Soldier

### Abilities\*

Since most combat in the Star Wars universe uses blasters and other ranged weapons, Dexterity is the Soldier's most important Ability Score, followed closely by Constitution and Strength. Don't underestimate the 5th importance of Intelligence and Wisdom, however, since many of a Soldier's useful Skills are based on these abilities.

#### Force Points\*

Soldiers gain a number of Force Points equal to 5 + one- half their Character Level (rounded down) at 1st level, and every time they gain a new level in this class. Any Force Points left over from previous levels are lost.

### Class Features\*

All of the following are features of the Soldier class.

#### Defense Bonuses\*

At 1st level, a Soldier gains a +1 Class bonus to their Reflex Defense and a +2 Class bonus to their Fortitude Defense.

#### Starting Feats\*

* Training in 3 skills
* Armor Proficiency (Light)
* Armor Proficiency (Medium)
* Weapon Proficiency (Pistols)
* Weapon Proficiency (Rifles)
* Weapon Proficiency (Simple Weapons)

#### Talent Trees\*

At every odd-numbered level (1st, 3rd, 5th, and so on), a Soldier gains an additional Talent. A Soldier may choose a Talent from any of the Soldier or Force Talent Trees they wish, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

#### Bonus Feats\*

At every even-numbered level (2nd, 4th, 6th, etc.), a Soldier gains a bonus Feat.

#### Credits

A 1st-level Soldier starts play with 1500 credits.

Soldier Class Table\*
 3
 2
 4
 5
 Et cedera

### Talents

#### Weapon Specialist

##### Devastating Attack\*

Choose a single Exotic Weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's Damage Threshold as if it were 5 points lower when determining the result of your attack. If you select Heavy Weapons as the weapon group this Talent applies to, you may also use the Talent with Vehicle Weapon attacks.

You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic Weapon or weapon group.

##### Penetrating Attack\*

Prerequisite: Weapon Focus with chosen Exotic Weapon or Weapon Group

Choose a single Exotic Weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target with such a weapon, you treat your target's Damage Reduction as if it were 5 points lower when determining the result of your attack. If you select Heavy Weapons as the weapon group this Talent applies to, you may also use the Talent with Vehicle Weapon attacks.

You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic Weapon or weapon group.

##### Weapon Specialization\*

Prerequisite: Weapon Focus with chosen Exotic Weapon or Weapon Group

Choose a single Exotic Weapon or weapon group with which you are proficient. You gain a +2 bonus on damage rolls with such weapons. If you select Heavy Weapons as the weapon group this Talent applies to, you may also use the Talent with Vehicle Weapon attacks.

You may select this Talent multiple times. Each time you select this Talent, it applies to a different Exotic Weapon or weapon group.

##### Autofire Assault\*

Reference Book: Star Wars Saga Edition Galaxy at War

Prerequisite: Weapon Proficiency (Heavy Weapons)

When making an Autofire attack, you can Brace a Weapon that is not restricted to Autofire-only. You must be proficient with the Weapon being used to activate this Talent.

##### Crushing Assault\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisite: Weapon Specialization

You use your attacks to beat down your opponents' defenses. When you successfully damage an opponent using a Bludgeoning weapon that you have the Weapon Specialization Talent for, your next attack against that opponent made before the end of the encounter gains a +2 bonus on the attack roll and to the damage roll. The effects of multiple Crushing Assaults do not stack.

##### Disarming Attack\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisites: Intelligence 13, Improved Disarm, Weapon Specialization

Choose a single Exotic Weapon or weapon group with which you are proficient. You ignore a target's armor bonus to Reflex Defense when Disarming with such a weapon. Additionally, as a Free Action, once per encounter, you can grant yourself a +10 bonus on your attack roll when attempting to Disarm an opponent while using such a weapon.

##### Impaling Assault\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisite: Weapon Specialization

You can hit your opponents to slow them down. Whenever you successfully damage an opponent using a Piercing weapon that you have the Weapon Specialization Talent for, your opponent reduces its speed by 2 spaces until the end of your next turn. The effects of multiple Impaling Assaults do not stack.

##### Improved Suppression Fire\*

Reference Book:Star Wars Saga Edition Legacy Era Campaign Guide

When you successfully suppress an enemy using the Aid Another Action, that enemy takes a -5 penalty on its attack rolls until the start of your next turn. When targeting an area with an Autofire Weapon, each enemy in the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your attack hits.

##### Stinging Assault\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisite: Weapon Specialization

You can deliver nasty injuries that leave your opponents reeling. Whenever you successfully damage an opponent using a Slashing weapon that you have the Weapon Specialization Talent for, your opponent takes a -2 penalty on melee attacks against you until the start of your next turn. The effects of multiple Stinging Assaults do not stack.