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Jedi Non-Force User - Republic Vanguard Master Path's

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Jedi Non-Force User - Republic Vanguard Master Path's Empty Jedi Non-Force User - Republic Vanguard Master Path's

Post by Guest Tue May 29, 2012 1:40 am

Republic Commando:
Republic Special Forces was an elite military unit comprised of individuals recruited from within the ranks of the Republic Army. They were charged with aiding the defense of the Galactic Republic during the Great Galactic War and subsequent Cold War. Harron Tavus was a lieutenant in the RSF during the Great Galactic War.
General Garza was instrumental in the formation and training of the Republic Special Forces, and served as their commander during the Great Galactic War and the Cold War. These elite troopers would sometimes co-operate with the Jedi Knights, such as Lieutenant Harron Tavus who often partnered with Jedi Master Orgus Din. The two worked closely together during the Great War and developed a friendship during the war. In some parts of the galaxy, they constituted the only military available.
By 3,641 BBY, during the Cold War, Tavus led hundreds of SpecForce operatives to defect to the Sith Empire. Garza tried to kept the defections secret, possibly not to lower morale, while dispatching a new Havoc Squad to take down the traitors.
The Special Forces troops wear armor similar to the standard Republic Trooper but sometimes they wear heavier armor and are specialized for elite status. Overall, however, the Republic Commando helmet used in the Clone Wars seems to most resemble this type of headgear.

Weapon Focus: The Republic Commando is more familiar with weapons than most and has mastered a wide range of death-dealing devices. At level Fifteen the Commando gains the weapon focus perk.

Martial Arts Master: The First lesson a Commando learns is the greatest weapon of all is his own body. At Level Sixteen a Republic Commando gains an extra attack when in unarmed combat.

Assault Special: The Republic Commando is feared by many for his vast array of death dealing devices but only one truly strikes fear in an enemy’s heart. At level seventeen the Republic Commando's opponent is so scared that he is a considered a rank lower in his weapons and force skills if the Commando is wielding the weapon of choice. Note: The weapon is user’s choice and cannot be changed once chosen. The weapon chosen must be in parenthesis next to the Assault Special path ability.

Superior Training: In the hands of a Commando a weapon can transcend the effectiveness it has even in the hands of a master. Starting at level eighteen the Commando can purchase a fourth rank in any weapon group or exotic weapon.

Master Of The Craft: In the hands of a Commando a assault cannon can transcend the effectiveness it has even in the hands of a master. Starting at level ninteen the Commando can purchase a fourth rank in any Combat Form.

Ultimate Weapon Focus: The Commando has become so familiar with using weapons than anyone else that they are a rank higher than the weapon he is using even if he is untrained or if it puts him above masterful. This ability is gained at level twenty.

Lvl Special Abilities
15 Weapon Focus
16 Martial Arts Master
17 Assault Special
18 Superior Training
19 Master Of The Craft
20 Ultimate Weapon Focus

Proficiency Points:
W: 15, 16, 17, 18, 19, 20
S: 15, 16, 19, 20
P: 16, 17, 19
F: 17, 19, 20

Republic Marine:
Republic Marines are elite troopers of the Republic tasked with warding off boarding parties on Republic capital ships, as well as conducting boarding action against vessels.
The marine's weapons consist of a DC-15A blaster rifle, a PLX-1 rocket launcher, a commando pistol based on the design of a DC-15S blaster, and V-1 thermal detonators. This infantry unit enters an enemy ship and will either capture or critically damage essential systems on that ship. On boarding parties, they will be more reliable, due to their quick sharpshooting and automatic DC-15A blaster rifles, than a pilot armed with a blaster pistol. On some occasions, the Marines land a space transport in an enemy hangar and deploy from there or use jetpacks to fly through space and land on the ship itself.
Jetpack Style: The key point of Jetpack Style is that its users use only a jetpack. What this sacrifices in versatility, Jetpack Style more than makes up for in proficiency. Starting at level fifteen, whenever a Marine wields only a blaster rifle they receive a bonus Rank in whatever combat form they are currently using.

Armor Special: This ability, gained at level sixteen, makes any armor worn by the Marine a Rank higher. This can essentially make powered armor into ‘Rank five’ armor. Additionally, a Marine learns how to roll with lightsaber hits so that all armor he wears endures hits from lightsabers like normal attacks even if it otherwise lacks this ability.

You Can't Defeat My Mind: When a Republic Marine takes to the field enemy columns crumble before them. This not accomplished solely by force of arms but also by subtle psychological applications. When a Republic Marine uses a mind-resisting Tactical Power during combat (Conquering Hero etc.) they receive a bonus Rank in that Power. This ability is gained at level seventeen.

Freedom Charge: Starting at level eighteen, when a Republic Marine declares an Freedom Charge he receives +4 to his Strength and Toughness until he reaches his destination. (which must be within eyesight of his starting point). This ability can be used a number of times per Mission equal to one fourth the Marine’s level (round down if not a whole number).

Improved Jetpack Style: As the Marine ascends in his style he begins to see the true purpose behind wielding a jetpack. Beyond increased precision, this aspect of the style frees the Marine’s off-hand for other gestures. Whenever a Marine is in combat and wielding only a blaster rifle, all Tactical Powers requiring gesture (Shotgun Surgeon etc.) the Marine uses gain a bonus Rank. If the Power in question is also enhanced by You Can't Defeat My Mind (for example, Conquering Hero etc ) then the bonuses stack. The Marine may not add a gesture to an otherwise gestureless Power to gain this bonus.

Iron Hide: The Rhino’s neck is dense, those who think their strike will behead are often disappointed. Republic Marines mark the pinnacle of their achievement when they can reproduce this invulnerability. This ability, gained at level twenty and useable twice a Mission, allows a Marine to ignore all damage from a single source. Certain sources of damage cannot be ignored (no one can survive having a Star Destroyer crash on top of them).

15 Jetpack Style
16 Armor Special
17 You Can't Defeat My Mind
18 Freedom Charge
19 Improved Jetpack Style
20 Iron Hide

Proficiency Points
C: 15, 16, 18, 19
S: 15, 16, 18, 19
P: 15, 16, 17, 19, 20
F: 17, 19, 20

Republic Katarn Commando:

The Katarn Commandos are a New Republic Special Forces unit.
The unit's origins trace back to a group of guerrilla fighters attached to Major Bren Derlin, serving the Rebel Alliance during the Galactic Civil War. After Derlin accepted a promotion, he handed the unit over to Lieutenant Judder Page. The unit was only christened "Katarn Commandos" at this time, named after the katarn, a stealthy predator from the planet Kashyyyk. They became known as "Page's Commandos" as the unit's reputation grew.
Officially, the unit is attached to the office of the New Republic Chief of State, but in reality it often operates independently for weeks or months at a time. They can operate either as a single unit or break up into smaller units, and work in any environment. Each member of the team is a jack-of-all-trades, but also a specialist in a particular field.

Technology King: The first true sign of a Katarn Commando is the mystical knowledge they originally learned from the clones they protected and worked with. Starting at level fifteen a Katarn may purchase a fourth rank in any computer related skills.

The Best Defense: At level sixteen the Katarn gains the ability to reduce any damage done to him by one-fourth if he does nothing but defend himself on his turn prior to the damage being dealt.

Hero's Sacrifice: Harking back to their origins as clones, Katarn's may take the damage dealt to any ally within twenty feet regardless of the source of the damage. A Katarn's 'The Best Defense' ability can lower this damage. This ability is gained at level seventeen.

Hero's Will: At level eighteen the Katarn’s, The Best Defense ability prevents one third of the damage dealt.

Heavily Medicated: At level nineteen the Katarn Commando gains the ability to ignore all pain if he spends a turn medicating before combat. This ability lasts for the duration of the combat.

True Hero: At level twenty the Katarn’s the best defense stance prevents half of the damage dealt.

Lvl Special Abilities
15 Technology King
16 The Best Defense
17 Hero's Sacrifice
18 Hero's Will
19 Heavily Medicated
20 True Hero

Proficiency Points:
C: 15, 16, 17, 19, 20
S: 16, 18, 20
P: 15, 17, 19
F: 15, 16, 17, 18, 20

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