Drake's misc statblocks

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"Missing" Statblocks

The BARC Speeders and ARC Clone Troopers have moved to The Clone Army Handbook

Gorgodons

Biology and appearance

Gorgodons were a species of large, furry, non-sentient reptile that lived on the snow-covered world of Ilum. They possessed blaster-proof hide, a strong bone structure, and three rows of sharp teeth, all of which made them dangerous foes in combat. Gorgodons had excellent senses of smell and hearing, which they relied upon due to poor vision. Despite being able to survive on eating just plants, gorgodons spent most of their time hunting live prey in groups. Traveling together in family groups of four to eight and using their senses of smell and hearing to locate other animals. When they attacked, they snapped their jaws and rolled their eyes, usually killing their prey by crushing or suffocating them in a hugging motion with their huge forelimbs, although they could use their claws, teeth, and tails to injure their opponents as well.

When they attacked or were injured, the creatures would roar or howl loudly, and if one of their number was killed, a pack would retreat upon picking up the scent of their fellow's death. Gorgodons could also use their claws for climbing the frosted cliffs and mountains of Ilum, at which they were extremely skilled.


Gorgodon

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft., climbing 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Str +9
  • Skills Athletics +9, Perception +5, Stealth +5, Survival +5
  • Damage Resistances cold; energy from ranged weapons, kinetic from unenhanced weapons
  • Senses passive Perception 15
  • Challenge 6 (2,300 XP)

Jaws of Hunger. The gorgodon has advantage on bite attacks it makes against a grappled or restrained creature.

Keen Hearing and Smell. The gorgodon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The gorgodon has advantage on an attack roll against a creature if at least one of the gorgodon's allies is within 5 feet of the creature and the ally isn't incapacitated.

Snow Camouflage. The gorgodon has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The gorgodon makes two attacks with its claws. If it is grappling a creature, it can instead make one crush attack. It then makes one bite or tail attack.

Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (1d12+6) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage. If the gorgodon is not already grappling a creature, the target must succeed on a DC 16 Strength or Dexterity saving throw (the creature chooses the ability to use) or become grappled. Until the grapple ends, the creature is restrained.

Tail Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (1d10+6) kinetic damage.

Crush. The gorgodon makes one claw attack against a creature it is grappling. If the attack hits, the creature takes normal weapon damage and must succeed on a DC 16 Constitution saving throw or become stunned until the end of its next turn.

Beasts

74-Z Speeder Bike

Large construct, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 52 (8d10 + 8)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Challenge 2 (450 XP)

Comm Jammers. The construct suppresses all electronic communications devices within 60 feet of it.

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Hovering. Creatures of medium size or smaller can stand in the construct's space.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Actions

Multiattack. The construct makes two attacks with its blaster cannon.

Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Constructs





















STAP

Large construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 46 (7d10+7)
  • Speed 0 ft., fly 70 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Challenge 1 (200)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Hovering. Creatures of medium size or smaller can stand in the construct's space.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Actions

Multiattack. The construct makes two attacks with its twin blaster cannon.

Dual Blaster Cannon Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 14 (2d10+3) energy damage.

Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Constructs

Chameleon droid

Large droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 83 (11d10+22)
  • Speed 30 ft, climbing 30ft

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 7 (-2)

  • Damage Vulnerability Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities blinded, poison, disease
  • Skills Perception +6, Stealth +7
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Galactic Basic
  • Challenge 7 (2,900 XP)

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Holographic Cloak. As a bonus action, the droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The droid makes two weapon attacks and sets a mine.

Triple Laser Cannons Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 14 (3d6+4) energy damage.

Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.

Mine Deployer. (12/day) The droid sets a mine with an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) kinetic damage, or half as much on a successful one.

Reactions

Self-Destruct. When the droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Chameleon droid

The Arakyd Industries chameleon droid was a mine-laying sabotage probe droid used by the Confederacy of Independent Systems during the Clone Wars. Originally mining exploration droids known as Spelunker probe droids, they were outfitted with laser cannons, military grade mines, and a holographic array for military service. The array worked by scanning the background and the angle of the viewer's sight, then projecting a hologram of the background behind the droid, camouflaging it.

The class four chameleon droid was two meters tall and had four articulated pincer legs for traveling, as well as a repulsorlift to further support the weight of its cylindrical body. The legs could generate traction fields, allowing it to walk vertically and even upside down. The droids, which were able to survive in a wide range of climates, were dispatched to planets via hyperspace pods.

The chameleon droid's primary job was not as a front line combat unit but rather as a covert droid designed to sneak into enemy lines, lay mines, and assassinate or sabotage Republic targets. A common tactic used by them was to lay down a large number of mines around the intended target while invisible and then open fire, with the intent to herd the enemy targets into the mined area.

Droids

Droideka

Medium droid (class IV), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 45 (6d8 + 18)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 7 (-2)

  • Skills Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, poisoned, disease
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

Explosives Vulnerability. While in attack form, the droideka has disadvantage on dexterity saving throws, and saving throws against grenades that detonate within its space.

Circuitry. The droideka has disadvantage on saving throws against effects that would deal ion or lightning damage.

Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage.

The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. Addtionally, the shield shuts down when entering ball form.

Actions

Multiattack. The droideka makes two weapon attacks.

Twin Blaster Cannons. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 13 (2d8+4) energy damage.

Twin Blaster Cannons Burst (Recharge 4-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (4d8+4) energy damage on a failed save, or half as much on a successful one.

Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed and no longer as disadvantage grenades, but it can't attack.

Droideka

The droideka, also called the destroyer droid (destroyers for short), was a type of heavy battle droid used by the Trade Federation and the Confederacy of Independent Systems. It gained a reputation for deadliness over the course of the Clone Wars. Droid commanders, such as General Grievous, favored the droideka for its resilience and firepower, as well as the fear it could instill in even the most powerful Jedi. They were also used for executions. They were deployed in many battles over the course of the Clone Wars, such as Muunilinst, usually in moderate numbers due to their cost, and were also used as guards in various Confederate installations. Trade Federation and Confederate Navy also utilized droidekas as security droids aboard their ships. After the Clone Wars, remaining droidekas fell into the hands of a variety of factions such as smugglers and criminals.

Droideka Mark II

Like its predecessor, the Mark II was vulnerable when it was moving; however, when deployed, it was essentially a turret. This version of the droideka was different from previous types not only in appearance but also in capabilities, as they were capable of switching between blaster cannons and ion cannons, which allowed them to combat infantry or vehicles. Like the original droideka, they utilized a shield to protect themselves from harm when they were deployed.

Droids









Droideka Mark II

Large droid (class IV), unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 85 (9d10 + 36)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 15 (+2) 16 (+3) 7 (-2)

  • Skills Perception +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, poisoned, disease
  • Senses blindsight 60 ft., passive Perception 17
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 10 (5,900 XP)

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 120 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 20 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.

Actions

Multiattack. The droideka makes two attacks with its twin blaster cannons and either one attack with its ion cannon or it uses its triple blaster cannon burst, if available.

Twin Blaster Cannons. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 16 (2d10+5) energy damage.

Triple Blaster Cannon Burst (Recharge 5-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 17 Dexterity saving throw, taking 21 (3d10+5) energy damage on a failed save, or half as much on a successful one.

Twin Ion Cannons. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 12 (2d6+5) ion damage.

Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.












Droideka, Grappler

Medium droid (class IV), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 45 (6d8 + 18)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 7 (-2)

  • Skills Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, poisoned, disease
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 6 (2,300 XP)

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.

Actions

Multiattack. The droideka makes two weapon attacks. If it is grappling a creature, it can make a Rend attack as a bonus action.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage and the target is grappled (escape DC 15)

Rend. The droideka tears apart a grappled opponent. A creature grappled by the droideka must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage, or half as much damage on a successful one. In addition, the creature is stunned until the start of the droideka's next turn.

Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.

Droids


IG-100 Magnaguard

Medium droid (class IV), unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 15 (+2) 15 (+2) 9 (-1)

  • Saving Throws Dex +7
  • Skills Intimidation +5, Perception +5, Stealth +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 7 (2,900 XP)

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Grievous Training. The IG-100 deals one extra die of damage with its melee weapons (included).

Threatening. As a bonus action, the IG-100 can attempt to demoralize one humanoid it can see within 30 feet of it that can see and hear it. The IG-100 makes a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If the check succeeds, the target is frightened until the end of the IG-100's next turn. If the check fails, the target can’t be frightened by the IG-100 in this way for 1 hour.

Relentless Fortitude. If the IG-100 would be reduced to 0 hit points, it rolls a d6, on a roll of a 5 or 6, the IG-100 is instead only reduced to 1. This feature is negated if the damage is from ion or lightning.

Tow cable. As a bonus action, the IG-100 makes a ranged weapon attack. +7 to hit, 30 ft., one target. Hit: 3 (1d6) On a hit, the target is pulled up to 25 feet closer to the IG-100. If it is a critical hit, the target is also knocked prone.

Actions

Multiattack. The IG-100 makes four attacks.

Electrostaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage. The creature must make a DC 15 Dexterity saving throw or take an additional 5 (2d4) lightning damage and be shocked until the end of its next turn.

Bulldog RLR. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 7 (1d6+4) kinetic damage, and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 5 (1d10) fire damage on a failed save, or half as much on a successful save.

Reactions

Parry. The IG-100 adds 4 to its AC against one melee attack that would hit it. The IG-100 must see the attacker and be wielding a melee weapon.

IG-100 MagnaGuard

The IG-100 MagnaGuard was an advanced type of battle droid that was used during the
Clone Wars as bodyguards of General
Grievous as well as being specialized
infantry on the battlefield. After the
InterGalactic Banking Clan secured
Grievous's services as an enforcer,
they refused to hire his Kaleesh,
and thus the general
demanded a cadre of
"more intelligent
battle droids"
to serve him.








Forms training

General Grievous personally trained his IG-100 bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. For a harder and more cinematic fight, add the following lightsaber forms to the IG-100.

As a bonus action on each of its turns the IG-100 can adopt one of these forms, granting it a benefit determined by the form.

Form I: Shii-Sho

The first time it hits a creature within 5 feet of it with a melee weapon attack before the start of its next turn, it can force the target to make a DC 15 Strength saving throw. On a failed save, the target is pushed back 5 feet, and the IG-100 can immediately move into the space it just vacated without provoking opportunity attacks.

Form II: Makashi

Until the start of the IG-100's next turn, when a creature makes a melee weapon attack against it and misses, it can use its reaction to make one melee weapon attack against that creature.

Form III: Soresu

The first time the IG-100 takes kinetic or energy damage from a weapon before the start of its next turn, that damage is reduced by half.

Form IV: Ataru

As a part of the bonus action to adopt this form, the IG-100 can leap up to 15 feet to an unoccupied space it can see.

Form V: Shien

Until the start of the IG-100's next turn, it can add +3 to the next ability check or attack roll it makes using Strength.

Form VI: Niman

If the IG-100 hits with a melee weapon attack before the start of its next turn, it gains a +2 bonus to the damage roll of the next ranged weapon attack it makes against that target before the end of its next turn.

Form VII: Juyo

Until the start of the IG-100's next turn, its weapon attacks score a critical hit on a roll of 19 or 20.

Droids


Legendary Mandalorian Bounty Hunter

Medium humanoid, lawful neutral


  • Armor Class 17 (composite armor)
  • Hit Points 221 (26d8+104)
  • Speed 30ft, fly 40 ft

STR DEX CON INT WIS CHA
15 (+2) 24 (+7) 18 (+4) 18 (+4) 20 (+5) 14 (+2)

  • Saving Throws Dex +13, Int +10, Wis +11
  • Damage Resistances Kinetic and Energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Skills Acrobatics +13, Technology +10, Insight +11, Investigation +10, Perception +18, Piloting +10, Stealth +12, Survival +18
  • Senses darkvision 60 ft, passive Perception 28
  • Languages Galactic Basic, Huttese, Mando'a
  • Challenge 20 (25,000 XP)

Aggressive. As a bonus action, the Mandalorian can move up to its speed toward a hostile creature that it can see.

Close Quarters Shooter. When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

Enhanced Tech. The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

Jetpack (10 minutes/day). Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

Keen Hearing and Sight. The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Moderately Armored. While wearing medium armor, the captain adds +1 to its AC (included).

Ranger's Quarry. The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

Legendary Resistance (3/Day). If the Mandalorian fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

Carbine Rifle. One target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

Jetpack Rocket (1/Day). Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 17 (3d6+7) kinetic damage, and each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

Thermal detonator (4/Day). The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

Wrist Flamer (3/Day) Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

Wrist Missile (3/Day) Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 14 (2d6+7) kinetic damage, and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

Reactions

Uncanny Dodge. . The Mandalorian halves the damage that it takes from an attack that hits it.

Legendary Actions

The Mandalorian Bounty Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mandalorian regains spent legendary actions at the start of his turn.

Move. The Mandalorian can move up to his speed without provoking opportunity attacks.

Carbine Rifle. The Mandalorian makes one carbine rifle attack.

Wire Restraint. Ranged Weapon Attack: +12 to hit, range 30 ft., one target. Hit The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

Humanoids

To-do

Battlefront Classes

Battlefront Assault: Rifle, pistol, shotgun?, take some cards from BF2 new Assault

Battlefront Heavy: Cannon, rocket launcher, take some cards from BF2 heavy

Battlefront Marksmen: Sniper, pistol backup, gadgeteer sentry turret, take some cards from BF2 specialist

Battlefront Engineer: Shotgun, tech powers, take some cards from a few of the BF2 classes

Battlefront Officer: Pistol, buffs to others, steal some scholar stuff, take some cards from BF2 officer


https://battlefront.fandom.com/wiki/Infantry https://battlefront.fandom.com/wiki/Assault_(class) https://battlefront.fandom.com/wiki/Heavy_(class) https://battlefront.fandom.com/wiki/Officer_(class) https://battlefront.fandom.com/wiki/Specialist_(class)

 

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