing the unrefined fuel to *Savareen* for refining. Following a double-cross by Beckett and violence that ensued, Dryden Vos was killed by Qi'ra in protection of Solo. While his personal and financial success was indeed considerable, Vos ultimately didn't amount to much more than another of Maul's lackeys. ## The Black Sun Perhaps one of the strongest members of the Shadow Collective (if not the strongest), the Black Sun was a criminal syndicate that rose to great prominence during the Clone Wars, continued to operate effectively during the reign of the Empire, and was one of the premier syndicates of the Outer Rim at the time of the New Republic. It was composed of numerous races, but was by majority a Falleen organization. The syndicate was involved in any number of nefarious schemes and often presented a legitimate business face to maintain appearances. It was ruled by an *Underlord* and nine *Vigos* who served as the Underlord's lieutenants, each in charge of managing all Black Sun business in an assigned part of the galaxy. After its forced induction to the Shadow Collective (that came with the murder of Underlord ***Xomit Grunseit***), it was largely ruled by ***Ziton Moj***, although *Legends* canon names the Underlord ***Dal Perhi***. ### Prince Xizor Perhaps the most notorious Falleen of all time, ***Prince Xizor*** was born the scion of a wealthy royal family on *Falleen*. Head of *Xizor Transport Systems* and already a trillionaire during the last years of the Galactic Republic, his extravagant tastes and skill for manipulation were evident from an early age. He made his presence known on the planet of *Coruscant* by erecting an enormous palace in the middle of the cityscape, east of the Presidential Palace. Xizor had already climbed high in the ranks of the Black Sun criminal organization by the onset of the Clone Wars. He patiently waited out galaxy-wide conflict, putting his assets in place with foresight. When the war concluded, Xizor quickly began to create a close relationship with newly christened ***Emperor Palpatine*** as he fought for promotion to the rank of Vigo. #### Feuding with Vader In 7 BBY, a flesh-eating bacterial agent was accidentally released from a bioweapons lab near Xizor's home on Falleen, causing ***Darth Vader*** to order the lab, and the surrounding city, to be razed to prevent an outbreak and keep his projects secret. Xizor's father, ***King Haxim***, was the ruler of the local region, and his parents, brother, two sisters and three uncles perished in the orbital bombardment. Xizor was off-planet at the time, cementing his position as a Vigo in Black Sun. Upon his return, he had virtually all knowledge of his position destroyed; he planned revenge on Vader but \pagebreakNum
Enemies of the People
didn't want knowledge of his personal vendetta made public. In the years that followed, Xizor continued to scheme as he built two concurrent empires: one legitimate, one criminal. He also seemigly enacted a plan to assassinate the Black Sun Underlord and replace him with a human replica droid, ultimately allowing him to act as the de-facto ruler of the Black Sun with hidden degrees of separation serving to protect him. Xizor also ended up the proprietor of several major galactic corporations. To fund and facilitate his illegal empire, Xizor had his legal firms, such as *Xizor Transport Systems*, funnel funds, transfer contraband and launder millions of credits. Xizor was driven by his desire to restore his opulent lifestyle and to destroy Darth Vader. To disguise his planned revenge, Xizor used his connections to remove all record of Vader's involvement in the death of his family. Everyone assumed their rivalry was jockeying for favor from Emperor Palpatine, who subtly encouraged the rivalry. #### Playing all Sides Xizor also worked with the Empire, assisting in the construction of the second *Death Star*. Xizor offered Darth Vader 300 ships for the construction project, and though Vader distrusted the crime lord, he could not refuse without answering to the Emperor's wrath. Vader had good reason to distrust Xizor, however. The Falleen planned to destroy Vader, the man who had condemned his entire family to death, by executing a masterstroke of vengeance; learning of Vader's quest for ***Luke Skywalker***, Xizor attempted to frustrate it and simultaneously lower Vader in the Emperor's esteem by having the young Skywalker killed. Xizor contracted several bounty hunters through intermediaries, and posted a bounty on Luke Skywalker's life. He also managed to convince Palpatine to allow the Rebel Alliance to acquire the plans for the second Death Star, by which he could profit from this in one of two ways: he could deliver the Rebels to Palpatine, therefore earning esteem with him if the Empire won, or if the Alliance did win the war, Xizor would make sure they didn't forget the Black Sun's invaluable contribution to their victory. These schemes would bring him to clash repeatedly with the unwavering mercenary ***Dash Rendar***, who proved impossible to kill but always several steps behind Xizor. #### The Fall As Leia Organa confronted Xizor directly on Coruscant to get to the bottom of his assassination attempts against Luke, she was rescued by Rendar, Lando Calrissian, Chewbacca, and Skywalker himself; the fight ended in a standoff and desperate escape as a high-yield thermal detonator destroyed Xizor's palace. Shortly afterward, Xizor was killed when a starfighter battle with the rebel entourage was interrupted by a swarm of TIEs under Vader's command. Vader overheard Xizor's mention of Skywalker's name, realized the connection, and ignored pleas of mercy as he ordered Xizor's Skyhook be obliterated with Xizor inside.
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Enemies of the People
___ ___ >## Syndicate Lord >*Medium Humanoid (Near-Human), Balanced Dark* >___ > >**Armor Class** 14 (Unarmored) >**Hit Points** 209 (28d8+84) >**Speed** 30 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13(+1)|19(+4)|16(+3)|23(+6)|21(+5)|25(+7)| >___ > >**Saving Throws** Str +3, Dex +11, Con +5, Int +13, Wis +12, Cha +9 >**Skills** Acrobatics +9, Deception +12, Insight +10, Intimidation +12, Investigation +11, Lore +11, Perception +10, Persuasion +12 >**Damage Resistance** Energy, Ion, and Kinetic from unenhanced sources >**Condition Immunity** Charmed, Frightened >**Senses** Darkvision 60 ft, passive Perception 20 >**Languages** Galactic Basic, five others >**Challenge** 13 (10,000 XP)* >___ > > >***Immaculate Collection (3/Day).*** When reduced to half his maximum hit points or less while within his lair, the Syndicate Lord may equip any single weapon, ammunition, or consumable explosive of *Exceptional* or *Lethal* rarity. > >***Impeccable Attire.*** The Syndicate Lord has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient. > >***Legendary Resistance (3/Day).*** When the Syndicate Lord fails a saving throw, he can choose to succeed instead. > >***Pitiless.*** All Charisma checks made against the Syndicate Lord or in contest with him are made at disadvantage. > >***Roguelike.*** The Syndicate Lord has the following standard Operative class features: *Avoidance, Bad Feeling, Cunning Action, Elusive,* and *Uncanny Dodge*. > >***Sneak Attack (1/Turn).*** The Syndicate Lord deals an extra 25 (7d6) 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 the Syndicate Lord that isn't incapacitated and the Syndicate Lord doesn't have disadvantage on the roll. > >### Actions >***Multiattack.*** The Syndicate Lord makes three attacks with his Kyuzo Petar, or two attacks with a weapon drawn from his *Immaculate Collection*. > >***Kyuzo Petar.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft, one target. *Hit:* 7 (1d4+4) Kinetic damage plus 5 (1d8) Energy damage. On a natural 20, the Syndicate Lord rolls on the [d100 Dismemberment Table](https://sw5e.com/rules/variantRules/Dismemberment "Variant Rule: Dismemberment | SW5e") and inflicts the corresponding injury upon the target. > >***Superb Resources (3/Day).*** The Syndicate Lord administers an enhanced consumable to an ally or himself, picking from the following options. He can use each option only once per day: >*Dexterity Stim (Superior), Andris (High Quality), Tihaar (Aged)* > > >### Reactions >***Dodge and Weave.*** When a hostile creature moves to within 5 feet of the Syndicate Lord or ends its turn there, he can use his reaction to Disengage and move up to half his speed. > >### Legendary Actions >The Syndicate Lord 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 Syndicate Lord regains spent legendary actions at the start of his turn. > >**Attack.** The Syndicate Lord makes a weapon attack. > >**Hired Muscle (Costs 3 Actions, Recharge 5-6).** The Syndicate Lord calls forth a humanoid mercenary to support him, who appears in a vacant space within 60 feet of the Syndicate Lord. The NPC can be of challenge rating no greater than 2. > >**Overwhelming Presence.** The Syndicate Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Syndicate Lord's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn. > >**Challenge Rating increases by 1 for each Superb Resource option the Syndicate Lord uses on himself.*
\pagebreakNum ___ ___ >## Legendary Falleen Underlord >*Medium humanoid (Falleen), Balanced Dark* >___ > >**Armor Class** 19 (Superior Durafiber Combat Suit) >**Hit Points** 228 (35d8+70) >**Speed** 65 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13(+1)|20(+5)|15(+2)|22(+6)|17(+3)|25(+7)| >___ > >**Saving Throws** Str +7, Dex +12, Con +8, Int +12, Wis +9, Cha +13 >**Skills** Acrobatics +10, Deception +15, Insight +11, Intimidation +11, Investigation +14, Lore +10, Perception +7, Persuasion +15, Piloting +10, Stealth +10 >**Damage Resistance** Poison, Psychic; Energy, Ion, and Kinetic from unenhanced weapons >***Condition Immunity*** Charmed, Disease, Frightened, Poisoned >**Senses** Darkvision 60 ft, passive Perception 17 >**Languages** Galactic Basic, five others >**Challenge** 12 (8,400 XP) >___ > >***Enhanced Weapons.*** The Underlord's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity. > >***Impeccable Attire.*** The Underlord has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient. > >***Legendary Resistance (3/Day).*** When the Underlord fails a saving throw, he can choose to succeed instead. > >***Roguelike.*** The Underlord has the following standard Operative class features: *Avoidance, Bad Feeling, Cunning Action, Elusive,* and *Uncanny Dodge*. > >***Sneak Attack (1/Turn).*** The Underlord deals an extra 21 (6d6) 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 the Underlord that isn't incapacitated and the Underlord doesn't have disadvantage on the roll. > >### Actions >***Multiattack.*** The Underlord makes three attacks with his martial arts or hand blaster. He may then use a bonus action to make an additional attack with his martial arts. > >***Martial Arts.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft, one target. *Hit:* 12 (1d12+5) Kinetic damage. The target must make a DC 19 Constitution saving throw; on failure, it is stunned until the end of the Underlord's next turn. > >***Exceptional Hand Blaster.*** *Ranged Weapon Attack:* +12 to hit, range 40/160 ft, one target. *Hit:* 13 (1d8+1d4+5) Energy damage. The weapon deals a critical hit on natural rolls of 19-20. > >***Exude Pheremones (Recharge 5-6).*** The Underlord exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of The Underlord must succeed on a DC 19 Wisdom saving throw or be charmed. Targets that do not breathe are immune. While charmed, a creature seeks to assist the Underlord by any means within its power and perspective (including attacking its enemies, and fulfilling its goals if these are known to the target). Whenever a target takes damage and at the end of each of its turns, the target can repeat the saving throw. > >***Lethal Gas Grenade (3/Day).*** The Underlord throws a grenade at a target within 35 feet. 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 22 Constitution saving throw, taking 35 (10d6) 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. > >### Reactions >***Dodge and Weave.*** When a hostile creature moves to within 5 feet of the Underlord or ends its turn there, he can use his reaction to Disengage and move up to half his speed. > >### Legendary Actions >The Legendary Falleen Underlord 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 Underlord regains spent legendary actions at the start of his turn. >**Attack.** The Underlord makes a weapon attack. > >**Hired Muscle (Costs 3 Actions, Recharge 5-6).** The Underlord calls forth a number of humanoid or Class-IV droid mercenaries to support him, who appear in a vacant space within 60 feet of him. The NPCs can have a combined hit point total of no greater than 100, and be of challenge rating no greater than 1. > >**Move.** The Underlord moves up to his speed.
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Enemies of the People: Seekers of the Valley of the Jedi
# Seekers of the Valley of the Jedi Nine hundred and ninety years before the Battle of Yavin, the final battle of the *New Sith Wars* took place on *Ruusan*. There, the detonation of ***Lord Kaan***'s *Thought Bomb* trapped the souls of over one-hundred Jedi and Sith, and later came to be known as ***The Valley of the Jedi***. The souls remained imprisoned for over a millennium, accidentally discovered by force-sensitive human ***Morgan Katarn*** until the Jedi were finally freed by Morgan's son, ***Kyle Katarn***. The Valley of the Jedi then became a concentrated area of Force energy-- a *Force nexus*, of which there are extremely few-- and is widely believed to be the most powerful Force nexus in the entire galaxy. Exposure to the Valley's energies deeply amplifies a creature's connection to the Force, even to the point of giving force sensitivity to those without it. Many schemes for power involved locating and using the power of the Valley, particularly those connected to ***Lord Hethrir's*** *Empire Reborn*. Katarn foiled many of these plans to weaponize it and defeated the figureheads behind their schemes: particularly the Dark Jedi ***Jerec*** and ***Desann***. ## Jerec Jerec was a Force-sensitive Miraluka who was discovered by Jedi Knight and archaeologist ***Jocasta Nu*** of the Jedi Order, who brought him to the Order for training and later selected him to be her Padawan. A committed scholar herself, she encouraged Jerec to continually quest for greater knowledge and understanding; he developed a voracious thirst for answers to all possible questions, as well as picking up a deep sense of scholarly self-assurance and confidence in his own knowledge. Jerec's pursuit of learning extended to the physical disciplines, as he mastered the ancient *Makashi* form of lightsaber dueling. He was quick to achieve the rank of Master and served as the Order's chief archaeologist, seeking out ancient lore and retrieving artifacts from across the galaxy. Among the ancient sites he pursued was the Valley of the Jedi, which had been lost to the Jedi over the years. Jerec continued to seek it throughout his life, though his motivations became purely personal. Despite his prominence, Jerec was never content among the Jedi and was already considering the dark side as a possible source of knowledge; he thought that he had tapped the full potential of the light already. Before the Clone Wars broke out, Jerec departed for the Unknown Regions at the head of a team of Jedi, tasked by the Jedi Council with finding lost artifacts. Jerec had ulterior motives in the search also, as he wished to find new, non-Jedi sources of learning on the expedition. His return came after Order 66, and attracted the attention of Inquisitor ***Antinnis Tremayne***. Tremayne offered the Jedi Master a decision: accept the dark side and serve the Emperor, and he could preserve his life. Jerec, already tempted by dark knowledge, converted eagerly. #### Becoming an Inquisitor
As an Inquisitor, he volunteered information he had regarding other Jedi on long-term missions who would be out of contact; he sought them out and turned many of them, recruiting them into Imperial service. In a pattern that would continue throughout his career, Jerec cultivated their allegiance to him personally, building a cadre of Dark Jedi loyal to him and capable of helping him act on his vast ambitions. One of the many Jedi Jerec pursued was ***Maw***. Maw, part of a group of several Jedi Shadows, was hunted down with his companions sometime early in the Great Jedi Purge. Already ruthless and self-oriented, Maw was converted by Jerec and slaughtered his fellows with the help of his new master. Maw became one of Jerec's most prominent client darksiders, and Jerec personally tutored him in the dark side, especially tracking techniques. As the number of Jedi fugitives decreased, Jerec was given the additional task of seeking out Jedi and Sith lore. As one of the foremost Sith scholars in the new Empire—- capable of speaking and writing the Sith—- and an exceptionally powerful darksider, Jerec took a prime position in the Imperial Palace hierarchy. Though officially only a High Inquisitor, Jerec nonetheless outranked such personages as Procurator of Justice ***Hethrir*** and Supreme Prophet of the Dark Side ***Kadann***. In fact, it was suggested that, had Palpatine not already had Lord Vader as his Sith apprentice, Jerec would have filled the position. He later plotted to do just that. Jerec amassed loyal servants, allies, resources, and more in his own ambitions, and rapidly made himself a billionaire by accepting bribes in place of Inquisitor audits. He eliminated Morgan Katarn, head of a rebel cell on Sulon, and appeared to be aware of Force-sensitivity in Morgan's stormtrooper son, Kyle, and was grooming him to be another dark Jedi. \pagebreakNum
Enemies of the People: Seekers of the Valley of the Jedi
Jerec also attempted to manipulate the ancient Ithorian biological weapon, ***Spore***, into control that he could use for a coup that would place himself as the new Galactic Emperor. The plot's failure left Jerec subdued for a time, during which he kept out of contact from the Emperor; he would resume his schemes after the Battle of Endor and the Emperor's demise. With his two focal threats eliminated, Jerec returned to his Star Destroyer and acted as a warlord, resuming his hunt for the Valley of the Jedi. After capturing and interrogating Qu Rahn, Jerec headed for Ruusan and began an expedition upon it, using his dark Jedi as supervisors for the effort. His hold over Ruusan was infiltrated by Kyle Katarn, who Jerec would attempt to turn to the Dark side with no avail. Katarn was nearly killed several times in the immediate events that followed. Jerec, with Katarn's partner ***Jan Ors*** as a hostage, opened the Dome to the Valley and basked in its energies, achieving a near-godlike state bearing absolute omniscience, what Jerec had always craved. As Katarn arrived, Jerec was one with the Dark side-- and it took Katarn surrendering himself to the Light side to functionally disable Jerec's power. Katarn offered mercy to Jerec, who refused; Jerec was ultimately cut down by Katarn, his body dissolving as his spirit was absorbed into the eternal chaos and torment of the Valley. ## Desann The Chistori ***Desann*** hailed from a world where the Force was a strange, unfamiliar thing. Thus, he was shunned by his own people and lived a life of loneliness and despair, until a trader found him and took him to Luke Skywalker's Jedi Praxeum on Yavin 4. Desann then became a Jedi apprentice of Skywalker's, but soon began bullying his comrades. He eventually killed Havet Storm, one of his fellow Jedi, for standing up to his bullying ways and claimed that he was "too weak to be a Jedi." This turned him to the dark side of the Force, and he fled the Academy, before the other Jedi could counsel him. Desann later forged an alliance with Admiral ***Galak Fyyar*** of the Imperial splinter group known as the *Empire Reborn*, and Fyyar took him to his secret master, the former Procurator of Justice, ***Lord Hethrir***. Hethrir overcame his xenophobia to make Desann his second in command, and tasked Desann with training several of Hethrir's Empire Youths: Force-sensitive individuals who had shown devotion to the Empire Reborn and had been "purified" by the extradimensional being known as ***Waru***. Desann took one of the Youths, ***Tavion Axmis***, as his apprentice. In addition to training those with talent, Desann experimented with imbuing Force-weak Human Empire Youths (chosen by Hethrir for reasons of racial dogma rather than pragmatism) with dark side powers, using Artusian crystals and Sith alchemical secrets. To fulfill this twisted scheme, his forces captured Artus Prime, where the crystals were mined. Kyle Katarn and Jan Ors were sent by ***Mon Mothma*** to investigate, before Ors was captured. Desann decided to use her to his advantage: when Kyle attempted to rescue his partner, Desann intervened and easily beat Kyle by using only the Force and Katarn found himself on the receiving end of a Force Grip. Desann then ordered Tavion to kill her. Unbeknownst to Katarn, this was but a ruse to anger him and have him go to the Valley, and Jan Ors was retained aboard the Remnant flagship, the *Doomgiver*. Thinking that his partner was dead, Kyle thirsted for revenge and in consequence traveled to the Valley of the Jedi, to regain his connection to the Force; but Desann was tracking him. The Dark Jedi brought his band of Empire Youth students with him to absorb the Valley's power, forming an army of dark warriors called *The Reborn*. He also took with him a small portion of his stormtroopers, and they became *shadowtroopers*, Force-sensitive soldiers armed with lightsabers and encased in cortosis armor enhanced by Artusian crystals.
Desann later attacked the Jedi Academy on Yavin 4. Despite Rogue Squadron's interference, Desann safely landed with most of his forces, and the army advanced on the Academy from three different directions. Desann and a small group of his minions fought into the heart of the Academy, leaving his subordinates to deal with New Republic troops and Jedi, the Dark Jedi Master entered the tunnels under the Great Temple, seeking the Force nexus underground. Kyle Katarn followed closely. Desann successfully absorbed the power in the Yavin Force nexus before being confronted by Katarn. When Katarn revealed that even the elite shadowtroopers fell victim to the Academy's true Jedi, Desann realized he had underestimated Kyle. Desann tried to convert Katarn to his cause, but instead received a counter offer: Kyle invited Desann back to the Jedi. Enraged, Desann engaged Katarn in a duel, only to discover that his adversary's skill and power had grown beyond his own abilities. The duel ended when Katarn struck down the Dark Jedi, looking with sadness at his lifeless body. Some of the Reborn who served under Desann would go on to join *the Disciples of Ragnos*, led by Desann's former apprentice, Tavion Axmis. \pagebreakNum
Enemies of the People: Seekers of the Valley of the Jedi
___ >## Shadowtrooper >Medium humanoid (human), lawful dark >___ > >**Armor Class** 16 (Duravlex Assault Armor) >**Hit Points** 143 (19d8+57) >**Speed** 40 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19(+4)|17(+3)|17(+3)|12(+1)|13(+1)|16(+3)| >___ > >**Skills** Acrobatics +7, Intimidation +7, Perception +9, Stealth +11 >**Damage Resistance** Energy from unenhanced sources >**Senses** Darkvision 60 ft, passive Perception 19 >**Languages** Galactic Basic >**Challenge** 9 (5,000 XP) >___ > >***Avoidance.*** If the Shadowtrooper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Shadowtrooper instead takes no damage on success, and half damage on failure. > >***Cortosis Weave.*** When the Shadowtrooper takes Energy damage, it is reduced by 4 (after resistance). > >***Forcecasting.*** The Shadowtrooper is a 5th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force powers, 23 force points). He knows the following force powers: > >At-will: *battle insight, force leap, force push/pull, resistance, saber reflect, saber throw, saber ward, shock* >1st level: *battle precognition, burst of speed, force jump, force reflect, sense force, slow descent* >2nd level: *force camouflage* >3rd level: *choke, force lightning* > >***Sharpened Mind.*** The Shadowtrooper has advantage on saving throws against Force powers. > >### Actions >***Multiattack.*** The Shadowtrooper makes four weapon attacks. > >***Martial Lightsaber.*** *Melee Weapon Attack:* +8, reach 5 ft, one target. *Hit:* 10 (1d10+4) Energy damage. > >***Unarmed Strike.*** *Melee Weapon Attack:* +8, reach 5 ft, one target. *Hit:* 8 (1d6+4) Kinetic damage. The Shadowtrooper may force the target to make a DC 16 Strength saving throw; on failure, it is either knocked prone or disarmed of one weapon it is holding (the Shadowtrooper's choice). > >### Reactions >***Riposte.*** When a creature makes a melee weapon attack against the Shadowtrooper and misses, it can use its reaction to make one melee weapon attack against that creature.
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Enemies of the People: Seekers of the Valley of the Jedi
___ >## Legendary Miraluka Inquisitor >*Medium humanoid (Miraluka), Lawful Dark* >___ > >**Armor Class** 17 (Composite Armor; 20 with battlemind) >**Hit Points** 298 (35d8+140) >**Speed** 30 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14(+2)|21(+5)|18(+4)|27(+8)|20(+5)|25(+7)| >___ > >**Saving Throws** Int +15, Wis +12, Cha +14 >**Skills** Deception +14, Insight +12, Lore +15, Perception +12, Persuasion +14 >**Damage Vulnerability** damage from Light-aligned powers >**Damage Resistance** Psychic >**Senses** Truesight 120 ft, passive Perception 22 >**Languages** Galactic Basic, five others >**Challenge** 22 (41,000 XP) >___ > >***Forcecasting.*** The Inquisitor is a 20th-level forcecaster. His forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers, 87 force points). He knows the following force powers: > >At-will: *affect mind, battle insight, denounce, enfeeble, feedback, force disarm, force imbuement, force leap, force push/pull, guidance, mind trick, resistance, saber reflect, saber throw, shock, slow, sound trick* >1st level: *battle precognition, cloud mind, comprehend speech, curse, disperse force, fear, force jump, force propel, force reflect, heal, improved feedback, project, sap vitality, sense emotion, sense force, slow descent, telemetry, wound* >2nd level: *affliction, battle meditation, battlemind, coerce mind, danger sense, drain vitality, force blur, force camouflage, force concealment, force confusion, force sight, force throw, force vision, hallucination, improved saber throw, locate object, mind spike, probe mind, stun* >3rd level: *aura of vigor, bestow curse, call lightning, choke, dark aura, force lightning, force repulse, force suppression, force weapon, horror, plague, psychometry, sever force* >4th level: *drain life, hysteria, locate creature, mind trap, shocking shield, shroud of darkness* >5th level: *dominate mind, force breach, force meld, greater feedback, greater saber throw, improved battle meditation, siphon life, skill empowerment, stasis, telekinesis* >6th level: *crush, force chain lightning, mass coerce mind, mind prison, scourge, wrack* >7th level: *force lightning cone, master saber throw, ruin* >8th level: *dominate monster, earthquake, force link* >9th level: *master feedback* > >***Force Interrogator.*** When the Inquisitor attempts to read the thoughts of a creature with a Force power, the target creature resists the effect with disadvantage. > >***Force Sight.*** The Inquisitor is constantly under the effects of the force sight force power, and does not need to maintain concentration on it. > >***Legendary Resistance (3/Day).*** When the Inquisitor fails a saving throw, he can choose to succeed instead. > >***Makashi Defense.*** When the Inquisitor is hit by a melee weapon attack while wielding a lightsaber, he \columnbreak ___ >reduces the damage by (1d10 +22). This is factored after damage resistance or using *Glancing Blow*. > >***Master of Contention.*** As a bonus action, until the beginning of his next turn, the Inquisitor has resistance to energy, ion, and kinetic damage, and all attacks made against him are made at disadvantage. > >***Sharpened Mind.*** The Inquisitor has advantage on saving throws against Force powers. > >***Ysalamiri Bracing.*** The Inquisitor adds (1d10 +7) to his weapon's attack and damage rolls (included below). > >### Actions >***Multiattack.*** The Inquisitor makes three lightsaber attacks. He can substitute two of them for a concentrated force blast. >***Lightsaber.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft, one target. *Hit:* 22 (1d10 +1d6 +12) Energy damage. >***Concentrated Force Blast.*** *Ranged Force Attack:* +14 to hit, range 80/320 ft, one target. *Hit:* 22 (4d10) Force damage. > >### Reactions >***Glancing Blow.*** When an attacker hits the Inquisitor with a weapon attack, the attack’s damage is halved. >***Makashi Counter.*** When a creature makes a melee weapon attack against the Inquisitor and misses, he can use his reaction to make one melee weapon attack against that creature. > >### Legendary Actions >The Legendary Miraluka Inquisitor 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 Inquisitor regains spent legendary actions at the start of his turn. >**At-will Power.** The Inquisitor casts one of his at-will powers. >**Forcecasting (1 action per power level).** The Inquisitor can cast a force power by spending a number of legendary actions equal to the power level. > >>***Apotheosis Empowerment.*** *If the Legendary Miraluka Inquisitor is Empowered by a Force Nexus, make the following changes to his stat block and increase his challenge rating to 25 (75,000 xp):* >> >>• The Inquisitor's bonus to Force Attack Rolls and Save DC both increase by +3. >>• The Inquisitor casts 1st and 2nd level powers at base level without expending Force points. >>• The Inquisitor's Force point maximum increases by 25. >>• The Inquisitor is no longer limited in casting higher-level power slots each day. >>• The Inquisitor gains the *death field, mind blank, kill, precognition,* and *will of the force* Force powers. >>• At the beginning of his turn, while the Inquisitor is below his maximum hit points, he regenerates 30 hit points at the beginning of his turn. This does not function if the Inquisitor has taken damage from a Force power since the end of his previous turn. \pagebreakNum ___ ___ >## Chistori Dark Jedi >*Medium humanoid (Chistori), Balanced Dark* >___ > >**Armor Class** 18 (natural armor; 21 with battlemind) >**Hit Points** 315 (30d8+180) >**Speed** 40 ft >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22(+6)|20(+5)|23(+6)|18(+4)|16(+3)|24(+7)| >___ > >**Saving Throws** Str +13, Dex +12, Con +13, Wis +10 >**Skills** Acrobatics +12, Athletics +13, Deception +14, Insight +10, Intimidation +14, Lore +11, Perception +10, Persuasion +14, Stealth +12, Survival +10 >**Damage Resistance** Energy, Ion, and Kinetic from unenhanced sources >**Senses** Darkvision 60 ft, passive Perception 20 >**Languages** Galactic Basic, five others >**Challenge** 23 (50,000 XP) >___ > >***Aggressive.*** As a bonus action, the Dark Jedi can move up to his speed toward an enemy. > >***Artusian Crystal Barrier.*** The Dark Jedi's body is charged with protective Force energy that resists damage. Unless the damage from a single attack or effect equals or exceeds 20 points, the Dark Jedi takes no damage from it. If the Dark Jedi takes an amount of damage from a single attack or effect equal to or greater than his damage threshold, he takes damage as normal. A damaging Force power of Light alignment that exceeds this threshold deals double damage. > >***Brute Strength.*** The Dark Jedi deals an additional 7 (1d12) damage with all of his weapon attacks (included below). > >***Brutish Durability.*** The Dark Jedi adds 1d6 to all saving throws he makes. > >***Dun Möch.*** When a creature hits the Dark Jedi with an attack, it takes 6 psychic damage as long as the Dark Jedi is not incapacitated. > >***Forcecasting.*** The Dark Jedi is a 12th-level forcecaster. His forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers, 31 force points). He knows the following force powers: > >At-will: *affect mind, battle insight, break, feedback, force disarm, force leap, force push/pull, guidance, lightning charge, mind trick, resistance, saber reflect, saber throw, saber ward, seethe, shock, slow* >1st level: *battle precognition, burst of speed, cloud mind, curse, disperse force, dun moch, fear, force body, force jump, force reflect, heal, sense force, slow descent* > >2nd level: *affliction, animate weapon, battle meditation, battlemind, force camouflage, force concealment, force sight, force throw, hallucination, improved saber throw* >3rd level: *choke, force lightning, force repulse, force suppression, knight speed, telekinetic storm* >4th level: *control pain, force immunity, freedom of movement, shocking shield* >5th level: *dominate mind, stasis, telekinesis* >6th level: *crush, force chain lightning, rage* > >***Form: Juyo/Vaapad (Recharge 5-6).*** As a bonus action, the Dark Jedi can designate one creature within 30 feet as his prey. For 1 minute, the Dark Jedi has advantage on all attacks against the creature. > >***Form: Shien/Djem So.*** When the Dark Jedi hits a creature with a melee attack, and another creature is within 5 feet of the original target, the Jedi can choose to deal 6 energy damage to the second creature. > >***Ill-Tempered.*** When a creature scores a critical hit against the Dark Jedi, he has advantage on the first attack he makes against that creature before the end of his next turn. > >***Legendary Resistance (3/Day).*** When the Dark Jedi fails a saving throw, he can choose to succeed instead. > >### Actions >***Multiattack.*** The Dark Jedi makes four weapon attacks. > >***Greatsaber.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft, one target. *Hit:* 19 (2d12 +6) Energy damage. On a critical hit, the attack deals three extra weapon dice (6d12 +6). > >***Unarmed Strike.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft, one target. *Hit:* 16 (1d12 +1d6 +6) Kinetic damage. If the target creature is size Large or smaller, it must make a DC 21 Strength saving throw; on failure, it is knocked prone. > >### Legendary Actions >The Chistori Dark Jedi 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 Dark Jedi regains spent legendary actions at the start of his turn. >**At-will Power.** The Dark Jedi casts one of his at-will powers. > >**Attack.** The Dark Jedi makes a weapon attack. > >**Forcecasting (1 action per power level).** The Dark Jedi can cast a force power by spending a number of legendary actions equal to the power level.
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Tactics of the Rebellion
# Tactics of the Rebellion With far less resources and personnel to match the Empire's sheer dominance, the Rebellion focuses on adapting effective tactics to counter core Imperial strategy with smarter fighting. A rebel platoon may not be armed with the right weapons to take down an AT-ST effectively, but with the right strategies in place, they can still bring it down and win the skirmish. *This section is for DMs looking to run combat sessions where poorly-outfitted NPCs utilize advanced tactics to counter an enemy's superior firepower. It also suggests ideas about features to give units, objects that might be present on a battlefield, and may influence how players build and play their characters.* ### Use of Terrain The first focus of Rebellion tactics is to ensure that the approach to a skirmish is made as best as possible, so that combat will already begin with its maximum advantages.
Utilizing any *[Elevation](https://sw5e.com/rules/variantRules/Elevation "Variant Rule: Elevation | SW5e")* benefits, ensuring the presence of *cover* for a ground advance, noting lapses in guard placement or defensive coverage, keeping note of their target objectives, and marking several safe escape routes / extraction zones are all vital in launching an effective ground attack. ### Cover Focus The fundamental strength of rebel infantry is its ability to utilize [cover](https://sw5e.com/rules/phb/combat#cover "Cover | SW5e") properly. Cover provides additional armor class, bonuses to Dexterity saves, and obstruction for those trying to hide.
In a given battlefield, cover comes in many forms: in rocky terrain and foliage in the natural world, or crates, doorways, or other cargo in industrial areas. Moving between covered spots and focusing fire on flanking enemies is essential to maintaining its protection.
Staying low is another way to stay alive in dire stealth situations, or in combat where blaster fire is filling the air. *Crouching* (going *[prone](https://sw5e.com/rules/phb/conditions#prone "Prone | SW5e")*) is an effective way evade most ranged attacks, though it creates vulnerability to melee attackers. Paired with the *[Prone Combatant](https://sw5e.com/rules/wh/customizationOptions#prone-combatant "Prone Combatant | SW5e")* feat, a crouching/prone soldier is essentially permanently under the *[Dodge](https://sw5e.com/rules/phb/combat#dodge "Dodge | SW5e")* action's benefits with no penalties other than risk from melee attacks.
Observing this combination, take another look at the *Rebel Commando* stat block listed in the *Strength in Hope* segment: you can easily recognize how rank-and-file Imperials seem to miss so many shots. ### Befriending Locals One of the greatest strengths of the Rebellion is the ability to unify: a power granted to them by the oppressive presence the Empire imposes upon countless masses.
\columnbreak The makeup of a rebel squad often includes aliens utilizing different weapons than the core rebel loadout, who might have a better concept of the battlefield, its secrets, and its resources.
It may not seem like much, but consider the *Ewoks*: in an age of immeasurable scientific achievement and interstellar exploration, it was the intervention of a tribal type-0 civilization that bridged the gap between victory and defeat. That victory exposed the vulnerability that brought about the utter destruction of the largest battle station and planet-destroying weapon of its kind, with its earliest designs reaching back to ancient Sith cultures (that potentially predated the Ewoks themselves).
Rebels will **always** recognize the value of allies who answer the rallying call, regardless of appearances. Someone willing to fight (and likely die) beside you for the end of oppression is someone to be grateful for.
*As a DM, this may come across as tedious extra work to manage in a given battle, with various unit types to track, but the benefit in presentation to your players is easily recognized.* ### Item Use Handheld items, especially enhanced ones, make all the difference in ground combat.
**Grenades** are particularly valuable weapons, and capable of turning the tide of a struggling battle. A grenade is best utilized when: * There are three or more enemies within a target blast radius * There is an enemy behind cover * There is an enemy with high armor class * There is a target vulnerable to the grenade's damage type * There is a volatile terrain object that can harm multiple enemies upon destruction Grenades aren't uncommon to find on Imperial troopers, either, so they can be a readily-available source of additional firepower to recover in the midst of combat.
**Mines** serve similar purposes, but are best used to set up traps in a given space when combat is anticipated to begin shortly after.
**Consumables** like medpacs, stims, and other supplements can keep the attrition of battle at bay or boost a unit into superior ability. Medical consumables are best kept with a small number of support units who can act as field medics in the heat of combat. For combat-application consumables, identifying who benefits most from it should be handled beforehand; if there isn't enough supply to give similar doses to all creatures who can make use of it, supply by hierarchy of effectiveness. \pagebreakNum Fallen enemies may also have exactly what a task requires: a slain demolitions trooper might have been using a rocket launcher, which would work quite well against the AT-ST it was escorting; a slain jump trooper's jetpack might be exactly what a rebel sniper needs to get to a towering vantage point.
Consumables that might be available to be pillaged from fallen enemies (generally humanoid) are correlated to their challenge rating. * **CR5 or greater:** premium consumable * **CR9 or greater:** prototype consumable * **CR13 or greater:** advanced consumable * **CR17 or greater:** legendary consumable * **CR20 or greater:** artifact consumable \columnbreak ### Tactical Retreat Ultimately, not all battles can be won (or some objectives need immediate removal from the combat theater). The Rebellion knows when to break off their attack so they can still fight another day.
Dashing away from combat is useful, but using cover where possible is still necessary. Getting some good distance during a tactical retreat is the perfect window to set mines down to buy time; when one mine is triggered, the Empire will hesitate and begin ground checks before they advance at a more cautious rate.
It's also not unheard of for someone to make the hero play: to stand their ground in a final act of defiance and buy time for everyone else, sacrificing their own lives for their comrades. While most imperials will immediately lay enough fire upon such lone "heroes" to reduce them to ash, some might focus on stunning and capturing them for torturous interrogations.
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Reappropriated Arms and Wares
# Reappropriated Arms and Wares The Rebellion's armaments are just as much acquired through conventional channels as they are through black market purchases, minor thefts, major heists, and looting their enemies' bodies.
The following are some versatile new options. ___ >#### Mortar Gun >*Martial Blaster* >2750 cr | 16 lbs | Special >| | >| --- | >| Strength 13, Two-handed | >The Mortar Gun is a heavy weapon that can fire in two different modes. On your turn, you can use your object interaction to switch between modes, detailed below. > >***Launcher.*** While in this mode, rather than traditional power cells, the Mortar Gun uses missile ammunition types in the form of micro-grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw. > >**Blaster:** 1d12 Energy, Ammunition (range 100/400), Reload 3 >**Launcher:** Special, Ammunition (range 30/60), reload 1, special > >*Associated Feat: Heavy Weapon Specialist* ___ >#### Tactical Assault Rifle >*Martial Blaster* >2400 cr | 15 lbs | Special >| | >| --- | >| Strength 11, Two-handed | >The Tactical Assault Rifle is a weapon that can fire in two different modes. On your turn, you can use your object interaction to switch between modes, detailed below. > >***Launcher.*** While in this mode, rather than traditional power cells, the Tactical Assault Rifle uses wrist launcher ammunition types. When firing an ammunition that requires a saving throw at long range, creatures within the effect's radius have advantage on the saving throw. > >**Blaster:** 1d8 Kinetic, Ammunition (range 100/400), Burst 6, Rapid 3, Reload 12 >**Launcher:** Special, Ammunition (range 40/80), reload 1, special > >*Associated Feat: Rifle Specialist*
___ >#### DC-15s >*Premium Martial Blaster (Hand Blaster)* >At the beginning of your turn, this blaster recharges two expended shots in its cell, up to its maximum. It can only use standard ammunition types. >
*This sidearm, a mainstay of the Republic Commando loadout, used experimental recharging technology to ensure commandos were never without a ready firearm.* ___ >#### K-16 Bryar Pistol >*Prototype Martial Blaster (Heavy Pistol)* >You gain a +1 bonus to attack and damage rolls with this weapon, which also has the burst 6 and rapid 3 properties. >
*Deceptive by design, the K-16 featured a modified power unit capable of releasing its entire heat source in one powerful blast as secondary fire.* ___ >#### Kyuzo Petar >*Artifact Weapon (Vibrodagger)* >You gain a +3 bonus to attack rolls with this weapon, which deals an additional 1d8 energy damage on a hit. >
Additionally, when you attack with this weapon and roll a natural 20, you roll on the [d100 Dismemberment Table](https://sw5e.com/rules/variantRules/Dismemberment "Variant Rule: Dismemberment | SW5e"), inflicting the corresponding injury upon the target. >
*This double-bladed petar features a conductive tempered carbon edge, energized with a monomolecular energy cord that vastly increases the cutting power and deadliness of the weapon.*
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Reappropriated Arms and Wares
___ >#### Mounted Probot Assembly >*Improved Weapon (Shoulder Cannon), Requires Attunement* >If you are not normally proficient with this weapon but are proficient with astrotech's implements, you are considered to be proficient with this weapon. >
This weapon functions as a commlink and techcasting focus. While it is attuned and equipped, the user is considered proficient with Intelligence (Investigation) and Wisdom (Perception) checks. When the user attempts a check of either skill that they are not normally proficient with, they utilize the shoulder cannon's statistic scores and proficiency bonus, which are equal to its Autotarget values (16, +2). >
*Built from the scavenged remains of a Viper Probe Droid, this assembly includes the probe's droid brain, short-range comms, local sensor array, and integrated blaster.* >#### Bunker Buster >*Ammunition (Standard)* >2100 cr | 1 lb >This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 10 feet must make a DC 14 Dexterity saving throw, A creature takes 1d6 fire and 1d10 kinetic damage on a failed save, or half as much as on a successful one. The weapon deals double damage to constructs and structures. >
**At greater quality:** >• *Average:* +1 attack / 1d6 kinetic on impact, Dex DC 16, 2d6 fire + 2d10 kinetic >• *Major:* +2 attack / 1d6 kinetic on impact, Dex DC 18, 3d6 fire + 3d10 kinetic >• *Deadly:* +3 attack / 1d6 kinetic on impact, Dex DC 20, 4d6 fire + 4d10 kinetic >• *Lethal:* +3 attack / 2d6 kinetic on impact, Dex DC 22, 5d6 fire + 5d10 kinetic >• *Devastating:* +3 attack / 3d6 kinetic on impact, Dex DC 24, 6d6 fire + 6d10 kinetic >#### Hyperfermentation Vessel >*Legendary Adventuring Gear* >This metal jug appears to be able to hold a gallon of liquid and weighs 25 pounds whether full or empty. You can insert 200 credits’ worth of raw ingredients into the jug-- selecting your choice of alcohol from *Deuterium-pyro*, *Mummergy*, *Novanian Grog*, *Raava*, *Spicebrew*, *Tihaar*, *Tsiraki*, or *Vayerbok*-- and activate it. Over the course of 8 hours, it can produce alcohols of your choice of variable rarity, and may be left alone for additional doubled increments to produce more potent mixtures, but decreases the amount that is produced. When reopened, the jug stops fermenting. > >|Duration|Alcohol Grade|Quantity| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 hours|Standard|2 Gallons (16 doses)| >|16 hours|Fine|1 Gallon (8 doses)| >|32 hours|Matured|1/2 Gallon (4 doses)| >|64 hours|Aged|8 Ounces (1 dose)| >#### Electrobolas >*Ammunition (Fine)* >1100 cr | 2 lbs This electrified set of bolas is fired from a wrist launcher. A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. >
A creature can use its action to make a DC 14 Dexterity check, freeing itself or another creature within its reach on a success. When a restrained creature attempts to free itself, it must first make a DC 16 Constitution saving throw (with advantage, if it has resistance to lightning damage, or automatic success if it is immune to lightning damage). On a failed save, the creature is shocked into submission and is stunned until the beginning of its next turn. >
The bolas has an AC of 11, 10 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it. >
**At greater quality:** >• *Improved:* Dex DC 15, Con DC 17, AC 12, 15 HP >• *Superior:* Dex DC 16, Con DC 18, AC 13, 20 HP >• *Exceptional:* Dex DC 17, Con DC 19, AC 14, 25 HP >• *Champion:* Dex DC 18, Con DC 20, AC 15, 30 HP >#### Laser Projector >*Ammunition (Standard)* >700 cr | 1 lb >This disposable miniature generator and projector assembly is designed to be fired from a wrist launcher. >When you use it, you may choose either a 15-ft cone, dealing 3d6 energy damage, or a 5-ft wide by 25-ft long line, dealing 5d6 energy damage. A creature in the space can make a DC 14 Dexterity saving throw, taking half damage on success. >
**At greater quality:** >• *Average:* DC 16 Dex; 5d6 (cone) / 7d6 (line) >• *Major:* DC 18 Dex; 7d6 (cone) / 10d6 (line) >• *Deadly:* DC 20 Dex; 9d6 (cone) / 12d6 (line) >• *Lethal:* DC 22 Dex; 11d6 (cone) / 15d6 (line) >• *Devastating:* DC 24 Dex; 13d6 (cone) / 17d6 (line) >#### Targeting Macrobinoculars >*Advanced Adventuring Gear* >These macrobinolculars can see as far as objects in low orbit with pristine high-detail. >Additionally, you may use an action to target up to three creatures you can see, and gain the benefits of the *Target Lock* tech power (cast at base level) without having to concentrate upon the ability. You cannot mark subsequent creatures after a target drops to 0 hit points. >This feature can be used once per hour. \pagebreakNum
Reappropriated Arms and Wares
>#### Sonic Imploder >*Explosive (Standard)* >2300 cr | 1 lb >Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). >As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 15 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 2d8 sonic damage on a failed save, or half as much as on a successful one. >
**At greater quality:** >• *Average:* DC 16 Con; 4d8 sonic >• *Major:* DC 18 Con; 6d8 sonic >• *Deadly:* DC 20 Con; 8d8 sonic >• *Lethal:* DC 22 Con; 10d8 sonic >• *Devastating:* DC 24 Con; 12d8 sonic >#### Thermal Imploder >*Explosive (Standard)* >2150 cr | 1 lb >Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). >As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d8 true damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone. >
**At greater quality:** >• *Average:* DC 16 Dex; 4d6 fire / 4d8 true >• *Major:* DC 18 Dex; 6d6 fire / 6d8 true >• *Deadly:* DC 20 Dex; 8d6 fire / 8d8 true >• *Lethal:* DC 22 Dex; 10d6 fire / 10d8 true >• *Devastating:* DC 24 Dex; 12d6 fire / 12d8 true
\columnbreak \pagebreakNum ### 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, for their immense praise and support of my work, and for continuing to build upward and onward! - **Aziz**, for incorporating *Imperial Forces* and *Desperate Rebellion* into the SW5e Hypercodex and offering suggestions! - **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 dear friend **Kellen**, who convinced me to start DMing SW5e! - My charming friend and DM mentor **Jordan**, whose creative insights have always driven me to refine! - All my friends who collaborate with me on creative endeavors! - My **Dad**, for the endless kindness and support he gives! - **You!** I'm really pleased with this, so thanks for reading!
If you haven't already seen it, be sure to go check out *[Imperial Forces](https://www.gmbinder.com/share/-MTWyXiKjknk__XZFUsP "SW5e: Imperial Forces")*, my first supplement for SW5e! I'm quite satisfied with my work and I hope you will be too! ### 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 \columnbreak ### Changelog **2021.5.25:** Version 1.0 Release **2021.5.26:** >* Renamed *Reappropriated Arms* to *Reappropriated Arms and Wares* >* Added the *K-16 Bryar Pistol* (with image), *Targeting Macrobinoculars*, *Hyperfermentation Vessel*, *Thermal Imploder*, and *Sonic Imploder* >* Added an art page following the *Strength in Hope* segment (that I forgot to get in before release) >* Altered the graphic and layout of the final page of the *Tactics of the Rebellion* segment >* Made some corrections to the wording of the *Strength in Hope* exposition and *Legendary Miraluka Inquisitor* stat block >* Added the *U-Wing*, and a picture for the *T-47* >* Added a Table of Contents >* Opted to immediately upload these changes as part of the launch version **2021.5.27:** >* Added a *Sonic Imploder* image to *Reappropriated Appropriated Arms and Wares* >* Added the *Tactical Assault Rifle*, *Kyuzo Petar*, and the *Mounted Probot Assembly* >* Added the *Shadowtrooper* >* Once again, immediately uploading to reflect these changes in the 1.0 launch version