The Betrayal of Darth Revan

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The heroes are on a mission from the Republic to acquire code cylinders from a Sith commander on the planet Sernpidal that will allow them to bypass the sensor systems of Darth Revan's flagship.

The heroes have arrived on Sernpidal together on a mission for the Republic: find Commander Doel Scherp of the Sith Empire and acquire a code cylinder from him that holds the command codes for the sensor systems of Darth Revan’s flagship.

Most of the story takes place on the planet Sernpidal, focusing on the city of Sernpidal and locations within like the starport and business district.

The Betrayal of Darth Revan

Written by Patrick Stutzman

Part 1: Sernpidal
The adventure opens at the starport located in Sernpidal City, capital city of the planet
Sernpidal. The city, while not being a huge metropolis, is big enough to draw merchants
and patrons from throughout the sector and hosts a wide variety of goods and services
from around the galaxy. At the same time, Sernpidal Citys status as a port of call also
draws in its share of criminals and wanderers that soil the citys otherwise untarnished
reputation.
In the eyes of galactic politics, however, Sernpidal is a world under Sith control and
considered an enemy of the Republic. This is where our heroes come in, for they have
arrived together on a mission for the Republic: find Commander Doel Scherp of the Sith
Empire and acquire a code cylinder from him that holds the command codes for the sensor
systems of Darth Revans flagship.
When the adventure opens, the heroes may know each other from previous
assignments together, or this may be their first time working together. The Gamemaster
must decide this before starting. In either case, they have just landed at the starport and
are assembled outside the ship together.

Sernpidal City
At first glance, Sernpidal City appears much like many other cities in the Outer Rim
Territories. Whether by accident or design, the city is divided into multiple districts that
focus on what is located within: businesses, governmental buildings, and residences for
those with similar incomes and lifestyles.
The starport is located along the north edge of town next to the business district. Its
white buildings gleam in the sunlight and advertise its presence to all ships entering the
area. Bustling with activity, many businesses yearn to establish a storefront at the starport,
where visitors from all over the galaxy may browse through and purchase their wares. But,
the high prices the city requires keep many small businesses away. Those that set up shot
offer an assortment of goods and services, ranging from restaurants and taverns to retailers
that present locally-made merchandise and shops that rent speeders to visitors to the
planet. Despite its clean and organized appearance, the starport also attracts those people
that are down on their luck, mostly foreigners that landed on the planet and did not have
the funds or resources to leave. These vagrants impose their needs on new arrivals to
scrape enough credits together to get their ships out of impound or buy passage home.
Although the starport hosts many local businesses and large corporations from around
the galaxy, many goods are not available there, forcing patrons to venture into the city to
find what they need. Items such as weapons and droids can be procured within the citys
business district, which covers most of the northern half of the sprawl. Most of the goods
that are found in the starport are also found here and can be purchased at much lower
prices. While the central section of the district remains tidy and well-controlled, many small
businesses that cater to those with lower incomes can be found on the eastern side.
The residential areas are vastly different and, as such, divided geographically as well as
financially. While the citys rich citizens dwell in large estates on the west side and enjoy a
lavish existence, the citys poor and middle classes live on the east and south sides in
moderate and sometimes squalor conditions. Most of the citys beggars can be found
wandering the streets or hiding in alleyways and abandoned buildings.

Sernpidal Citys government center lies at the very center of the city, where all
administrative decisions for the city and the planet take place. Nicknamed The Spires, the
tall, glass-paneled buildings stretch into the sky and can be seen from virtually anywhere in
the city. They also stand as a reminder of the administrations goal to make life better for
all of its citizens, although the existing bureaucracy sometimes falls short with its
corruption and in-fighting. The Spires also serves as the citys headquarters for law
enforcement and embassies for the other planets in the sector.

Finding the Target


Republic Intelligence supplied to the heroes information indicating that a high-ranking Sith
officer is taking shore leave on Sernpidal, and the heroes need to find him and get the
codes that will allow the Republic to bypass the Sith fleets sensors. After the heroes have
introduced themselves to each other, read the following text aloud:

Sounds of normal activity echo into the docking bay. As you venture into the starport,
people from at least a dozen different races wander to the brightly-lit stores, restaurants
and booths that take up the entire concourse wall opposite the receiving area. Cries from
merchants advertising their goods blend with the myriad of conversations taking place in
different languages, creating a rumble of almost incoherent sound. Occasionally, a pair of
Sernpidal Enforcers wanders through the crowd, making sure everyone keeps the peace.
After the heroes have taken a moment to observe the actions going on just outside their
docking bay, give them a chance to plan how they are going to find Commander Scherp.
The only lead they received with their intel was the name of the city in which they landed,
which does not help much at this point.
The heroes have multiple methods available to them to find Scherps location. Listed
below are some suggestions on how they can accomplish this task.
Gather Information: By far the easiest and least conspicuous of the means they can
choose, any of the heroes trained in the Gather Information skill have a clear advantage in
locating the Sith officer. A hero can use the Locate Individual application of the Gather
Information skill to find him. By succeeding at a Gather Information skill check (DC 25) and
spending 500 credits in bribes, the hero will learn that Scherp owns an estate in the
western residential district known as Dalzana.
Deception: One of the heroes may pretend to be somebody related to Scherp in some
form or fashion, most likely as either a relative or fellow officer. Although the average
citizen does not like being under Sith rule, they will be less likely to do anything to help
anyone associated with them and not offer any help.
If the heroes spread rumors in an attempt to gain Scherps attention, they will not see
results of their labors for a full day. Scherp knows that he has no relatives that are willing
to make the trip to the Outer Rim to see him and that his fellow officers know how to
contact him. Out of sheer curiosity, he will send two of his troopers to retrieve the heroes
and escort them back to his manor.
Trailing: If one of the heroes succeeds at a DC 20 Spot check during their research, he
will see a pair of Sith troopers wandering through the starport crowd. Following them
leads to a covered cargo speeder that is about to disembark for Scherps home with
supplies. If the heroes can successfully sneak into the speeder, they can get a free ride to
the property and inside without anyone suspecting.
Bribery: By visiting with some of the starports shopkeepers and vendors, they may
learn some information about their target by paying the right amount of credits.
With a bribe of 100 credits or less, the heroes will gain no useful information,
except that some Sith officer lives somewhere in the city.

With a bribe anywhere between 101 and 500 credits, they learn that Commander
Scherp lives in the rich part of town and gain a +10 circumstance bonus to future
Gather Information checks to attempt to locate the officer.
With a bribe over 500 credits, they will not only learn the precise location of his
estate but also that the grounds are guarded by patrol droids and surveillance
cameras.
Intimidation: The heroes may decide to resort to using threats of violence to learn of
Scherps location. A method more associated with the Sith rather than the Republic, the
citizens they terrorize already live in fear of their overlords and will quickly surrender the
information with the hopes of avoiding any harm being done to them.
Using the Intimidate application of the Persuasion skill, the heroes will receive only
limited information from their victims, being told that the officer lives on the west side of
town but not the precise location. However, gaining this information grants the same +10
circumstance bonus as the one received from bribery.
Continued use of intimidation will gain the notice of the Sernpidal Enforcers and incite
their intervention. After three intimidation attempts, 6 Enforcers will appear to try to take
the heroes into custody and will call for reinforcements if necessary. See page 69 of
Threats of the Galaxy for stats to use for Sernpidal Enforcers. With all of the attention the
heroes are bringing, this will only serve to complicate their mission.

Scherps Estate
Once the heroes arrive at Commander Scherps home, they will need to find their way in. If
they followed the Sith trooper and sneaked aboard the transport, you can bypass this
entire section. Otherwise, they have one last obstacle to overcome before locating their
target.
A four-meter tall, one-meter thick permacrete wall surrounds the property and has two
entrances: the main gate and the delivery gate. The main gate is guarded by two Sith
troopers and a surveillance camera that will allow security to raise an alarm and summon
reinforcements in the form of twelve more Sith troopers if the heroes create a scene here.
The delivery gate, on the other hand, has no guard post but has a camera in place that is
typically used to allow the gate to be unlocked when a truck arrives. A dataport located
under the camera can be used to slice into the security system, shut down the camera, and
open the gate. Doing this will alert the guards. Of course, they can try to scale the wall,
but they will have to contend with what is on the other side.
Once the heroes get past the wall, they need to get to the house as quickly as possible
or deal with a group of Sentinel droids. Two units of four droids each patrol the grounds
and may spot the heroes trying to break in if one of them succeeds at a Spot check (DC 20 if
they enter by the delivery gate, DC 15 if by the main gate, DC 10 anywhere else). The
droids must be incapacitated within one round, or they will radio for reinforcements which
will arrive within five rounds.
If the heroes get to the house after avoiding or dealing with the droids, two doors lead
inside, and both are unlocked. Once inside, a successful Perception check (DC 10) will
allow them to locate Commander Scherp inside his home office on the first floor.
Read the following text once the heroes arrive at the office:

Looking through the doorway, you spot a middle-aged man wearing a standard blue Sith
uniform with graying hair seated behind a desk and reading something on a datapad
screen that seems to mildly amuse him.
Glancing about the room, the extent of his wealth is evident, with the multiple shelves
stocked with datacards, expensive-looking artwork hanging on the walls between them,
the four metal statues of droids standing in each corner of the room, and the intricate rug
meticulously placed in the precise middle of the floor.

The man, who is Commander Scherp from what you can tell, glances toward the
doorway where you stand and, catching sight of you, double takes and locks his gaze on
you. After a brief second of initial shock, a smug smile forms on his face.
Well, he begins with a deep baritone voice, his confidence apparent when he speaks.
Obviously, you are not members of my staff. I should commend you for getting through
my defenses. Since you are here, would you care to tell me why?
At this point, Commander Scherp will negotiate with the heroes to find out their objective.
If he succeeds in gaining this information, he will freely offer one of the code cylinders in
his desk drawer, stating that it is the one they seek and they may leave unharmed with
escort if accepted. The information on the code cylinder, of course, is a fake. The real one
rests within an inside pocket of his uniform jacket.
If the heroes are able to obtain the code cylinder from Scherp without engaging in
combat (i.e.: stunning him and taking the cylinder from his jacket, etc.), they gain
experience as if they had defeated a CL 4 challenge.
If the negotiations go sour at any point, refer to Encounter 1: Obtaining the Code for
information on running the encounter.
Once the encounter has been resolved, the heroes will need to make their escape,
especially before any more troops arrive if combat ensued. The most expedient way is
through jumping into the delivery speeder parked at the loading dock in the back and
driving it through the delivery gate. Any other route will have the heroes face against the
Commanders troops and sentry droids in groups of four.

Part 2: Engaging the Sith


Once the heroes have departed from Sernpidal with the codes, they set course to
rendezvous with the Republic fleet parked in deep space near the Sith-Republic border.
The trip does not take long, and they find themselves reaching the coordinates sooner than
they expected.
As they arrive, they will be hailed by the lead Republic ship, the Viscount. One of the
heroes should have an authorization code from Republic Intelligence that gives them
clearance. Several seconds after the code is transmitted, they are met by four Aurek
Tactical Strikefighters which escort them to the ships hangar bay.
Once the ship has landed, at least a dozen Republic soldiers welcome the heroes and
escort them to a conference room, where several high-ranking officers have assembled to
discuss their next stratagem.
As they enter the conference room, read the following text aloud:

You walk into the brightly-lit room and see a large, oval table with several chairs
surrounding it. Half of the chairs are filled by representatives of a few different races:
Humans, Bothans, Duros, and even a Cathar, but all of them are wearing Republic
uniforms, except one. This person stands at the head of the table, a Human female with
dark hair wearing reddish clothing. The lightsaber clipped to her belt obviously indicates
that she is a Jedi.
As you walk in, their discussions stop, and all eyes turn to watch you enter. After an
awkward silence that only lasts a couple of seconds, the woman at the head of the table
states, Welcome aboard! Im Bastila Shan. Weve been expecting you. Do you have the
codes?
While the code cylinder is being passed to her, Bastila continues with the briefing and does
not dismiss the heroes. If asked, she will state that she still has need of them. At this point,
she reveals that they plan to lure the Sith fleet and engage them. While they exchange fire
with the enemy, the heroes will clear a path to the Sith flagship, which will allow a
boarding party to land and execute their true mission: capture Darth Revan or kill him if
necessary.
Bastilas plans for the heroes is to have each of them fly ahead of her boarding party to
clear the way of any opposing ships and let her boarding party land on the Sith flagship
without incident. Each of the heroes will be granted the use of an Aurek Tactical
Strikefighter for this mission and will be allowed a little time to learn its systems before they
arrive at their final destination.
While the Republic fleet is en route to face the Sith fleet, the heroes will have a little
time to restock supplies. If they take advantage of this offer, allow them to obtain new
medpacs, power packs or anything small. If they need weapons, they can get a blaster
pistol or blaster rifle, but nothing larger.

Flight Into Chaos


After they have finished restocking and any roleplaying during the trip, the ship will go on
alert and call all pilots to their ships. Time seems to move quickly while the heroes scramble
to their fighters and prep for launch. Before they know it, they are in flight. Read the
following text as they take in the sights around them:

Your eyes adjust quickly to the darkness of space around you, and you spot several ships
ahead of you: the Sith fleet. Seconds later, they begin firing on the Republic ships behind
you, who quickly return fire. You look down to the sensors panel and notice one ship
singled out among the rest of the enemy fleet. This must be Darth Revans flagship.

The heroes should begin heading toward the flagship and implementing their defenses. If
the heroes take too long to begin flying toward their destination, they will receive a
message from Bastila telling them to pick up the pace. The heroes find a Ministry-class
orbital shuttle approaching their location.
The first half of the trip into the battle is largely uneventful, aside from the results of
the battle between the two fleets taking place around them. The heroes will quickly find
that the Sith fleet outnumbers the Republic ships, but the Republic vessels are fighting well.
As the heroes approach the Sith flagship, refer to Encounter 2: Through the Sith Fleet
for information on running the encounter.
After completing the encounter, the heroes will make it to the flagship and find the
hangar bay open and empty. However, they start taking fire from the Sith vessel. The
Aurek fighters each have a set of chaff bombs as part of their payload for this mission, and
firing one from each of the fighters will confuse the flagships sensors into thinking that the
fighters are destroyed. The cannons will cease fire, allowing the fighters and the shuttle to
safely land in the hangar bay.

Aboard the Flagship


Once the heroes have landed, they will need to move quickly. Although the hangar
currently has no ships present, it does have a sensors array and a set of automated
defenses consisting of three heavy repeating blasters mounted on the ceiling that will
activate as soon as the computer recognizes the new arrivals as enemies. At least one of
the heroes will need to make his way to the console on the wall and shut down the landing
bays sensors and security systems. Treat the computer system as having an Intelligence of
15 and a Will Defense of 18. As soon as the heroes signal that the sensors and security
systems are shut down, the boarding partys shuttle will land and disembark.
Bastila informs the heroes that they need to clear the way for her and her group to
reach the bridge. The heroes will need to make their way through the ship to Security
Command (SecCom) and order all security teams aftward. As soon as this is done, they are
to update Bastila with their progress and make their way back to the hangar to prep the
ships for their return flight to the Republic fleet.
The corridors of the ship are mostly deserted, mainly due to the combat situation in
which the ship is currently engaged. The heroes should find avoiding most of the crew to
be quite easy. Deckplans of the ship are found at major intersections that will aid the
heroes in plotting their course to avoid potential hazards and reach SecCom quickly.
If time permits and especially if shutting down the hangars sensors and security
systems took longer than they hoped for, the heroes can play through Encounter 3:
Repelling the Repellers. Please refer to that section for instructions on how to run the
encounter. If time is running short for the session, this encounter may be omitted.
Regardless of whether the encounter takes place or not, the heroes receive no other
resistance reaching SecCom.
When the heroes finally reach SecCom, they may take precautions to make sure that
they can get in without any trouble. Listening outside the door reveals someone speaking
on the other side. When they decide to enter, refer to Encounter 4: SecCom Showdown for
instructions on how to run the encounter.
Critical Challenge: The heroes must attempt to order all remaining security teams aft.
Before doing so, they will need to access the SecCom computer system. However, the
proper access code is necessary to enter the system, and the logical person to hold such a
code is Darth Voren, who is not likely to give it up easily. The easiest way is to intimidate
the information out of him, but they could also try to coax it out of him after improving his
attitude toward them. If the heroes reveal that they are on board to capture Darth Revan,
they will gain a +5 circumstance bonus to their Persuasion checks to change his attitude
thanks to Darth Vorens desire to rise through the ranks quickly. But if one of the conscious

heroes is a Jedi, no amount of coaxing will change his attitude toward them, and he will
remain hostile.
If Darth Voren is unable to provide them with the code, they can try to obtain it
through another trooper, but chances are much lower that they will find one with the
code. Have the interrogated trooper make a DC 20 Intelligence check to see if they know
the code. The heroes will still have to coax it out of him, but they will find it much easier to
get it from a trooper than Darth Voren.
Once the code has been gained, the heroes are free to access the system and do what
they need to do. If they are unable to get the code, the players may attempt to slice into
the system. In that case, treat the computer system as having an Intelligence of 16 and a
Will Defense of 20.
Ordering the security teams to move aft will require a Deception check (DC 20). If the
group manages to gain Darth Vorens favor, he will access the system and give the order,
saving the heroes a lot of trouble.
Auxiliary Challenge: In addition to moving the security teams away from the bridge,
the heroes may decide to do more to help their situation while they are there by
manipulating ship systems such as disabling the weapons, lowering the shields or shutting
down the engines. Manipulating one of the ships non-combat systems requires a DC 15
Use Computer check using the Issue Routine Command application. Taking control of one
of the ships tactical systems such as the shields or weapons requires the hero to succeed at
a DC 20 Use Computer check. If Darth Voren or a trooper is assisting them, he will be
starkly opposed to this and will immediately turn hostile.

Making Their Escape


Once the order is given and confirmed by the security teams, they are free to inform
Bastila that the way to the bridge is clear and may return to the hangar bay. If Darth Voren
is still conscious and assisting the heroes, he will not join them but will remain in SecCom to
keep the security teams away from the bridge.
Shortly after the heroes reach the hangar bay, the ship shudders several times from
nearby attacks. If they rush to the opening, they see that several nearby ships have turned
on the flagship and are ruthlessly attacking it.
Seconds after they finish preparing the ships to launch, the heroes are called by Bastila
requesting help in returning to the hangar. As they rush to her aid, the Sith flagship will be
hit several more times from incoming fire, causing equipment to fail around them and parts
to begin littering the deck. During their trek to join Bastila, the heroes will deal with two
minor hits to their area of the ship. Each time, they will need to make a DC 15 Reflex
Defense check to avoid taking 2d6 points of damage from flying debris.
A few minutes will pass before they reach Bastila, during which time no encounters
will happen. When they rendezvous with her, refer to Encounter 5: Fight for Flight for
instructions on how to run the encounter.
After the encounter is done, the heroes will hear an announcement through the ships
intercom that all hands are to abandon ship. Bastila will urge the heroes to escort her and
the Jedi back to their ships. With the ship falling apart around them as the assault against
it continues, turning her down is highly unlikely. As they progress, they will have to
contend with three more hits to their area as before. In this case, however, they will need
to make a DC 18 Reflex Defense check to avoid taking 2d6 points of damage from flying
debris. No other encounters will take place during their journey back to their ships.
Once they reach the hangar bay, they find that things have drastically changed since
they were last here. Broken machinery and damage to the ship can be seen all over the
hangar, and scattered fires illuminate the once-lit bay. Fortunately, they can reach their
ships easily. As they rush for their means of escape, the ship will shudder several times, and
more debris explodes inward from the walls of the bay and falls from the ceiling. The
heroes will manage to reach their ships with no problem, but a few fake rolls may put them

on edge during this moment. Seconds later, the heroes launch from the deteriorating ship
with the boarding party a split second behind them and witness the flagships destruction
take place behind them.
The heroes and the boarding party reach the Republic fleet without incident. Quickly
after they land, they hear Bastilas announcement that they have returned, prompting the
Republic fleet to jump to hyperspace and escape from the Sith fleet.

Obtaining the Code


Challenge Level 9
SETUP: The room offers only a large desk as a means of cover during this encounter, which
is located along the north wall about halfway into the larger room in the northwest corner
of the map. Place the heroes just inside the doorway leading out of the room. Commander
Doel Scherp stands behind his desk against the middle of the north wall. Place the droids
in the corners of the room. The personal guards will appear in the third round at the
bottom of the large staircase in the middle of the map.

Read-Aloud Text
As soon as the heroes enter the room and find Commander Scherp sitting at his desk, read
the following text:

The expression on Scherps face turns sour, and he slowly pushes himself away from his
desk.
I am sorry that it has come to this, he says in a surprisingly calm tone. But, you are
no longer welcome in my house.
Without warning, the droids in the four corners of the room come to life. As they step
down from their pedestals, they draw blaster rifles and menacingly aim them at you.

Sith Assault Droid, Mark I (4)


The Mark I assault droid is one of the most common droid weapons in the Sith Empire.
Relying heavily on them to help fill out the ranks of the military due to a lack of recruits
coming out of the Sith academy on Korriban.
Nevertheless, the Mark I is one of the most desired droids of its class. Though it is a
capable defender, it holds little advanced tactical programming in its memory banks. It is
used primarily in a defensive manner and has proven to be quite good at it.

Vaguely humanoid, this droid is uniquely designed in that the bulk of its weight is
supported on a single leg.
Modified Czerka Corporation Mark I Assault Droid
CL 6 [CL = heroic level + 1/3
nonheroic level]
Medium droid (4th-degree) nonheroic 12
Init +8 ; Senses Perception +13
Languages Binary
[rule]
Defenses Ref 20 (flat-footed 18), Fort 12 , Will 12
hp 30; DR 10; Threshold 12
Immune droid immunities
[rule]
Speed 4 squares
Melee claw +11 (1d4+2)
Ranged blaster rifle +12 (3d8) or
Ranged blaster rifle +10 (3d8) and blaster rifle +10 (3d8) or
Ranged ion rifle +11 (3d8 ion)
Base Atk +9; Grp +13
Atk Options autofire (blaster rifle)
[rule]
Abilities Str 15, Dex 15, Con -, Int 8, Wis 14, Cha 6
Special Qualities droid traits

Feats Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual Weapon Mastery II,
Point Blank Shot, Weapon Focus (rifles), Weapon Proficiency (rifles, simple weapons)
Skills Perception +13
Systems basic processor, walking locomotion, 3 tool mounts, 2 claw appendages
Possessions blaster rifle (2), ion rifle, duranium plating, shield generator (SR 10)
Availability Military; Cost 14,710

Sith Assault Droid Tactics


During the first round, the droids will advance and fire at the heroes. The droids will
continue their assault each round thereafter until they or the heroes are defeated, striving
to draw the heroes into the room and seal off their means of escape.

Personal Guard (2)


Scherps personal guards are hand-picked warriors that he pays handsomely to protect him
from harm. Whether he is at home, in town, or on duty with the Sith fleet, his guards are
not far from him and will stop at nothing to put down anyone that means to hurt or kill
their employer.
Dressed in casual clothing, they meld into the crowd with ease and are quick to rush to
Scherps side when needed.

These two rough-looking men, despite looking like they need to cheer up something fierce,
look ready to handle anything thrown their way.
Personal Guard
CL 6 [CL = heroic level + 1/3 nonheroic level]
Medium Human nonheroic 3/soldier 5
Force 8
Init +11 ; Senses Perception +11
Languages Basic
[rule]
Defenses Ref 18 (flat-footed 16), Fort 18 , Will 17
hp 63; Threshold 18
[rule]
Speed 6 squares
Melee unarmed +8 (1d3+3 )
Ranged blaster pistol +9 (3d6+2 )
Base Atk +7; Grp +8
Atk Options Pin, Point Blank Shot, Precise Shot
Special Actions Draw Fire, Harms Way, Tough as Nails
[rule]
Abilities Str 13, Dex 15, Con 13, Int 12, Wis 14, Cha 12
Talents Draw Fire, Harms Way, Tough as Nails
Feats Armor Proficiency (light), Pin, Point Blank Shot, Precise Shot, Skill Training (Initiative),
Skill Training (Perception), Toughness, Weapon Proficiency (pistols, rifles, simple
weapons)
Skills Endurance +10 , Initative +11 , Perception +11 , Persuasion +10 , Treat Injury +11
Possessions blaster pistol, comlink

Personal Guard Tactics


Arriving late in the third round, the guards will take up defensive positions as close to the
heroes as possible and use the Draw Fire talent. Wanting to end the battle quickly, they

will set their weapons on stun, if they are close enough, or focus on the ones with the
heaviest firepower until the heroes are defeated.

Commander Doel Scherp


Commander Scherp is a Sith officer that has taken advantage of his position and status by
living a luxurious lifestyle. Through underhanded politics and well-placed bribes, he has
elevated himself to his current position within the Sith fleet and puts forth great effort to
keep from losing it. He also takes great pride in his reputation as a sharpshooter and works
hard to maintain it. Despite his skill in firearms, Scherp is a bit of a coward, not willing to
take any risks when obviously outnumbered.

Aside from a slight bit of gray hair, Commander Scherp wears his pressed Sith officers
uniform and appears to be in good physical health. His calm demeanor clearly shows his
ability to keep his confidence and self-control during times of crisis.
Commander Doel Scherp
CL 6 [CL = heroic level + 1/3 nonheroic level]
Medium Human nonheroic 6/noble 3/officer 1
Force 3; Dark Side 7
Init +6 ; Senses Perception +11
Languages Basic, Durese, Feeorin, Kel Dor, Khilese, Ryl
[rule]
Defenses Ref 18 (flat-footed 17), Fort 14 , Will 21
hp 41; Threshold 14
[rule]
Speed 6 squares
Melee unarmed +8 (1d4+6)
Ranged blaster pistol +8 (3d6+5)
Base Atk +7; Grp +8
Atk Options Careful Shot, Deadeye, Point Blank Shot, Precise Shot
Special Actions Born Leader, Coordinate, Deployment Tactics
[rule]
Abilities Str 12, Dex 13, Con 11, Int 14, Wis 12, Cha 15
Talents Born Leader, Coordinate, Deployment Tactics
Feats Armor Proficiency (light), Careful Shot, Deadeye, Linguist, Point Blank Shot, Precise
Shot, Skill Focus (Deception, Persuasion), Weapon Proficiency (pistols, simple weapons)
Skills Deception +17 , Knowledge (tactics) +12 , Perception +11 , Persuasion +17
Possessions blaster pistol, Sith officers uniform, code cylinder

NPC/Enemy Tactics
During the first round, Commander Scherp will use the Born Leader talent, draw his pistol,
and fall back behind the droids. In the second round, the officer will use Deployment
Tactics and fire his blaster at one of the heroes, while the droids continue their assault.
Each round thereafter, Scherp will use two swift actions to aim at one of the heroes and a
standard action to fire. If all of his droids are defeated and at least two of the heroes are
still standing, Scherp will drop his blaster and surrender. Otherwise, he will continue to
fight until either he or the remaining hero is left standing.

Conclusion
Once Commander Scherp and his droids and guards are defeated, the heroes may search
the room for the code cylinder. The desk holds three cylinders, but they are all blank. The
one the heroes need is in the inside pocket of Scherps jacket, and he will not give it up

unless intimidated into it or knocked unconscious. If kept conscious, Scherp is so afraid for
his life that he will not trip any alarms or pursue the heroes after they leave.

Features of the Area


Near the north wall, a large desk can provide half cover for anyone willing to use it. Two
large windows along the western wall provide enough light for the room and a means of
easy escape, if necessary.

Encounter Map

Through the Sith Fleet


Challenge Level 10
SETUP: The heroes in their six Aurek Tactical Strike Fighters are on the left side of the map,
while the six Sith Interceptors and the converted Pelagia Duplex Command Assault
Gunship are on the right side of the map. The warship is positioned in the middle of the
map. No obstacles or hazards are present.

Read-Aloud Text
As the heroes fly toward Darth Revans flagship, have each player make a DC 15 Use
Computer check. If any of them succeed, read the following text:

You fly with expediency through the battle between the outnumbered Republic ships and
the Sith fleet toward Darth Revans flagship. Suddenly, your sensors indicate five incoming
ships straight ahead. You can bet these are not friendly.
If none of the heroes make a successful check, read the following text instead:

You fly with expediency through the battle between the outnumbered Republic ships and
the Sith fleet toward Darth Revans flagship. Without warning, laser blasts fly past your
ships. Peering into the darkness, you locate five incoming ships firing on you.

Sith Interceptors (6)


Mass-produced and designed to be light and agile, the Sith Interceptor is a new starfighter
that relies more on superior numbers than the strength of its hull or shields, seeming to
swarm over their enemies more than anything else.

You have not seen these fighters in action very much, if at all. From what you can tell
about them, they do not look very strong. But, appearances can be deceiving.
Sith Interceptor
CL 5 [CL = heroic level + 1/3 nonheroic level]
Huge starfighter
Init +9; Senses Perception +5
[rule]
Defenses Ref 17 (flat-footed 11), Fort 21; +3 armor
hp 50; DR 10; Threshold 31
[rule]
Speed fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale)
Ranged laser cannons +4(see below)
Fighting Space 8[ts]8 or 1 square (starship scale); Cover total (crew)
Base Atk +0; Grp +21
Atk Options autofire (laser cannons)
[rule]
Abilities Str 32, Dex 22, Con , Int 14
Skills Initiative +9, Mechanics +5, Perception +5, Pilot +9, Use Computer +5
[rule]
Crew 1 (normal); Passengers none
Cargo 40 kg; Consumables 1 day; Carried Craft none
Availability Military; Cost not available for sale
Laser cannons (pilot)
Atk +4 (-1 autofire), Dmg 3d10[ts]2

Pelagia Duplex Command Assault Gunship


This gunship (also known as the Orphanmaker) requires a five-man crew to operate at peak
efficiency, but it can be flown with as little as one pilot and one other crewmember. The
ship also features a vast array of built-in weapon mounts and power conduits to allow the
ship to be customized much easier than other ships.

You have seen this ship several times over the last few years, but typically within planetary
defense fleets. Just seeing this ship in flight and the weapon systems bristling on its hull
tells you that facing off against it will not be easy.
Pelagia Duplex Command Assault Gunship CL 12 [CL = heroic level + 1/3 nonheroic
level]
Colossal Space Transport
Init +0; Senses Perception +8
[rule]
Defenses Ref 14 (flat-footed 12), Fort 26; +12 armor
hp 130; DR 15; SR 20; Threshold 76
[rule]
Speed fly 12 squares (max. velocity 870 km/h), fly 3 squares (starship scale)
Ranged 2 heavy laser cannons +8(see below) and 2 laser cannons +8 (see below)
Fighting Space 8[ts]8 or 1 square (starship scale); Cover total (crew)
Base Atk +5; Grp +41
Atk Options autofire (heavy laser cannons, laser cannons)
[rule]
Abilities Str 43, Dex 14, Con , Int 16
Skills Initiative +0, Mechanics +8, Perception +8, Pilot +0, Use Computer +8
[rule]
Crew 5 (expert); Passengers 6
Cargo 10 tons; Consumables 1 week; Carried Craft none
Availability Restricted; Cost 525,000 (310,000 used)
Heavy laser cannons (gunner)
Atk +8 (+3 autofire), Dmg 6d10[ts]2
[rule]
Laser cannons (pilot/copilot)
Atk +8 (+3 autofire), Dmg 4d10[ts]2

Interdictor-class Warship

The Interdictor-class capital ship has come to symbolize the strength of the Sith Empire.
Originally commissioned to round out the fleet of the Republic, the warship fills a strategic
gap between the Inexpugnable-class behemoth and the Hammerhead-class frigate.
Tactical Fire: The Interdictor-class warship is a mobile capital ship capable of trapping
enemy forces by filling in the gaps in fleet formations. As a standard action, an Interdictorclass warship can forego all attacks to provide tactical fire to all squares in a 2-square
radius. All enemy starships within this area suffer a -1 penalty to Reflex Defense and have
their space speed reduced by 2 squares (to a minimum of 1 square).

The warship before you ominously warns of its imminent attack as you fly near its space.
Star Forge Manufacture Interdictor-class Warship
nonheroic level]

CL 16 [CL = heroic level + 1/3

Colossal (cruiser) capital ship


Init -2; Senses Perception +6
[rule]
Defenses Ref 14 (flat-footed 12), Fort 50; +12 armor
hp 1,250; DR 20; SR 110; Threshold 250
[rule]
Speed fly 3 squares (starship scale)
Ranged 5 medium turbolaser batteries +14*(see below) and
6 point-defense light laser batteries +10 (see below) and
3 tractor beam batteries +10* (see below)
4 gravity well projectors +8 (see below)
Fighting Space 2[ts]2 (starship scale); Cover total (crew)
Base Atk +2; Grp +62
Atk Options autofire (point-defense light laser cannon batteries)
[rule]
Abilities Str 90, Dex 14, Con , Int 18
Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer +6
[rule]
Crew 5,224 (skilled); Passengers 3,600 (troops)
Cargo 11,000 tons; Consumables 3 years; Carried Craft 48 Sith interceptors, various support
vehicles
Availability Military; Cost not available for sale

*Apply a -20 penalty on attacks against targets smaller than Colossal size.
Heavy laser cannons (gunner)
Atk +8 (+3 autofire), Dmg 6d10[ts]2
[rule]
Laser cannons (pilot/copilot)
Atk +8 (+3 autofire), Dmg 4d10[ts]2

Sith Starship Tactics


Throughout the battle, the Interdictor-class warship will only provide tactical fire. The Sith
Interceptors will concentrate on one or two of the heroes fighters, preferring to attack in
groups of two or four on a single fighter and shoot their weapons in autofire mode. The
assault gunship will strive to stay back from the main dogfight and provide support for the
interceptors while they engage the Republic fighters.

Conclusion
Once the heroes have destroyed the Interceptors and the gunship, they may continue on
course to the Sith flagship.

Features of the Area


Being that this encounter is a starship battle in deep space, no hazards are in the area.

Repelling the Repellers (optional)


Challenge Level 8
SETUP: The heroes are at the corner of the corridor on the left side of the map, while the
enemies are in a line between the two north-south corridors on the right side of the map.
The two droids are just outside the short stretch of hallway leading from the room. The
Sith commandos are behind the droids, and the marauders are just behind them.

Read-Aloud Text
Shortly after the heroes leave the hangar bay as they make their way to Security Command,
read the following text:

You round a corner and move a few meters along a long corridor, when two black-clad
men and two spiderlike droids turn the next corner and head your way. They stop as they
notice you and order you to stop where you are.

Sith Assault Droid, Mark IV (2)


Like the Mark I assault droids from Commander Scherps office, these droids are built by
Czerka Corporation and used by the Sith Empire to fill the ranks of the military until such
time that they have sufficient numbers of soldiers trained in their academy on Korriban.

These droids, unlike the previous ones you encountered on Sernpidal, are larger and more
spiderlike, having four legs and a head with a mounted blaster rifle. Just watching them
move about make them seem intimidating.
Czerka Corporation Mark IV Assault Droid
CL 6 [CL = heroic level + 1/3 nonheroic level]
Large droid (4th degree) nonheroic 12
Init +12 ; Senses Perception +12
Languages Binary
[rule]
Defenses Ref 19 (flat-footed 18), Fort 14 , Will 12
hp 52; DR 10; Threshold 19
Immune droid immunities
[rule]
Speed 6 squares
Ranged double blaster cannon +11 (4d12, 1-square splash)
Base Atk +9; Grp +17
Special Actions Logic Upgrade: Self Defense
[rule]
Abilities Str 16, Dex 13, Con , Int 8, Wis 12, Cha 6
Special Qualities droid traits, stable
Feats Armor Proficiency (light, medium), Improved Defenses, Logic Upgrade: Self Defense,
Skill Training (Initiative), Toughness, Weapon Focus (heavy weapons), Weapon
Proficiency (heavy weapons)
Skills Initiative +12 , Perception +12
Systems basic processor, walking locomotion, tool mount
Possessions double blaster cannon, duranium plating, shield generator (SR 10)
Availability Military; Cost 16,270

Sith Commandos (4)

Sith commandos are not much different from the standard Sith trooper, in that they fight to
defend the Sith from their enemies. However, they have received specialized combat
training that sets them apart from the standard trooper. The easiest way to differentiate
the security forces from the standard troops is the color of their armor being a flat black.

These troopers wear the standard armor of regular Sith troopers, except they are black in
color and less reflective. Their faceless heads seem to stare into your soul when they look
upon you.
Sith Commando
CL 2 [CL = heroic level + 1/3 nonheroic level]
Medium Human nonheroic 8
Dark Side 1
Init +5 ; Senses low-light vision, Perception +10
Languages Basic
[rule]
Defenses Ref 17 (flat-footed 16), Fort 12 , Will 9
hp 20; Threshold 12
[rule]
Speed 6 squares
Melee prototype vibroblade +8 (2d6+2)
Ranged light repeating blaster +3 (3d8) with autofire or
Ranged light repeating blaster +6 (3d8) with braced autofire
Base Atk +6; Grp +8
Atk Options Burst Fire
Special Actions brace (light repeating blaster)
[rule]
Abilities Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 9
Feats Armor Proficiency (light), Burst Fire, Sith Military Training, Weapon Focus (rifles),
Weapon Proficiencies (advanced melee weapons, rifles, simple weapons)
Skills Endurance +9 , Mechanics +10 , Perception +10
Possessions light repeating blaster, prototype vibroblade, comlink, Sith trooper armor (+6
armor, +2 equipment)

Sith Marauders (2)


More common than Sith Knights but fewer in number than the troopers, Sith marauders
use the Force to channel their hatred into their combat prowess. They serve the Sith
Empire to increase their own power with the hope of one day achieving the title of Dark
Lord of the Sith.

Appearing more sinister than the droids, these marauders glare at you from behind their
gray masks as they stand against you.
Sith Marauder CL 8 [CL = heroic level + 1/3 nonheroic level]
Medium Jedi 7/Sith Apprentice 1
Force 5; Destiny 1; Dark Side 8
Init +11 ; Senses Perception +8
Languages Basic, Huttese, Sith
[rule]
Defenses Ref 23 (flat-footed 21), Fort 23 , Will 20 ; Block, Deflect
hp 84; Threshold 22
[rule]
Speed 6 squares
Melee lightsaber +12 (2d8+9 )
Melee lightsaber +10 (3d8+9)

Ranged by weapon +10


Base Atk +8; Grp +11
Atk Options Cleave, Melee Defense, Power Attack, Whirlwind Attack, Wicked Strike
Special Actions Resilience
Force Powers Known (Use the Force +9 ): dark rage
[rule]
Abilities Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 10
Talents Block, Deflect, Resilience, Weapon Specialization (lightsabers), Wicked Strike
Feats Cleave, Force Sensitivity, Force Training, Melee Defense, Power Attack, Rapid Strike,
Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons),
Whirlwind Attack
Skills Acrobatics +11 , Endurance +11 , Initiative +11 , Perception +8 , Use the Force +9
Possessions lightsaber (self-built), Sith robes, utility belt

Sith Assault Droid/Marauder Tactics


The droids take positions in the corridor just past their intersection during the first round,
while the commandos will draw their rifles and open fire and the marauders pull and
activate their red-bladed lightsabers from the back. While the droids and commandos fire
at the heroes, the marauders will move to the front and deflect any incoming blaster fire
while advancing little-by-little toward the heroes. If they enter melee with the heroes, they
will use dark rage and fight.

Conclusion
After they defeat the enemies, the heroes are free to continue moving toward Security
Command.

Features of the Area


At first, the area has no special features or hazards. During the battle, one of the heroes
may choose to shoot the overhead lights, creating a low-light environment in the
immediate area.

Encounter Map

SecCom Showdown
Challenge Level 9
SETUP: The heroes stand just outside the only entrance to the ships security command
post. Darth Voren stands in front of three lines of five troopers in the middle of the room.
Three control panels line each of the rooms north and south walls.

Read-Aloud Text
Once the heroes enter the area, read the following:

As you round the corner, you suddenly stop dead in your tracks, as you find a large group
of Sith troopers armed with blaster rifles turning toward the door you just passed through.
Next to them is a dark-robed man with a black featureless faceplate that obscures his
visage. All of them stop when they notice you in the doorway.

Sith Commandos (6)


Sith commandos are not much different from the standard Sith trooper, in that they fight to
defend the Sith from their enemies. However, they have received specialized combat
training that sets them apart from the standard trooper. The easiest way to differentiate
the security forces from the standard troops is the color of their armor being a flat black.

These troopers wear the standard armor of regular Sith troopers, except they are black in
color and less reflective. Their faceless heads seem to stare into your soul when they look
upon you.
Sith Commando
CL 2 [CL = heroic level + 1/3 nonheroic level]
Medium Human nonheroic 8
Dark Side 1
Init +5 ; Senses low-light vision, Perception +10
Languages Basic
[rule]
Defenses Ref 17 (flat-footed 16), Fort 12 , Will 9
hp 20; Threshold 12
[rule]
Speed 6 squares
Melee prototype vibroblade +8 (2d6+2)
Ranged light repeating blaster +3 (3d8) with autofire or
Ranged light repeating blaster +6 (3d8) with braced autofire
Base Atk +6; Grp +8
Atk Options Burst Fire
Special Actions brace (light repeating blaster)
[rule]
Abilities Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 9
Feats Armor Proficiency (light), Burst Fire, Sith Military Training, Weapon Focus (rifles),
Weapon Proficiencies (advanced melee weapons, rifles, simple weapons)
Skills Endurance +9 , Mechanics +10 , Perception +10
Possessions light repeating blaster, prototype vibroblade, comlink, Sith trooper armor (+6
armor, +2 equipment)

Sith Marauders (2)


Sith Marauder CL 8 [CL = heroic level + 1/3 nonheroic level]
Medium Jedi 7/Sith Apprentice 1
Force 5; Destiny 1; Dark Side 8
Init +11 ; Senses Perception +8
Languages Basic, Huttese, Sith
[rule]
Defenses Ref 23 (flat-footed 21), Fort 23 , Will 20 ; Block, Deflect
hp 84; Threshold 22
[rule]
Speed 6 squares
Melee lightsaber +12 (2d8+9 )
Melee lightsaber +10 (3d8+9)
Ranged by weapon +10
Base Atk +8; Grp +11
Atk Options Cleave, Melee Defense, Power Attack, Whirlwind Attack, Wicked Strike
Special Actions Resilience
Force Powers Known (Use the Force +9 ): dark rage
[rule]
Abilities Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 10
Talents Block, Deflect, Resilience, Weapon Specialization (lightsabers), Wicked Strike
Feats Cleave, Force Sensitivity, Force Training, Melee Defense, Power Attack, Rapid Strike,
Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons),
Whirlwind Attack
Skills Acrobatics +11 , Endurance +11 , Initiative +11 , Perception +8 , Use the Force +9
Possessions lightsaber (self-built), Sith robes, utility belt

Darth Voren, Sith Apprentice


Formerly a Jedi that trained at the academy on Ossus, the Human originally known as
Voren Renstaal fought with his Jedi master in the early part of the Mandalorian Wars, until
his master was killed during the First Battle of Onderon. Shortly thereafter, he agreed with
the proposals offered by the Revanchist and opted to join him and his armada that
ventured into the Unknown Regions. What happened during that time caused Voren to
change his allegiance from the Jedi Order to follow the new Sith Empire established by
Darth Revan.
Striving to complete his training, Darth Voren learns vigilantly from one of the Sith
Knights under the direct command of Darth Revan and typically remains aboard the dark
lords flagship to help control the ships security forces. Secretly, he hopes to eventually
remove at least one of his superiors to help him rise through the ranks more quickly.

Dressed in black robes with his face obscured by a black-tinted featureless faceplate, Darth
Voren looks at you for a long second. He appears Human, but it is difficult to be sure
through his flowing robes. His gaze, although impossible to see, gives the impression that
his eyes are drilling right through you as he straightens his posture.
Darth Voren CL 12 [CL = heroic level + 1/3 nonheroic level]
Medium Human Jedi 7/Sith Apprentice 5
Force 4; Destiny 2, Dark Side 14
Init +12 ; Senses Perception +13
Languages Basic, Sith
[rule]
Defenses Ref 26 (flat-footed 25), Fort 25 , Will 27

hp 83; Threshold 25
[rule]
Speed 6 squares; Running Attack
Melee lightsaber +13 )
Melee lightsaber +8/+8 ) with Double Attack
Ranged weapon +13
Base Atk +12; Grp +12
Atk Options Affliction, Double Attack, Plague, Running Attack, Whirlwind Attack
Special Actions Dark Presence, Melee Defense, Power of the Dark Side, Revenge
Force Powers Known (Use the Force +18 ): dark rage, energy resistance, Force grip, Force

lightning, Force slam, mind trick, move object, shock, wound

Force Techniques Improved Wound


[rule]
Abilities Str 11, Dex 13, Con 10, Int 13, Wis 14, Cha 14
Talents Affliction, Dark Presence, Dark Side Adept, Plague, Power of the Dark Side,
Revenge, Weapon Specialization (lightsabers)
Feats Double Attack, Force Sensitivity, Force Training (3), Melee Defense, Running Attack,
Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiencies
(lightsabers, simple weapons), Whirlwind Attack
Skills Initiative +12 , Knowledge (galactic lore) +12 , Perception +13 , Use the Force +18
Possessions lightsaber (self-built)

Security Force Tactics


The Sith commandos will open fire on their opponents during the first round of combat. If
they do not take them out in the first round, they will take cover behind various panels and
other structures and continue to shoot at their targets. If at least half of the PCs are
incapacitated, they will attempt to engage the remaining heroes in hand-to-hand combat
to try to subdue and capture them for questioning.
Darth Voren will draw his lightsaber and deflect blaster shots directed at him, but he
will not move against the heroes to prevent from getting caught in the crossfire or to block
the guards line of fire. If at least half the troops are eliminated, Darth Voren will then
engage the PCs. The Sith marauders will follow Darth Vorens lead throughout the battle
and act as he does with the exception of engaging in hand-to-hand combat with any of the
heroes if they get too close, regardless of what action Darth Voren takes that round.

Conclusion
With no other exit from the room, Darth Voren and all of the forces will fight to the death.
Once the opponents are defeated, the heroes are free to order all remaining security forces
to the back of the ship and inform Bastila that the way to the bridge is clear.

Features of the Area


This room features several control panels and security monitors that provide views of
various areas of the ship, including the bridge, engineering and the hangar bay. Each
panel has a chair in front of it that is fixed to the floor. The far side of the room holds two
lockers that could hold a dozen blaster rifles and power packs but is currently empty.

Encounter Map

Fight for Flight


Challenge Level 8
SETUP: This battle takes place in a long corridor that runs east-west with one four-way
intersection on the west end and two closely-placed intersections on the east end. The
heroes stand with Bastila and the unconscious form of Darth Revan in the middle of the
intersection on the west end. Place the Sith troopers and officers within the two
intersections on the east end. Scatter debris throughout the corridor.

Read-Aloud Text
As the heroes rendezvous with Bastila and the unconscious Darth Revan, read the
following text:

You reach an intersection and find Bastila carrying a dark-robed body over her shoulder
and a few Jedi following behind her. Amid the damage and the debris strewn in the hall,
she reaches you and opens her mouth to speak. Suddenly, a blaster bolt impacts the wall
next to her. Your gaze turns to find a group of Sith troopers rushing toward you down the
corridor from the other direction. Their blaster rifles are drawn, and they order you to drop
your weapons and surrender.
As you prepare for battle, Bastila calls out to you. You turn to find a set of blast doors
closing between you and her. In fact, all of the blast doors at your intersection are closing,
cutting off your way back to the hangar and leaving only the corridor facing the oncoming
troopers open. Further examination shows that the first shot fired at you inadvertently hit
the panel that controls the blast doors at your end.

Sith Troopers (8)


Sith troopers are the backbone of the Sith military. Although they are not Force users, like
many others that serve the Sith, they do have a dark side that frequently comes out
through their blaster rifles. Wearing sleek, faceless silver armor, the demeanor of the Sith
trooper is very much like that of a merciless war droid.

The silver-armored troopers appear emotionless as they attack, their faces obscured by
their featureless, silver masks. They do not speak or gesture in any way, except by taking
combat positions to fire their blaster rifles at you.
Sith Trooper CL 1 [CL = heroic level + 1/3 nonheroic level]
Medium Human nonheroic 4
Dark Side 1
Init +2 ; Senses low-light vision, Perception +9
Languages Basic
[rule]
Defenses Ref 17 (flat-footed 16), Fort 12 , Will 10
hp 10; Threshold 12
[rule]
Speed 6 squares
Melee unarmed +4 (1d6+1)
Ranged blaster rifle +3 (3d8)
Ranged frag grenade +3 (4d6, 2-square burst)
Base Atk +3; Grp +4
Atk Options autofire (blaster rifle)
[rule]
Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10

Feats Armor Proficiency (light), Martial Arts I, Sith Military Training, Weapon Proficiency
(pistols, rifles, simple weapons)
Skills Endurance +7 , Perception +9
Possessions blaster rifle, comlink, frag grenades, Sith trooper armor (+6 armor, +2
equipment)

Sith Officers (2)

Sith officers are normal men and women whose ruthlessness makes up for their lack of
Force sensitivity. Most once served the Republic, but their ambitions exceeded what the
age-old military had to offer. While many are competent and skilled leaders, as many and
more are hedonists, sadists, and drunkards. Having already survived the Mandalorian Wars,
Sith officers are, if nothing else, cunning survivors.

The officers, leading from the back of the group, easily stand out from the troopers with
their blue uniforms. They sneer as they bark orders to their troops and coldly stare at you
while they shoot their pistols, hoping for a clear shot to take you down.
Sith Officer
CL 6 [CL = heroic level + 1/3 nonheroic level]
Medium Human nonheroic 6/noble 3/officer 1
Force 3; Dark Side 7
Init +5 ; Senses Perception +11
Languages Basic, Durese, Mandoa, Sith
[rule]
Defenses Ref 17 (flat-footed 17), Fort 14 , Will 21
hp 34; Threshold 14
[rule]
Speed 6 squares
Melee unarmed +7 (1d4+2)
Ranged blaster pistol +7 (3d6+2)
Base Atk +7; Grp +7
Special Actions Born Leader, Coordinate +1, Deployment Tactics
[rule]
Abilities Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 14
Talents Born Leader, Coordinate, Deployment Tactics
Feats Armor Proficiency (light), Linguist, Sith Military Training, Skill Focus (Knowledge
[tactics]), Skill Focus (Persuasion), Skill Training (Pilot), Vehicular Combat, Weapon
Proficiency (pistols, simple weapons)
Skills Deception +12 , Knowledge (tactics) +17 , Perception +11 , Persuasion +17 , Pilot +10
Possessions blaster pistol, comlink (encrypted), officers uniform

Sith Military Tactics


One of the officers will first use his Born Leader talent before doing anything else, and they
will alternate using Deployment Tactics throughout the skirmish. Four of the troopers
kneel in the hallway and provide cover fire with their blaster rifles on autofire, while the
others take up positions around corners behind them and shoot at the heroes directly. If
the troopers do not make any headway after 3 rounds, they will call for reinforcements and
receive confirmation that another squad will join them shortly. If the heroes do not do
anything to cut off any entrance routes to their opponents, twelve more Sith troopers will
arrive in eight rounds.

Conclusion

Once the heroes have defeated the Sith forces and cleared the way to the hangar, they
may escort Bastila and the Jedi to their ship.

Features of the Area


The corridor is littered with debris from damaged and destroyed equipment, creating
rough terrain between the two forces. The overhead lights will occasionally flicker and
create low-light conditions every other round.

Encounter Map

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