
Geonosian Warrior
TR 2Humanoid · Medium·Recommended levels: 2-4
Abilities
Saves
- DEX +5
Skills
- Perception +3
- Acrobatics +5
Languages
- Geonosian
- understands Galactic Basic
Equipment
Traits
The Geonosian's hard chitin exoskeleton grants a +2 bonus to AC (already included above) and, like all Geonosians, advantage on saving throws against radiation and irradiated environments — it never suffers radiation sickness.
The warrior has a flying speed of 30 feet. If it moves at least 15 feet toward a target using that flying speed before making a melee attack, the attack deals an extra 3 (1d6) damage on a hit (a diving strike).
While the warrior can see at least one other Geonosian within 30 feet, it has advantage on attack rolls.
The warrior gains a +1 bonus to attack and damage rolls with its sonic blaster against targets within 30 feet (the ASI-alternative Point Blank Shot).
Actions
Lore
The Geonosian warrior — the soldier drone — is the backbone of the hive's armies and the only caste that keeps functional wings into adulthood. Bred for war, they are quick, aggressive, and unnervingly coordinated, striking from the air with the ring-throwing sonic blasters and electrified static pikes forged by the Gordarl Weaponsmiths. On the ground they are agile skirmishers; in the air they are ambushers, dropping onto a firing line and scattering it before it can react.
Their sonic weapons made them a genuine terror to the Jedi at the First Battle of Geonosis, because the concussive blasts could not be turned aside by a lightsaber the way blaster bolts could. Clone troopers who fought them across the war called them 'bugs' — but the veterans said it with respect.
In Play
Warriors are best run as an aerial harassment force: open at range with sonic blasters — and note the party's Jedi can't deflect them (see the sonic blaster's weapon rules) — then dive with the flight rider for a burst of melee before peeling away. Keep them mobile; they crumble in a stand-up brawl but excel at hit-and-run. Pair them with a Geonosian Aristocrat, whose Hive Command lets a warrior fire twice in a round, or an Elite Warrior to anchor the line.
Adventure Hooks
- Ambush from above — As the party crosses an open span of the hive, a warrior wing detaches from the spires overhead and dives. The fight is a running one — the warriors won't stand and trade, they strafe and reposition, forcing the party to fight while moving toward cover.
- The undeflectable problem — A Jedi in the party discovers the hard way that their signature defense doesn't work against sonic arms. Word of weapons that ignore lightsabers has drawn a buyer to the hive, and the party can steal, sabotage, or corner the shipment before it leaves Geonosis.