Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

Affiliations: The Jedi, Kota's Militia, The Rebel Alliance

When the Clone Wars breaks out and Palpatine reveals his massive armies of Clone Troopers, many express their concern at this explosive military escalation. Jedi Master Rahm Kota, promoted to a position as a general during the conflict, assembled his own hand-picked and personally trained militia unit entirely free of clone personnel. Kota's Militia deploys both as a combat unit in the field and as a special operations force against specialized targets. The decision costs Kota during the many battles in the Clone Wars. He slowly grows weary of seeing his soldiers and trusted friends fall in a conflict that he ultimately suspects will elevate Palpatine, exterminate The Jedi, and destroy the Republic.

His choice to lead nonclone troops saves Kota from Order 66, since he has no clones under his command and thus no hostile military force betraying him; however, it dooms him and his soldiers to an existence as hunted renegades and known enemies of the Empire during The Dark Times. Kota and his militia flee into The Outer Rim and establish a string of small bases from which they sabotage and assault a number of Imperial facilities, including a TIE Fighter construction installation above Nar Shaddaa. They live a dangerous existence, constantly on the run from Imperial forces and evading an ever-intensifying hunt for renegade Jedi. Despite his military leadership and expertise as a Jedi, Kota eventually falls prey to one of Vader's minions hunting down the last vestiges of the Jedi Knights.

 Rahm Kota Statistics (CL 14) Edit

Medium Human Jedi 7/Soldier 3/Jedi Knight 3/Jedi Master 1

Destiny Points: 1; Force Points: 6

Initiative: +13; Senses: Perception: +19

Languages: Basic

Defenses Edit

Reflex Defense: 28 (Flat-Footed: 27), Fortitude Defense: 30, Will Defense: 29; Block, Deflect

Hit Points: 109, Damage Threshold: 30

Immune: Fear effects

Offense Edit

Speed: 6 Squares

Melee: Lightsaber +20 (2d8+19)

Melee: Lightsaber +18 (3d8+19) with Rapid Strike

Melee: Lightsaber +22 (3d8+26) with Powerful Charge and Rapid Strike

Ranged: By Weapon +15

Base Attack Bonus: +14, Grab: +18

Attack Options: Acrobatic Strike, Powerful Charge, Rapid Strike

Special Actions: Juyo, Redirect Shot, Serenity

Force Power Suite (Use the Force +19): Battle Strike (2), Farseeing, Force Slam, Mind Trick, Move Object, Rebuke, Repulse, Surge

Force Techniques: Force Point Recovery

Base Stats Edit

Abilities: Strength 18, Dexterity 13, Constitution 12, Intelligence 8, Wisdom 14, Charisma 14

Talents: Armored Defense, Block, Deflect, Force Perception, Greater Weapon Specialization (Lightsabers), Juyo, Redirect Shot, Visions, Weapon Specialization (Lightsabers)

Feats: Acrobatic Strike, Armor Proficiency (Light), Force Sensitivity, Force Training (3), Powerful Charge, Rapid Strike, Skill Focus (Use the Force), Skill Training (Acrobatics), Skill Training (Use Computer), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

Skills: Acrobatics +13, Initiative +13, Perception +19, Use Computer +11, Use the Force +19

Possessions: Lightsaber (Self-Built), Light Combat Armor (As Armored Flight Suit (+5 Reflex, +2 Fortitude)), Comlink (Short-Range), Jedi Robes

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