Trooper, Scout
Medium humanoid · CR 1/2
sizeMediumcr1/2

A sharp-eyed recon trooper with a hold-out blaster and vibrodagger, more eyes than firepower for the squad.
Skirmisher
How to run itUse Keen senses to spot and call out threats, fire two hold-out shots at range, and stay mobile rather than committing to a melee it can't win.
Whether clones, conscripts, or academy recruits, the backbone of the central government's war and peace machine are well trained, well armed, and well armored individuals. Deployed throughout the galaxy to deal with threats to authority, these troopers have various roles and specialties.
Armor Class 15 · Hit Points 13 (2d8 + 4) · Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 | 15 | 12 | 14 | 13 | 9 |
Keen Hearing and Sight (Trait). The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack (Action). The scout trooper makes two weapon attacks.
Hold-out Blaster (Action). Ranged Weapon Attack: +4 to hit, range 30/120, one target. Hit: 4 (1d4+2)
Vibrodagger (Action). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2)