Post by Darth Xaos on Apr 30, 2015 23:47:46 GMT
Masters of the battlefield, the Sith Marauders are the martial arm of the Sith. They bring the enemies of the Sith to their knees through martial prowess augmented by the Force. In all the Brotherhood there are none more skilled in the art of combat than the Marauders. The Sith were born in battle. The Hundred Year Darkness was their womb and those Dark Jedi who fought on the front lines were forever marked by their Order’s bloody birth. Only slightly younger than the Dark Path of Sith Lord, the Marauders have always been there to bring death to the Sith’s enemies on the field of battle. In the time of the Ancient Sith Empire, the Marauders led the Empire’s Massassi warriors in combat thus establishing themselves not only as warriors but also as brilliant squad leaders. Though the institution of the Rule of Two caused the Path of the Marauder to languish, the establishment of the New Sith Brotherhood has sparked the creation of a new generation of Marauders. Now the warriors of the Sith stand ready to face off against any who would deny the Sith’s manifest destiny of Galactic rule.
Special Abilities:
Sith Weapon Training: At level five the Marauder learns to fight with the traditional weapons of the Sith. If the Marauder is already trained with Lightsabers then he gains a rank in Sith Swords, if he isn't already able to use Lightsabers then he learns to use single-bladed Lightsabers, gains a Rank in the Shii Cho form and a Rank in the Craft (lightsaber) Skill.
Jedi Hunter, Killer, and Slayer: The Marauder is specially trained to fight the Sith’s ancient enemy, the Jedi. At level six the Marauder is known as a Jedi Hunter and receives a bonus AP whenever the opponent he is facing follows the Jedi ways. At level ten he becomes a Jedi Killer and receives two extra AP against Jedi opponents. Finally, at level thirteen, the Marauder becomes a Jedi slayer, and receives three additional AP against Jedi opponents. The Marauder receives the same number of free attacks regardless of the number of enemies they are facing, i.e. they receive the same number of bonus attacks against one Jedi as they do against three.
Weapon Focus: At seventh level the Marauder gains two Weapon Focus Perks.
Art of War: Raw power alone does not make a Marauder; skillful technique is also required. At level eight, a Marauder gains three Perks that have either Agility or Intellect listed in their prerequisites. He must still possess the relevant scores. Should he qualify for less than three, any excess points are converted to Combat Proficiency points.
Martial Arts: At ninth level the Marauder gains two Perks in the Martial Arts tree (he must still meet all prerequisites). Should he qualify for less than two Martial Arts Perks then he may spend any excess points on a combat-related Perk
Expert Soldier: At eleventh level the Marauder chooses a specific type of military unit that he has been trained to be part of. When fighting in this sort of group he fights more effectively than normal, receiving a bonus Rank in whatever weapon the Marauder currently wields. Examples of unit types follow:
Standard Infantry
Scout Infantry
Terrain-specific Infantry (pick one kind of terrain the squad specializes in; space marines qualify under this)
Cavalry (bonus Rank goes to Ride Skill instead)
Mechanized (bonus Rank goes to Pilot Skill instead)
Starfighters (bonus Rank goes to Pilot Skill instead)
Lightsaber Mastery: At level twelve the Marauder gains a rank in the Lightsaber Form of his choice and gains the ability to use a new kind of lightsaber (also of his choice).
Expert Squad Leader: Stories of the Marauder’s exploits have attracted a band of fighters to his service. These warriors are of the same type as denoted by the Marauder’s Expert Soldier ability. The number of followers is equal to the Marauder’s Presence Stat. These soldiers are more powerful than a Sith Lord’s first tier minions but less powerful than second tier Lord minions.
Lvl Special Abilities
5 Sith Weapon Training
6 Jedi Hunter
7 Weapon Focus
8 Art of War
9 Martial Arts
10 Jedi Killer
11 Expert Soldier
12 Lightsaber Mastery
13 Jedi Slayer
14 Expert Squad Leader
Proficiency Points:
C: 5, 7, 9, 11, 13, 14
S: 7, 9, 12
P: 5, 6, 11, 12
F: 7, 9, 12
Special Abilities:
Sith Weapon Training: At level five the Marauder learns to fight with the traditional weapons of the Sith. If the Marauder is already trained with Lightsabers then he gains a rank in Sith Swords, if he isn't already able to use Lightsabers then he learns to use single-bladed Lightsabers, gains a Rank in the Shii Cho form and a Rank in the Craft (lightsaber) Skill.
Jedi Hunter, Killer, and Slayer: The Marauder is specially trained to fight the Sith’s ancient enemy, the Jedi. At level six the Marauder is known as a Jedi Hunter and receives a bonus AP whenever the opponent he is facing follows the Jedi ways. At level ten he becomes a Jedi Killer and receives two extra AP against Jedi opponents. Finally, at level thirteen, the Marauder becomes a Jedi slayer, and receives three additional AP against Jedi opponents. The Marauder receives the same number of free attacks regardless of the number of enemies they are facing, i.e. they receive the same number of bonus attacks against one Jedi as they do against three.
Weapon Focus: At seventh level the Marauder gains two Weapon Focus Perks.
Art of War: Raw power alone does not make a Marauder; skillful technique is also required. At level eight, a Marauder gains three Perks that have either Agility or Intellect listed in their prerequisites. He must still possess the relevant scores. Should he qualify for less than three, any excess points are converted to Combat Proficiency points.
Martial Arts: At ninth level the Marauder gains two Perks in the Martial Arts tree (he must still meet all prerequisites). Should he qualify for less than two Martial Arts Perks then he may spend any excess points on a combat-related Perk
Expert Soldier: At eleventh level the Marauder chooses a specific type of military unit that he has been trained to be part of. When fighting in this sort of group he fights more effectively than normal, receiving a bonus Rank in whatever weapon the Marauder currently wields. Examples of unit types follow:
Standard Infantry
Scout Infantry
Terrain-specific Infantry (pick one kind of terrain the squad specializes in; space marines qualify under this)
Cavalry (bonus Rank goes to Ride Skill instead)
Mechanized (bonus Rank goes to Pilot Skill instead)
Starfighters (bonus Rank goes to Pilot Skill instead)
Lightsaber Mastery: At level twelve the Marauder gains a rank in the Lightsaber Form of his choice and gains the ability to use a new kind of lightsaber (also of his choice).
Expert Squad Leader: Stories of the Marauder’s exploits have attracted a band of fighters to his service. These warriors are of the same type as denoted by the Marauder’s Expert Soldier ability. The number of followers is equal to the Marauder’s Presence Stat. These soldiers are more powerful than a Sith Lord’s first tier minions but less powerful than second tier Lord minions.
Lvl Special Abilities
5 Sith Weapon Training
6 Jedi Hunter
7 Weapon Focus
8 Art of War
9 Martial Arts
10 Jedi Killer
11 Expert Soldier
12 Lightsaber Mastery
13 Jedi Slayer
14 Expert Squad Leader
Proficiency Points:
C: 5, 7, 9, 11, 13, 14
S: 7, 9, 12
P: 5, 6, 11, 12
F: 7, 9, 12