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Firstlight Station Guard

Firstlight Station Guards are disciplined security personnel trained to enforce law and order aboard the station and its affiliated orbital docks. They wear modular dark-blue armor with Republic crests, reinforced vests, and polarized visors that protect against flash and stun effects. Most carry stun batons and standard-issue blaster pistols.   Station Guards are loyal to Governor Cyla Vorn and often collaborate with Jedi or dockworkers depending on the situation. Though not elite warriors, they’re competent, alert, and used to dealing with smugglers, rowdy spacers, and the occasional black market scuffle.     Armor Class: 15 (station armor and helmet)   Hit Points: 27 (5d8 + 5)   Speed: 30 ft.     Abilities   | STR 13 (+1) | DEX 14 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 10 (+0) |     Skills   Perception +3   Insight +3   Athletics +3   Intimidation +2     Saving Throws: Wis +3, Con +3   Languages: Basic, Binary (for droid interface)     Actions   Multiattack: The guard makes two melee attacks with their stun baton or one ranged attack with a blaster.   Stun Baton (Melee Weapon Attack): +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage + 1d6 lightning damage. Target must succeed a DC 11 Constitution saving throw or be staggered (loses reactions) until the end of its next turn.   Blaster Pistol (Ranged Weapon Attack): +4 to hit, range 60 ft., one target. Hit: 2d6 energy damage     Reactions   Protective Step: Once per round, if an adjacent ally is targeted by an attack, the guard can interpose to give that ally +2 AC against the triggering attack.

Personality Characteristics

Personality Quirks

Station Guards fight cautiously, relying on cover and group tactics.   Two-man patrols call for backup via comms when outmatched.   If defending key areas (e.g., the Governor’s office or secure docks), they are prepared to die holding the line.
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