Saga Mini Stats

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    Star WarsMiniatures

    Saga Stats

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    Contents

    Rebel Storm Clone Strike Revenge of the Sith

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    Rebel Storm

    Bothan Spy CL 2Medium Bothan nonheroic 6

    Init +4; Senses Perception +8

    Languages Basic, Bothese

    Defences Ref 11 (flat-footed 10), Fort 9, Will 12

    hp 9; Threshold 9

    Speed 6 squares

    Melee unarmed +4 (1d4)

    Ranged hold-out blaster pistol +5 (3d4) or

    Ranged frag grenade +5 (4d6, 2-square burst)

    Base Atk+4; Grp +5

    Abilities Str 10, Dex 13, Con 8, Int 11, Wis 10, Cha 12

    Feats Skill Focus (Deception, Gather Information), Skill Training (Deception,

    Perception, Stealth), Weapon Proficiency (pistols, simple weapons)

    Skills Deception +14, Gather Information +14, Perception +8, Stealth +9

    Possessions hold-out blaster pistol, 2 frag grenades, datapad, comlink, security kit,

    utility belt with medpac

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    Hoth Trooper CL 2Medium Human nonheroic 6

    Init +9; Senses Perception +8H

    Languages Basic

    Defences Ref 13 (flat-footed 12), Fort 11, Will 10

    hp 21; Threshold 16

    Speed 6 squares

    Melee unarmed +5 (1d4+1)

    Ranged blaster pistol +6 (3d6) or

    Ranged frag grenade +5 (4d6, 2-square burst)

    Base Atk+4; Grp +5

    Attack Options Point Blank ShotH

    Abilities Str 12, Dex 13, Con 12, Int 9, Wis 10, Cha 8

    Feats Armour Proficiency (light), Improved Damage Threshold, Point Blank ShotH,

    Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons)

    Skills Initiative +9, Perception +9H

    Possessions blast helmet and vest (+2 armour), cold weather gear, blaster pistol, 2

    frag grenades, comlink (encrypted)

    HHuman bonus feat or trained skill

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    Elite Hoth Trooper CL 3Medium Human nonheroic 9

    Init +10; Senses Perception +9H

    Languages Basic

    Defences Ref 13 (flat-footed 12), Fort 11, Will 10

    hp 31; Threshold 16

    Speed 6 squares

    Melee unarmed +6 (1d4+1)

    Ranged blaster rifle +7 (3d8) orRanged frag grenade +7 (4d6, 2-square burst)

    Base Atk+6; Grp +7

    Atk Options autofire (blaster rifle), Point Blank ShotH

    Special Actions Co-ordinated Attack

    Abilities Str 12, Dex 13, Con 12, Int 9, Wis 10, Cha 9

    Feats Armour Proficiency (light), Co-ordinated Attack, Improved Damage Threshold,

    Point Blank ShotH, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles,

    simple weapons)

    Skills Initiative +10, Perception+9H

    Possessions blast helmet and vest (+2 armour), cold weather gear, blaster rifle, 2 frag

    grenades, comlink (encrypted)HHuman bonus feat or trained skill

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    Rebel Commando CL 4Medium Human nonheroic 3/soldier 3

    Force 2

    Init +10H; Senses Perception +3

    Languages Basic

    Defences Ref 17 (flat-footed 14), Fort 17, Will 13

    hp 36; Threshold 17

    Speed 6 squares

    Melee unarmed +7 (1d6+3) or

    Melee knife +7 (1d4+3)Ranged blaster rifle +7 (3d8+1) or

    Ranged blaster pistol +7 (3d6+1) or

    Ranged frag grenade +7 (4d6+1, 2-square burst)

    Base Atk+5; Grp +7

    Atk Options autofire (blaster rifle), Point Blank ShotH

    Special Actions Indomitable, Tough as Nails

    Abilities Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 10

    Talents Indomitable, Tough as Nails

    Feats Armour Proficiency (light, medium), Martial Arts I, Point Blank ShotH, Skill

    Training (Survival), Weapon Proficiency (advanced melee weapons, pistols, rifles,simple weapons)

    Skills Initiative +10H, Stealth +10, Survival +8

    Possessions knife, blaster rifle, blaster pistol, 2 frag grenades, comlink (encrypted),

    utility belt with medpac, all-temperature cloak

    HHuman bonus feat or trained skill

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    Rebel Officer CL 3Medium Human nonheroic 4/scout 1/soldier 1

    Force 2

    Init +4; Senses Perception +9

    Languages Basic, plus 2 other languages

    Defences Ref 15 (flat-footed 14), Fort 15, Will 13

    hp 26; Threshold 15

    Speed 6 squares

    Melee unarmed +4 (1d4+1)Ranged blaster pistol +7 (3d6+1) or

    Ranged frag grenade +5 (4d6+1, 2-square burst)

    Base Atk+4; Grp +5

    Atk Options Point Blank ShotH

    Special Actions Battle Analysis

    Abilities Str 11, Dex 12, Con 13, Int 14, Wis 12, Cha 13

    Talents Battle Analysis, Improved Stealth

    Feats Armour Proficiency (light), Point Blank ShotH, Skill Focus (Persuasion), Skill

    Training (Mechanics, Perception), Weapon Focus (pistols), Weapon Proficiency

    (pistols, rifles, simple weapons)

    Skills Knowledge (tactics) +10, Mechanics +10, Perception +9, Persuasion +14,

    Stealth +9 (may reroll), Survival +9H

    Possessions blaster pistol with improved accuracy, frag grenade, comlink (encrypted),

    blast helmet and vest (+2 armour), cold weather gear, Rebel uniform

    HHuman bonus feat or trained skill

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    Rebel Pilot CL 2Medium Human nonheroic 3/scout 1

    Force 2

    Init +5; Senses Perception +8

    Languages Basic, plus 1 other language

    Defences Ref 16 (flat-footed 13), Fort 14, Will 12; DodgeH

    hp 16; Threshold 14

    Speed 6 squares

    Melee unarmed +2 (1d4)

    Ranged blaster pistol +7 (3d6) or

    Ranged frag grenade +5 (4d6, 2-square burst)

    Base Atk+2; Grp +5

    Special Actions Vehicular Combat

    Abilities Str 11, Dex 16, Con 13, Int 12, Wis 12, Cha 10

    Talents Acute Senses

    Feats DodgeH, Skill Focus (Pilot), Skill Training (Use Computer), Vehicular Combat,

    Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)

    Skills Mechanics +8H, Perception +8 (may reroll), Pilot +15, Use Computer +8

    Possessions flight suit, blaster pistol with improved accuracy, 2 frag grenades, fieldkit

    HHuman bonus feat or trained skill

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    Wookiee Soldier CL 2Medium Wookiee soldier 2

    Force 2

    Init +7; Senses Perception +0

    Languages Basic (understand only), Durese (understand only), Shyriiwook

    DefencesRef 14 (flat-footed 13), Fort 14, Will 11

    hp 34; Threshold 14; extraordinary recuperation

    Speed 6 squares

    Melee unarmed +6 (1d4+5)

    Ranged by weapon +3

    Base Atk+2; Grp +6

    Atk Options Cleave, Devastating Attack (simple weapons), Power Attack

    Special Actions rage

    Abilities Str 19, Dex 13, Con 10, Int 13, Wis 8, Cha 8

    Talents Devastating Attack (simple weapons)

    Feats Armour Proficiency (light, medium), Cleave, Power Attack, Weapon

    Proficiency (pistols, rifles, simple weapons)Skills Climb +5 (may take 10 when distracted), Endurance +6, Initiative +7,

    Knowledge (tactics) +7, Mechanics +7, Persuasion +0 (may reroll when

    intimidating)

    Possessions bandolier, comlink, datapad with maps

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    Elite Stormtrooper CL 6Medium Human nonheroic 12/soldier 2

    Force 4; Dark Side 5

    Init +8; Senses low-light vision; Perception +14

    Languages Basic

    Defences Ref 17 (flat-footed 16), Fort 12, Will 10

    hp 41; Threshold 12

    Speed 6 squares

    Melee unarmed +12 (1d4+2)Ranged blaster rifle +13 (3d8+3) or

    Ranged blaster rifle +11 (4d8+3) with Rapid Shot or

    Ranged blaster rifle +8 (5d8+3) with Burst Fire or

    Ranged frag grenade +12 (4d6+1, 2-square burst)

    Base Atk+11; Grp +12

    Atk Options autofire (blaster rifle), Burst Fire, Point Blank Shot

    Special Actions Co-ordinated Attack

    Abilities Str 13, Dex 12, Con 11, Int 10, Wis 10, Cha 10

    Talents Weapon Specialisation (rifles)

    Feats Armour Proficiency (light), Burst Fire, Co-ordinated Attack, Point Blank Shot,

    Rapid Shot, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, pistols,rifles, simple weapons)

    Skills Endurance +12, Perception +14

    Possessions stormtrooper armour (+6 armour, +2 equipment), blaster rifle, frag

    grenade, utility belt with medpac

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    Royal Guard CL 3Medium Human nonheroic 3/soldier 2

    Force 2; Dark Side 5

    Init +7; Senses low-light vision; Perception +11

    Languages Basic

    Defences Ref 19 (flat-footed 18), Fort 15, Will 14hp 26; Threshold 15

    Speed 4 squares

    Melee force pike +8 (2d8+5) or

    Melee unarmed +6 (1d6+3)

    Ranged by weapon +4

    Base Atk+4; Grp +6

    Atk Options Point Blank Shot

    Special Actions Harms Way

    Abilities Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 8

    Talents Harms WayFeats Armour Proficiency (light, medium), Martial Arts I, Point Blank Shot, Weapon

    Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons,

    pistols, simple weapons)

    Skills Initiative +7, Perception +11

    Possessions Royal Guard armour (+7 armour; treat as ceremonial armour with helmet

    package), force pike with improved accuracy, comlink (encrypted, long-range

    [miniaturised], holo capability), utility belt with medpac

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    Snowtrooper CL 2Medium Human nonheroic 6

    Dark Side 1

    Init +3; Senses low-light vision; Perception +10

    Languages Basic

    Defences Ref 16 (flat-footed 16), Fort 12, Will 10

    hp 15; Threshold 12

    Immune extreme cold

    Speed 6 squaresMelee unarmed +5 (1d4+1)

    Ranged blaster rifle +5 (3d6) or

    Ranged frag grenade +4 (4d6, 2-square burst)

    Base Atk+4; Grp +5

    Atk Options autofire (blaster rifle), Point Blank Shot

    Special Actions Co-ordinated Attack

    Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10

    Feats Armour Proficiency (light), Co-ordinated Attack, Point Blank Shot, Weapon

    Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)

    Skills Endurance +8, Perception +10

    Possessions snowtrooper armour (+6 armour, +2 equipment), blaster rifle, fraggrenade, utility belt with medpac

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    Elite Snowtrooper CL 3Medium Human nonheroic 9

    Dark Side 5

    Init +4; Senses low-light vision; Perception +11

    Languages Basic

    Defences Ref 16 (flat-footed 16), Fort 13, Will 10

    hp 31; Threshold 13

    Immune extreme cold

    Speed 6 squaresMelee unarmed +7 (1d4+1)

    Ranged blaster rifle +7 (3d8) or

    Ranged frag grenade +6 (4d6, 2-square burst)

    Base Atk+6; Grp +7

    Atk Options autofire (blaster rifle), Point Blank Shot

    Special Actions Co-ordinated Attack

    Abilities Str 12, Dex 11, Con 12, Int 10, Wis 10, Cha 10

    Feats Armour Proficiency (light), Co-ordinated Attack, Point Blank Shot, Weapon

    Focus (rifles), Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons)

    Skills Endurance +10, Perception +11

    Possessions snowtrooper armour (+6 armour, +2 equipment), blaster rifle, fraggrenade, utility belt with medpac

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    Stormtrooper Officer CL 4Medium Human nonheroic 6/soldier 2

    Force 3; Dark Side 5

    Init +5; Senses low-light vision; Perception +11

    Languages Basic

    Defences Ref 18 (flat-footed 17), Fort 16, Will 12

    hp 26; Threshold 16

    Speed 6 squaresMelee unarmed +7 (1d4+2)

    Ranged blaster rifle +8 (3d8+1) or

    Ranged blaster rifle +3/+3 (3d8+1) with Double Attack or

    Ranged frag grenade +7 (4d6+1, 2-square burst)

    Base Atk+6; Grp +7

    Atk Options autofire (blaster rifle), Double Attack

    Special Actions Co-ordinated Attack, Indomitable

    Abilities Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 11

    Talents Indomitable

    Feats Armour Proficiency (light, medium), Co-ordinated Attack, Double Attack

    (rifles), Skill Training (Knowledge [tactics]), Weapon Focus (rifles), WeaponProficiency (pistols, rifles, simple weapons)

    Skills Endurance +9, Knowledge (tactics) +9, Perception +11

    Possessions stormtrooper armour (+6 armour, +2 equipment), blaster rifle, 2 frag

    grenades, utility belt with medpac

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    Bespin Guard CL 1Medium Human nonheroic 3

    Init +7; Senses Perception +13

    Languages Basic, Bocce

    Defences Ref 11 (flat-footed 10), Fort 10, Will 12

    hp 8; Threshold 10

    Speed 6 squares

    Melee unarmed +2 (1d4)

    Ranged blaster pistol +4 (3d6)Base Atk+2; Grp +3

    Atk Options Point Blank ShotH

    Special Actions Co-ordinated Attack

    Abilities Str 10, Dex 12, Con 10, Int 12, Wis 14, Cha 10

    Feats Co-ordinated Attack, Point Blank ShotH, Skill Focus (Perception), Weapon

    Focus (pistols), Weapon Proficiency (pistols, simple weapons)

    Skills Initiative +7, Perception +13, Persuasion +6H

    Possessions blaster pistol, Bespin guard uniform, binders, comlink

    HHuman bonus feat or trained skill

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    Duros Mercenary CL 2Medium Duros nonheroic 6

    Dark Side 1

    Init +10; Senses Perception +3

    Languages Basic, Durese, plus 1 other language

    Defences Ref 17 (flat-footed 15), Fort 10, Will 11

    hp 9; Threshold 10

    Speed 6 squares

    Melee unarmed +4 (1d4)Ranged blaster pistol +6 (3d6) or

    Ranged frag grenade +6 (4d6, 2-square burst)

    Base Atk+4; Grp +6

    Special Actions Co-ordinated Attack

    Abilities Str 11, Dex 14, Con 9, Int 12, Wis 10, Cha 10

    Feats Armour Proficiency (light), Co-ordinated Attack, Improved Defences, Weapon

    Proficiency (pistols, rifles, simple weapons)

    Skills Endurance +7, Initiative +10, Pilot +5 (may reroll)

    Possessions blaster pistol, frag grenade, combat jumpsuit (+4 armour), comlink, field

    kit, company insignia

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    Ewok CL 1Small Ewok nonheroic 2

    Init +2; Senses scent; Perception +11

    Languages Ewokese (speak only)

    Defences Ref 12 (flat-footed 11), Fort 10, Will 10

    hp 5; Threshold 10

    Speed 4 squares

    Melee spear +1 (1d8-1)

    Ranged by weapon +2

    Base Atk+1; Grp -3

    Abilities Str 9, Dex 13, Con 11, Int 10, Wis 10, Cha 10

    Feats Skill Focus (Perception, Survival), Skill Training (Perception), Weapon Focus(simple weapons), Weapon Proficiency (simple weapons)

    Skills Perception +11, Stealth +7 (may reroll), Survival +11

    Possessions spear, variety of primitive personal belongings

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    Gamorrean Guard CL 2Medium Gamorrean nonheroic 6

    Dark Side 2

    Init +3; Senses Perception +3

    Languages Basic (understand only), Gamorrean (speak only)

    Defences Ref 17 (flat-footed 17), Fort 14, Will 10

    hp 27; Threshold 19

    Speed 6 squares

    Melee vibro-axe +9 (2d10+8)Ranged by weapon +4

    Base Atk+4; Grp +8

    Atk Options Bantha Rush

    Abilities Str 18, Dex 11, Con 15, Int 7, Wis 11, Cha 8

    Feats Armour Proficiency (light, medium), Bantha Rush, Improved Damage

    Threshold, Weapon Focus (advanced melee weapons), Weapon Proficiency

    (advanced melee weapons, simple weapons)

    Skills Endurance +10

    Possessions vibro-axe, ceremonial armour (+7 armour)

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    Ithorian Scout CL 2Medium Ithorian nonheroic 5/scout 1

    Force 2

    Init +5; Senses Perception +11

    Languages Basic, Ithorese, plus 1 other language

    Defences Ref 15 (flat-footed 13), Fort 12, Will 16

    hp 17; Threshold 12

    Speed 6 squaresMelee force pike +4 (2d8+2)

    Ranged by weapon +5

    Base Atk+3; Grp +5

    Special Actions bellow

    Abilities Str 12, Dex 14, Con 10, Int 13, Wis 17, Cha 10

    Talents Acute Senses

    Feats Skill Focus (Knowledge [life sciences]), Skill Training (Knowledge [galactic

    lore], Stealth, Survival), Weapon Proficiency (advanced melee weapons, pistols,

    rifles, simple weapons)

    Skills Knowledge (galactic lore) +9, Knowledge (life sciences) +14, Perception +11

    (may reroll), Stealth +10, Survival +11 (may reroll)Possessions force pike, field kit, electrobinoculars, syntherope, fusion lantern, aquata

    breather, comlink, utility belt with medpac

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    Jawa CL 2Small Jawa nonheroic 6

    Init +4; Senses darkvision; Perception +9

    Languages Jawa, Jawa Trade Language, plus 1 other language

    Defences Ref 12 (flat-footed 11), Fort 9, Will 11; Dodge

    hp 9; Threshold 9

    Speed 4 squares

    Melee unarmed +3 (1d3-1)

    Ranged ion pistol +5 (3d6 ion)

    Base Atk+4; Grp +0

    Atk Options scavenger, Trip

    Abilities Str 8, Dex 13, Con 8, Int 13, Wis 13, Cha 8

    Feats Dodge, Skill Focus (Mechanics), Skill Training (Stealth), Trip, Weapon

    Proficiency (pistols, rifles)

    Skills Mechanics +14 (may reroll), Perception +9, Stealth +14, Survival +4 (may

    reroll and keep better result when resisting extreme heat)

    Possessions ion pistol, datapad, tool kit, satchel, 2 energy cells, mesh tape, 70 credits

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    Mon Calamari Mercenary CL 2Medium Mon Calamari nonheroic 8

    Dark Side 1

    Init +10; Senses low-light vision; Perception +5

    Languages Basic, Mon Calamarian, Quarrenese

    Defences Ref 15 (flat-footed 14), Fort 9, Will 11

    hp 12; Threshold 9

    Speed 6 squares, swim 4 squares

    Melee unarmed +7 (1d4+1)

    Ranged blaster pistol +7 (3d6) or

    Ranged blaster pistol +2/+2 (3d6) with Double Attack or

    Ranged frag grenade +7 (4d6, 2-square burst)

    Base Atk+6; Grp +7

    Atk Options Double Attack

    Special Actions Co-ordinated Attack

    Abilities Str 12, Dex 12, Con 9, Int 12, Wis 12, Cha 10

    Special Qualities breathe underwater

    Feats Armour Proficiency (light), Co-ordinated Attack, Double Attack (pistols),Weapon Proficiency (pistols, rifles, simple weapons)

    Skills Endurance +8, Initiative +10, Swim +5 (may reroll, may take 10 when

    distracted)

    Possessions blaster pistol, frag grenade, combat jumpsuit (+4 armour), comlink, field

    kit, company insignia

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    Quarren Assassin CL 3Medium nonheroic 6/scoundrel 1

    Force 2; Dark Side 6

    Init +6; Senses low-light vision; Perception +4

    Languages Basic, Quarrenese

    Defences Ref 19 (flat-footed 16), Fort 12, Will 13

    hp 25; Threshold 12Speed 6 squares, swim 4 squares

    Melee knife +5 (1d4+1)

    Ranged blaster pistol +8 (3d6+2)

    Base Atk+4; Grp +7

    Atk Options Dastardly Strike, Point Blank Shot, Precise Shot

    Abilities Str 12, Dex 16, Con 13, Int 10, Wis 12, Cha 10

    Special Qualities breathe underwater

    Talents Dastardly Strike

    Feats Armour Proficiency (light), Point Blank Shot, Precise Shot, Skill Focus

    (Stealth), Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)

    Skills Stealth +16, Swim +4 (may reroll, may take 10 when distracted)Possessions blaster pistol with improved damage, knife, combat jumpsuit (+4 armour)

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    Tusken Raider CL 1Medium Tusken Raider nonheroic 4

    Init +2; Senses Perception +1

    Languages Tusken

    Defences Ref 10 (flat-footed 10), Fort 11, Will 9

    hp 14; Threshold 11

    Speed 6 squaresMelee gaderffii +5 (2d4+2) or

    Melee gaderffii +5 (3d4+2) with Mighty Swing or

    Melee gaderffii -5 (2d4+1) and

    gaderffii -5 (2d4+1)

    Ranged by weapon +3

    Base Atk+3; Grp +4

    Atk Options Mighty Swing

    Abilities Str 13, Dex 10, Con 12, Int 8, Wis 9, Cha 10

    Feats Mighty Swing, Skill Training (Ride, Survival), Weapon Focus (simple

    weapons), Weapon Proficiency (simple weapons)

    Skills Ride +7, Stealth +7 (may reroll), Survival +6 (may reroll)Possessions gaderffii, desert garb and mask, variety of personal belongings

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    Twilek Bodyguard CL 3Medium Twilek nonheroic 3/soldier 2

    Force 2

    Init +11; Senses low-light vision; Perception +10

    Languages Basic, Ryl

    Defences Ref 15 (flat-footed 13), Fort 17, Will 13

    hp 28; Threshold 17Speed 6 squares

    Melee force pike +5 (2d8+3)

    Ranged by weapon +6

    Base Atk+4; Grp +6

    Special Actions Harms Way

    Abilities Str 12, Dex 14, Con 13, Int 11, Wis 12, Cha 13

    Talents Harms Way

    Feats Armour Proficiency (light), Skill Training (Perception), Toughness, Weapon

    Proficiency (advanced melee weapons, pistols, rifles, simple weapons)

    Skills Deception +5 (may reroll), Initiative +11, Perception +10

    Possessions blast vest (+2 armour), force pike, comlink, medpac

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    Twilek Scoundrel CL 2Medium Twilek nonheroic 5/scoundrel 1

    Force 2; Dark Side 4

    Init +5; Senses low-light vision; Perception +8

    Languages Basic, Huttese, Ryl, plus 1 other language

    Defences Ref 15 (flat-footed 13), Fort 13, Will 12

    hp 16; Threshold 13

    Speed 6 squares

    Melee vibroblade +5 (2d6-1)

    Ranged by weapon +5

    Base Atk+3; Grp +5

    Atk Options Point Blank Shot, Sneak Attack +1d6

    Special Actions Quick Draw

    Abilities Str 9, Dex 15, Con 10, Int 14, Wis 11, Cha 15

    Talents Sneak Attack

    Feats Point Blank Shot, Quick Draw, Skill Training (Persuasion), Weapon Finesse,

    Weapon Proficiency (advanced melee weapons, pistols, simple weapons)

    Skills Deception +10 (may reroll), Perception +8, Persuasion +10, Stealth +10

    Possessions cloak, vibroblade

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    Clone Strike

    Aerial Clone Trooper Captain CL 5

    Medium Human nonheroic 7/soldier 2/officer 1Force 3; Dark Side 5

    Init +6; Senses low-light vision; Perception +12

    Languages Basic, High Galactic

    Defences Ref 19 (flat-footed 18), Fort 17, Will 17

    hp 43; Threshold 17

    Speed 6 squares, fly 6 squares (jet pack)

    Melee unarmed +10 (1d4+3)

    Ranged heavy blaster rifle +10 (3d10+1) or

    Ranged frag grenade +9 (4d6+1, 2-square burst) or

    Ranged ion grenade +9 (4d6+1 ion, 2-square burst)

    Base Atk+8; Grp +10

    Atk Options autofire (heavy blaster rifle), Point Blank Shot

    Special Actions Assault Tactics, Battle Analysis, Co-ordinated Attack

    Abilities Str 15, Dex 13, Con 11, Int 13, Wis 10, Cha 12

    Talents Assault Tactics, Battle Analysis

    Feats Armour Proficiency (light), Co-ordinated Attack, Point Blank Shot, Skill

    Training (Perception, Pilot), Toughness, Weapon Focus (rifles), Weapon

    Proficiency (pistols, rifles, simple weapons)

    Skills Endurance +10, Knowledge (tactics) +11, Perception +12, Persuasion +11,

    Pilot +11

    Possessions clone trooper armour (+6 armour, +2 equipment), heavy blaster rifle, fraggrenade, ion grenade, comlink (encrypted, long-range [miniaturised], holo

    capability), utility belt with medpac, jet pack

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    Clone Trooper Grenadier CL 2Medium Human nonheroic 6

    Init +10; Senses low-light vision; Perception +10

    Languages Basic, plus 1 other language

    Defences Ref 18 (flat-footed 16), Fort 12, Will 10

    hp 14; Threshold 12

    Speed 6 squares

    Melee unarmed +6 (1d4+2)Ranged blaster pistol +6 (3d6) or

    Ranged frag grenade +6 (4d6, 2-square burst)

    Base Atk+4; Grp +6

    Atk Options Careful Shot, Point Blank Shot

    Special Actions Co-ordinated Attack

    Abilities Str 15, Dex 15, Con 11, Int 12, Wis 10, Cha 8

    Feats Armour Proficiency (light), Careful Shot, Co-ordinated Attack, Point Blank

    Shot, Weapon Proficiency (pistols, rifles, simple weapons)

    Skills Initiative +10, Mechanics +9, Perception +10

    Possessions clone trooper armour (+6 armour, +2 equipment), blaster pistol, comlink,

    3 frag grenades

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    Clone Trooper Sergeant CL 3Medium Human nonheroic 7/soldier 1

    Force 3; Dark Side 5

    Init +7; Senses low-light vision; Perception +11

    Languages Basic, High Galactic

    Defences Ref 20 (flat-footed 17), Fort 15, Will 11

    hp 23; Threshold 15

    Speed 6 squaresMelee unarmed +8 (1d4+2)

    Ranged heavy blaster pistol +10 (3d8) or

    Ranged frag grenade +9 (4d6, 2-square burst) or

    Ranged ion grenade +9 (4d6 ion, 2-square burst)

    Base Atk+6; Grp +9

    Atk Options Point Blank Shot

    Special Actions Battle Analysis, Co-ordinated Attack

    Abilities Str 15, Dex 16, Con 10, Int 13, Wis 10, Cha 10

    Talents Battle Analysis

    Feats Armour Proficiency (light), Co-ordinated Attack, Point Blank Shot, Skill

    Training (Pilot), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simpleweapons)

    Skills Knowledge (tactics) +10, Perception +11, Persuasion +9, Pilot +12

    Possessions clone trooper armour (+6 armour, +2 equipment), heavy blaster pistol,

    frag grenade, ion grenade, comlink (encrypted, long-range [miniaturised], holo

    capability), utility belt with medpac

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    Gungan Infantry CL 3Medium Gungan nonheroic 3/soldier 2

    Force 2

    Init +3; Senses low-light vision; Perception +2

    Languages Basic, Gunganese

    Defences Ref 16 (flat-footed 15), Fort 16, Will 12

    hp 28; Threshold 16

    Speed 6 squares, swim 4 squares

    Melee atlatl +7 (2d4+7) orMelee atlatl +9 (2d4+9) with Powerful Charge

    Ranged energy ball +6 (2d8+3)

    Base Atk+4; Grp +6

    Atk Options Powerful Charge

    Abilities Str 14, Dex 13, Con 14, Int 10, Wis 11, Cha 11

    Special Qualities hold breath

    Talents Weapon Specialisation (simple weapons)

    Feats Armour Proficiency (light), Powerful Charge, Skill Training (Swim),

    Toughness, Weapon Focus (simple weapons), Weapon Proficiency (advanced melee

    weapons, simple weapons)

    Skills Endurance +9, Swim +9 (may reroll, may take 10 when distracted)Possessions atlatl, 6 energy balls, leather armour (+2 armour; treat as blast vest),

    ammo pouch

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    Jedi Guardian CL 3Medium Rodian Jedi 3

    Force 2

    Init +3; Senses low-light vision; Perception +1

    Languages Basic, Rodese

    Defences Ref 16 (flat-footed 14), Fort 15, Will 14; Deflect

    hp 44; Threshold 15

    Speed 6 squares

    Melee lightsabre +6 (2d8+7) or

    Melee lightsabre +4 (3d8+7) with Rapid StrikeRanged by weapon +5

    Base Atk+3; Grp +5

    Atk Options Rapid Strike

    Force Powers Known (Use the Force +6):surge

    Abilities Str 14, Dex 15, Con 12, Int 11, Wis 10, Cha 11

    Talents Deflect, Weapon Specialisation (lightsabres)

    Feats Force Sensitivity, Force Training, Rapid Strike, Weapon Focus (lightsabres),

    Weapon Proficiency (lightsabres, simple weapons)

    Skills Acrobatics +8, Perception +1 (may reroll), Use the Force +6

    Possessions lightsabre, ceremonial sword, Jedi robes, utility belt with medpac

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    Naboo Soldier CL 1Medium Human nonheroic 5

    Init +3; Senses Perception +2

    Languages Basic

    Defences Ref 13 (flat-footed 10), Fort 10, Will 10

    hp 12; Threshold 10

    Speed 6 squares

    Melee unarmed +3 (1d4)

    Ranged blaster pistol +4 (3d6) orRanged frag grenade +4 (4d6, 2-square burst)

    Base Atk+3; Grp +4

    Atk Options Point Blank Shot, Precise ShotH

    Abilities Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

    Feats Armour Proficiency (light), Point Blank Shot, Precise ShotH, Weapon

    Proficiency (pistols, simple weapons)

    Skills Endurance +7, Knowledge (tactics) +7H

    Possessions blaster pistol, 2 frag grenades, blast vest (+2 armour), comlink, datapad

    with maps, field kit

    HHuman bonus feat or trained skill

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    Dark Side Acolyte CL 4Medium Umbaran Jedi 4

    Force 2; Dark Side 17

    Init +9; Senses darkvision; Perception +5

    Languages Basic, Umbarese

    Defences Ref 17 (flat-footed 15), Fort 15, Will 18

    hp 46; Threshold 15

    Speed 6 squaresMelee lightsabre +5 (2d8+4) or

    Melee lightsabre +3 (3d8+4) with Rapid Strike or

    Melee lightsabre +0 (2d8+3) and

    lightsabre +0 (2d8+3) or

    Melee lightsabre -2 (3d8+3) and

    lightsabre -2 (3d8+3) with Rapid Strike

    Ranged by weapon +6

    Base Atk+4; Grp +6

    Atk Options Dual Weapon Mastery I, Power of the Dark Side, Rapid Strike

    Special Actions Dark Presence

    Force Powers Known (Use the Force +13): dark rage, Force grip, Force lightning,mind trick

    Abilities Str 13, Dex 14, Con 10, Int 10, Wis 17, Cha 13

    Talents Dark Presence, Power of the Dark Side

    Feats Dual Weapon Mastery I, Force Sensitivity, Force Training, Rapid Strike, Skill

    Focus (Use the Force), Weapon Proficiency (lightsabres, simple weapons)

    Skills Initiative +9, Stealth +4 (may reroll), Use the Force +13

    Possessions 2 lightsabres, robes, utility belt with medpac

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    Geonosian Drone CL 1Medium Geonosian nonheroic 1

    Init +0; Senses low-light vision; Perception +0

    Languages Basic, Geonosian

    Defences Ref 10 (flat-footed 10), Fort 10, Will 10; radiation resistance

    hp 2; Threshold 10

    Speed 6 squares, fly 6 squares

    Melee spear +1 (1d8+2)

    Ranged by weapon +0

    Base Atk+0; Grp +1

    Abilities Str 12, Dex 11, Con 10, Int 9, Wis 10, Cha 9

    Feats Skill Training (Climb, Endurance, Jump), Weapon Proficiency (simple

    weapons)

    Skills Climb +6, Endurance +5, Jump +6, Knowledge (technology) +4

    Possessions spear, personal belongings

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    Geonosian Overseer CL 3Medium Geonosian nonheroic 6/noble 1

    Force 2

    Init +3; Senses low-light vision; Perception +3

    Languages Basic, Geonosian

    Defences Ref 13 (flat-footed 13), Fort 12, Will 14; radiation resistance

    hp 18; Threshold 12

    Speed 6 squares, fly 6 squaresMelee spear +4 (1d8)

    Ranged by weapon +4

    Base Atk+4; Grp +4

    Special Actions Born Leader

    Abilities Str 10, Dex 10, Con 10, Int 10, Wis 11, Cha 11

    Talents Born Leader

    Feats Improved Defences, Skill Focus (Knowledge [bureaucracy]), Skill Training

    (Mechanics, Persuasion, Use Computer), Weapon Proficiency (pistols, simple

    weapons)

    Skills Knowledge (bureaucracy) +13, Mechanics +8, Persuasion +8, Use Computer

    +8Possessions spear, comlink, code cylinder, credit chip with 100 credits, datapad

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    Geonosian Soldier CL 1Medium Geonosian nonheroic 3

    Init +6; Senses low-light vision; Perception +1

    Languages Basic, Geonosian

    Defences Ref 10 (flat-footed 10), Fort 12, Will 10; radiation resistance

    hp 16; Threshold 12

    Speed 6 squares, fly 6 squares

    Melee unarmed +3 (1d4+1)

    Ranged sonic rifle +2 (2d8 sonic*)

    Base Atk+2; Grp +3

    Abilities Str 12, Dex 10, Con 14, Int 8, Wis 10, Cha 7

    Feats Skill Training (Stealth), Toughness, Weapon Proficiency (advanced melee

    weapons, rifles, simple weapons)

    Skills Initiative +6, Stealth +6

    Possessions sonic rifle

    * Sonic damage cannot be deflected by lightsabres and is considered energy damage.

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    Aqualish Spy CL 3Medium Aqualish scoundrel 3

    Force 2

    Init +3; Senses Perception +5

    Languages Aqualish, Basic, plus 1 other language

    Defences Ref 17 (flat-footed 15), Fort 16, Will 14

    hp 37; Threshold 16

    Speed 6 squares

    Melee unarmed +2 (1d4+1)Ranged blaster pistol +6 (3d6+1) or

    Ranged hold-out blaster pistol +5 (3d4+1)

    Base Atk+2; Grp +4

    Atk Options Point Blank Shot, Sneak Attack +2d6

    Abilities Str 10, Dex 14, Con 16, Int 12, Wis 9, Cha 10

    Special Qualities breathe underwater

    Talents Sneak Attack (2)

    Feats Point Blank Shot, Skill Training (Acrobatics, Use Computer), Toughness,

    Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)

    Skills Acrobatics +8, Deception +6, Gather Information +6, Perception +5,

    Persuasion +6, Stealth +8, Swim +1 (may reroll, may take 10 when distracted), UseComputer +7

    Possessions blaster pistol with improved accuracy, hold-out blaster pistol, datapad,

    comlink, security kit, utility belt with medpac

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    Devaronian Bounty Hunter CL 3Medium Devaronian nonheroic 8/scout 1

    Force 3; Dark Side 4

    Init +7; Senses Perception +8

    Languages Basic, Devaronese

    Defences Ref 17 (flat-footed 14), Fort 13, Will 10

    hp 33; Threshold 13

    Speed 6 squares

    Melee stun baton +7 (1d6+1) or

    Melee vibroblade +7 (2d6+1)

    Ranged blaster pistol +10 (3d6+1) or

    Ranged blaster pistol +5/+5 (3d6+1) with Double Attack or

    Ranged stun grenade +9 (4d6+1 stun, 2-square burst) or

    Ranged net +9 (grab)

    Base Atk+6; Grp +9

    Atk Options Double Attack

    Special Actions natural curiosity

    Abilities Str 12, Dex 16, Con 12, Int 8, Wis 9, Cha 6

    Talents Acute Senses

    Feats Armour Proficiency (light), Double Attack (pistols), Skill Training (Gather

    Information, Perception, Persuasion), Weapon Focus (pistols), Weapon Proficiency(pistols, simple weapons)

    Skills Gather Information +7, Perception +8 (may reroll), Persuasion +7, Survival +8

    Possessions blast vest (+2 armour), stun baton, vibroblade, blaster pistol, 2 stun

    grenades, net, binder cuffs, utility belt with medpac

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    Gran Raider CL 1Medium Gran nonheroic 2

    Init +2; Senses darkvision, target awareness; Perception +0

    Languages Basic, Gran

    Defences Ref 11 (flat-footed 10), Fort 12, Will 9

    hp 7; Threshold 11

    Speed 6 squares; Running Attack

    Melee vibroblade +2 (2d6+1)

    Ranged by weapon +2Base Atk+1; Grp +2

    Special Actions triple vision

    Abilities Str 12, Dex 13, Con 12, Int 7, Wis 9, Cha 10

    Feats Running Attack, Skill Training (Pilot), Weapon Proficiency (advanced melee

    weapons, simple weapons)

    Skills Pilot +7, Stealth +7

    Possessions vibroblade, comlink, medpac

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    Ishi Tib Scout CL 4Medium Ishi Tib nonheroic 9/scout 1

    Force 3

    Init +7; Senses low-light vision; Perception +16

    Languages Basic, Tibranese, plus 2 other languages

    Defences Ref 15 (flat-footed 13), Fort 12, Will 12; Evasion

    hp 27; Threshold 12

    Speed 6 squares, swim 4 squares

    Melee beak +6 (1d6)Ranged blaster pistol +8 (3d6) or

    Ranged blaster pistol +3/+3 (3d6) with Double Attack

    Base Atk+6; Grp +8

    Atk Options Double Attack

    Abilities Str 11, Dex 14, Con 10, Int 14, Wis 12, Cha 8

    Special Qualities breathe underwater

    Talents Evasion

    Feats Double Attack (pistols), Skill Focus (Perception, Stealth) Skill Training

    (Knowledge [life sciences], Pilot), Weapon Proficiency (pistols, rifles, simple

    weapons)

    Skills Knowledge (life sciences) +12 (may reroll and keep the better result),Perception +16, Pilot +12, Stealth +17, Survival +11, Swim +5 (may reroll, may

    take 10 when distracted)

    Possessions blaster pistol, field kit, electrobinoculars, syntherope, fusion lantern,

    aquata breather, comlink, cloak, utility belt with medpac

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    Klatooinian Enforcer CL 2Medium Klatooinian scoundrel 2

    Force 2

    Init +8; Senses Perception +5

    Languages Huttese

    Defences Ref 16 (flat-footed 14), Fort 13, Will 14

    hp 23; Threshold 13

    Speed 6 squares

    Melee unarmed +4 (1d4+4)Ranged blaster pistol +3 (3d6+1)

    Base Atk+1; Grp +4

    Atk Options Point Blank Shot, Sneak Attack +1d6

    Abilities Str 16, Dex 14, Con 13, Int 6, Wis 10, Cha 10

    Talents Sneak Attack

    Feats Armour Proficiency (light), Point Blank Shot, Skill Training (Perception),

    Weapon Proficiency (pistols, simple weapons)

    Skills Initiative +8, Perception +5, Persuasion +6

    Possessions blast vest (+2 armour), blaster pistol, comlink

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    Nikto Soldier CL 1Medium Nikto nonheroic 3

    Init +2; Senses Perception +1

    Languages Basic, Nikto

    Defences Ref 15 (flat-footed 14), Fort 13, Will 10

    hp 10; Threshold 13

    Speed 6 squares

    Melee unarmed +3 (1d4+1)Ranged blaster rifle +3 (3d8) or

    Ranged frag grenade +3 (4d6, 2-square burst)

    Base Atk+2; Grp +3

    Atk Options autofire (blaster rifle), Point Blank Shot, Precise Shot

    Abilities Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 7

    Feats Armour Proficiency (light), Point Blank Shot, Precise Shot, Weapon

    Proficiency (rifles, simple weapons)

    Skills Endurance +7, Survival +1 (may reroll)

    Possessions blaster rifle, 2 frag grenades, blast vest (+2 armour), comlink, datapad

    with maps, field kit

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    Quarren Raider CL 4Medium Quarren nonheroic 3/scoundrel 3

    Force 2

    Init +5; Senses low-light vision; Perception +2

    Languages Basic, Quarrenese

    Defences Ref 17 (flat-footed 15), Fort 16, Will 13

    hp 36; Threshold 16

    Speed 6 squares, swim 4 squares

    Melee vibroblade +6 (2d6+3)

    Ranged heavy blaster pistol +6 (3d8+1)Base Atk+4; Grp +6

    Atk Options Charging Fire, Deadeye, Point Blank Shot, Precise Shot, Sneak Attack

    +1d6

    Special Actions Hyperdriven, Vehicular Combat

    Abilities Str 14, Dex 15, Con 16, Int 11, Wis 9, Cha 7

    Special Qualities breathe underwater

    Talents Hyperdriven, Sneak Attack

    Feats Charging Fire, Deadeye, Point Blank Shot, Precise Shot, Skill Training (Pilot),

    Vehicular Combat, Weapon Proficiency (pistols, simple weapons)

    Skills Pilot +10, Stealth +10, Swim +5 (may reroll, may take 10 when distracted)

    Possessions vibroblade, heavy blaster pistol, comlink, medpac

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    Rodian Mercenary CL 3Medium nonheroic 6/scout 1

    Force 2; Dark Side 1

    Init +10; Senses low-light vision; Perception +2

    Languages Basic, Rodese

    Defences Ref 18 (flat-footed 16), Fort 12, Will 10

    hp 19; Threshold 12

    Speed 6 squaresMelee unarmed +5 (1d4+1)

    Ranged blaster pistol +6 (3d6) or

    Ranged blaster pistol +1 (3d6) and

    blaster pistol +1 (3d6) or

    Ranged frag grenade +6 (4d6, 2-square burst)

    Base Atk+4; Grp +6

    Atk Options Dual Weapon Mastery I

    Special Actions Co-ordinated Attack

    Abilities Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 8

    Talents Improved Stealth

    Feats Armour Proficiency (light), Co-ordinated Attack, Dual Weapon Mastery I, SkillTraining (Initiative), Weapon Proficiency (pistols, rifles, simple weapons)

    Skills Endurance +8, Initiative +10, Perception +2 (may reroll), Stealth +5 (may

    reroll)

    Possessions 2 blaster pistols, frag grenade, combat jumpsuit (+4 armour), comlink,

    field kit, company insignia

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    Weequay Mercenary CL 2Medium Weequay nonheroic 8

    Dark Side 1

    Init +5; Senses Perception +4

    Languages Sriluurian

    Defences Ref 16 (flat-footed 15), Fort 10, Will 10

    hp 14; Threshold 10

    Speed 6 squares

    Melee knife +10 (1d4+2) orMelee knife +5/+5 (1d4+2) with Double Attack or

    Melee unarmed +9 (1d4+3) or

    Melee unarmed +4/+4 (1d4+3) with Double Attack

    Ranged by weapon +7

    Base Atk+6; Grp +8

    Atk Options Double Attack

    Abilities Str 14, Dex 12, Con 10, Int 8, Wis 11, Cha 8

    Special Qualities pheromones

    Feats Armour Proficiency (light), Double Attack (simple weapons), Skill Focus

    (Endurance), Weapon Focus (simple weapons), Weapon Proficiency (rifles, pistols,

    simple weapons)Skills Endurance +14

    Possessions combat gloves, knife with improved accuracy, combat jumpsuit (+4

    armour), comlink, field kit, company insignia

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    Wookiee Commando CL 3Medium Wookiee scout 1/soldier 2

    Force 2

    Init +7; Senses Perception +5

    Languages Basic (understand only), ShyriiwookDefences Ref 16 (flat-footed 15), Fort 18, Will 12

    hp 44; Threshold 18; extraordinary recuperation

    Speed 6 squares

    Melee vibro-axe +6 (2d10+9) or

    Melee vibro-axe +8 (2d10+10) with Powerful Charge

    Ranged by weapon +3

    Base Atk+2; Grp +6

    Atk Options Powerful Charge

    Special Actions Combat Reflexes, rage, Tough as Nails

    Abilities Str 18, Dex 12, Con 16, Int 11, Wis 9, Cha 7

    Talents Improved Stealth, Tough as NailsFeats Armour Proficiency (light), Combat Reflexes, Powerful Charge, Weapon

    Proficiency (advanced melee weapons, pistols, rifles, simple weapons)

    Skills Climb +5 (may take 10 when distracted), Initiative +7, Mechanics +6,

    Perception +5, Persuasion -1 (may reroll when intimidating), Stealth +7 (may

    reroll), Survival +5

    Possessions vibro-axe

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    Revenge of the Sith

    Alderaan Trooper (Darth_Scorpion) CL 1Medium Human nonheroic 3

    Init +7; Senses Perception +1

    Languages Basic

    Defences Ref 14 (flat-footed 13), Fort 12, Will 11

    hp 10; Threshold 12Speed 6 squares

    Melee stun baton +2 (1d6)

    Ranged blaster pistol +4 (3d6)

    Base Atk+2; Grp +3

    Special Actions Co-ordinated Attack

    Abilities Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 9

    Feats Armour Proficiency (light), Co-ordinated Attack, Improved DefencesH,

    Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)

    Skills Initiative +7, Persuasion +5H

    Possessions blast vest (+2 armour), blaster pistol, comlink (encrypted), stun baton,

    utility belt

    HHuman bonus feat or trained skill

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    Clone Trooper Gunner (Darth_Scorpion) CL 2Medium Human nonheroic 6

    Init +10; Senses low-light vision; Perception +9

    Languages Basic

    Defences Ref 18 (flat-footed 16), Fort 13, Will 9

    hp 21; Threshold 13

    Speed 6 squares

    Melee unarmed +4 (1d4)Ranged blaster pistol +6 (3d6) or

    Ranged frag grenade +6 (4d6, 2-square burst)

    Base Atk+4; Grp +6

    Atk Options Careful Shot, Point Blank Shot

    Abilities Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 8

    Feats Armour Proficiency (light), Careful Shot, Point Blank Shot, Weapon Focus

    (heavy weapons), Weapon Proficiency (heavy weapons, pistols, simple weapons)

    Skills Initiative +10, Perception +9

    Possessions blaster pistol, clone trooper armour (+6 armour, +2 equipment), comlink

    (encrypted), 2 frag grenades

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    Jedi Knight (Darth_Scorpion) CL 8Medium Human Jedi 7/Jedi Knight 1

    Destiny 1; Force 5

    Init +11H; Senses Perception +6

    Languages Basic

    Defences Ref 22 (flat-footed 20), Fort 21, Will 21; Elusive Target

    hp 52; Threshold 21

    Speed 6 squares

    Melee lightsabre +10* (2d8+10) or

    Melee lightsabre +8* (3d8+10) with Rapid StrikeRanged by weapon +10

    Base Atk+8; Grp +10

    Atk Options Power Attack, Rapid StrikeH,

    Special Actions Adept Negotiator, Lightsabre Defence

    Force Powers Known (Use the Force +10): battle strike, farseeing, Force slam, mind

    trick, move object, surge

    Abilities Str 14, Dex 14, Con 12, Int 11, Wis 14, Cha 12

    Talents Adept Negotiator, Clear Mind, Elusive Target, Lightsabre Defence, Weapon

    Specialisation (lightsabres)

    Feats Force Sensitivity, Force Training (2), Power Attack, Rapid Strike

    H

    , SkillTraining (Acrobatics, Endurance), Weapon Focus (lightsabres), Weapon

    Proficiency (lightsabres, simple weapons)

    Skills Acrobatics +11, Endurance +10, Initiative +11H, Knowledge (galactic lore) +9,

    Use the Force +10 (may reroll when avoiding detection)

    Possessions comlink, lightsabre (self-built), Jedi robes

    HHuman bonus feat or trained skill

    *Includes 2 points of Power Attack

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    Polis Massa Medic (Darth_Scorpion) CL 1Small Polis Massan nonheroic 2

    Init +1; Senses darkvision; Perception +8

    Languages Basic (understand only), Massan, plus 1 other language

    Defences Ref 11 (flat-footed 11), Fort 9, Will 12

    hp 4; Threshold 9

    Speed 6 squares

    Melee unarmed +0 (1d3-1)

    Ranged by weapon +1

    Base Atk+1; Grp -4Abilities Str 8, Dex 10, Con 9, Int 12, Wis 14, Con 10

    Special Qualities limited telepathy, mute

    Feats Skill Focus (Treat Injury), Skill Training (Knowledge [physical sciences],

    Perception), Surgical Expertise, Weapon Proficiency (simple weapons)

    Skills Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Perception

    +8, Stealth +6, Treat Injury +13

    Possessions medical robes, 2 medpacs, surgery kit

    Limited Telepathy In conjunction with their sign language and technological

    methods of communication, Polis Massans are able to employ a weak form of

    telepathy that allows them to convey simple feelings and thoughts to any willing

    recipient within ten squares. They can use the Telepathy aspect of the Use the Forceskill untrained (even if not Force-sensitive). If the target of the telepathy is within

    10 squares, no skill check is required to initiate the telepathic contact.

    Mute Polis Massans have no vocal chords, and must rely on a combination of sign

    language, computers, and telepathy in order to communicate with others. When they

    learn new languages, they can understand but not speak them.

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    Senate Guard (Darth_Scorpion) CL 5Medium Human nonheroic 6/soldier 2/noble 1

    Destiny 1; Force 2

    Init +16; Senses Perception +14

    Languages Basic, High Galactic

    Defences Ref 21 (flat-footed 18), Fort 15, Will 15

    hp 30; Threshold 15

    Speed 4 squaresMelee unarmed +6 (1d6+1)

    Ranged heavy blaster rifle +8 (3d10+1)

    Base Atk+6; Grp +8

    Atk Options autofire (heavy blaster rifle), Point Blank Shot, Precise Shot

    Special Actions Harms Way, Presence

    Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 9

    Talents Harms Way, Presence

    Feats Armour Proficiency (light, medium), Martial Arts IH, Point Blank Shot, Precise

    Shot, Skill Focus (Initiative, Perception), Skill Training (Gather Information),

    Weapon Proficiency (pistols, rifles, simple weapons)

    Skills Gather Information +8, Initiative +16, Perception +14, Persuasion +8H

    Possessions ceremonial armour (+7 armour), comlink, heavy blaster rifle

    HHuman bonus feat or trained skill

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    Wookiee Berserker (Darth_Scorpion) CL 3Medium Wookiee nonheroic 3/soldier 2

    Force 1

    Init +3; Senses Perception +2

    Languages Basic (understand only), Shyriiwook

    Defences Ref 15 (flat-footed 13), Fort 17, Will 12

    hp 34; Threshold 17; extraordinary recuperationSpeed 6 squares

    Melee unarmed +8 (1d6+5)

    Ranged by weapon +5

    Base Atk+4; Grp +8

    Atk Options Devastating Attack (simple weapons)

    Special Actions Dreadful Rage, rage (2/day)

    Abilities Str 18, Dex 12, Con 16, Int 10, Wis 11, Cha 8

    Talents Devastating Attack (simple weapons)

    Feats Dreadful Rage, Extra Rage, Martial Arts I, Skill Focus (Endurance), Weapon

    Proficiency (pistols, rifles, simple weapons)

    Skills Climb +6 (may take 10 when distracted), Endurance +15, Persuasion +1 (mayreroll when intimidating)

    Possessions bandolier

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    Wookiee Scout (Darth_Scorpion) CL 2Medium Wookiee scout 2

    Force 2

    Init +7; Senses Perception +7

    Languages Basic (understand only), Shyriiwook, plus 1 other language

    Defences Ref 15 (flat-footed 14), Fort 15, Will 13

    hp 32; Threshold 15; extraordinary recuperation

    Speed 6 squares

    Melee unarmed +4 (1d4+4)

    Ranged bowcaster +2 (3d10+1)

    Base Atk+1; Grp +4

    Special Actions rage, Shake It Off

    Abilities Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 7

    Talents Improved Stealth

    Feats Shake It Off, Skill Focus (Stealth, Survival), Weapon Proficiency (pistols,

    rifles, simple weapons)

    Skills Climb +9 (may take 10 when distracted), Endurance +8, Initiative +7,

    Perception +7, Persuasion -1 (may reroll when intimidating), Stealth +12 (mayreroll), Survival +12

    Possessions bandolier, bowcaster, 2 quivers

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    Muun Guard (Darth_Scorpion) CL 1Medium Muun nonheroic 3

    Init +7; Senses Perception +6

    Languages Basic, Muun, plus 1 other language

    Defences Ref 12 (flat-footed 11), Fort 11, Will 11

    hp 8; Threshold 11

    Speed 6 squares

    Melee unarmed +1 (1d4-1)

    Ranged blaster pistol +4 (3d6)

    Base Atk+2; Grp +3

    Abilities Str 8, Dex 13, Con 10, Int 14, Wis 10, Cha 10

    Feats Improved Defences, Skill Focus (Knowledge [bureaucracy]), Skill Training

    (Initiative), Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)

    Skills Initiative +7, Knowledge (bureaucracy) +13, Perception +6, Persuasion +6 (+8

    when changing attitude or haggling)

    Possessions blaster pistol, comlink, clothes

    Muun Species TraitsMuuns share the following species traits:

    Ability Modifiers: -2 Strength, +4 Intelligence.

    Medium Size: As Medium creatures, Muuns have no special bonuses or penalties

    due to their size.

    Speed: Muun base speed is 6 squares.

    Conditional Bonus Feat: Muuns are renowned across the galaxy for their business

    acumen. A Muun with Knowledge (bureaucracy) as a trained skill gains Skill Focus

    (Knowledge [bureaucracy]) as a bonus feat.

    Logic Trap: Muuns are incredibly adept at convincing other beings and hagglingover merchandise to the benefit of themselves. Muuns may use their Intelligence

    modifier in place of their Charisma modifier when using the change attitude and

    haggle applications of the Persuasion skill.

    Automatic Languages: Muun.

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    Neimoidian Soldier (Darth_Scorpion) CL 2Medium Neimoidian nonheroic 3/soldier 1

    Force 2

    Init +9; Senses Perception +1

    Languages Basic, Neimoidian

    Defences Ref 15 (flat-footed 13), Fort 14, Will 10

    hp 17; Threshold 14

    Speed 6 squaresMelee gun club +2 (1d6-1)

    Ranged blaster rifle +5 (3d8)

    Base Atk+3; Grp +5

    Atk Options autofire (blaster rifle), Point Blank Shot, Precise Shot

    Abilities Str 8, Dex 14, Con 12, Int 10, Wis 9, Cha 12

    Talents Gun Club

    Feats Armour Proficiency (light), Point Blank Shot, Precise Shot, Weapon

    Proficiency (pistols, rifles, simple weapons)

    Skills Initiative +9

    Possessions blast helmet and vest (+2 armour), blaster rifle, comlink, utility belt

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    Separatist Commando (Darth_Scorpion) CL 6Medium Human nonheroic 6/scout 3/soldier 1

    Destiny 1; Force 4

    Init +12H; Senses low-light vision; Perception +12

    Languages Basic

    Defences Ref 19 (flat-footed 16), Fort 16, Will 14

    hp 34; Threshold 16

    Speed 6 squares; Running Attack

    Melee unarmed +8 (1d4+3)Ranged blaster pistol +9 (3d6+2) or

    Ranged blaster rifle +9 (3d8+2) or

    Ranged frag grenade +9 (4d6+2, 2-square burst)

    Base Atk+7; Grp +9

    Atk Options autofire (blaster rifle), Deadeye, Point Blank Shot, Precise Shot

    Special Actions Indomitable

    Abilities Str 13, Dex 14, Con 11, Int 10, Wis 10, Cha 8

    Talents Hidden Movement, Improved Stealth, Indomitable

    Feats Armour Proficiency (light, medium), Deadeye, Martial Arts IH, Point Blank

    Shot, Precise Shot, Running Attack, Skill Training (Perception), Weapon

    Proficiency (pistols, rifles, simple weapons)Skills Initiative +12

    H, Perception +12, Stealth +12 (may reroll)

    Possessions blaster pistol, blaster rifle, combat jumpsuit (+4 armour) with helmet

    package, comlink (encrypted), 2 frag grenades, utility belt

    HHuman bonus feat or trained skill

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    Chagrian Mercenary Commander (Darth_Scorpion) CL 5Medium Chagrian nonheroic 5/soldier 3/officer 1

    Force 4

    Init +11; Senses low-light vision; Perception +9

    Languages Basic, Chagri, plus 2 other languages

    Defences Ref 18 (flat-footed 16), Fort 16, Will 18; radiation resistance

    hp 34; Threshold 16

    Speed 6 squaresMelee unarmed +9 (1d4+4)

    Ranged heavy blaster pistol +10 (3d8+2) or

    Ranged heavy blaster pistol +8 (4d8+2) with Rapid Shot

    Base Atk+7; Grp +9

    Atk Options Cover Fire, Melee Defence, Rapid Shot

    Special Actions Assault Tactics, Battle Analysis

    Abilities Str 14, Dex 14, Con 11, Int 14, Wis 11, Cha 11

    Special Qualities breathe underwater

    Talents Assault Tactics, Battle Analysis, Cover Fire

    Feats Armour Proficiency (light), Melee Defence, Rapid Shot, Skill Focus

    (Knowledge [tactics]), Skill Training (Perception), Weapon Focus (pistols), Weapon

    Proficiency (pistols, rifles, simple weapons)

    Skills Endurance +9, Initiative +11, Knowledge (tactics) +16, Perception +9

    Possessions commanders uniform, comlink (encrypted), heavy blaster pistol, power

    pack, utility belt

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    Devaronian Soldier (Darth_Scorpion) CL 1Medium Devaronian nonheroic 4

    Init +8; Senses Perception +2

    Languages Basic, Devaronese

    Defences Ref 15 (flat-footed 14), Fort 10, Will 10

    hp 10; Threshold 10

    Speed 6 squares

    Melee unarmed +4 (1d4+1)

    Ranged heavy blaster rifle +5 (3d10)Base Atk+3; Grp +4

    Atk Options autofire (heavy blaster rifle), Point Blank Shot

    Special Actions natural curiosity

    Abilities Str 12, Dex 12, Con 11, Int 9, Wis 10, Cha 8

    Feats Armour Proficiency (light), Point Blank Shot, Weapon Focus (rifles), Weapon

    Proficiency (rifles, simple weapons)

    Skills Initiative +8

    Possessions combat jumpsuit (+4 armour), comlink, heavy blaster rifle, 2 power

    packs

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    Gotal Fringer (Darth_Scorpion) CL 2Medium Gotal nonheroic 3/scout 1

    Force 1

    Init +9; Senses low-light vision; Perception +7

    Languages Basic, Gotal

    Defences Ref 15 (flat-footed 13), Fort 11, Will 11

    hp 8; Threshold 11

    Speed 6 squares

    Melee unarmed +2 (1d4)Ranged DXR-6 disruptor rifle +4 (3d8)

    Base Atk+2; Grp +4

    Atk Options Careful Shot, Point Blank Shot

    Special Actions energy reading

    Abilities Str 11, Dex 15, Con 9, Int 10, Wis 10, Cha 10

    Special Qualities sensor cones

    Talents Acute Senses

    Feats Careful Shot, Point Blank Shot, Skill Training (Initiative), Weapon Proficiency

    (pistols, rifles, simple weapons)

    Skills Initiative +9, Perception +7 (may reroll)

    Possessions clothes, DXR-6 disruptor rifle, 2 power packs

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    Human Soldier (Darth_Scorpion) CL 3Medium Human nonheroic 3/soldier 2

    Force 2

    Init +8H; Senses low-light vision; Perception +2

    Languages Basic

    Defences Ref 16 (flat-footed 15), Fort 15, Will 12

    hp 17; Threshold 15

    Speed 6 squares

    Melee vibrobayonet +5 (2d6+3)

    Ranged blaster rifle +5 (3d8+1) or

    Ranged frag grenade +5 (4d6+1)

    Base Atk+4; Grp +5

    Atk Options autofire (blaster rifle), Charging Fire

    Special Actions Co-ordinated Attack, Indomitable

    Abilities Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 9

    Talents Indomitable

    Feats Armour Proficiency (light), Charging Fire, Co-ordinated Attack, Skill Focus

    (Endurance)H, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple

    weapons)

    Skills Endurance +13, Initiative +8

    H

    Possessions blaster rifle with vibrobayonet, combat jumpsuit (+4 armour) with helmet

    package, comlink, energy cell, frag grenade, power pack, utility belt

    HHuman bonus feat or trained skill

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    Iktotchi Tech Specialist (Darth_Scorpion) CL 4Medium Iktotchi nonheroic 3/scoundrel 3

    Force 2

    Init +3; Senses Perception +4

    Languages Basic, Iktotchese, plus 3 other languages

    Defences Ref 16 (flat-footed 16), Fort 13, Will 15

    hp 18; Threshold 13

    Speed 6 squares

    Melee unarmed +3 (1d4)

    Ranged blaster pistol +5 (3d6+1) or

    Ranged hold-out blaster pistol +5 (3d4+1)

    Base Atk4; Grp +4

    Special Actions Gimmick, Knack, limited precognition

    Abilities Str 8, Dex 10, Con 10, Int 16, Wis 12, Cha 7

    Talents Gimmick, Knack

    Feats Skill Focus (Knowledge [physical sciences], Knowledge [technology],

    Mechanics, Use Computer), Skill Training (Pilot), Tech Specialist, Weapon

    Proficiency (pistols, simple weapons)Skills Knowledge (physical sciences) +16, Knowledge (technology) +16, Mechanics

    +16, Pilot +8 (may reroll), Use Computer +16

    Possessions blaster pistol with improved accuracy, clothes, comlink, datapad, 2

    hold-out blaster pistols with improved accuracy, security kit, tool kit

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    Nautolan Soldier (Darth_Scorpion) CL 1Medium Nautolan nonheroic 4

    Init +9; Senses low-light vision; Perception +1

    Languages Basic, Nautila

    Defences Ref 14 (flat-footed 12), Fort 11, Will 9

    hp 14, DR 2; Threshold 11

    Speed 6 squares

    Melee unarmed +4 (1d4+1)Ranged heavy blaster pistol +6 (3d8) or

    Ranged heavy blaster pistol +1 (3d8) and

    heavy blaster pistol +1 (3d8)

    Base Atk+3; Grp +5

    Atk Options Dual Weapon Mastery I

    Abilities Str 12, Dex 14, Con 12, Int 8, Wis 8, Cha 8

    Special Qualities breathe underwater

    Feats Armour Proficiency (light), Dual Weapon Mastery I, Weapon Focus (pistols),

    Weapon Proficiency (pistols, simple weapons)

    Skills Initiative +9, Perception +1 (may reroll when sensing influence or deception,

    may take the better result when underwater), Swim +3 (may reroll, may take 10when distracted)

    Possessions blast vest (+2 armour), clothes, 2 heavy blaster pistols, 2 power packs

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    Utapaun Soldier (Darth_Scorpion) CL 2Medium Pauan nonheroic 3/soldier 1

    Force 1

    Init +3; Senses low-light vision; Perception +2

    Languages Basic, Utapese

    Defences Ref 16 (flat-footed 15), Fort 14, Will 11

    hp 17; Threshold 19

    Speed 6 squares

    Melee vibro-axe +5 (2d10+4)

    Ranged by weapon +4

    Base Atk+3; Grp +4

    Abilities Str 13, Dex 12, Con 12, Int 10, Wis 10, Cha 10

    Special Qualities authority

    Feats Armour Proficiency (light, medium), Improved Damage Threshold, Skill Focus

    (Persuasion), Weapon Focus (advanced melee weapons), Weapon Proficiency

    (advanced melee weapons, simple weapons)

    Skills Persuasion +12

    Possessions combat jumpsuit (+4 armour), 2 energy cells, vibro-axe

    Authority As a species accustomed to being in authority, Pauans add +1 to anyinsight or morale bonuses they grant to themselves or other characters.

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    Yuzzem (Darth_Scorpion) CL 4Large Yuzzem nonheroic 2/soldier 4

    Force 2

    Init +9; Senses scent; Perception +2

    Languages Yuzz

    Defences Ref 17 (flat-footed 14), Fort 18, Will 13hp 39; Threshold 23

    Speed 6 squares

    Melee claws +11 (1d12+7) or

    Melee claws +6 (1d12+7) and

    claws +6 (1d12+7) or

    Melee bite +11 (1d12+7)

    Ranged blaster pistol +6 (3d6+2)

    Base Atk+5; Grp +15

    Atk Options Dual Weapon Mastery I

    Special Actions Indomitable, Tough as NailsAbilities Str 20, Dex 13, Con 14, Int 10, Wis 8, Cha 8

    Talents Indomitable, Tough as Nails

    Feats Dual Weapon Mastery I, Martial Arts I, Martial Arts II, Skill Focus

    (Endurance), Skill Training (Initiative, Survival), Weapon Focus (simple weapons),

    Weapon Proficiency (pistols, simple weapons)

    Skills Climb +8 (may reroll), Endurance +15, Initiative +9, Persuasion +2 (+8 when

    intimidating), Stealth -1, Survival +7

    Possessions bandolier, blaster pistol, power pack

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    Zabrak Fringer (Darth_Scorpion) CL 1Medium Zabrak nonheroic 3

    Init +2; Senses Perception +7

    Languages Basic, Zabrak

    Defences Ref 16 (flat-footed 15), Fort 11, Will 12

    hp 8; Threshold 11

    Speed 6 squares

    Melee unarmed +2 (1d4)

    Ranged flamethrower +3 (3d6, 6-square cone)Base Atk+2; Grp +3

    Abilities Str 10, Dex 13, Con 10, Int 10, Wis 12, Cha 8

    Feats Armour Proficiency (light), Exotic Weapon Proficiency (flamethrower), Skill

    Training (Endurance, Survival), Weapon Proficiency (simple weapons)

    Skills Endurance +6, Perception +7 (may reroll), Survival +7

    Possessions combat jumpsuit (+4 armour), flamethrower, flamethrower chemical

    cartridge

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    Dark Side Adept (Darth_Scorpion) CL 5Medium Human scoundrel 1/Jedi 4

    Destiny 1; Force 5; Dark Side 14

    Init +9H; Senses Perception +4

    Languages Basic

    Defences Ref 19 (flat-footed 17), Fort 17, Will 18; Block

    hp 45; Threshold 17

    Speed 6 squares; Running Attack

    Melee lightsabre +5 (2d8+4)Ranged blaster pistol +6 (3d6+2)

    Base Atk+4; Grp +6

    Atk Options Acrobatic Strike, Point Blank Shot, Power of the Dark Side, Skirmisher

    Special Actions Quick DrawH

    Force Powers Known (Use the Force +8): battle strike, dark rage, surge

    Abilities Str 13, Dex 14, Con 12, Int 10, Wis 14, Cha 12

    Talents Block, Power of the Dark Side, Skirmisher

    Feats Acrobatic Strike, Force Sensitivity, Force Training, Point Blank Shot, Quick

    DrawH, Running Attack, Weapon Proficiency (lightsabres, pistols, simple weapons)

    Skills Acrobatics +9, Deception +8, Initiative +9H, Knowledge (galactic lore) +7, Use

    the Force +8

    Possessions blaster pistol, dark robes, lightsabre, utility belt

    HHuman bonus feat or trained skill