Human soldier


Medium Human Soldier
Force 5; Dark Side 0
Int +6; Senses Perception +1
Languages Basic

Defenses Ref 14 (flat-footed 13), Fort 14, Will 12
hp 31; Threshold 13

Speed 6 squares
Melee knife 4 (1d43) or
Melee unarmed 4 (1d43)
Ranged blaster carbine +2 (3d8) or
Ranged frag grenade +2 (4d6) or
Ranged ion grenade +2 (4d6 ion) or
Ranged stun grenade +2 (4d6 stun)
Base Atk +1; Grp +4
Force Powers Known (Use the Force +8); battle strike

Abilities Str 17, Dex 12, Con 12, Int 10, Wis 13, Cha 17
Talents Tested in Battle
Feats Armor Proficiency (light, medium), Assured Attack, Force Sensitivity, Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons)
Skills Acrobatics +6, Climb +3, Deception +3, Endurance +1, Gather Information +3, Initiative +6, Jump +3, Mechanics +5, Perception +1, Persuasion +3, Pilot +1, Ride +1, Stealth +1, Survival +1, Swim +3, Treat Injury +1, Use Computer +0, Use the Force +8
Possessions bandolier, blast helmet and vest, blaster carbine with scope, grenade (frag) x2, grenade (ion), grenade (stun), utility belt (three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple of empty pouches), credit chip (100 credits)

Assured Attack Whenever you deal damage to a target with an attack and you roll multiple damage dice, you can reroll the lowest damage die but must keep its second result, even if it is worse.
Tested in Battle When you catch a second wind, you move +2 steps on the condition track in addition to regaining hit points.



Star Wars: Shadow War Malaryal Malaryal