Escapee Mutineers

Most, if not all, of the people that left the facility on Q'Maere aboard the Farstar show their allegiance to Lowen Chase and believe that Chase should either command the ship or at least be its First Officer. When Chase began formulating a plan to take over the ship, about forty of the escapees decided to assist him. These mutineers, who work at various stations throughout the ship, were trained in combat by Chase while imprisoned on Q'Maere and can be tough opponents in battle.

Name: Escapee Mutineers
Thug 3
Initiative: +0
Defense: 11 (+1 class)
Speed: 10m
VP/WP: 0/13
Attack Bonuses: +3 melee, +3 ranged
Special Qualities: None
Saving Throws - Fort: +3 Ref: +1 Will: +1
Size: M
Force Points: 0
Reputation: +0
Str: 10 Dex: 10 Con: 10 Int: 10 Wis: 10 Cha: 10

Equipment: Blaster pistol, comlink

Skills: Three skills of GM's choice (12 skill points to distribute between them)

Force Skills: None

Feats: Martial Arts, Toughness, Weapon Group Proficiency (blaster pistols, simple
  weapons)

Force Feats: None