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1 ALL-PURPOSE SOURCEBOOK Available at Includes material collected from, inter alia: TABLE OF CONTENTS: ALTERNATIVE FORCE TRADITION TALENT TREES PRESTIGE CLASSES CHARACTERS ALLIES ENEMIES ARCHETYPES CREATURES OF THE GALAXY DROIDS PERSONAL EQUIPMENT PERSONAL WEAPONS LOCATING A NATURAL ADEGAN CRYSTAL HOW TO CONVERT 2 nd ED VEHICLES & STARSHIPS TO SAGA EDITION VEHICLES OF THE GALAXY STARSHIPS OF THE GALAXY SPACE STATIONS MASS COMBAT RULES FOR SW: RPG ALTERNATIVE FORCE TRADITION TALENT TREES (Many other original fan-made Force Tradition Talent Trees appear at ) Beastwarden Talent Tree You have used the Force to attract a loyal animal companion that accompanies you in your travels. Animal Compainion: You gain the service of a loyal animal companion. This beast is generated using the Standard Score Package (SECR page 19), has levels of the Beast class equal to one-half your character level (rounded down, minimum of 1), a natural armor bonus of +1, a single type of natural attack, and a single speciers trait. The animal companion may be any size up to Large. Unlike normal beasts, the beastwarden s animal companion adds his Beast class bonus to defense. Prerequisite: Calming Aura, Nature Sense. Animal Senses: You gain the darkvision and scent abilities. Prerequisite: Nature Sense, trained in the Perception skill. Calming Aura: As a swift action, you may use the Force to calm hostile and unfriendly wild beasts. Make a Persuasion check; if the result equals or exceeds the targets Will Defense, its attitude immediately shifts to indifferent. You can effect a number of creatures whose total combined levels do not exceed your character level. This is a mind-affecting effect. Comprehend Speech: You gain the ability to comprehend any spoken language. This does not grant you the ability to speak an unfamiliar language, only to understand them through the Force. Improved Companion: Your animal companion gains an additional species trait or natural weapon or may raise a single Ability score or natural armor bonus by one point. Prerequisite: Animal Companion. Nature Sense: You may take 10 on any Survival check made for basic survival in the wilderness. Prerequisite: Trained in the Survival skill. 1

2 Shared Aptitude: Your animal companion gains the use of a select few of your talents. The animal companion may make use of a number of talents equal to its Wisdom modifier. Prerequisite: Animal Companion, Improved Companion. B omarr Monk Talent Tree B'omarr brain jars may be carried by a droid receptacle (typically a modified Arakyd BT-16 Security Droid, stats given below). The minimum droid size is Small, but aside from that limitation, Shed Saints may individualize their droid receptacles. While the character's brain jar is carried, he is treated as piloting the droid receptacle as a vehicle with total cover (Pilot skill and related feats like Vehicular Combat apply). You may perform any Vehicle Combat maneuvers. Force Pilot is a common Sense Talent among Shed Saints. Membership: Any character with the Force Sensitivity feat can become a member of a B'omarr Order of Shed Saints by being accepted by a Force adept or Force disciple who is a member of a B'omarr Order of Shed Saints. However, they must undergo 'shedding' surgery, leaving behind their physical body. The character becomes a disembodied brain kept in a nutrient jar (effectively having no Strength or Dexterity scores). He keeps his Constitution score (mind-over-body, as it were). The brain jar is considered to have life support, protecting the brain from hard vacuum, atmospheric and inhaled poisons. The B'omarr monks have achieved enlightenment, giving them unique access to the Force. Only Force-users that are part of the B'omarr Order who have undergone the 'shedding' surgery may select talents from this tree. Cyborg Martyr: While your brain jar is being carried by a droid receptacle, when you take damage, as a reaction you may transfer any amount of damage done to the droid receptacle to your hit points instead. You can also transfer any number of levels on the Condition Track to yourself as part of the reaction. You may use this ability to lower the amount of damage below the droid's Damage Threshold, for example. However, if the damage you absorb is above your own Damage Threshold, you move -1 on the Condition Track as usual. Cyborg Avatar: When Catching a Second Wind, you may add your hit points to the droid's when calculating the amount healed (one-quarter of the total). Likewise, when you are healed by Vital Transfer, Bolster Ally or similar abilities, you may add the droid's character levels to your own to determine the amount healed. Prerequisite: Cyborg Martyr Serene Courage: You are immune to fear effects. Enlightened Meditation: You may enter a brief meditative state as a full-round action. You may remain in this trance as long as you wish, and you are still aware of your surroundings. However, your droid loses its Dexterity to its Reflex Defense during your meditation. Upon emerging from the trance (a swift action), you may roll your first skill check or attack roll made in the following round twice, keeping the better result. Prerequisite: Serene Courage Arakyd BT-16 Security Droid (B'omarr Brain Jar variant) CL 3; Large droid (4th-degree) nonheroic 4/scout 2 Init +14; Senses low-light vision, darkvision; Perception +14 Languages Basic, Binary, 1 unassigned --- Defenses Ref 15 (flat-footed 13), Fort 13, Will 14 hp 54; Threshold 28 Immune droid traits --- Speed 8 squares (walking) Melee claw +8 (1d6+4) Base Atk +5; Grp +13 Fighting Space 2x2; Reach 1 square --- Abilities Str 16, Dex 14, Con, Int 12, Wis 15, Cha 10 Talents Sure-Footed Feats Skill Focus (Perception), Skill Focus (Jump), Skill Training (Survival), Weapon Proficiency (simple weapons, heavy weapons), 1 unassigned Skills Jump +13, Perception +14, Survival Systems walking locomotion, 4 extra legs, claw appendage, basic processor, vocabulator, hardened systems x3, locked access, secondary battery, improved sensor package, darkvision Possessions brain jar (life support: immunity to atmospheric and inhaled poison hazards) 2

3 Availability Restricted Cost 6,210 credits Force Warrior Talent Tree Defensive Roll As a reaction, when an attack beats your Damage Threshold and moves you down the condition track, you can choose to spend a Force Point to make a Defensive Roll and treat the attack as though it didn't beat your Threshold (you still take the damage as normal). Force Intuition You can use your Use the Force skill place of your initiative checks. Improved Defensive Roll When you make a Defensive Roll, you can move up to half your speed. Prerequisites: Defensive Roll Unarmed Specialisation Your unarmed damage increases by 2. Prerequisites: Weapon Focus (Unarmed) Kilian Ranger Talent Tree Empower Siang Lance You can spend a force point to empower a siang lance's bayonet with the Force. It requires a full-round action, and increases the bayonet s damage by 1d8 (to a total of 2d8). This increased damage only applies when you wield the siang lance. Shield Gauntlet Block As the Jedi talent Block, but must be wielding a shield gauntlet rather than a lightsaber. Shield Gauntlet Defense As the Jedi talent Lightsaber Defense, but must be wielding a shield gauntlet rather than a lightsaber. Shield Gauntlet Deflect As the Jedi talent Deflect, but must be wielding a shield gauntlet rather than a lightsaber. NEW EQUIPMENT: Siang Lance (Sporting Blaster with bayonet) Required feats: Exotic Weapon Proficiency (Siang Lance) Notes: The weapon known by the Kilian Rangers as a Siang lance is in fact a sporting blaster rifle with a bayonet built into the stock. The weapons are ancient, and only a handful remain. They serve as a Kilian Ranger's badge of office and a symbol of their oaths to protect the people and defend justice and chivalry. Kilian Rangers can use these weapons one-handed both in melee and ranged combat, their other hand being occupied by their Shield Gauntlet. Taking the feat Exotic Weapon Proficiency [Siang Lance] allows a character to use the weapon one-handed without penalty. NEW EQUIPMENT: Shield Gauntlet Notes: A shield gauntlet is the defensive counterpart of a Kilian Ranger's siang lance, and represents the Ranger's commitment to himself and his family rather than his people (represented by the siang lance). The use of the two requires balance, as the needs of the individual and the many must be balanced. A shield gauntlet creates a force field that provides a small amount of cover. Carrying an active shield gauntlet grants a +1 bonus to the wielder's Reflex defense. The real benefit of a shield gauntlet becomes obvious in the hands of a Kilian Ranger trained in its use. A wielder who has mastered the shield gauntlet can parry melee weapons or deflect blaster fire with ease. It is important to note that using a shield gauntlet requires the same level of concentration and maneuvering that using a lightsaber does, and it is not possible for a character to wield both types of devices simultaneously. Lor Pelek Talent Tree The Lor Pelek feels a connection to the Peletokan the Jungle Mind that he brings with him where he goes. They draw their strength from the jungle and its brutal and uncompromising nature. Charm Beast As the Dathomri Witch talent. Beast Companion As a full round action, you may spend a Force Point to attune attune an animal you have made friendly to you. The animal must be of your level -2 or lower. The animal bonds to you and becomes a companion fighting at your side and obeying your orders. Prerequisite: Charm Beast Vibro Shield Style You may use the Vibro Shield weapon with any talent that normally requires an activated lightsabre. (This does not include the Lightsabre form tree) In addition while you use one Vibro Shield you gain a +1 shield bonus to your Reflex Defence, wearing two grants you a +2 bonus. 3

4 Prerequisite: Weapon proficiency: Advanced Melee Weapons. Power of Pelekotan This talent has two choices Light or Dark and may only be selected once. Light Side: As a standard action you may spend a force point and touch an ally, this removes any negative conditions affecting the ally and moves them two steps up the condition track. Dark Side: As a standard action you may spend a force point, call upon the predatory nature of the Jungle and target an opponent. For the rest of the scene that opponent is considered to have -5 to his defences for the purpose of your attacks and skill rolls as you assail and stalk your prey. Use of this power gains you a Dark Side point. Vibroshield Advanced Melee Weapon. A shimmering ultrachrome hybrid of shield and vibroaxe, this weapon is worn strapped to the arms and usually in pairs. The superconducting ultrachrome material is impervious to both lightsabres and the metal eating bacteria of Haruun Kal. A Vibroshield receives a +5 bonus to Reflex defence against Disarm attempts, however if the disarm attempt succeeds the weapon is driven into the wielders flesh inflicting weapon damage on you and removing the vibroshield. Small Weapon Vibroshield Cost: 750 Damage: 2d8 Weight: 3kg Type: Piercing Availability: Rare Nature Priest Talent Tree The Ithornian Nature Priests learn how to sense the natural world, and use that knowledge to manipulate it in a way that most Force traditions do not. Most nature-priests are Ithorians, but a few non-ithorians have been trained in their ways. Any Ithorian with the Force Sensitivity feat can become a member of this force tradition. Other Force-Sensitive characters may learn these talents through training from an existing Nature-Priest, though the Ithorians are very selective about potential students, even if they are simply Jedi looking to expand their understanding of the Force. Thunderous Bellow: You may spend a force point when you use your Bellow ability to gain two benefits. First, you may use your Use the Force modifier instead of your character level when rolling the attack (if it would provide a better bonus). Second, any creature or unattended object you successfully hit, in addition to taking damage, is pushed back 1 square plus an additional square for each 5 points by which your roll exceeded the target's defense. Prerequisites: Bellow species trait Beast Speech: You may speak to beasts as if you shared a language. This allows you to use Persuasion checks on them without penalty (though it does not inherently change their attitude), and allows you to exchange information or requests with them, subject to the limitations of the beast's intelligence. Given an area with at least a moderate amount of animal life, you may make Gather Information checks without paying credits, but you take a -5 on the check and are limited to information beasts would be aware of. (For example, you could learn the location of an installation, but not the code that opens the door.) Commune with Nature: If you sink into a Force Trance while in natural surroundings, your consciousness slips outside your body, spreading to embrace the world around you. While in this state, you become aware of the state of the natural world as you would be aware of the state of your own body. This sense extends to a distance of one kilometer per character level, but does not include any areas of manufactured terrain. You become aware of the general state of the natural world within the area, as well as any disruptions to the natural order (such as pollution, fires, and powerful unnatural or non-native creatures), and any locations that are particularly strong with the force (light or dark side). You know the direction and approximate distance of these sites, but cannot pinpoint them accurately. While you are in this state, beasts with intelligence 2 or less have an attitude of indifferent towards you and generally ignore you, as if you were a natural part of the environment like a tree or rock. Plant Surge: While you are using Commune with Nature, once per minute you may cause all the plants in a 4 meter radius to undergo a sudden surge of growth. You may center this area anywhere within range of your Commune with Nature ability, but you must have a line of sight to the center of the Plant Surge area. Make a Use the Force check and compare your result to the Reflex Defense of all Small, Medium, and Large sized creatures in the area. Any creature you hit is considered grabbed, and any creature whose Reflex Defense you exceed by 10 or more is considered pinned. A creature pinned by a Plant Surge may make a DC 15 Acrobatics check or a DC 20 Strength check on his turn (though he may not otherwise act); if he succeeds he is 4

5 considered grabbed and may act normally on his next turn. A creature grabbed by a Plant Surge must make a DC 15 Acrobatics check or a DC 20 Strength check (each a standard action) to clear the grab. In addition, treat the area of the Plant Surge as difficult terrain. Both effects end automatically after 1 minute, though the plants remain overgrown. Using Plant Surge spoils your ability to derive rest from the trance; you do not regain HP during the hour following a Plant Surge, nor does that hour count towards the 4 hours you need to gain the benefits of a night's sleep. If you spend a Force Point, you may activate Plant Surge while not in a trance. You may only spend a Force Point in this way if you have a Dark Side Score of 0, and you may not use Plant Surge if you have given up the ability to use force powers with the [light side] descriptor. Prerequisites: Commune with Nature Constriction: Creatures pinned by a Plant Surge also take 1d6 bludgeoning damage each round, as if by a Large creature with the Crush feat. Prerequisites: Plant Surge 5

6 PRESTIGE CLASSES For more fan-made Prestige Classes, see Blockade Runner The blockade runner is the colossal class ships version of a ace pilot for starfighters. They have trained in larger ship operations and are well versed in combat as well as mechanical skills aboard a ship. Requirements To qualify to become a Blockade runner, a character must fulfill the following criteria Minimum Heroic Level: 7 Feats: Vehicle Combat Trained Skills: Pilot, Mechanics Game rule information Hit Points At each level, deep space pilots gain 1d8 hit points + their constitution modifier. Force Points Blockade runner gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are features of the blockade runner class. Defense Bonuses At 1st level, blockade runner gain +4 class bonus to their Reflex Defense and a +2 class bonus to their Fortitude Defense Table 1-2: The blockade runner Level BAB Class Features 1st 0 Defense Bonuses, Talent 2nd +1 Colossal Ship Dodge +1 3rd +2 Talent 4th +3 Colossal Ship Dodge +1 5th +3 Talent 6th +4 Colossal Ship Dodge +1 7th +5 Talent 8th +6 Colossal Ship Dodge +1 9th +6 Talent 10th +7 Colossal Ship Dodge Talents At every odd-numbered level (1st, 3rd, 5th etc), the blockade runner selects a talent from the Blockade Runner Tree (see below) Fringer Talent Tree (Saga Page 49), Spacer Talent Tree (Saga Page 47) Blockade Running Talent Tree Another Coat of Paint: When the time calls for it you are skilled at making the necessary changes to your ships cosmetic appearance. You may choose to roll twice for a Deception check when changing the look of your ship or placing new transponder codes into your ship in order to disguise the look and signature of your ship. Note this does not guarantee success, it only means you pulled off the desired effect you envisioned. Fly Casual: The blockade runner can roll twice for a deception check keeping the best result in order to pass her ship off as another identity using fake transponder codes, known flight patterns of different organizations, comm. chatter etc. Speed Burst: When making an all-out movement (Saga Page 172) you can coax a little more out of the engines until the end of your next turn., taking the engines for your ship well beyond what they were designed to do. You can now get an all-out movement of x5 until the end of your next turn. 6

7 Doing so lowers the top speed (1 space movement) each time you perform this risky maneuver, also other ship systems are affected by this maneuver as a result the ship moves -1 on the condition tracker. While performing speed burst, All-out movement is in effect and all restrictions from that maneuver are in full-effect. Strange Rattle Solved: You have served on starships long enough that you familiarize yourself with the sounds of everyday life, when something is out of sorts you can easily pickup on it. The blockade runner can reroll a failed Mechanics check on any repair checks to her starship but must keep the result of the reroll even if it is worse. Starship Defender Talent Tree Cocky Gunner: You are good at those clutch hit times in combat when your shipmates are depending on you getting that last bandit, but success sometimes goes to your head. During the encounter the blockade runner can take a +2 to hit a target, if the hit is successful the following turn she is -1 to hit until the start of her next turn. She can choose not to attack the following turn in doing so the -1 goes away at the end of the turn. Prerequisite: Defensive Opportunist Defensive Opportunist: You are skilled at firing your weapons even with the ship pitching in all directions during combat. As a full round action, when your ship is fighting defensively you only suffer a -2 to attack rolls. You may not use Full Attack actions while using this ability. Re-angle the Deflector Shields: Once per encounter after an attack penetrates your ships shields your ships shields gain half their strength back rounded down. Colossal Ship Dodge Beginning at 2nd level, you apply a dodge bonus to the Reflex Defense bonus of any colossal (frigate or smaller) ship class you pilot. The defense bonus is equal to one-half your class level, rounded down. Any condition that makes you loose your Dexterity bonus to Reflex Defense also makes you loose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other bonuses Combat Medic The most unusual of soldiers, combat medics are individuals who choose to enter the battlefield under oath to assist those in need. Many combat medics take their oath so far as to care for enemy and friendly casualties alike, but most are under no obligation to do so. Many governments and groups recognize combat medics as non-combatants and do not target them in combat provided the combat medic makes no hostile actions towards them. A combat medic's priority is always on his patient, and many soldiers hold combat medics up as the bravest men on a battlefield. While to the uninitiated their job may seem thankless, to the soldiers they serve with, combat medics are among the most valued members of a unit. Many combat medics are capable of feats that astound even the best trauma doctors, routinely bringing soldiers back from the jaws of death Level BAB Class Features 1 +0 Defense bonuses, talent 2 +1 Medical Specialist Talent 4 +3 Medical Specialist Talent 6 +4 Medical Specialist Talent 8 +6 Medical Specialist Talent Medical Specialist Requirements To qualify to become a Combat Medic, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Trained Skills: Treat Injury. Feats: Surgical Expertise. Game Rule Information Combat medics have the following game statistics. Hit Points At each level, combat medics gain 1d8 hit points + their Constitution modifier. 7

8 Force Points Combat medics gain a number of Force Points equal to 6 + one-half their character level, rounded fown, every time they gain a new level in this class. Class Features The following are features of the Combat Medic prestige class. Defense Bonuses At 1st level, you gain +3 class bonus to your Reflex and Will Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on) you select a talent. The talent may be selected from the Combat Medicine talent tree (see below), the Survivor talent tree (see page 50) or the Commando talent tree (see page 52). COMBAT MEDICINE TALENT TREE Because combat medics so frequently find themselves administering care in a battlefield environment, they learn tricks that separate them from ordinary doctors, nurses and medical technicians. Field Surgery: Sometimes there's no time to properly transport wounded to a triage center for care, so the combat medic finds himself conducting surgery in the decidedly unsanitary surroundings of a battlefield. When using Treat Injury to perform surgery, you can do so with only a medpac in place of a full surgery kit. If you have a surgery kit, you gain a +2 bonus to the skill check. Prerequisite: Improvised Equipment I Golden Hour: Combat medics are trained not to give up on their patients, despite seemingly long odds. You can attempt a Revivification on a dead creature up to 1 minute from when it died. Prerequisite: Medical Miracle-worker Improvised Equipment I: Proper medpacs are scarce on the battlefield, so the combat medic learns to make do with what he's got. You can use Treat Injury to administer first aid as though you have a medpac even if you don't. If you have a medpac, you gain a +2 bonus to the skill check. Improvised Equipment II: You've learned to make do without medical kits, treating disease, poison an radiation with little more than nothing. If you do have a medical kit, you gain a +2 bonus to the skill check. Medical Miracle-worker: Most combat medics can't afford to drag around all the proper equipment to perform a revivification, so they learn tricks and techniques to do so with minimal gear. You can make a Revivify attempt without a medical kit. If you have access to a medical kit, you gain a +2 bonus to the skill check. Prerequisite: Improvised Equipment II Medical Specialist Starting at 2nd level and increasing at even-numbered levels (4th, 6th, and so on), you gain a bonus to the number of hit points restored when you use Treat Injury to Heal Damage. This bonus healing applies even if you fail your skill check and can reduce or negate the damage inflicted. These bonuses are not cumulative. Dark Side Assassin Examples of Dark Side Assassins in Star Wars Darth Sion, Darth Maladi, Jor Torlin Requirements To qualify to become a Dark Side Assassin, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Trained Skills: Deception. Feats: Force Sensative, Weapon Proficiency (lightsaber) or Exotic Weapon Proficiency (any). Talents: At least one talent from the Dark Side or Sith talent tree. Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score ever becomes less than your wisdom score, you lose access to all class features granted by this class until your Dark Side Score again equals your Wisdom score. Game Rule Information Dark Side Assassins have the following game statistics. Hit Points 8

9 At each level, Dark Side Assassins gain 1d8 hit points + their Constitution modifier. Force Points Dark Side Assassins gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are the class features of the Dark Side Assassin prestige class. Defense Bonuses At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Dark Side Assassin talent tree (presented below), the Misfortune talent tree (Saga Edition Core Rulebook, page 46), or the Camouflage talent tree (Saga Edition Core Rulebook, page 49). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Signature Weapon At 1st level, you must choose a single exotic weapon or lightsaber that you are proficient with. You gain a +1 bonus to hit with that weapon, and it is considered your signature weapon. At 2nd level and every even level after you gain a bonus to the damage dealt with your signature weapon equal to one half you class level, rounded down. This is in addition to your heroic bonus to damage. LEVEL B.A.B. CLASS FEATURES 1st +0 Defense bonuses, signature Weapon, talent 2nd +1 Signature Weapon +1 3rd +2 Talent 4th +3 Signature Weapon +2 5th +3 Talent 6th +4 Signature Weapon +3 7th +5 Talent 8th +6 Signature Weapon +4 9th +6 Talent 10th +7 Signature Weapon +5 DARK SIDE ASSASSIN TALENT TREE You have learned to use the power of the Dark Side to eliminate and destroy all those who stand in your way. Crippling Strike: Whenever you make a successful attack against an opponent who is denied their dexterity bonus to reflex defense, the target moves an additional -1 step along the condition track. Prerequisite: Dastardly Strike. Dark Hand:By spending a full round action you may make your next attack roll using your UtF skill check modifier (including charisma modifier) instead of your normal base attack bonus plus relevant attribute. Your damage is still calculated the same, and miscellaneous modifiers (such as weapon focus) still apply. This does not work on targets that are immune to force effects that target will defense such as the Yuzong Vong. Prerequisite: Force perception. Force Haze:As the Jedi Sentinel talent (SECR page 40), but without the Clear Mind talent requisite. Force Stealth:You may use your UtF check modifier instead of your Stealth check. You are considered trained in the stealth skill for the purposes of using this talent. If you are entitled to a Stealth check reroll, you may reroll your UtF check instead. Lethal Vision:You may use the Farseeing power as a swift action to glimpse a target s movements and plan accordingly. Compare your UtF check against the target s will defense. If successful, the target loses its dex bonus for the rest of your round. Prerequisite: Visions. Throw Signature Weapon: As Lightsaber Throw ( SECR page 41), except that this talent applies to the assassin s signature weapon. Dedicated Technician REQUIREMENTS To qualify to become a dedicated technician, a character must fulfill the following criteria. Minimum Character Level: 7th Trained Skills: Mechanics Feats: Skill Focus (Mechanics) GAME RULE INFORMATION Dedicated technicians have the following game statistics. 9

10 Hit Points: At each level, dedicated technicians gain 1d6 hit points + their Constitution modifier. Force Points: Dedicated technicians gain a number of Force Points equal to 6 + one half their character level, rounded down, every time they gain a new level in this class. Lvl BAB Class Features 1st +0. Defense bonuses, talent 2nd +1. Technical expertise +1 3rd +2. Talent 4th +3. Technical expertise +1 5th +3. Talent 6th +4. Technical expertise +1 7th +5. Talent 8th +6. Technical expertise +1 9th +6. Talent 10 th +7. Technical expertise +1 CLASS FEATURES The following are features of the dedicated technician prestige class. Defensive Bonuses At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Will Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Outlaw Tech talent tree (see Web Enhancement 1), the Scavenger talent tree (presented below) or the Master Engineer talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. SCAVENGER TREE Scavenge (requires toolkit): You may attempt to scavenge a destroyed item for useful parts. Make a Mechanics check. On a successful check, you manage to recover a number of parts and materials equal to the following: On a check of 20 or higher you recover materials worth 10% of the item's original base cost. On a check of 30 or higher you instead recover materials worth 20% of the item's original base cost. You may either resell these items (for the amount you succeeded in recovering) or apply them towards the cost of another item's repair or upgrade. It takes 1 hour per each 1,000 credits worth of the item's base cost to scavenge an item. Once an item has been successfully scavenged, it may not be scavenged again. Overcharge (requires toolkit): Take a full-round action and a Mechanics check (DC 20) to boost the damage of any ranged energy weapon up to and including the starfighter scale by 1D. This modification lasts until the user rolls a natural "1" while firing the weapon. When that happens the weapon overloads, dealing its base damage to itself and to the weilder/vehicle (if a weapon is not given its own separate hp, such as in the case of a vehicle weapon, treat the weapon as disabled) and losing this modification. Undoing this modification requires a full-round action and another Mechanics check (DC 20). Superior Jury-Rig: Whenever you jury-rig an item it moves -4 steps down the condition track at the end of the scene or encounter, instead of -5. Design Flaws: Once per day, make a DC 25 Knowledge (technology) skill check at the start of a single encounter. On a successful check you may apply one-half, rounded up, of your Dedicated Technician levels as a bonus to any damage rolls against a single droid, item, or vehicle for the duration of the encounter. Conversely, you may instead apply the bonus to a single Mechanics check made to disable a security device. You can select this talent multiple times; each time you do, you can use it one additional time per day. Prerequisites: Trained in the Knowledge (Technology) skill. MASTER ENGINEER TALENT TREE Technical Specifications: Your studies of various blueprints, technical specifications and designs gives you an edge. You may choose to reroll any Mechanics check, but the result of the reroll must be accepted even if it is worse. Prerequisites: Trained in the Knowledge (Technology) skill. Efficiency: Whenever you modify or upgrade any item, reduce the cost by 10%. Exceptional Upgrades: When an upgrade provides a numerical benefit, increase the benefit by 1. Prerequisites: Efficiency, Technical Specifications. 10

11 Reroute Power: When making a Mechanics check to regulate power you can spend two swift actions instead of three swift actions to move +1 along the Condition track. Technical Expertise When you gain this ability select one type of droid, vehicle, or item (e.g., astromechs, communication devices, pistols, rifles, walkers, speeders, starfighters, etc.). You gain a +1 insight bonus to any Mechanics checks made involving that type of item. Each time you gain this ability you may either increase your bonus within an existing catagory by +1 or select a new catagory to gain this bonus in. Expert The galaxy is full of people who are defined more by their skills than by their combat ability. When one of those people takes up the life of an adventurer, they usually end up as an expert. Experts are the most highly skilled individuals in the galaxy, Some are doctors, some are mechanics, but all are sought after for their extraordinary level of expertise. Requirements Skills: Any two of the following as trained skills: Mechanics, Use Computer or Treat Injury. Knowledge: Technology as a trained skill. Feats: Skill Focus: (Mechanics, Use Computer or Treat Injury) Heroic Level: 7th Special: Must be able to understand Binary. Game Rule Information Hit Points At each level, the Expert gains 1d6 hit points + their Constitution modifier Force Points Experts gain a number of Force Points equal to 6+ onehalf their character level, rounded down, every time they gain a new level in this class. Class Features The Expert Level Base Attack Bonus Class Feature 1 +0 Defense Bonuses, Talent 2 +1 Advanced Training 3 +2 Talent 4 +3 Advanced Training 5 +3 Talent 6 +4 Advanced Training 7 +5 Talent 8 +6 Advanced Training 9 +6 Talent Advanced Training Defense Bonuses +2 to Reflex Defense, +4 to Will Defense. Talents At each odd level, the Expert selects a talent from the Outlaw Tech, Slicer, Healer or Tech Specialist trees. Advanced Training At each even level, the Expert selects one skill from the following list: Knowledge: Any, Mechanics, Use Computer, Treat Injury, Pilot, Survival, or Ride. If the 11

12 Expert is trained in that skill, he or she gains Skill Focus in that skill as a bonus feat. If the Expert is not trained in that feat, he or she adds it to the list of skills they are trained in. Force Warriors The sect focused heavily on control; mixing meditative techniques and martial arts in a primitive yet potent form. The Force flowed through their bodies, allowing them to strike unarmed with expert precision and incredible power; a master of the art was able to far surpass unaided masters of martial arts such as Echani and Teräs Käsi, though most Force warriors learned various martial arts styles to further enhance their control and skill. Most Force warriors also developed potent defenses as part of their meditations; a danger sense that allowed them to instinctively dodge attacks and escape fatal blows. Despite their powers, most were not warlike in nature. Many among them sought physical and mental discipline rather than simply to become unstoppable fighting machines. Force warriors were rare among the Jedi, especially considering the prestige and abilities offered by the use of a lightsaber. As its use grew, their numbers shrank, though far more of them were able to survive the Purge than their more obvious brethren. Outside of the Jedi Order, occasional small schools or other self-taught Force-sensitive beings discovered the art of control on their own. Force Warrior Talent Tree Defensive Roll As a reaction, when an attack beats your Damage Threshold and moves you down the condition track, you can choose to spend a Force Point to make a Defensive Roll and treat the attack as though it didn't beat your Threshold (you still take the damage as normal). Force Intuition You can use your Use the Force skill place of your initiative checks. Improved Defensive Roll When you make a Defensive Roll, you can move up to half your speed as part of the Reaction. Prerequisites: Defensive Roll Unarmed Specialisation Your unarmed damage increases by 2. Prerequisites: Weapon Focus (Unarmed) Jedi Healer Examples of Jedi Healers in Star Wars Barriss Offee, Stass Allie, Cilghal Requirements To qualify to become a Jedi Healer, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Trained Skills: Treat Injury, Use the Force. Feats: Force Sensative, Force Training. Talents: At least on talent from the Jedi Consular or Jedi Sentinal talent tree. Dark Side Score: Your Dark Side Score must never be greater than 1. If your Dark Side Score ever becomes greater than 1, you lose access to all class features granted by this class until you atone. Game Rule Information Jedi Healers have the following game statistics. Hit Points At each level, Jedi Healers gain 1d8 hit points + their Constitution modifier. Force Points Jedi Healers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are the class features of the Jedi Healer prestige class. Defense Bonuses At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Fortitude Defense. 12

13 Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Healer talent tree (presented below), the Jedi Consular talent tree (Saga Edition Core Rulebook, page 39), or the Force Adept talent tree (Saga Edition Core Rulebook, page 214). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Medical Knowledge Starting at 2nd level, you gain a bonus on the amount of hit points you heal with your Treat Injury check equal to one-half your class level (rounded down). LEVEL B.A.B. CLASS FEATURES 1st +0 Defense bonuses, talent 2nd +1 Medical Knowledge +1 3rd +2 Talent 4th +3 Medical Knowledge +2 5th +3 Talent 6th +4 Medical Knowledge +3 7th +5 Talent 8th +6 Medical Knowledge +4 9th +6 Talent 10th +7 Medical Knowledge +5 JEDI HEALER TALENT TREE You have learned to use the Force to heal yourself and others efficiently and effectively. Improved Aid: When using the Treat Injury skill to restore hit points, you also move the target +1 step on the condition track in addition to healing it normally. Prerequisite: Medical Sense. Medical Sense: You can reroll Treat Injury checks, but the result of the reroll must be accepted even if it is worse. Return to Life: You have two turns, instead of one, to make a Treat Injury check to revive a creature that has just died. Prerequisite: Medical Sense. Vital Symbiosis: When healing yourself with the Vital Transfer force power, you do not take the any damage. However, you take a -5 penalty to your Use the Force check. Prerequisite: Equilibrum. Vital Synchronism:You take one-quarter (instead of one half) as much damage as you heal through the use of the Vital Transfer power. Jedi Scholar Examples of Jedi Scholars in Star Wars Jocasta Nu, Tionne Solusar Requirements To qualify to become a Jedi Scholar, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Trained Skills: Knowledge (Galatic Lore), two other knowledge (any), Use the Force. Feats: Force Sensitive Talents: At least on talent from the Jedi Consular or Jedi Sentinel talent tree. Language: High Galactic. Game Rule Information Jedi Scholars have the following game statistics. Hit Points At each level, Jedi Scholars gain 1d6 hit points + their Constitution modifier. Force Points Jedi Scholars gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are the class features of the Jedi Scholar prestige class. 13

14 Defense Bonuses At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Reflex Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Scholar talent tree (presented below), the Jedi Consular talent tree (Saga Edition Core Rulebook, page 39), or any of the Force talent tree (Saga Edition Core Rulebook, page 100). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Scholarly Knowledge Starting at 2nd level, you gain a bonus on your knowledge checks equal to one-half your class level (rounded down). LEVEL B.A.B. CLASS FEATURES 1st +0 Defense bonuses, talent 2nd +1 Scholarly Knowledge +1 3rd +2 Talent 4th +3 Scholarly Knowledge +2 5th +3 Talent 6th +4 Scholarly Knowledge +3 7th +5 Talent 8th +6 Scholarly Knowledge +4 9th +6 Talent 10th +7 Scholarly Knowledge +5 JEDI SCHOLAR TALENT TREE You are an expert in forgotten lore and knowledge. Second thought: You can reroll Knowledge checks, but the result of the reroll must be accepted even if it is worse. Record Jedi Holocron: You may record new information in an already existing Jedi holocron. Create Jedi Holocron: You can create Jedi holocron. Prerequisite: Record Jedi Holocron. Force Knowledge: When making any Knowledge check, you may spend a Force Point to roll both your Knowledge skill and your Use the Force Skill and keep the better result. Prerequisite: Second thought. Jedi Watchman The Jedi Council draws these elite guardians of the galaxy from a select group of Jedi. They seek out truth, defeat injustice, and track people and information. They investigate the presence of the dark side and bring it to light, whether it is a rising dark side threat or a dangerous crime lord. Despite the gender implied by the name, both male and female characters can be Jedi watchmen. Using stealth and guile, they root out dark side activity and other threats to the Jedi Order, the Republic, and its citizens. They learn to use the Force to hide from sight, allowing them to penetrate to the source of danger. Examples of Jedi Watchmen in Star Wars Kai Justiss, Ki Adi Mundi, Tholme, Quinlan Vos Requirements To qualify to become a Jedi Watchman, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Trained Skills: Stealth, Use the Force. Feats: Force Sensativity, Skill Focus (stealth), Weapon Proficiency (lightsaber) Talents: At least one talent from the Jedi Sentinel talent tree. Special: The character must have approval from the Jedi Council to be trained to be a Jedi watchman. Game Rule Information Jedi Watchman have the following game statistics. 14

15 Hit Points At each level, Jedi Watchman gain 1d8 hit points + their Constitution modifier. Force Points Jedi Watchman gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are the class features of the Jedi Watchman prestige class. Defense Bonuses At 1st level, you gain a +2 class bonus to your Reflex Defense and Fortitude Defense and a +4 class bonus to your Will Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Watchman talent tree (presented below), the Jedi Sentinel talent tree (Saga Edition Core Rulebook, page 40), or the Camouflage talent tree (Saga Edition Core Rulebook, page 49). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Dark Side Defense Starting at 2nd level, you gain a bonus on Reflex Defense equal to one-half your class level (rounded down) against enemies with at one or more darkside points. This Defense bonus is in addition to the character s usual level bonus and class based bonus. LEVEL B.A.B. CLASS FEATURES 1st +1 Defense bonuses, talent 2nd +2 Dark Side Defense +1 3rd +3 Talent 4th +4 Dark Side Defense +2 5th +5 Talent 6th +6 Dark Side Defense +3 7th +7 Talent 8th +8 Dark Side Defense +4 9th +9 Talent 10th +10 Dark Side Defense +5 JEDI WATCHMAN TALENT TREE You have learned to use the Force to aid you in the pursuit and capture of darksiders. Danger Sense: You can reroll Perception checks to avoid surprise, notice enemies, sense deception, or sense influence (Saga Edition Core Rulebook, page 70), but the result of the reroll must be accepted even if it is worse. Force Camouflage: Using the Force to subtly manipulate others perceptions, you are able to hide even in plain sight. As a swift action, you can gain concealment from all non-adjacent targets. This concealment may be maintained, but requires the sacrifice of a swift action for each round in which it remains active. Prerequisites: Clear Mind. Force Tracking: You can use your Use the Force check modifier instead of your Survival modifier when making Survival checks to track an individual. You are considered trained in Survival for the purposes of using this talent. If you are entitled to a Survival check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations). Improved Force Tracking: You gain a bonus on your Use the Force checks made to track an individual equal to the target's Dark Side Score. Improved Dark Side Scourge: Against creatures with a Dark Side Score of 4 or higher, you deal extra damage on melee attacks equal to one-quarter the target's Dark Side Score (rounded down). This damage is in addition to the additional damage from Dark Side Scourge, and doubles on a critical hit, as normal. Prerequisite: Dark Side Scourge. Martial Artist Requirements: To qualify to become a martial artist, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Feats: Martial Arts I, Weapon Focus (unarmed) Talents: At least on talent from the Brawler talent tree. Game Rule Information Martial Artists have the following game statistics. Hit Points 15

16 At each level, martial artists gain 1d8 hit points + their Constitution modifier. Force Points Martial Artists gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are the class features of the martial artist prestige class. Defense Bonuses At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Martial Forms talent tree and Focus talent tree (presented below), or the Brawler talent tree (Saga Edition Core Rulebook, page 52). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Iron Strike Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when making an unarmed attack. This damage is in addition to the character s usual level bonus to damage. This damage is doubled on a successful critical hit, as normal. Base Attack Bonus: Full (+1 per level) 1st - Defense bonuses, talent 2nd Iron Strike +1 3rd - Talent 4th - Iron Strike +2 5th - Talent 6th - Iron Strike +3 7th - Talent 8th - Iron Strike +4 9th - Talent 10th - Iron Strike +5, Martial Forms Talent Tree Teräs Käsi: You are trained in the art of the steel hands. Once per day as a free action, you may ignore an opponent s damage reduction when calculating damage of all your unarmed attacks for 1 round. You may select this feat multiple times, each adding 1 more use per day. Slashing Wampa (Teräs Käsi): You increase your unarmed die damage by +1. Example 1d8 becomes 2d8 s. You may only select this talent once. Prerequisite: Teräs Käsi Spitting Rawl (Teräs Käsi): This is a Teräs Käsi Artists most powerful attack, as a full-round action you gain +2 die on your damage, but suffer -5 on your attack roll. Prerequisite: Teräs Käsi K thri: An elegant art form dating back to the days of the Old Republic, K thri focuses on speed and rapid, fluid attacks. You take no penalty on your unarmed attacks when using Rapid Strike feat. Dancing Dragonsnake (K thri): Once per round, when an opponent attacks you in melee combat and misses, you may as a reaction make an attack of opportunity against that opponent at a -5. This counts against your total available attacks of opportunity. Prerequisite: K thri Flurry (K thri): Whenever you make multiple attacks while unarmed as a full attack action, you reduce the penalty on your attack rolls by 2. You may take this talent multiple times, each one reducing the penalty by 2. Prerequisite: K thri K tara: You are trained in K tara, a form favored by commando units because of its focus on stealth. Whenever you strike a flat footed opponent, apply 1 ½ times your strength to damage to your unarmed attacks. Throat Shot (K tara): If you successfully hit a flat footed opponent with an unarmed attack, the opponent is unable to speak or make any kind of noise with his vocal chords for 2 rounds; this includes shouting warnings and raising alarms. If the damage dealt was enough to surpass the targets damage threshold, then they are unable to speak for 4 rounds in addition to the -1 step down the condition track. This may only be done once per opponent, per encounter. Prerequisite: K tara Wrist Break (K tara): When making a disarm attempt, you no longer take the -5 penalty on your attack roll if your opponent is holding a weapon with more than one hand. Prerequisite: K tara 16

17 Echani: You are trained in the Echani art form, an ancient style known for its efficient moves that favor deadliness over finesse. Upon selecting this talent, your threat range increases to on prone targets. Mauling Gundark (Echani): You may spend a force point as a free action and get half your character level rounded down in d6 s to damage on prone targets for 1 round. Prerequisite: Echani Heart Strike (Echani): Once per day you may spend a force point and make a Heart Strike attack. Make an attack as normal, and if the attack hits then treat the attack as if it were a critical hit. The target does not take the damage until the beginning of its next turn. Prerequisite: Echani, Mauling Gundark Stava: You have been trained in the Noghri art form of Stava. It is a quick and dangerous style. When using the charge action, you can charge through obstructed terrain and your charge does not need to be in a straight line. Charging Wampa (Stava): If you successfully hit a target with an unarmed strike after charging, you move the target 1 step down the condition track (see Conditions, page 148) in addition to dealing your normal damage. Prerequisite: Stava Striking Sarlacc (Stava): As a standard action you can make a trip attempt against an adjacent foe. If your attack succeeds, you leg sweep your foe, the opponent falls prone in its square and takes damage equal to your unarmed damage. Prerequisite: Stava Wrruushi: When you damage an opponent with a successful unarmed attack and you exceed the target s damage threshold, any opponents within 6 squares of you are shaken by the sheer ferocity of your attacks. Those opponents take a -1 on the condition track against you for one round following your attack. Prerequisites: Wookiee Elegant Rage (Wrruushi): Once per day you may ignore the penalties imposed on you after going into a Wookiee rage. Prerequisite: Wrruushi, Wookiee Tear Limb (Wrruushi): Whenever you win a grapple attempt with an opponent, you may deal unarmed damage as normal without making a separate attack roll. If this damage is enough to kill or incapacitate your opponent, you may instead choose to tear off one of their limbs (arms or legs) at your discretion. Prerequisite: Wrruushi, Wookiee Focus Talent Tree Dodge Blaster: You may ready a swift action to dodge a ranged attack against you. You do not act until fired upon, at which time you then attempt the dodge and continue with your regular actions. If the attack hits you, you make an Acrobatics check against the attack roll. Your roll is compared to the attack roll that hit you, and if you succeed you take half damage. This ability cannot be used to dodge area attacks, and may not be used more then once in a round. Inner Strength: If you spend 1 hour of uninterrupted mediation, you may increase one defense score by +2 for that day. Defensive Throw: If an opponent you are dodging (as per the Dodge feat) makes a melee attack against you and misses, you can make an immediate trip attack as a reaction. Prerequisite: Dodge, Trip Redirect Attack: Once per round, when you are missed by a melee attack from an opponent designated as your Dodge target, you may redirect the attack to any other character adjacent to you and within reach of the attacker. The attacker compares his roll against you to the new targets Reflex defense. If the attack surpasses the targets Reflex defense, then they take damage as per the original attack. Prerequisite: Dodge, Defensive Throw Alternate Martial Arts Talent Trees: Echani Fighting Arts The Echani are an ancient and extremely martial society that developed fighting arts as not only for combat, but for communication. This extremely effective style survived even to the Rise of the Empire, where the Emperor s personal guard would adopt a deadlier adaptation of the original style. Know Thy Foe When a character engages a foe or watches a foe for 30 seconds (5 rounds), they gain a +5 to all Perception checks relating to this person for the next 72 hours. The 30 seconds must be a continuous minute of combat, not 5 turns taken at random intervals. Requires: (Feat) Martial Arts, (Skill) Perception 17

18 Expert Strike The character is able to make a single strike at -5 to hit. If the attack hits, the target s damage threshold is halved for purposes of condition track progression. Requires: Know Thy Foe Echani Feint After successfully using the Know Thy Foe talent, you may use the +5 bonus in Deception checks relating to melee feints. Requires: Know Thy Foe Identify Weakness As a full round action, you may make a Perception Check versus an opponent s deception skill to find a weakness in their current defense. If you succeed, for the rest of the encounter your critical range is increased to against this opponent. Requires: (Feat) Martial Arts II, Know Thy Foe, (Skill Focus) Perception Aggressive Defense A character may attempt to nullify one attack in the same way as the Lightsaber Talent Block at a -5. If the nullify succeeds, then the attacker counts as being hit by the character and takes damage. Requires: (Feat) Martial Arts II, Know Thy Foe Echani Necksnap After a successful pinning attack, a character may attempt this talent at a -5 penalty to their attack. If they succeed, they can immediately make a Coup de Grace attack, following the regular rules. Requires: (Feat) Martial Arts III, Know Thy Foe, (Feat) Pin, (Feat) Crush K'tara Designed by Alliance Special Forces with stealth and quick takedowns as the priority, K tara is focused on the upper body. Through a series of pre-planned strikes and grapples, a soldier trained in K tara can disable, disarm, and silence a target in seconds. NOTE: Due to the nature of these attacks using anatomy against their opponent, these talents can NOT be used against Droids. Silent Strike If the character makes a successful unarmed melee attack against a flat-footed opponent, the opponent can not make a vocal warning for 2d4 rounds. Requires: (Feat) Martial Arts, (Skill) Stealth Chokehold On a successful Pin, the character may immediately make another attack. If the attack is not successful, the grapple is broken. If it is successful, it causes 3d6 worth of stun damage. Each turn the grapple is maintained, the target takes another 3d6 worth of stun damage. This chokehold also prevents vocal warnings from being sent out. Requires: (Feat) Pin, Silent Strike Advanced Chokehold This is the same as above, but causes 5d6 worth of stun damage rather than 3d6. Requires: (Feat) Martial Arts II, Chokehold Disarming Grapple If a character succeeds in a trip or a pin, he can immediately make a disarm attempt. If he has grapple or throw, he gains a +3 on this roll but can cause no damage. Requires: Silent Strike, (Feat) Pin or (Feat) Trip Knockout Blow If the character catches an opponent flat-footed, he may attempt on strike at a -10 against their Fortitude Defense. If he succeeds, he causes no damage but immediately knocks the target unconscious for 3d6 rounds. On a critical success, the time is doubled. Requires: Silent Strike, (Feat) Martial Arts III 18

19 Jai'Kun An ancient style developed by Force-using humans on the Mid-Rim world of Biyako, Jai Kun is a fighting style completely designed around Force Mastery. Using knowledge of the Force and anatomy, Jai Kun practitioners channel the force through their open palms, allowing them to strike pressure points and muscles without causing bruises on the body. Through these strikes, they can stun and even cripple people temporarily. SPECIAL NOTES: Due to its special nature, Jai Kun does not work on droids, plants, or inanimate objects. Armor, though, does not provide protection. For non-human humanoid targets, the GM may assign penalties or require a (Knowledge: Life Sciences) roll to use Jai'Kun to its maximum effectiveness on alien biology. Gentle Fist After a successful blow, the character may take a Use the Force Test. Check it against this chart. If the check fails, no damage is caused by the blow. DC 15: Do 2d6 worth of Stun Damage DC 20: Do 3d6 worth of Stun Damage DC 25: Do 4d6 wroth of Stun Damage DC 35: Do 5d6 worth of Stun Damage Requires: (Feat) Martial Arts, (Feat) Force Sensitive, (Skill) Life Sciences, (Skill) Use the Force The 8 Sacred Strikes If a character hits twice with a double attack, he may take a Use the Force Test. Check it against this chart. If the check fails, no damage is caused by the attack. SPECIAL: If Triple Attack is used and the third attack hits, add +1d6 Stun Damage to any successful result. DC 20: Do 5d6 worth of Stun Damage. DC 25: Do 6d6 worth of Stun Damage. DC 30: Do 7d6 worth of Stun Damage. DC 40: Do 9d6 worth of Stun Damage. Any steps down the condition track count as being persistent, and are only removed after two hours of rest per step. Example: If a Sacred Strikes attack causes a character to take 5 steps down the track, it will require 10 hours of rest to recover fully Requires: Gentle Fist, (Feat) Martial Arts II The Stifled Heart After a successful blow, the character makes a Use the Force Test. Check it against this chart. If it fails, no damage is caused by the attack. DC 25: Do 5d6 worth of Damage. DC 35: Do 7d6 worth of Damage. If the damage exceeds a target s Damage Threshold, it must take a DC 20 Fortitude Test or die. NOTE: This technique is specifically meant to kill, and use of it (Especially continued and consistent use) of it should be considered a Dark Side Transgression. Requires: Gentle Fist, 8 Sacred Strikes, (Feat) Martial Arts III Distant Palm Style A character may make a ranged Gentle Fist attack. Resolves as a melee attack, and for the first 4 squares and every 4 squares after, there is a cumulative -5 to the Use the Force check. Requires: Gentle Fist Healing Hand If a character is in base-to-base contact, he may attempt to cure Persistent conditions related to poison and disease. This takes 1 minute (10 turns), and the character makes a Use the Force check rather than a Treat Injury check. This can be overruled at the GM s discretion. Requires: Gentle Fist, (Skill Focus) Life Sciences Divine Parry A character may parry melee attacks (Even Lightsabers. It s assumed they grab the hilt or the attacker s hands, arms, 19

20 etc ) by making a Use the Force check similar to the Lightsaber talent Block. Requires: Gentle Fist Master Duelist Requirements To qualify to become a Master Duelist, a character must fulfill the following criteria. Minimum Heroic Level: 7th. Trained Skills: Acrobatics, Jump. Feats: Dodge, Melee Defense, Weapon Finesse, and Weapon Foucs (in a weapon appropriate for dueling). Game Rule Information Master Duelists have the following game statistics. Hit Points: At each level, Master Duelists gain 1d8 hit points + their Constitution modifier. Force Points: Master Duelists gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features: The following are the class features of the Master Duelist prestige class. Defense Bonuses: At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Master Duelist talent tree (presented below), the Duelist talent tree (Saga Edition Core Rulebook, page 53), or the the Weapon Specialist talent tree (Saga Edition Core Rulebook, page 53). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Feats taken from the Duelist talent tree that normally require the use of a lightsaber may instead be applied to any weapon that can be used with the Weapon Finesse feat. True Strike Starting at 2nd level, you may make an especially powerful attack a number of times per day equal to one-half your class level. This attack must be made using a weapon that can be used with the Weapon Finesse feat. You gain a bonus to your attack and damage rolls equal to one-half of your class level. A true strike may only be used against living beings with discernable anatomies. LEVEL B.A.B. CLASS FEATURES 1st +1 Defense bonuses, talent 2nd +2 True strike 1/day 3rd +3 Talent 4th +4 True strike 2/day 5th +5 Talent 6th +6 True strike 3/day 7th +7 Talent 8th +8 True strike 4/day 9th +9 Talent 10th +10 True strike 5/day MASTER DUELIST TALENT TREE You have learned to use your weapon with exceptional grace and cunning to both attack and defend. Canny Defense: When not wearing armor, you add your Intelligence bonus (in addition to your Dexterity bonus) to your Reflex Defense. If you are caught flat-footed or lose your Dexterity bonus for any reason, you also lose this Intelligence bonus. Agile Ripost: If your opponent attacks you and misses while you are using the Melee Defense talent, you may make an immediate attack of opportunity. You gain no bonus against an opponent that does not attack you or that attacks and hits you. Prerequisite: Canny Defense, Elaborate Parry. Elaborate Parry: While using the Melee Defense talent, you may attempt to negate a melee attack made against you. As a reaction, make an attack roll against the attack roll you wish to negate. You take a cumulative -5 penalty on your attempts to parry for every time you have used it since the beginning of your last turn. You must have a weapon drawn to use this talent, and you must be aware of the attack and not flat footed. Showmanship: You may add a +1 morale bonus to attack and damage in a duel, if you make a Persuasion check (DC 15) as a full-round action. You must be in a duel with at least 6 non-participating spectators. Tumbling Feint: If you succeed in tumbling past an opponent to avoid an attack of opportunity, you may immediately use a swift action to feint. 20

21 Prodigy Every decade or so, an individual comes along that embodies the very essence of a particular way of life from a very young age. Requirements Heroic Level: 5th Special: Must possess two talents from any one tree the chosen class has access to. Force talents may not be used to meet this requirement. Game Rule Information Hit Points At each level, the Prodigy gains 1d8 hit points + their Constitution modifier Force Points Prodigy gain a number of Force Points equal to 3+ onehalf their character level, rounded down, every time they gain a new level in this class. Class Features The Prodigy Level / Base Attack Bonus / Class Feature 1 / +0 / Class Affinity, Talent 2 / +1 / Talent 3 / +2 / Talent 4 / +3 / Talent 5 / +3 / Talent Talents At each level, the Prodigy selects a talent from any talent tree available to the class they selected with their Class Affinity ability. Class Affinity At first level, the Prodigy chooses a class with which he or she has an affinity. The Prodigy must already possess two talents from any one tree a class has access to in order to select that class for this ability. Once made, this choice may not be changed. Levels in Prodigy count as levels in the chosen Class when determining the effectiveness of abilities that depend on Class levels. Sniper The undisputed master of long-range combat, able to engage and defeat enemies before they are even aware of his presence, the sniper is an enemy to be feared and respected. Stealth, patience, and control are his greatest assets, allowing him to seek out and exploit the rare opportunities that most others would miss. Many snipers are members of military and paramilitary organizations and have been trained by other sharpshooters in their art, though others may simply be hunters from backwater worlds who have mastered the arts of stealth and marksmanship through necessity. Rebel SpecForces tended to call a sniper a "TK," short for "telekinesis," for their ability to invisibly "touch" their target from great distances. Examples of Snipers in Star Wars Myn Donos, Assassin Droids, Fi (Omega Squad), Sev (Delta Squad). Requirements To qualify to become a Sniper, a character must fulfill the following criteria. Minimum Heroic Level: 12th. Trained Skills: Perception, Stealth, Survival. Feats: Careful Shot, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Skill Focus (stealth), Weapon Focus (rifle), Weapon Proficiency (rifle) Talents: At least two talents from the Camoflauge talent tree. Game Rule Information Snipers have the following game statistics. Hit Points At each level, Snipers gain 1d8 hit points + their Constitution modifier. 21

22 Force Points Snipers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. Class Features The following are the class features of the Sniper prestige class. Defense Bonuses At 1st level, you gain a +3 class bonus to your Reflex Defense and a +6 class bonus to your Fortitude Defense. Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Sniper talent tree (presented below) or the the Weapon Specialist talent tree (Saga Edition Core Rulebook, page 53). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Improved Range Starting at 1st level, your maximum range when using a rifle increases by a number of squares equal to your class level x ten. LEVEL B.A.B. CLASS FEATURES 1st +1 Defense bonuses, talent, improved range +10 2nd +2 Improved range +20 3rd +3 Talent, improved range +30 4th +4 Improved range +40 5th +5 Talent, improved range +50 SNIPER TALENT TREE Your rifle has become an extension of your body, enabling you to make shots that others would consider impossible. Deadly Aim: If you aim before making a a ranged attack with a rifle and the attack hits, you deal additional damage equal to your Dexterity bonus. Debilitating Shot: As the Gunslinger talent by the same name. Headshot: When attacking a flat-footed opponent with a rifle, you score a critical hit on a natural roll of 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss the target, you do not score a critical hit. Prerequisites:Weapon Specialization (rifle), base attack bonus +12. Improved Debilitating Shot: If you aim before making a ranged attack and the attack hits, you move the target an additional -1 step along the condition track in addition to dealing damage. This talent stacks with Debilitating Shot, Hunter's Mark, and other talents that allow you to move the target along the condition track as a result of aiming. Prerequisites:Debilitating Shot, base attack bonus +16. Ranged Disarm: As the Gunslinger talent by the same name. Ranged Sneak Attack: As the Scoundrel's Sneak Attack talent, except that you may deal your normal Sneak Attack damage at a distance of up to Short range. This talent does not stack with any Sneak Attack damage you already possess, though you may take it multiple times to increase your Ranged Sneak Attack damage. Warrior Adept More martially minded than their conterparts, the Warrior adept focuses on aggressive uses of the Force. Requirements Skills: Use the Force as a trained skill Feats: Force Sensitivity, Weapon Focus: (Any melee weapon, or the weapon associated with your order) Heroic Level: 7th Special: Must have been accepted for training by a member of a Force Tradition. Game Rule Information Hit Points At each level, the Warrior Adept gains 1d10 hit points + their Constitution modifier Force Points Warrior Adept gain a number of Force Points equal to 6+ one-half their character level, rounded down, every time they gain a new level in this class. 22

23 Class Features The Warrior Adept Level Base Attack Bonus Class Feature 1 +1 Defense Bonuses, Talent 2 +2 Force Combat Talent 4 +4 Force Combat Talent 6 +6 Force Combat Talent 8 +8 Force Combat Talent Force Combat +5 Defense Bonuses +1 to Will and Reflex Defenses, +2 to Fortitude Defense Talents At each odd level, the Warrior Adept selects a talent from the Force Item, Weapon Specialist or Weapon Master trees. As per normal, a Warrior Adept may also select their talents from the Force Talent trees or from the Talent tree associated with his Force Tradition if he has one. Force Combat A Warrior Adept has a Force Combat Score equal to one half his class level. This score may be added to his Damage Rolls or any of his defenses, in any combination. For Example, A Warrior Adept 10 could apply a +3 to his damage rolls and +1 to each of two defenses. The distribution of these bonuses may be changed with a Swift action. 23

24 CHARACTERS ALLIES Aayla Secura (Alternate build to that presented in the CWCG p. 134) CL 11 Medium Twi'lek jedi 7 / jedi knight 4 Force 11; Dark Side 0 Init +14; Senses Low-light vision, Perception +12 Languages Basic, 2 unassigned Defenses Ref 27 (flat-footed 23), Fort 27, Will 25 hp 52; Threshold Speed 6 squares Base Atk +11; Grp +15 Atk Options Acrobatic Strike Special Actions Acrobatic Recovery, Deflect, Redirect Shot Force Powers Known (Use The Force +13) Battle Strike, Force Slam, Force Thrust Force Techniques Known Force Point Recovery, Improved Sense Surroundings Abilities Str 13, Dex 18, Con 15, Int 14, Wis 14, Cha 16 Racial Abilities Deceptive, Low-Light Vision Talents Acrobatic Recovery, Elusive Target, Deflect, Redirect Shot, Multiattack Proficiency (lightsabers) (x1), Ataru Feats Acrobatic Strike, Dual Mastery I, II & III, Force Sensitive, Force Training (x1), Skill Focus (x1), Weapon Finesse, WP (lightsabers, simple) Skills Acrobatics +19, Initiative +14, Perception +12, Use the Force +13 Admiral Ackbar CL 14; Medium Mon Calamari noble 7 / officer 7 Force 13; Dark Side 0 Init +16; Senses Low-light vision, Perception +21 Languages Aqualish, Basic, Bith, Bothese, Durese, High Galactic, Ithorese, Mon Calamarian, Rodese, Ryl, Selkath, Sullustese, Quarren Defenses Ref 25 (flat-footed 25), Fort 22, Will 32 hp 46; Threshold 27 Speed 6 squares Ranged heavy blaster pistol +12 (3d8+7) Base Atk +12; Grp +11 Special Actions Born Leader, Command Cover +3, Coordinated Attack, Distant Command, Inspire Haste, Rally, Share Talent x3 Abilities Str 9, Dex 9, Con 7, Int 20, Wis 19, Cha 16 Special Qualities Breathe Underwater, Expert Swimmer, Low-Light Vision, Swim Speed (4) Talents Born Leader, Distant Command, Inspire Haste, It s a trap!, Fleet Deployment, Fleet Tactics, Legendary Commander, Rally, Feats Coordinated Attack, Improved Damage Threshold (x1), Linguist (x1), Skill Focus (x3), Starship Tactics, Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, simple) Skills Deception +15, Initiative +16, Knowledge (Galactic Lore) +17, Knowledge (Life Sciences) +17, Knowledge (Physical sciences) +17, Knowledge (Social Sciences) +17, Knowledge (Tactics) +22, Knowledge (Technology) +22, Perception +21, Persuasion +15, Pilot +11, Swim +6 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened) Possessions heavy blaster pistol Agen Kolar Jedi Master CL 13 Medium Zabrak Jedi 7/Jedi Knight 5/Jedi Master 1 Destiny 0; Force 6 Init Use the Force +18; Senses Perception +13, Heightened Awareness Languages Basic, Zabrak, Huttese, Bocce Defences Ref 30 (flat-footed 27), Fort 27, Will 29; Deflect hp 96; Threshold 27 Immune Fear effects 24

25 Speed 6 squares Melee lightsaber +19 (2d8+10) or Melee lightsaber +17 (3d8+10) with Rapid Strike or Melee lightsaber +18/+18 (2d8+10) with Double Attack or Melee lightsaber +16/+16 (3d8+10) with Double Attack and Rapid Strike Melee unarmed +16 (1d4+6) Ranged by weapon +16 Base Atk +13; Grp +13 Atk Options Double Attack, Rapid Strike Special Actions Serenity, Redirect Shot Force Powers Known (Use the Force +18): Battle Strike, Force Slam, Force Stun, Force Thrust, Move Object, Surge Force Techniques Force Point Recovery (2) Abilities Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 14 Talents Deflect, Force Intuition, Greater Weapon Focus (lightsaber), Greater Weapon Specialisation (lightsaber), Multiattack Proficiency (lightsabers, x2), Redirect Shot, Weapon Specialisation (lightsaber) Feats Double Attack (lightsaber), Force Sensitivity, Force Training (2), Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +14, Knowledge (Galactic Lore) +13, Perception +13 (may re-roll), Use the Force +18 Possessions Lightsaber (constructed own), robes. Agen Kolar (Alternate Build) CL 13; Medium Zabrak Jedi 4/ Soldier 6/ Jedi Knight 2/ Jedi Master 1 Destiny 2; Force 6; Dark Side 0 Init: Use the Force +13; Senses: Perception +9 (may reroll, keeping second) Languages: Basic, Zabrak, 1 unasigned Ref 32 (flat-footed 27) Fort 29 Will 30, HP 117; Threshold 29 Speed 6 squares Melee Lightsaber +16 (2d8+11) or Melee Unarmed +15 (1d Devastating Attack) or Melee Lightsaber +11 (2d8+9) and Unarmed +10 (1d Dev. Att.) or Melee Unarmed +10/+10 (1d Devastating Attack) Base Atk +13; Grp +15 Atk Options: Power attack, Stunning Strike, Throw, Trip Special: Fearless, Serenity Force Powers Known (Use the Force +13): Battle Strike (2), Force Slam, Force Thrust (2), Rebuke, Surge (2) Force Techniques: Force Point Recovery Abilities: Str 14 Dex 15 Con 14 Int 12 Wis 16 Cha 14 Talents: Acrobatic Recovery, Devastating Attack (Unarmed), Force Intuition, Melee Smash, Severing Strike, Sokan, Stunning Strike Feats: Dual Weapon Mastery I, Force Sensitivity, Force Training (2), Martial Arts I-III, Power Attack, Skill Training (Jump), Throw, Trip, Weapon Proficiency (lightsaber, pistols, simple) Skills: Acrobatics +13, Jump +13, Pilot +13, Use the Force +19 (may substitute for Initiative checks) Anakin Skywalker Slave Boy at the beginning of Episode I: The Phantom Menace Small Human male scout 1 (child) CL 1 Destiny: 1; Force: 6, Strong in the Force Init +7; Senses: Perception +5 Languages: Basic, Binary (understand only), Huttese Defenses: Reflex 16 (flat-footed 15), Fortitude 13, Will 11 hp 25; Threshold 13 25

26 Speed: 4 squares Melee: +0 (unarmed, 1d3-1) Ranged: +2 Base attack: +0; Grapple: -4 Attack options: none Special actions: Skywalker bloodline* Abilities: Str 9, Dex 14, Con 12, Int 14, Wis 11, Cha 12 Talents: Jury-Rigger Feats: Force Boon, Force Sensitivity, Skill Focus (Pilot), Strong in the Force, Weapon Proficiency (pistols, rifles, simple weapons) Skills: Endurance +6, Initiative +7, Jump +4, Mechanics +7, Perception +5, Pilot +12, Survival +5, Use the Force +6 Possessions: simple outfits, 3PO protocol droid unit C-3PO, pod racer, various tools Anakin Skywalker Jedi Padawan at the beginning of Episode II: Attack of the Clones Human male scout 1/Jedi 6 CL 7 Destiny: 4; Force: 10, Strong in the Force; Dark Side 2 Init +11; Senses: Perception +9 Languages: Basic, Binary (understand only), Huttese, Rodese Defenses: Reflex 22 (flat-footed 19), Fortitude 21, Will 19 hp 84; Threshold 21 Speed: 6 squares Melee: +9 (lightsaber, self-made, 2d8+5) +4/+4 (lightsaber, 2d8+5) with Double Attack +7 (lightsaber, 3d8+5) with Rapid Strike +2/+2 (lightsaber, 3d8+5) with Double Attack and Rapid Strike Ranged: +9 Base attack: +6; Grapple: +8 Attack options: Double Attack, Rapid Strike Special actions: Build lightsaber, Redirect Shot, Skywalker bloodline* Force powers known: (Use the Force +15) Force Slam, Surge Abilities: Str 14, Dex 17, Con 16, Int 16, Wis 13, Cha 14 Talents: Block, Deflect, Jury-Rigger, Redirect Shot Feats: Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training, Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) Skills: Endurance +11, Initiative +11, Jump +10, Knowledge (galactic lore) +11, Mechanics +11, Perception +9, Pilot +16, Survival +9, Use the Force +15 Possessions: dark Jedi outfit, lightsaber (Anakin has constructed his own) Anakin Skywalker Jedi Knight at the beginning of Episode III: Revenge of the Sith Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2 CL 14 Destiny: 9; Force: 12, Strong in the Force; Dark Side 8 Init +15; Senses: Perception +14 Languages: Basic, Binary (understand only), Huttese, Rodese Defenses: Reflex 31 (flat-footed 28), Fortitude 29, Will 28 hp 158; Threshold 29 Speed: 6 squares Melee: +17 (lightsaber, self-built, 2d8+10) +12/+12 (lightsaber, self-built, 2d8+10) with Double Attack +15 (lightsaber, self-built, 3d8+10) with Rapid Strike +10/+10 (lightsaber, self-built, 3d8+10) with Double Attack and Rapid Strike Ranged: +15 Base attack: +12; Grapple: +15 Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, vehicle dodge +1 Force powers known: (Use the Force +18**) Battle Strike, Force Grip, Force Slam, Force Thrust, Move Object, Surge Force techniques: Force Point Recovery, Improved Move Light Object Abilities: Str 16, Dex 17, Con 16, Int 16, Wis 14, Cha 15 Talents: Block, Deflect, Djem Sho, Expert Gunner, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike 26

27 Feats: Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (x2), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) Skills: Endurance +15, Initiative +15, Jump +15, Knowledge (galactic lore) +15, Mechanics +15, Perception +14, Pilot +20, Survival +14, Use the Force +18** Possessions: dark Jedi outfit, lightsaber (Anakin Skywalker has built his own), various starfighters, astromech droid R2-D2, cybernetic arm *Skywalker bloodline: the blood of Skywalkers is strong in the Force; because of this, every character with the Skywalker bloodline special quality receives Force Sensitivity and Force Boon as bonus feats. Furthermore, they always have a Destiny and such always receive a Destiny Point at 1st level. **Due to his encounter with Count Dooku during the Battle of Geonosis, Anakin Skywalker lost one of his arms. He replaced it with cybernetic part, which imposes -1 penalty to his Use the Force skill checks. BoShek (Alternate Stats; Official WotC Stats appear in Scum & Villainy, p. 106) CL 8; Medium Human Scoundrel 6 / Scout 1 / Ace Pilot 1 Force 9, Dark Side Rating 1 Init +7; Senses Perception +4 Languages Basic, Bocce, Binary Defenses Ref 29 (flat-footed 26), Fort 22, Will 19; Dodge, Vehicular Combat, Evasion, Wotan Weave, Snap Roll hp 61; Threshold Speed 6 squares Melee unarmed +5 (1d4+4) Ranged blaster pistol +7 (3d6+4) Base Atk +4; Grp +7 Atk Options Point Blank Shot Special Actions Spacehound, Stellar Warrior Starship Maneuvers (Pilot +17)*: Snap Roll, Wotan Weave Abilities Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 10 Talents Hyperdriven, Spacehound, Stellar Warrior, Evasion, Full Throttle Feats Force Sensitive, Point Blank Shot, Dodge, Skill Focus (Pilot), Starship Tactics x2, Vehicular Combat, Weapon Proficiencies (pistols, simple weapons, rifles) Skills Deception +9, Mechanics +11, Pilot +17, Use Computer +8 Possessions blaster pistol, comlink, datapad, tool kit, flight suit Han Solo (prior to Episode IV) (Official Wizards of the Coast stats) CL 9; Medium Human scoundrel 5/soldier 2/ace pilot 1/gunslinger 1 Destiny 1; Force 5 Init +11; Senses Perception +10 Languages Basic, Huttese, Shyriiwook Defenses Ref 25 (flat-footed 23), Fort 22, Will 22; Dodge hp 61; Threshold 22 Speed 6 squares Melee unarmed +7 (1d4+5) Ranged heavy blaster pistol +8 (4d8+4) or RangedMillennium Falcon docking gun +11 (4d12+4) with Rapid Shot or RangedMillennium Falcon quad laser cannon +9 ([7d10+4]x2) with Rapid Shot or RangedMillennium Falcon concussion missile +11 ([9d10+4]x2, 4-square splash) Base Atk +6; Grp +8 Atk Options Dastardly Strike, Devastating Attack (pistols), Point Blank Shot, Precise Shot, Rapid Shot Special Actions Close Scrape*, Fool's Luck, Vehicular Combat Starship Maneuvers Known (Pilot +16): angle deflector shields, skim the surface Abilities Str 13, Dex 15, Con 12, Int 14, Wis 12, Cha 14 Talents Close Scrape*, Dastardly Strike, Devastating Attack (pistols), Fool's Luck, Spacehound, Trigger Work 27

28 Feats A Few Maneuvers*, Dodge, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Pilot), Starship Tactics*, Vehicular Combat, Weapon Proficiency (pistols, rifles, simple weapons) Skills Deception +11, Initiative +11, Knowledge (galactic lore) +11, Mechanics +11, Perception +10, Pilot +16, Use Computer +11 Possessions heavy blaster pistol with targeting scope, tool kit, Millennium Falcon (page 156, Starships of the Galaxy) * Some talents and feats shown here appear outside the Saga Edition Core Rulebook. If you don't have access to other books, make the following replacements: Replace A Few Maneuvers (page 64, Threats of the Galaxy) with Running Attack Replace Close Scrape (page 17, Starships of the Galaxy) with Keep It Together Replace Starship Tactics (page 20, Starships of the Galaxy) with Weapon Focus (pistols) Jar Jar Binks (Official Wizards of the Coasts Stats) CL 6; Medium Gungan nonheroic 6/scoundrel 3/soldier 1 Force 3 Init +6; Senses low-light vision, Perception +8 Languages Basic, Gunganese Defenses Ref 21 (flat-footed 19), Fort 19, Will 15; Dodge, Mobility hp 61; Threshold Speed 6 squares, swim 4 squares Melee unarmed +8 (1d4+3) Melee cesta +8 (2d4+4) Ranged energy ball +9 (2d4+4) with cesta or Ranged energy ball +9 (2d4+3) when thrown Base Atk +7; Grp +9 Atk Options Point Blank Shot Special Actions Disruptive, Draw Fire, Walk the Line Special hold breath Abilities Str 12, Dex 14, Con 14, Int 8, Wis 8, Cha 8 Talents Disruptive, Draw Fire, Walk the Line Feats Dodge, Improved Damage Threshold, Improved Defenses, Mobility, Point Blank Shot, Skill Training (Jump, Perception, Survival), Toughness, Weapon Proficiency (simple weapons) Skills Jump +10, Perception +8, Survival +8, Swim +10 (can reroll, can take 10 when distracted) Possessions cesta, 2 energy balls Jar Jar Binks (Alternate Life Portrait Build) (at the start of Episode I: The Phantom Menace) CL 2; Gungan male scout 2 Destiny: 2; Force: 6 Init +9; Senses: Perception -1 (low-light vision) Languages: Basic, Gunganese Defenses: Reflex 19 (flat-footed 16), Fortitude 15, Will 10 hp 39; Threshold 15 Speed: 6 squares, swim 4 squares Melee: +2 (unarmed strike, 1d3+1) Ranged: +4 Base attack: +1; Grapple: +2 Special actions: Expert swimmer, hold breath, sprint Abilities: Str 12, Dex 17, Con 15, Int 9, Wis 6, Cha 9 Talents: Sprint Feats: Dodge, Extra Second Wind, Shake It Off, Weapon Proficiency (pistols, rifles, simple weapons [also atlatl and cesta]) Skills: Endurance +8, Initiative +9, Survival +4, Swim +7 Possessions: various decrepit clothing (during Episode II: Attack of the Clones) CL 5; Gungan male scout 2/soldier 1/noble 2 28

29 Destiny: 4*; Force: 5 Init +10; Senses: Perception +6 (low-light vision) Languages: Basic, Gunganese Defenses: Reflex 22 (flat-footed 19), Fortitude 19, Will 15 hp 60; Threshold 19 Speed: 6 squares, swim 4 squares Melee: +4 (unarmed strike, 1d3+1) Ranged: +6 Base attack: +3; Grapple: +4 Special actions: Draw fire, expert swimmer, hold breath, inspire haste, sprint Abilities: Str 12, Dex 17, Con 15, Int 10, Wis 8, Cha 10 Talents: Draw Fire, Inspire Haste, Sprint Feats: Armor Proficiency (light, medium), Dodge, Extra Second Wind, Shake It Off, Skill Training (Persuasion), Weapon Proficiency (pistols, rifles, simple weapons [also atlatl and cesta]) Skills: Endurance +9, Initiative +10, Perception +6, Persuasion +7, Survival +6, Swim +8 Possessions: diplomat's outfit (during Episode III: Revenge of the Sith) CL 6; Gungan male scout 2/soldier 1/noble 3 Destiny: 4*; Force: 6 Init +11; Senses: Perception +7 (low-light vision) Languages: Basic, Gunganese Defenses: Reflex 23 (flat-footed 20), Fortitude 20, Will 16 hp 64; Threshold 20 Speed: 6 squares, swim 4 squares Melee: +5 (unarmed strike, 1d3+1) Ranged: +7 Base attack: +4; Grapple: +5 Special actions: Draw fire, expert swimmer, hold breath, inspire haste, sprint Abilities: Str 12, Dex 17, Con 15, Int 10, Wis 8, Cha 10 Talents: Draw Fire, Inspire Haste, Sprint, Wealth Feats: Armor Proficiency (light, medium), Dodge, Extra Second Wind, Shake It Off, Skill Training (Persuasion & Knowledge [galactic lore]), Weapon Proficiency (pistols, rifles, simple weapons [also atlatl and cesta]) Skills: Endurance +10, Initiative +11, Knowledge (galactic lore) +8, Perception +7, Persuasion +8, Survival +7, Swim +9 Possessions: diplomat's outfit *Jar Jar Binks fulfilled his Destiny of rescuing both the Naboos and the Gungans from being overwhelmed by the Trade Federation's forces by leading Queen Amidala to discuss resistance to Viceroy Gunray's junta with Boss Nass. He received +1 bonus to two of his ability scores (Wisdom and Charisma). Ki-Adi-Mundi (Alternate Stats; Official WotC Stats appear in the CWCG p. 131) CL 16; Medium Cerean Jedi 7/ Jedi Knight 5/ Jedi Master 4 Destiny 2; Force 7; Dark Side - Init: Use the Force +21 reroll twice; Senses: Use the Force +21 Languages: Basic, Cerean, Huttese, High Galactic, Shyriiwook Ref 31 (flat-footed 30) Fort 30 Will 34 HP 136; Threshold 30 Speed 6 squares Melee Lightsaber +19 (2d8+12) or Base Atk +16; Grp +18 Atk Options: Mighty Swing, Lightsaber Defense Special: Fearless, Serenity Force Powers Known (Use the Force +21): Battle Strike (3), Farseeing, Force Disarm,Force Slam (2), Force Thrust (2), Mind Trick (2), Move Object (2), Surge (2) Force Techniques: Force Point Recovery, Improved Move Light Object Force Secrets: Multitarget Power, Quicken Power, Shaped Power Abilities: Str 14 Dex 13 Con 11 Int 16 Wis 19 Cha 17 Talents: Block, Deflect, Elusive Target, Force Intuition, Force Perception, Foresight, Lightsaber Defense, Redirect Shot, Severing Strike 29

30 Feats: Force Sensitivity, Force Training (3), Improved Defenses, Melee Defense, Mighty Swing, Skill Focus (Use the Force), Toughness, Weapon Focus (lightsabers), Weapon Proficiency (lightsaber, simple) Skills: Endurance +14, Jump +15, Knowledge (Tactics) +16, Knowledge (Galatic Lore) +16, Use the Force Ki-Adi-Mundi (Alternate Stats; Official WotC Stats appear in the CWCG p. 131) CL 14; Medium Cerean Jedi 6/ Soldier 1/ Jedi Knight 5/ Jedi Master 1/ Officer 1 Destiny 2; Force 6; Dark Side 0 Init: +16 (may reroll, keeping second); Senses: +9 Languages: Basic, Cerean, 2 unasigned Ref 26 (flat-footed 26) Fort 28 Will 30, Deflect HP 106; Threshold 28 Speed 6 squares Melee Lightsaber +17 (2d8+9/x3) or Melee Lightsaber Charge +21 (2d8+16/x3) or Melee Lightsaber +14/+14 (2d8+9/x3) Base Atk +14; Grp +15 Atk Options: Powerful Charge Special: Fearless, Serenity Force Powers Known (Use the Force +18): Battle Strike (3), Farseeing, Force Slam (2), Mind Trick, Move Object, Surge Force Techniques: Force Power Mastery (Battle Strike), Force Point Recovery Force Secrets: Distant Power Abilities: Str 13 Dex 9 Con 13 Int 14 Wis 15 Cha 13 Talents: Armored Defense, Assault Tactics, Battle Analysis, Deflect, Force Focus, Multiattack Proficiency (Lightsabers), Redirect Shot, Severing Strike, Shien Feats: Armor Proficiency (Light), Double Attack (Lightsabers), Force Sensitivity, Force Training (3), Powerful Charge, Skill Focus (Initiative), Skill Focus (Use the Force), Triple Crit (Lightsabers), Weapon Focus (Lightsabers), Weapon Proficiency (lightsaber, simple) Skills: Initiative +16 (may reroll, keeping second result), Knowledge (Tactics) +14, Treat Injury +14, Use the Force +18 Kit Fisto (Alternate Stats; Official WotC Stats appear in the CWCG p. 130) Male Nautolan Jedi 7/Jedi Knight 5/Jedi Master 1 Defenses: Fortitude 27, Reflexes 28 (27 flat-footed), Will 28 Hit Points: 89 Talents: Block, Deflect, Redirect, Weapon Specialization (lightsabers), Shii-Cho, Multiattack Proficiency (lightsaber), Greater Weapon Focus (lightsabers), Equilibrium Feats: Skill Focus (Use the Force), Force Training x2, Dodge, Mobility, Weapon Focus (lightsabers), Double Attack (lightsabers), Running Attack Force Powers: battle strike, farseeing, force slam, force thrust, move object (2), rebuke, surge Force Techniques: force point recovery (2), improved telepathy Special abilities: natural armor, breathe underwater, expert swimmer, pheremonal sensor, low-light vision, fearless, serenity Skills: Endurance +12, Initiative +12, Perception +13, Use the Force +18 Ability scores: Str 14, Dex 13, Con 12, Int 14, Wis 14, Cha 14 Possessions: lightsaber (self-built), Jedi robes, winning smile Attacks Melee lightsaber +18 (2d8+12) or Melee lightsaber +15/+15 (2d8+12) with Double Attack Kit Fisto (Alternate Stats; Official WotC Stats appear in the CWCG p. 130) CL 13; Medium Nautolan Jedi 7/ Jedi Knight 5/ Jedi Master 1 Destiny 2; Force 7; Dark Side - Init: +14; Senses: Perception +7, low-light vision Languages: Basic, Nautila Ref 25 (flat-footed 23) Fort 25 Will 25 HP 128; Threshold 25, DR 2 30

31 Speed 6 squares, swim 4 squares Melee Lightsaber +17 (2d8+9) or Melee Lightsaber +14/+14 (2d8+9) with Double Attack Base Atk +13; Grp +14 Atk Options Special: Fearless, Serenity, can't drown Force Powers Known: 9 can't know for sure wich, but he has a unique power shown in cartoon network Clone Wars, a variation of a power with shaped power secret? This would give him another level of Jedi Master Force Techniques: Force Point Recovery, Improved Move Light Object Str 13 Dex 14 Con 14 Int 10 Wis 15 Cha 14 Talents: Adept Negotiator, Block, Deflect, Force Persuasion, Multiattack Proficiency (lightsabers), Redirect Shot, Severing Strike, Shii-Cho Feats: Combat Reflexes, Double Attack, Force Sensitivity, Force Training (3), Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsaber, simple weapons) Skills: Initiative +14, Perception +7 (may reroll to sense deception and influence), Swim +8 (may take 10 and reroll), Use the Force +19 Mace Windu (Alternate Stats; Official WotC Stats appear in the CWCG p. 129) Jedi Swordsmaster Jedi 7/Jedi Knight 9/Jedi Master 3 HP= 154 Force Points 9 Destiny Points 3, Education Destiny fulfilled (Vaapad instruction) Str 12, Dex 14, Con 15, Int 16, Wis 17, Cha 18 Lightsaber +23 (2d8+15, crit x3) Lightsaber with Double Attack +22/+22 (2d8+15, crit x3) Lightsaber with Triple Attack +17/+17/+17 Fortitude 35/Threshold 35 Reflex 37 Will 36 Talents J Deflect J Block J Weapon Specialization Lightsabers J Redirect Shot J Weapon Focus: Lightsabers J Melee Defense J Double Attack Feats Force Sensitive Weapon Group: Simple Weapon Group: Lightsabers Skill Training: Acrobatics Skill Training: Perception Skill Training: Endurance Skill Training: Knowledge of Galactic Lore Skill Training: Use the Force K Greater Weapon Focus K Greater Weapon Specialization K Juyo K Vaapad K Multiattack Proficiency M Equalibrium M Multiattack Proficiency Skill Training: Initiative 1 Force Training 1 Martial Arts 1 3 Rapid Strike 6 Force Training 9 Whirlwind Attack 12 Triple Crit 15 Martial Arts 2 18 Triple Attack 31

32 Force Techniques Force Point Recovery 3 Improved Sense Surroundings Force Secret Force Grip (don't know about this. It was in Clone Wars series) Distant Power Force Slam Multitarget Power Move Object Force Suite (12) Mind Trick Battle Strike Rebuke Farseeing Surge Skills Acrobatics+17 Perception+18 Endurance Equipment: Lightsaber (purple blade), Commlink, Jedi Robes Knowledge of Galactic Lore+18 Initiative+17 Use the Force+24 (reflects +5 destiny bonus) Obi-Wan Kenobi - Jedi Padawan (at the beginning of Episode I: The Phantom Menace) Human male Jedi 7 CL 7 Destiny: 1; Force: 6 Init +11; Senses: Perception +5 Languages: Basic, Caamas, Kel Dor Defenses: Reflex 22 (flat-footed 18), Fortitude 20, Will 20 hp 83; Threshold 20 Speed: 6 squares Melee: +12 (lightsaber, self-built, 2d8+4) +10 (unarmed strike, 1d6+4) Ranged: +10 Base attack: +7; Grapple: +10 Special actions: Build lightsaber, Redirect shot Force powers known: (Use the Force +15) Force Slam, Mind Trick, Surge Abilities: Str 13, Dex 17, Con 15, Int 15, Wis 15, Cha 14 Talents: Adept negotiator, block, deflect, redirect shot Feats: Dodge, Force Sensitivity, Force Training, Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons) Skills: Acrobatics +11, Initiative +11, Jump +9, Knowledge (galactic lore) +10, Use the Force +15 Possessions: Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own) Obi-Wan Kenobi - Jedi Knight (at the beginning of Episode II: AotC) (Alternate Stats; Official WotC Stats appear in the SECR p. 262) Human male Jedi 7/Jedi Knight 4 CL 11 Destiny: 4; Force: 9 Init +13; Senses: Perception +17 (Force perception) Languages: Basic, Caamas, Kel Dor Defenses: Reflex 27 (flat-footed 22), Fortitude 25, Will 26 hp 115; Threshold 25 Speed: 6 squares Melee: +16 (lightsaber, self-built, 2d8+7) +14 (unarmed strike, 1d6+7) Ranged: +14 Base attack: +11; Grapple: +14 Attack options: Severing Strike Special actions: Build lightsaber, Redirect shot Force powers known: (Use the Force +17) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Thrust, Mind Trick, Move Object, Surge Force techniques: Force Point Recovery, Improved Sense Force Abilities: Str 14, Dex 17, Con 15, Int 15, Wis 16, Cha 14 Talents: Adept negotiator, block, deflect, Force perception, lightsaber defense, redirect shot Feats: Dodge, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons) 32

33 Skills: Acrobatics +13, Initiative +13, Jump +12, Knowledge (galactic lore) +12, Use the Force +17 Possessions: Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own), Jedi starfighter Obi-Wan Kenobi (Episode II) (Alternate Stats; Official WotC Stats appear in the SECR p. 262) Medium Human Male Jedi 7/Jedi Knight 5 CL 12 Destiny 2; Force 9; Darkside 0 Init +14; Senses Perception +8 Languages Basic, Shryiiwook Defenses Ref 29 (flat-footed 26), Fort 28, Will 28; Block, Deflect, Soresu hp 115; Threshold 28 Speed 6 squares Melee lightsaber +18 (2d8+12) or Melee lightsaber +13/+13 (2d8+12) with double attack Ranged by weapon +14 Base Atk +12; Grp +14 Atk Options Double Attack, Severing Strike Special Actions Combat Reflexes, Equilibrium, Redirect Shot Force Powers Known (Use the Force +18): farseeing, Force slam (2), mind trick (2), move object, rebuke, surge, vital transfer Force Techniques Force Point Recovery (2), Improved Move Light Object Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 15 Talents Block, Deflect, Equilibrium, Redirect Shot, Severing Strike, Soresu, Weapon Specialization (lightsabers) Feats Armor Proficiency (light), Combat Reflexes, Double Attack (lightasber), Force Sensitivity, Force Training (3), Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple) Skills Acrobatics +14, Initiative +14, Use the Force +18 Possessions lightsaber (self-built), comlink, Jedi robes, utility belt Obi-Wan Kenobi - Jedi Master (at the beginning of Episode III: Revenge of the Sith) Human male Jedi 7/Jedi Knight 5/Jedi Master 2 CL 14 Destiny: 5; Force: 12 Init +15; Senses: Perception +19 (Force Perception) Languages: Basic, Binary (understand only), Caamas, Kel Dor Defenses: Reflex 31 (flat-footed 27), Fortitude 29, Will 30 hp 145; Threshold 29 Immune: fear effects Speed: 6 squares Melee: +19 (lightsaber, self-built, 2d8+9) +17 (unarmed strike, 1d6+9) Ranged: +17 Base attack: +14; Grapple: +17 Attack options: Combat Reflexes, Severing Strike Special actions: Build lightsaber, equilibrium, Lightsaber defense, Redirect shot, serenity Force powers known: (Use the Force +19) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Thrust, Mind Trick, Move Object, Surge Force techniques: Force Point Recovery, Improved Sense Force Force secrets: Quicken Power Abilities: Str 14, Dex 17, Con 15, Int 16, Wis 16, Cha 15 Talents: Adept negotiator, block, deflect, lightsaber defense, Force perception, redirect shot, severing strike, Soresu Feats: Combat Reflexes, Dodge, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons) Skills: Acrobatics +15, Initiative +15, Jump +14, Knowledge (galactic lore) +15, Pilot +15, Use the Force +19 Possessions: comlink, Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own), Jedi starfighter Obi-Wan Kenobi - Jedi Master (at the end of Episode III: Revenge of the Sith) Human male Jedi 7/Jedi Knight 5/Jedi Master 3 CL 15 Destiny: 5; Force: 17 Init +15; Senses: Perception +19 (Force Perception) Languages: Basic, Binary (understand only), Caamas, Kel Dor Defenses: Reflex 32 (flat-footed 28), Fortitude 30, Will 31 hp 152; Threshold 30 Immune: fear effects 33

34 Speed: 6 squares Melee: +20 (lightsaber, self-built, 2d8+9) +18 (unarmed strike, 1d6+9) Ranged: +18 Base attack: +15; Grapple: +18 Attack options: Combat Reflexes, Severing Strike Special actions: Build lightsaber, equilibrium, Lightsaber defense, Redirect shot, serenity Force powers known: (Use the Force +19) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Thrust, Mind Trick, Move Object, Surge Force techniques: Force Point Recovery, Improved Sense Force Force secrets: Devastating Power, Quicken Power Abilities: Str 14, Dex 17, Con 15, Int 16, Wis 16, Cha 15 Talents: Adept negotiator, block, deflect, equilibrium, Force perception, lightsaber defense, redirect shot, severing strike, Soresu Feats: Combat Reflexes, Dodge, Force Boon, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons) Skills: Acrobatics +15, Initiative +15, Jump +14, Knowledge (galactic lore) +15, Pilot +15, Use the Force +19 Possessions: comlink, Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own) Obi-Wan "Ben" Kenobi - Jedi Master & Dune Sea Hermit (at the beginning of Episode IV: A New Hope) Human male Jedi 7/Jedi Knight 5/Jedi Master 3/scout 1 (middle-aged) CL 16 Destiny: 6; Force: 15 Init +16; Senses: Perception +21 (Force Perception) Languages: Basic, Binary (understand only), Caamas, Kel Dor Defenses: Reflex 33 (flat-footed 30), Fortitude 31, Will 33 hp 163; Threshold 31 Immune: fear effects Speed: 6 squares Melee: +20 (lightsaber, self-built, 2d8+9) +18 (unarmed strike, 1d6+9) Ranged: +18 Base attack: +15; Grapple: +18 Attack options: Combat Reflexes, Severing Strike Special actions: Build lightsaber, equilibrium, Lightsaber defense, Redirect shot, serenity Force powers known: (Use the Force +21) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Stun, Force Thrust, Mind Trick (x2), Move Object, Surge Force techniques: Force Point Recovery, Improved Sense Force Force secrets: Devastating Power, Quicken Power Abilities: Str 13, Dex 17, Con 14, Int 17, Wis 18, Cha 16 Talents: Adept negotiator, barter, block, deflect, equilibrium, Force perception, lightsaber defense, redirect shot, severing strike, Soresu Feats: Combat Reflexes, Dodge, Force Boon, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons) Skills: Acrobatics +16, Initiative +16, Jump +14, Knowledge (galactic lore) +16, Pilot +16, Use the Force +21 Possessions: hermit cottage, Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own) Obi-Wan Kenobi, Jedi Spirit (Official Wizards of the Coast stats) CL --; Medium Human Force Spirit Jedi 7/Jedi Knight 5/Jedi Master 3 Destiny 2; Force 7; Dark Side -- Init +15; Senses Perception +9 Languages Basic, Shyriiwook Defenses Ref -- (flat-footed --), Fort --, Will 30 hp --; Threshold -- Speed none; instantaneous travel Melee -- Ranged -- Base Atk --; Grp -- Force Powers Known (Use the Force +19): farseeing (2) Force Techniques Force Point Recovery (2) Abilities Str --, Dex --, Con --, Int 14, Wis 15, Cha 16 34

35 SQ Incorporeal Talents Force Perception Feats Force Sensitivity, Force Training (4), Skill Focus (Use the Force) Skills Use the Force +19 Possessions none Plo Koon (Episode III) (Alternate Stats; Official WotC Stats appear in the CWCG p. 133) Medium Kel Dor Jedi 7/Jedi knight 5/Jedi master 3 Force 7 Init +14; Senses Use the Force +20; Low-light vision Languages Basic, Kel Dor, Defenses Ref 30 (flat-footed 28), Fort 28, Will 29; Deflect, Fearless, Redirect, Shien hp 107; Threshold Speed 6 squares Melee lightsaber +19 (2d8+13) or Melee lightsaber +16/+16 (2d8+13) with Double Attack Ranged by weapon +17 Base Atk +15; Grp +18 Atk Options Mighty Swing, Power Attack, Severing Strike Special Actions Force Pilot, Telekenetic Savant, Visions Force Powers Known (Use the Force +20); Farseeing, Force Lightning, Force Thrust, Mind Trick, Move Object x2 Force Techniques Force Power Mastery (Farseeing), Improved Move Light Object Force Secrets Multitarget Power Abilities Str 16, Dex 14, Con 10, Int 14, Wis 12, Cha 17 Species Traits Require special equipment Talents Deflect, Force Pilot, Force Perception, Multiattack Proficiency (lightsaber), Redirect, Severing Strike, Shien, Telekenetic Savant, Visions Feats Cleave, Double Attack, Force Sensitivity, Force Training x3, Mighty Swing, Power Attack, SKill Focus (Knowledge [physical sciences], Use the Force), Weapon Proficiency (lightsaber, simple) Skills Initiative +14, Knowledge (galactic lore) +14, Knowledge (physical sciences) +19, Use the Force +20 (may reroll to search feelings or sense force) Possessions Lightsaber (blue - self-built), Kel Dor goggles & mask, jedi robes Plo Koon (Alternate Stats; Official WotC Stats appear in the CWCG p. 133) CL 14; Medium Kel Dor Jedi 8/ Jedi Knight 2/ Starship Ace 2/ Jedi Master 2 Destiny 2; Force 7; Dark Side 0 Init: Use the Force +13; Senses: Use the Force +19, Low-Light Vision Languages: Basic, Kel Dor, 2 unasigned Ref 31 (flat-footed 30) Fort 28 Will 29, Deflect HP 112; Threshold 28 Speed 6 squares Melee Lightsaber +17 (2d8+13) or Melee Unarmed +16 (1d8+10) Base Atk +13; Grp +16 Atk Options Special: Fearless, Serenity, Vehicular Dodge +1 Starship Maneuvers Known: Counter, Engine Hit, Tallon Roll Force Powers Known (Use the Force +19): Force Disarm, Force Slam (2), Force Thrust, Mind Trick, Move Object (2), Rebuke, Surge Force Techniques: Improved Telepathy Force Secrets: Distant Power Abilities: Str 16 Dex 12 Con 12 Int 14 Wis 14 Cha 15 Talents: Deflect, Djem So, Force Perception, Force Pilot, Redirect Shot, Relentless Pursuit, Visions Feats: Force Sensitivity, Force Training (3), Martial Arts I & II, Skill Focus (Use the Force), Starships Tactics, Strong in the Force, 35

36 Vehicular Combat, Weapon Proficiency (lightsaber, simple) Skills: Initiative +13, Knowledge (Physical Sciences) +14, Knowledge (Tactics) +14, Use the Force +19 (may reroll Search Your Feelings and Sense Force, keeping the better result) Qui-Gon Jinn CL 16 Male human Jedi 7/Jedi Knight 5/Jedi Master 4 Destiny 3; Force 10; Dark Side 1 Init +15; Senses Use the Force+21 Languages Basic, Kel Dor, Nelvaanian Defenses Ref 32 (flat-footed 29), Fort 30, Will 32; Block, Deflect Hp 140; Threshold 30 Immune fear effects Speed 6 squares; Running Attack Melee unarmed +18 (1d6+10) or Melee unarmed +16 (2d6+10) with Rapid Strike or Melee lightsaber +21 (2d8+14) or Melee lightsaber +19 (3d8+14) with Rapid Strike or Melee lightsaber +18/+18 (2d8+14) with Double Attack or Melee lightsaber +16/+16 (3d8+14) with Double Attack and Rapid Strike Ranged by weapon +18 Base Atk +16; Grp +18 Atk Options Double Attack, Rapid Strike, Redirect Shot Special Actions Adept Negotiator, Quick Draw, Serenity, Skilled Advisor Force Powers Known (Use the Force+21): battle strike, farseeing, force slam, force stun, force thrust (2), mind trick (2), move object, rebuke, surge (2) Force Secrets Devastating Power, Multitarget Power, Quicken Power Force Techniques Force Point Recovery, Improved Sense Force Abilities Str 14, Dex 14, Con 12, Int 14, Wis 17, Cha 17 Talents Adept Negotiator, Block, Deflect, Force Perception, Greater Weapon Focus (lightsabers), Multiattack Proficiency (lightsabers), Redirect Shot, Skilled Advisor, Weapon Specialization (lightsabers) Feats Double Attack (lightsabers), Force Sensitivity, Force Training (3), Martial Arts I, Quick Draw, Rapid Strike, Running Attack, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics+15, Initiative+15, Knowledge (galactic lore)+15, Persuasion+16, Use the Force+21 Possessions lightsaber (green; self-built), comlink (encrypted), utility belt, Jedi robes Qui-Gon Jinn (Alternate Build) CL 14; Medium Human jedi 9 / jedi knight 4 / jedi master 1 Force 17; Dark Side 0 Init +14; Senses Perception +11, Use the Force +19 Languages Basic, 2 unassigned Defenses Ref 31 (flat-footed 27), Fort 25, Will 31 hp 78; Threshold 25 Speed 6 squares Melee lightsaber +18 (2d8+9) or Melee lightsaber +18 (2d8+11) with both hands or Melee lightsaber +13/+13 (2d8+11) with Double Attack Base Atk +14; Grp +16 Atk Options Double Attack Special Actions Deflect, Fearless, Redirect Shot, Serenity Force Powers Known (Use The Force +19) Battle Strike (x3), Farseeing, Force Disarm, Force Stun, Mind Trick, Move Object (x2), Negate Energy, Rebuke (x2), Surge (x2), Vital Transfer Force Techniques Known Improved Sense Force, Improved Sense Surroundings 36

37 Abilities Str 8, Dex 14, Con 7, Int 14, Wis 18, Cha 14 Talents Adept Negotiator, Force Persuasion, Deflect, Redirect Shot, Force Perception, Foresight, Gauge Force Potential, Ataru Feats Double Attack (lightsaber), Force Boon, Force Sensitive, Force Training (x3), Martial Arts I, II, Skill Focus (x1), Weapon Finesse, Weapon Focus (lightsabers), WP (lightsabers, simple) Skills Acrobatics +14, Initiative +14, Knowledge (Galactic Lore) +14, Knowledge (Social Sciences) +14, Use the Force +19 (may use as Persuasion or Perception) Possessions lightsaber (self-built) Supposedly Qui-Gon is a guardian, but I ended up making him more of a Consular and not that good at dueling at all. Wookieepedia talks up everybody's lightsaber skills anyway though. Republic Commando 1138 "Boss" CL 8; Medium Human Soldier 5/Scout 1/ Noble 1/Officer 1 Destiny 1; Force 9 Dark Side Init +11; Senses +6 Languages. Basic, Man doa, Dosh, Shyrriwook, Binary, Geonesian Defenses Ref 23 (flat-footed 21 ), Fort 24, Will 22. Hp 81; Threshold 24 Speed 6 squares Melee unarmed +7 1d6+5 bludgeoning or Melee Vibro knuckle +7 2d4+5 piercing Ranged DC15s side arm blaster +8 3d6+4 energy or Ranged DC17m ion pulse blaster+8 3d8+4 energy or Ranged DC17m ion pulse blaster+3 3d8+4 energy w/auto fire or Ranged DC17m ion pulse blaster+3 5d8+4 energy w/burst fire Grenades Ion grenade +8 4d6+4 ion Grenades Frag grenade +8 4d6+4 slashing Grenades Stun grenade +8 4d6+4 stun Base Atk +6 ; Grp +7 Atk Options Point Blank Shot, Burst Fire Special Actions Battle Analysis, Cover Fire, Born Leader, Assault Tactics, Acute Senses Abilities Str 13,Dex 15, Con 14, Int 14, Wis 10, Cha 10 Talents Armored Defense,Battle Analysis, Cover Fire,Acute Senses, Born Leader, Assault Tactics Feats Armor proficiency (Light,Medium), Weapon proficiency (Simple,Adv. Melee,Pistols,Rifles,Heavy) Shake it off. Linguist, Skill training (Stealth) Martial Arts I, Point Blank Shot, Burst Fire Skills Endurance +11, Initiative +11, Mechanics +11, Treat Injury +9, Knowledge (Tactics)+ 11, Stealth +11 Possessions DC15s side arm Blaster, DC17m ion pulse blaster w/5 clips total, Katarn Armor, 2 Ion Grenades, 2 Frag Grenades, 2 Stun Grenades, Detonite w/ Timer (5d6), Field Kit, Utility Belt,Med kit w/defibrilator only (Only Revivify) in field kit Katarn Armor Cost credits (Military,Rare) +6 Armor Bonus, +2 Equipment Bonus, Max Dex +3, +2 Perception bonus, low light vision, com-link, integrated vibro knuckle (Free action to draw, cant be disarmed), integrated glow rod (swift to activate), Breath Mask from field kit integrated, Flight suit DC15s side arm Blaster: Cost 750 credits (military,rare), Damage 3d6 energy, Small pistol, 1 kg, no autofire or stun setting. 6 shots, w/recharge rate 1 shot every 2nd round DC17m ion pulse blaster: Cost 1000 credits (military,rare), Damage 3d6 energy Medium rifle, 2.2 kg, autofire or single shot, no stun setting, inaccurate, 60 shots in clip, Retractable stock (so it can be wielded as if it were in the pistols or rifles group; normally considered a rifle). DC17m sniper rifle: Cost 2500 credits (military,rare), Damage 3d8 energy Medium rifle, +2 kg, no autofire or stun setting, accurate, 5 shots in clip, Enchanced Targeting Scope DC17m anti armor weapon: Cost 2000 credits (military,rare), Damage 6d6 slashing, 1sq. splash, Medium heavy weapon, +3 kg, no autofire or stun setting, inaccurate, 1 shot in chamber. 37

38 Requires a swift action to assemble weapon,+ move to draw Vibro Knuckle Cost see Katarn armor, Damage 2d4 piercing Tiny advanced melee. Republic Commando 1140 "Fixer" CL 8; Medium Human Soldier 5/Scout 2/Scoundrel 1 Destiny 1; Force 9 Dark Side Init +11; Senses +7 Languages. Basic, Man doa, Binary Defenses Ref 23 (flat-footed 21 ), Fort 24, Will 20. Hp 81; Threshold 24 Speed 6 squares Melee unarmed +7 1d6+5 bludgeoning or Melee Vibro knuckle +7 2d4+5 piercing Ranged DC15s side arm blaster +8 3d6+4 energy or Ranged DC17m ion pulse blaster+8 3d8+4 energy or Ranged DC17m ion pulse blaster+3 3d8+4 energy w/auto fire or Ranged DC17m ion pulse blaster+3 5d8+4 energy w/burst fire Grenades Ion grenade +8 4d6+4 ion Grenades Frag grenade +8 4d6+4 slashing Grenades Stun grenade +8 4d6+4 stun Base Atk +6 ; Grp Atk Options Point Blank Shot, Burst Fire Special Actions Battle Analysis, Cover Fire, Acute Senses, Gimmick Abilities Str 13,Dex 15, Con 14, Int 14, Wis 12, Cha 08 Talents Armored Defense,Battle Analysis, Cover Fire,Acute Senses, Gimmick Feats Armor proficiency (Light,Medium), Weapon proficiency (Simple,Adv. Melee,Pistols,Rifles,Heavy) Shake it off. Point Blank Shot, Burst Fire, Skill Focus (Use Computer) Skill training (Stealth, Knowledge tactics) Martial Arts I Skills Endurance +11, Initiative +11, Mechanics +11, Treat Injury +10, Use Computer +16, Stealth +11 Possessions DC15s side arm Blaster, DC17m ion pulse blaster w/5 clips total, Katarn Armor, 2 Ion Grenades, 2 Frag Grenades, 2 Stun Grenades, Detonite w/ Timer (5d6), Field Kit, Utility Belt,Med kit w/defibrilator only (Only Revivify) in field kit, Security Kit, Portable compter (int 14), Long range Com link (Encrypted, Holo) Republic Commando 1207 "Sev" CL 8; Medium Human Soldier 5/Scout 2/Scoundrel 1 Destiny 1; Force 9 Dark Side Init +12; Senses +12 Languages. Basic, Man doa Defenses Ref 24 (flat-footed 21 ), Fort 24, Will 20. Hp 81; Threshold 24 Speed 6 squares Melee unarmed +7 1d6+5 bludgeoning or Melee Vibro knuckle +7 2d4+5 piercing Ranged DC15s side arm blaster +9 3d6+4 energy or Ranged DC17m ion pulse blaster+9 3d8+4 energy or Ranged DC17m ion pulse blaster+9 3d8+4 energy w/auto fire or Ranged DC17m ion pulse blaster+9 5d8+4 energy w/burst fire or Ranged DC17m sniper rifle+9 3d8+4 energy or Ranged DC17m sniper rifle+9 4d8+4 energy w/deadeye Grenades Ion grenade +9 4d6+4 ion Grenades Frag grenade +9 4d6+4 slashing 38

39 Grenades Stun grenade +9 4d6+4 stun Base Atk +6 ; Grp +7 Atk Options Point Blank Shot, Burst Fire, Dead eye Special Actions Battle Analysis, Cover Fire, Acute Senses, Sneak attack 1d6 Abilities Str 13,Dex 17, Con 14, Int 12, Wis 12, Cha 08 Talents Armored Defense,Battle Analysis, Devastating Attack, Acute Senses, Sneak Attack 1d6. Feats Armor proficiency (Light,Medium), Weapon proficiency (Simple,Adv. Melee,Pistols,Rifles,Heavy), Shake it off. Point Blank Shot, Burst Fire, Precise Shot, Dead Eye, Skill training (Stealth), Martial Arts I Skills Endurance +11, Initiative +12, Mechanics +10, Treat Injury +10, Perception +12, Stealth +12 Possessions DC15s side arm Blaster, DC17m ion pulse blaster w/5 clips total,dc17m sniper rifle w/4 clips, Katarn Armor, 2 Ion Grenades, 2 Frag Grenades, 2 Stun Grenades, Detonite w/ Timer (5d6), Field Kit, Utility Belt,Med kit w/defibrilator only (Only Revivify) in field kit Republic Commando 1262 "Scorch" CL 8; Medium Human Soldier 7/Scout 1 Destiny 1; Force 9 Dark Side Init +12 ; Senses +6 Languages. Basic, Man doa Defenses Ref 24 (flat-footed 21 ), Fort 24, Will 18. Hp 84; Threshold 24 Speed 6 squares Melee unarmed +9 1d6+5 bludgeoning or Melee Vibro knuckle +9 2d4+5 piercing Ranged DC15s side arm blaster +10 3d6+4 energy or Ranged DC17m ion pulse blaster+10 3d8+4 energy or Ranged DC17m ion pulse blaster+5 3d8+4 energy w/auto fire or Ranged DC17m anti armor weapom+10 6d6+4 slashing 1sq. splash Grenades Ion grenade +10 4d6+4 ion Grenades Frag grenade +10 4d6+4 slashing Grenades Stun grenade +10 4d6+4 stun Base Atk +7 ; Grp +9 Atk Options Point Blank Shot, Burst Fire Special Actions Battle Analysis, Cover Fire, Acute Senses Abilities Str 15,Dex 17, Con 14, Int 12, Wis 10, Cha 08 Talents Armored Defense, Battle Analysis, Cover Fire, Acute Senses, Demolitions Feats Armor proficiency (Light,Medium), Weapon proficiency (Simple,Adv. Melee,Pistols,Rifles,Heavy), Shake it off. Skill Focus (Mechanics) Skill training (Stealth) Martial Arts I, Burst Fire, Point Blank Shot Skills Endurance +11, Initiative +12, Mechanics +15, Treat Injury +9, Stealth +12, Pilot +12 Possessions: DC15s side arm Blaster, DC17m ion pulse blaster w/5 clips total, DC17m anti armor weapon w/4 shots Katarn Armor, 2 Ion Grenades, 2 Frag Grenades, 2 Stun Grenades, 2 blocks of Detonite w/ Timer (7d6), 1 Explosive Charge w/timer (12d6), Security Kit, Field Kit, Utility Belt,Med kit w/defibrilator only (Only Revivify) in field kit Saessee Tiin (Alternate Stats; Official WotC Stats appear in the CWCG p. 135) Jedi Master CL 13 Medium Iktotchi Jedi 7/Jedi Knight 3/Ace Pilot 2/Jedi Master 1 Destiny 0; Force 6, Strong in the Force Init +12, Foresight; Senses Use the Force +19 Languages Basic, Iktotchese, Durese, Sullustan Defences Ref 29 (flat-footed 28), Fort 28, Will 27; Deflect hp 120; Threshold 28 Immune Fear effects 39

40 Speed 6 squares Melee lightsaber +16 (2d8+14) Ranged redirected shot +17 (damage determined by weapon) Ranged by weapon +13 Base Atk +12; Grp +15 Atk Options Cleave, Power Attack Special Actions Serenity, Redirect Shot Force Powers Known (Use the Force +19): Battle Strike, Farseeing, Force Slam, Force Thrust, Move Object, Surge Force Techniques Improved Telepathy Abilities Str 16, Dex 12, Con 15, Int 14, Wis 14, Cha 16 Special Qualities Precognition, Vehicle Dodge +1 Talents Armoured Defence, Deflect, Force Perception, Force Pilot, Foresight, Redirect Shot, Shien, Vehicular Evasion Feats Armour Proficiency (light), Cleave, Force Sensitivity, Force Training (2), Power Attack, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +12 (may spend a Force point to re-roll), Knowledge (Galactic Lore) +13, Mechanics +13, Use the Force +19 (may substitute for Pilot checks) Possessions Lightsaber (constructed own), robes, Eta-2 Actis Starfighter Saesee Tiin (Alternate Stats; Official WotC Stats appear in the CWCG p. 135) CL 15; Medium Iktotchi Jedi 7/ Soldier 2/ Jedi Knight 2/ Starship Ace 3/ Jedi Master 1 Destiny 3; Force 7 (Strong in the Force); Dark Side 0 Init: +13 (may spend FP to reroll); Senses: Use the Force +20 Languages: Basic, Iktotchese, 1 unasigned Ref 31 (flat-footed 30) Fort 30 Will 32, Deflect HP 130; Threshold 30 Speed 6 squares Melee Lightsaber +18 (2d Devastating Attack; improved for damage) Base Atk +14; Grp +16 Atk Options Special: Fearless, Serenity, Vehicular Dodge +1 Starship Maneuvers Known: Angle Deflector Shields, Counter, Devastating Hit, Explosive Shot, Segnor's Loop, Skim the Surface, Snap Roll, Target Sense (3) Force Powers Known (Use the Force +20): Farseeing, Force Slam (3), Move Object (2), Negate Energy, Rebuke, Surge (2) Force Techniques: Improved Telepathy Abilities: Str 14 Dex 12 Con 14 Int 14 Wis 18 Cha 16 Talents: Adept Spellcaster, Armored Defense, Begin Attack Run, Devastating Attack (Lightsabers), Force Perception, Force Pilot, Foresight, Vehicle Focus (Starfighters), Visions Feats: Armor Proficiency (Light), Force Sensitivity, Force Training (2), Skill Focus (Mechanics), Skill Focus (Use the Force), Starship Designer, Starship Tactics (2), Strong in the Force, Vehicular Combat, Tech Specialist, Weapon Proficiency (lightsaber, simple) Skills: Initiative +13, Knowledge (Technology) +14, Mechanics +19, Use the Force +20 (may substitute for Perception and Pilot Checks; may reroll checks for Pilot and for using Sense Surroundings and activating Farseeing, but the second result must be used; if spending a full-round action to activate a power normally taking a standard, move or swift action, may reroll, but the second result must be used) Shaak Ti (Episode III) (Alternate Stats; Official WotC stats appear in The Force Unleashed Campaign Guide, p. 219) Medium Togruta Jedi 7/Jedi knight 5/Jedi master 1 Force 6 Init +11; Senses Perception +8, Spatial Awareness Languages Basic, Togruti Defenses Ref 32 (flat-footed 26), Fort 26, Will 28; Block, Elusive Target, Fearless hp 96; Threshold

41 Speed 6 squares Melee lightsaber +19 (2d8+16) or Melee lightsaber +17 (3d8+16) with Rapid Strike or Melee lightsaber +16/+16 (2d8+16) with Double Attack or Melee lightsaber +14/+14 (3d8+16) with Double Attack and Rapid Strike or Melee unarmed +18 (1d6) Ranged by weapon +18 Base Atk +13; Grp +13 Atk Options Melee Defense Special Actions Force Haze, Lightsaber Defense (+4), Serenity Force Powers Known (Use the Force +18); Battle Strike, Move Object, Surge Force Techniques Force Point Recovery, Improved Force Trance Abilities Str 11, Dex 20, Con 10, Int 13, Wis 14, Cha 15 Talents Ataru, Block, Elusive Target, Force Haze, Lightsaber Defense x2, Makashi, Multiattack Proficiency (lightsaber) Feats Double Attack, Force Sensitivity, Force Training, Martial Arts I, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (advanced melee weapons, lightsaber, simple) Skills Acrobatics +16, Jump +11, Stealth +11 (may reroll), Use the Force +18 Possessions Lightsaber (blue - self-built), jedi robes Stass Allie CL 13; Medium Human Jedi 7/ Force Adept 3/ Jedi Knight 2/ Jedi Master 1 Destiny 2; Force 7; Dark Side - Init: +14; Senses: Perception +7 Languages: Basic, Nautila Ref 26 (flat-footed 24) Fort 24 Will 28 HP 112; Threshold 24 Speed 6 squares Melee Lightsaber +16 (2d8+6) or Base Atk +12; Grp +12 Atk Options Special: Fearless, Serenity Force Powers Known: 12 - Vital Transfer among them Force Techniques: Force Point Recovery, Force Power Mastery (Vital Transfer), Improved Force Trance Str 10 Dex 15 Con 10 Int 15 Wis 17 Cha 15 Talents: Deflect, Equilibrium, Force Focus, Force Recovery, Force Treatment, Fortified Body, Severing Strike Feats: Extra Second Wind, Force Sensitivity, Improved Defense, Force Training (3), Skill Focus (Use the Force), Toughness, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsaber, simple weapons) Skills: Initiative +14, Perception +7 (may reroll to sense deception and influence), Swim +8 (may take 10 and reroll), Use the Force +19 Wedge Antilles, Red Two (circa Battle of Yavin) Official Wizards of the Coast Stats! CL 4; Medium human scoundrel 1/soldier 3 Destiny 1; Force 3 Init +9; Senses Perception +8 Languages Basic, Binary Defenses Ref 18 (flat-footed 16), Fort 16, Will 16; Vehicular Combat hp 35; Threshold 16 Speed 6 squares Melee unarmed +3 (1d4+2) 41

42 Ranged blaster pistol +5 (3d6+2) Base Atk +3; Grp +5 Atk Options Devastating Attack (heavy weapons), Penetrating Attack (heavy weapons) Special Actions Spacehound Starship Maneuvers (Pilot +14)*: Corellian slip, skim the surface Abilities Str 10, Dex 15, Con 10, Int 12, Wis 12, Cha 10 Talents Devastating Attack (heavy weapons), Penetrating Attack (heavy weapons), Spacehound Feats Armor Proficiency (light), Point Blank Shot, Skill Focus (Pilot), Starship Tactics*, Vehicular Combat, Weapon Focus (heavy weapons), Weapon Proficiencies (pistols, simple weapons) Skills Initiative +9, Mechanics +8, Perception +8, Pilot +14, Stealth +9, Use Computer +8 Possessions blaster pistol, comlink, datapad, frag grenade, tool kit, flight suit, X-wing starfighter The statistics below reflect Wedge's abilities at the end of Episode IV while piloting his X-Wing. Incom T-65B X-wing Starfighter (as piloted by Wedge Antilles) Gargantuan starfighter Init +15; Senses Perception +8 Defenses Ref 18 (flat-footed 12), Fort 26; +7 armor, vehicular combat hp 120; DR 10; SR 15; Threshold 46 Speed fly 16 squares (max. velocity 1,050 km/h), fly 4 squares (starship scale) Ranged laser cannons +7 ([6d10+2]x2) or Ranged proton torpedoes +7 ([9d10+2]x2, 4-square splash) Fighting Space 4x4 or 1 square (starship scale); Cover total (pilot), +5 (astromech droid) Base Atk +3; Grp +34 Atk Options autofire (laser cannons), devastating attack 5, penetrating attack 5 Special Actions Spacehound Starship Maneuvers (Pilot +15) Corellian slip, skim the surface Abilities Str 42, Dex 22, Con, Int 16 Skills Initiative +10, Mechanics +8 (+13), Perception +8 (+3), Pilot +15, Use Computer +8 (+13) Crew 1 plus astromech droid (unique); Passengers none Cargo 110 kg; Consumables 1 week; Carried Craft none Hyperdrive x1, 10-jump memory (astromech droid) Availability Military; Cost 150,000 (65,000 used) * If the ship has an astromech droid, use these skill modifiers instead. Wedge Antilles (circa Battle of Endor) Human male, Soldier 6/Scoundrel 1/Ace Pilot 5 Destiny 2, Force 10 Init +14, Senses Perception +12 Languages Basic, Mon Calamarian. Defenses Ref 29 (flat-footed 26), Fort 26, Will 24 HP 116, Threshold 25 Speed 6 Melee Unarmed +10 (1d4+7) Ranged Blaster pistol +12 (3d6+6) or Blaster pistol +10 (4d6+6) rapid shot Base Atk +9, Grp +12 Abilities Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 12 Talents Penetrating Attack (heavy weapons), Spacehound, Armoured Defence, Elusive Dogfighter, Juke, Vehicular Evasion. Feats Armour Proficiency (light, medium), Burst Fire, Double Attack (heavy weapons), Far Shot, Point Blank Shot, Rapid Shot, Skill Focus (pilot), Triple Crit (laser cannons), Vehicular Combat, Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons), Weapon Specialisation (heavy weapons). Skills Initiative +14, Knowledge (tactics) +12, Mechanics +12, Perception +12, Pilot +19. Possessions Padded flight suit, X-wing, astromech droid, commlink, blaster pistol. 42

43 Wedge s Incom T-65B X-Wing Starfighter Gargantuan starfighter Init +9; Senses Perception +12 Defense Ref 22 (flat-footed 17), Fort 26; HP 120; DR 10; SR 15; Threshold 46 Speed fly 16 squares (max. velocity 1,050km/h), fly 4 squares (starship scale) Ranged laser cannons +13 or laser cannons +8/+8 Double Attack or laser cannons +11 Rapid Shot or laser cannons +6/+6 Double Attack and Rapid Shot or laser cannons +8 Burst Fire or laser cannons +3/+3 Double Attack and Burst Fire or Ranged Proton Torpedoes +13 or Proton Torpedoes +8/+8 Double Attack or Proton Torpedoes +11 Rapid Shot or Proton Torpedoes +6/+6 Double Attack and Rapid Shot Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +9; Grp +40 Atk Options Autofire (laser cannons), Burst Fire, Double Attack, Far Shot, Point Blank Shot Abilities Str 42, Dex 22, Con -, Int 16 Skills Initiative +9, Knowledge (tactics) +12, Mechanics +12 (+13*), Perception +12 (+3*), Pilot +19, Use Computer +7 (+13*). Crew Wedge Antilles plus astromech ; Passengers none Cargo 110kg; Consumables 1 week; Carried Craft none Payload 6 proton torpedoes Hyperdrive x1, 10-jump memory (astromech) Availability Unique; Cost N/A * If an astromech is aboard, these skill modifiers may be used instead. Laser cannons (pilot) Atk +13 (+8 autofire), Dmg 6d10+8x2, 7d10+8x2 Rapid Shot, 8d10+8x2 Burst Fire (Triple Crit) Proton torpedoes (pilot) Atk +13, Dmg 9d10+8x2, 10d10+8x2 Rapid Shot, 4-square splash Wicket Wystri Warrick CL 6; Small Ewok Scout 4 / Scoundrel 1 / Soldier 1 Destiny 6 (Discovery); Force Points 8 Initiative +6; Senses Perception +10, Acute Senses Languages Ewokese (and bits of whatever language the Towanis Spoke...probably Bocce) Defenses Ref 24 (flat-footed 21), Fort 17, Will 18; Dodge hp 41; Threshold 16 Speed 4 squares Melee Spear +4 (1d8+3) Ranged Spear +7 (1d8+3) Ranged Sling +7 (1d4+3) Base Atk +4; Grp +2 Atk Options Improved Charge, Far Shot, Mobility, Point Blank Shot, Disruptive, Armored Defense Abilities Str 10, Dex 16, Con 8, Int 10, Wis 15, Cha 13 Talents Acute Senses, Surefooted, Disruptive, Armored Defense Feats Strong in the Force, Improved Charge, Far Shot, Shake It Off, Weapon Proficiency (Simple), Dodge, Mobility, Point Blank Shot, Armor Proficiency (Light) Skills Endurance +7, Knowledge (Tactics) +8, Perception +10, Stealth +11, Survival +10 Possessions Sling, Spear, Yayax hide coif (+2 Armor Bonus, +1 Equipment Bonus, Max Dex +5). Yoda (Alternate Stats; Original stats appear in the Saga Edition Core Rules, p. 268 & Clone Wars Campaign Guide, p. 128) Grand Master of the Jedi Order CL 20 Venerable Tiny Jedi 10/Jedi Knight 5/Jedi Master 5 Destiny 4; Force 13, Strong in the Force 43

44 Init +17; Senses Use the Force +24 Languages Basic, Shriiwook, High Galactic, Cerean Defences Ref 37 (flat-footed 35), Fort 34, Will 38; Block, Deflect hp 154; Threshold 34 Immune Fear effects Speed 4 squares Melee short lightsaber +24 (2d6+16) or Melee short lightsaber +22 (3d6+16) with Rapid Strike Ranged by weapon 22 Base Atk +20; Grp +12 Atk Options Acrobatic Strike, Ataru, Rapid Strike Special Actions Battle Meditation, Redirect Shot, Serenity, Severing Strike, Skilled Advisor, Whirlwind Attack Force Powers Known (Use the Force +24): Battle Strike (2), Farseeing, Force Slam (2), Force Thrust, Mind Trick (2), Move Object (3), Negate Energy, Rebuke (3), Surge (3) Force Techniques Force Point Recovery, Improved Sense Force Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power Abilities Str 6, Dex 14, Con 12, Int 17, Wis 20, Cha 18 Talents Ataru, Battle Meditation, Block, Deflect, Force Perception, Foresight, Redirect Shot, Severing Strike, Skilled Advisor, Visions, Weapon Specialisation (lightsabers) Feats Acrobatic Strike, Force Boon, Force Sensitivity, Force Training (3), Melee Defence, Rapid Strike, Running Attack, Skill Focus (Use the Force), Strong in the Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack Skills Acrobatics +17, Initiative +17 (may spend a Force point to roll twice and pick the highest), Jump +13, Knowledge (Galactic Lore) +18, Knowledge (Tactics) +18, Use the Force +24 (may substitute for Perception checks) Possessions Short Lightsaber (constructed own), cane, robes Yoda, Jedi Grand Master (Alternate Build; Original stats appear in the SECR, p. 268 & CWCG, p. 128)) CL 20; Small Jedi 7 / Jedi Knight 4 / Force Adept 3 / Jedi Master 5 / Force Disciple 1 Destiny 5 (Education); Force 17, Strong in the Force Initiative +28 (Force Intuition, Foresight); Senses Use the Force +28 Languages Basic, High Galactic, Cerean, Shriiwook Defenses Ref 34 (Flat-Footed 32), Fort 30, Will 34, Block, Deflect Hit Points 148; Threshold 30 Immune Mind-Affecting Effects Speed 4 Squares Melee Shoto +21 (2d6+13) or Melee Shoto +16/+16 (2d6+13/2d6+13) with Double Attack or Melee Shoto +19 (3d6+13) with Rapid Strike Base Attack +18; Grapple +12 Attack Options Acrobatic Strike, Double Attack, Rapid Strike Special Actions Adept Negotiator, Melee Defense, Redirect Shot, Serenity, Skilled Advisor Force Powers Known (Use The Force +28) Farseeing (x2), Force Stun, Force Thrust, Mind Trick, Move Object, Negate Energy, Rebuke, Surge, Vital Transfer Force Techniques Known Force Point Recovery (x2), Improved Sense Force Force Secrets Known Devastating Power, Distant Power, Multitarget Power, Quicken Power Abilities Str 8, Dex 15, Con 10, Int 15, Wis 18, Cha 17 Talents Ataru, Block, Deflect, Force Intuition, Force Perception, Force Power Mastery (Farseeing), Force Power Mastery (Vital Transfer), Foresight, Gauge Force Potential, Redirect Shot, Skilled Advisor, Visions Feats Acrobatic Strike, Combat Reflexes, Double Attack, Force-Sensitive, Force Training (x2), Melee Defense, Rapid Strike, Skill Focus (Use the Force), Strong in the Force, Weapon Finesse (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple) Skills Acrobatics +17, Persuasion +18, Ride +17, Use the Force +28 Possessions Gimmer Stick Cane, Jedi Robes, Shoto (Self-Constructed) Zett Jukassa Medium Human Jedi 2 44

45 Force 3 Init +8; Senses Perception +2 Languages Basic Defenses Ref 15 (flat-footed 13), Fort 14, Will 14; Deflect hp 38; Threshold Speed 6 squares Melee lightsaber +2 (2d8+1) Ranged by weapon +4 Base Atk +2; Grp +2 Special Actions Extra Second Wind Force Powers Known (Use the Force +7); Farseeing, Surge Abilities Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 13 Talents Deflect Feats Acrobatic Strike, Force Sensitivity, Force Training, Extra Second Wind, Weapon Proficiency (lightsaber, simple) Skills Acrobatics +8, Initiative +8, Use the Force +7 Possessions Lightsaber (blue), jedi robes Notes: I figured him near the end of his training, so a Jedi 2. I also gave him the elite array, modified for being a young adult. I was tempted to give him the visions talent, but I just couldn't see him surviving against the 501st without deflect... I also gave him extra second wind to help with that. ENEMIES Asajj Ventress (Alternate Build; Original stats appear in the Clone Wars Campaign Guide, p. 184) Dark Jedi, Separatist Leader Near-Human female Jedi 9/Force adept 4 CL 13 Destiny: 3; Force: 11; Dark Side 12 Init +15; Senses: Perception +18 (Force Perception) Languages: Defenses: Reflex 29 (flat-footed 25), Fortitude 27, Will 28 hp 135; Threshold 27 Speed: 6 squares Melee: +16 (lightsaber, 2d8+7) +14 (lightsaber, 3d8+7) with Rapid Strike +16/+16 (2 lightsabers OR double-bladed lightsaber, 2d8+7) with Dual Weapon Mastery III +14/+14 (2 lightsabers OR double-bladed lightsaber, 3d8+7) with Dual Weapon Mastery III and Rapid Strike Base attack: +12; Grapple: +13 Attack options: Rapid Strike Special actions: Build lightsaber, Channel Aggression, Channel Anger Force powers known: (Use the Force +18) Battle Strike, Dark Rage, Force Slam, Force Thrust, Move Object, Surge Force techniques: Force Point Recovery, Improved Force Trance Abilities: Str 13, Dex 18, Con 15, Int 14, Wis 12, Cha 15 Talents: Block, Channel Aggression, Channel Anger, Dark Presence, Deflect, Force Perception, Power of the Dark Side Feats: Dual Weapon Mastery I & II & III, Force Sensitivity, Force Training x 3, Melee Defense, Rapid Strike (lightsabers), Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons) Skills: Acrobatics +15, Initiative +15, Jump +12, Pilot +15, Use the Force +18 Possessions: two lightsabers (special design; can be interlocked to create a double-bladed lightsaber), black cloak, black jumpsuit, various Separatist crafts Bib Fortuna (Jabba's Minion) CL 3 Medium Twi'lek Nonheroic 9 Init +4; Senses Perception +14, low-light vision Languages Basic, High Galactic, Huttese, Ryl Defenses Ref 10 (flat-footed ), Fort 14, Will 10; hp 36; Threshold 14 45

46 Speed 6 squares Melee +8 dagger (1d4 + poison) or +6 dagger (2d4 + poison) with Rapid Strike Ranged +8 (3d4) holdout blaster Base Atk +6; Grp +6 Atk Options Special Actions Abilities Str 11, Dex 14, Con 14, Int 14, Wis 10, Cha 16 Feats Coordinated Attack, Rapid Strike, Skill Focus (deception), Skill Training (persuasion), Weapon Finesse, Weapon Group Proficiency (simple, pistols) Skills Deception +17 (may reroll), Gather Information +12, Knowledge (bureaucracy) +11, Persuasion +12 Possessions Hold-out blaster, poisons, Twi'lek dagger, robes. Count Dooku (CL 18) (Alternate Build; Original stats appear in the CWCG p. 184) Medium human Jedi 7/Jedi Knight 5/Jedi Master 3/Sith Lord 3 Destiny 2; Force 7; Dark Side 14 Init +17; Senses Perception +16 Languages Basic, Geonosian, Neomodian, Sith Defenses Ref 34 (flat-footed 31), Fort 33, Will 33; Block, Deflect hp 160; Threshold 33 Speed 6 squares Melee lightsaber +24 (2d8+13) two-handed or Melee lightsaber +24 (2d8+12) one-handed or Melee lightsaber +21/+21 (2d8+13) with Double Attack Ranged by weapon +21 Base Atk +18; Grp +21 Atk Options Double Attack, Melee Defense, Wicked Strike Special Actions Combat Reflexes, Force Negotiator, Makashi, serenity, temptation Force Powers Known (Use the Force +22): dark rage, Force grip, Force lightning (2), Force slam, Force thrust, mind trick move object, surge Force Techniques Improved Sense Force, Improved Telepathy Force Secrets Devastating Power, Quicken Power Abilities Str 13, Dex 16, Con 14, Int 15, Wis 14, Cha 16 Talents Block, Deflect, Force Deception, Force Negotiator, Force Persuasion, Greater Weapon Focus (lightsabers), Lightsaber Defense, Makashi, Multiattack Proficiency (lightsabers), Weapon Specialization (lightsabers), Wicked Strike Feats Combat Reflexes, Double Attack, Force Sensitivity, Force Training (x3), Melee Defense, Running Attack, Skill Focus (Use the Force), Triple Crit, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +17, Initiative +17, Knowledge (galactic lore) +16, Perception +16, Use the Force +22 (may substitute for Deception, Persuasion checks) Possessions lightsaber (self-built), vast personal wealth, aristocrat s wardrobe Notes: Built with 32 ability points before any level-dependent increases. Kind of a melee monster with an arsenal of offensive powers and some talents to get some social skills, as he is supposed to be a charismatic leader. When he uses his lightsaber one-handed, he foregoes 1 point of damage as his Strength bonus isn t doubled, but he gains the benefit of Makashi, which raises his Reflex Defense by 3 together with Lightsaber Defense. Wicked Strike and Triple Crit give his criticals some nasty punch. His Force Techniques are chosen randomly, as I couldn t think of any ones that would really apply to him. Darth Bane (Alternate Build; Original stats appear in Threats of the Galaxy, p. 184) Medium human Soldier 3/Jedi 4/Sith Apprentice 7/Sith Lord 5 Force 12; Dark Side 18 Init +18; Senses Perception +13 Languages Basic, Sith Defense Ref 37 (flat-footed), Fort 42, Will 36; Fearless hp 167; Threshold Speed 6 squares Melee +25 lightsaber (2d8+16) Ranged +23 Base Atk +19; Grp +24 Atk Options Cleave, Melee Defense, Power Attack, Powerful Charge 46

47 Special Actions temptation Force Powers Known (Use the Force +19) Battle Strike (3), Dark Rage (2), Farseeing, Force Grip (2), Force Lightning (3), Force Slam (2), Force Thrust (2), Move Object, Negate Energy (2), Rebuke (2) Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power Force Techniques Force Point Recovery (3) Abilities Str 21, Dex 18, Con 14, Int 14, Wis 18, Cha 11 Talents Armored Defense, Dark Healing, Dark Side Adept, Force Deception, Improved Armored Defense, Lightsaber Defense I & II, Power of the Dark Side, Swift Power, Weapon Specialization (lightsabers), Wicked Strike Feats Armor Proficiency (light), Armor Proficiency (medium), Cleave, Exotic Weapon Proficiency (lightsaber), Force Sensitivity, Force Training (4), Melee Defense, Power Attack, Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple weapons) Skills Acrobatics +18, Initiative +18, Knowledge (Galactic lore) +16, Mechanics +16, Use Computer +16, Use the Force +19 Possessions lightsaber, orbalisk armor 90% (+9 Ref Def/+8 Fort Def). Darth Maul, Sith Apprentice (Official stats as a Sith Lord appear in Threats of the Galaxy, p. 80) CL 12; Male Zabrak Jedi 8/Sith Apprentice 4 Destiny 2; Force 8; Dark Side 14 Init +15; Senses Perception +8 (may reroll) Languages Basic, Huttese, Sith Defenses Ref 30 (flat-footed 25), Fort 27, Will 27; Block, Deflect, Lightsaber Defense Hp 112; Threshold Speed 6 squares Melee unarmed +16 (1d6+8) or Melee unarmed +14 (2d6+8) with Rapid Strike Melee double-bladed lightsaber +18 (2d8+12) or Melee double-bladed lightsaber +16 (3d8+12) with Rapid Strike or Melee double-bladed lightsaber +16 and +16 (2d8+10 and 2d8+10) or Melee double-bladed lightsaber +14 and +14 (3d8+10 and 3d8+10) with Rapid Strike Ranged by weapon +16 Base Atk +12; Grp +16 Atk Options Acrobatic Strike, Dark Scourge, Dual Weapon Mastery, Rapid Strike, Wicked Strike Force Powers Known (Use the Force +12): battle strike, dark rage, force grip, force thrust, rebuke, surge Force Techniques Force Point Recovery, Improved Move Light Object Abilities Str 14, Dex 18, Con 15, Int 14, Wis 14, Cha 12 Talents Block, Dark Scourge, Deflect, Lightsaber Defense, Weapon Specialization (lightsabers), Wicked Strike Feats Acrobatic Strike, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Martial Arts I, Rapid Strike, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics+15, Initiaitve+15, Mechanics+13, Use the Force+12 Possessions double-bladed lightsaber (red; self-built), comlink, utility belt, Sith robes Darth Vader (An official, if generic build appears in the Core Rules p. 261) at the end of Episode III: Revenge of the Sith Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2/Sith apprentice 1 CL 15 Destiny: 7; Force: 15, Strong in the Force; Dark Side 14 Init +15; Senses: Perception +16 Languages: Basic, Binary (understand only), Huttese, Rodese Defenses: Reflex 32 (flat-footed 29), Fortitude 32, Will 29 hp 164; Threshold 32 Weakness: life support** Speed: 6 squares Melee: +20 (lightsaber, self-built, 2d8+12) +15/+15 (lightsaber, self-built, 2d8+12) with Double Attack +18 (lightsaber, self-built, 3d8+12) with Rapid Strike +13/+13 (lightsaber, self-built, 3d8+12) with Double Attack and Rapid Strike 47

48 Ranged: +16 Base attack: +13; Grapple: +18 Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, vehicle dodge +1 Force powers known: (Use the Force +15*) Battle Strike, Force Grip, Force Slam, Force Thrust, Move Object, Surge Force techniques: Force Point Recovery, Improved Move Light Object Abilities: Str 20*, Dex 17, Con 16, Int 16, Wis 14, Cha 15 Talents: Armored Defense, Block, Deflect, Djem Sho, Expert Gunner, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike Feats: Armor Proficiency (light), Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (x2), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) Skills: Endurance +15, Initiative +16, Jump +17, Knowledge (galactic lore) +15, Mechanics +15, Perception +15, Pilot +20, Survival +14, Use the Force +15* Possessions: special armor (equipped with life support system), cybernetic parts (both arms & legs), lightsaber (Darth Vader has built his own), various starfighters, Sith robes Darth Vader (An official, if generic build appears in the Core Rules p. 261) at the beginning of Episode IV: A New Hope Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2/Sith apprentice 2/Sith Lord 2 (middle-aged) CL 18 Destiny: 5; Force: 13, Strong in the Force; Dark Side 16 Init +17; Senses: Perception +19 Languages: Basic, Binary (understand only), Huttese, Rodese Defenses: Reflex 35 (flat-footed 32), Fortitude 35, Will 34 hp 173; Threshold 35 Immune: fear effects Weakness: life support** Speed: 6 squares Melee: +23 (lightsaber, self-built, 2d8+14) +18/+18 (lightsaber, self-built, 2d8+14) with Double Attack +21 (lightsaber, self-built, 3d8+14) with Rapid Strike +16/+16 (lightsaber, self-built, 3d8+14) with Double Attack and Rapid Strike Ranged: +19 Base attack: +16; Grapple: +21 Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, Temptation, vehicle dodge +1 Force powers known: (Use the Force +18*) Battle Strike, Dark Rage, Farseeing, Force Disarm, Force Grip x2, Force Slam, Force Thrust, Mind Trick, Move Object, Negate Energy, Surge Force techniques: Force Point Recovery, Improved Move Light Object, Improved Sense Force Force secrets: Distant Power Abilities: Str 20*, Dex 16, Con 15, Int 17, Wis 16, Cha 16 Talents: Armored Defense, Block, Dark healing, Deflect, Djem Sho, Expert Gunner, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike Feats: Armor Proficiency (light), Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (x3), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) Skills: Endurance +16, Initiative +17, Jump +19, Knowledge (galactic lore) +17, Mechanics +17, Perception +19, Pilot +22, Survival +17, Use the Force +18* Possessions: special armor (equipped with life support system), cybernetic parts (both arms & legs), lightsaber (Darth Vader has built his own), various starfighters, Sith robes, various Imperial crafts Darth Vader (An official, if generic build appears in the Core Rules p. 261) at the beginning of Episode VI: Return of the Jedi Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2/Sith apprentice 2/Sith Lord 3 (middle-aged) CL 19 Destiny: 5; Force: 17, Strong in the Force; Dark Side 16 Init +17; Senses: Perception +19 Languages: Basic, Binary (understand only), Huttese, Rodese Defenses: Reflex 36 (flat-footed 33), Fortitude 36, Will 35 hp 182; Threshold 36 Immune: fear effects Weakness: life support** 48

49 Speed: 6 squares Melee: +24 (lightsaber, self-built, 2d8+14) +19/+19 (lightsaber, self-built, 2d8+14) with Double Attack +22 (lightsaber, self-built, 3d8+14) with Rapid Strike +17/+17 (lightsaber, self-built, 3d8+14) with Double Attack and Rapid Strike Ranged: +20 Base attack: +17; Grapple: +22 Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, Temptation, vehicle dodge +1 Force powers known: (Use the Force +18*) Battle Strike, Dark Rage, Farseeing, Force Disarm, Force Grip x2, Force Slam, Force Thrust, Mind Trick, Move Object, Negate Energy, Surge Force techniques: Force Point Recovery, Improved Move Light Object, Improved Sense Force Force secrets: Devastating Power, Distant Power Abilities: Str 20*, Dex 16, Con 15, Int 17, Wis 16, Cha 16 Talents: Armored Defense, Block, Dark healing, Deflect, Djem Sho, Expert Gunner, Force Focus, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike Feats: Armor Proficiency (light), Double Attack, Force Boon, Force Sensitivity, Force Training (x3), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) Skills: Endurance +16, Initiative +17, Jump +19, Knowledge (galactic lore) +17, Mechanics +17, Perception +19, Pilot +22, Survival +17, Use the Force +18* Possessions: special armor (equipped with life support system), cybernetic parts (both arms & legs), lightsaber (Darth Vader has built his own), various starfighters, Sith robes, various Imperial crafts, Star Dreadnought Executor *After his disastrous combat with Master Kenobi, Lord Vader is bereft of natural arms and legs and must use cybernetic parts to replace them. These cyborg components give Lord Vader +4 boost to his Strength score as long as they are employed, but also make it harder for him to manipulate the energies of the Force, bestowing -4 penalty to his Use the Force checks. **The battle with Master Kenobi has left Lord Vader's health and immune system completely shattered. He can survive only by employing advanced life support systems and his own sheer will and strength in the Force. Lord Vader's armor is equipped with the said life support system, as are most of his sanctuaries in various citadels and Imperial crafts (like his castle on Vjun or his room in the Executor). Should his life support system fail, the Dark Lord would perish quickly. Darth Vader's armor This black and imposing armor, completed with a death's head mask, is the most visible symbol of Imperial authority - and of the corrupting power of the dark side. Thanks to it, Lord Vader is instantly recognizable everywhere in the Empire - and almost invulnerable. Lord Vader's armor is treated as light armor (more specifically, as modified armored flight suit with +8 armor bonus with helmet package). Furthermore, it includes his life support system and also provides Lord Vader with low-light vision. Dengar Medium Human Scout 5/Soldier 2/Bounty Hunter 4 Force 11 Dark Side 4 Destiny 1 Init +3 ; Senses Perception +11 Languages Basic +1 language Defences Ref 27 (flat-footed 25), Fort 25, Will 22, Armored Defence hp 96 ; Threshold 25 Speed 6 squares Melee unarmed +11 (1d3+6) or Ranged blaster rifle +12 (3d8+5) Base Atk +10 ; Grap +10 Atk Options Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Special Actions Familiar Foe +2, Abilities Str 12, Dex 16, Con 11, Int 12, Wis 13, Cha 12 Talents Acute Senses, Armored Defence, Hunters Mark, Hunters Target, Improved Stealth, Keen Shot Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Sniper, Vehicular Combat, Weapon Proficiency (pistols, rifles, heavy weapons, simple weapons) Skills Climb +11, Mechanics +11, Perception +11, Pilot +12, Stealth +12, Survival +11 Possessions Battle armor (+8 armor,+2 equipment), blaster rifle with standard scope, Punishing One Notes: Dengar's stats are calculated as if he was in full battle armor 49

50 Dengar (Alternate version) CL 12; Medium Human Scoundrel 1/Scout 4/Soldier 4/Bounty Hunter 3 Force 11; Dark Side 6 Init +14; Senses low-light vision; Perception +13* Languages Basic, Huttese, Bocce Defenses Ref 33 (flat-footed 30), Fort 28, Will 24 HP 103; Threshold 33 Speed 6 squares Melee Vibroblade +12 (2d6+8) Ranged Blaster Rifle +13 (3d8+6) or Ranged Blaster Rifle +8/+8 (3d8+6) with Double Attack or Ranged Blaster Pistol +13 (3d6+6) or Ranged Stun Grenade +13 (4d6+6, 2-square burst) Base Atk +10 Atk Options Careful Shot, Dead Eye, Double Attack, Point Blank Shot, Precise Shot Special Actions Familiar Foe +1 Abilities Str 15, Dex 16, Con 14, Int 12, Wis 11, Cha 12 Talents Acute Senses, Armored Defense, Expert Tracker, Fortune s Favor, Improved Armored Defense, Notorious, Ruthless Negotiator Feats Armor Proficiency (light), Careful Shot, Deadeye, Dodge (H), Double Attack, Improved Damage Threshold, Improved Defenses, Linguist, Point Blank Shot, Precise Shot, Shake It Off, Weapon Proficiency (pistols, rifles, simple weapons), Vehicular Combat Skills Endurance +13, Initiative +14, Knowledge (tactics) +12, Mechanics +12, Perception +11, Pilot +14, Survival +11 (H) Possessions Valken-38 blaster rifle, L-23 blaster pistol, vibroblade, stun grenades (4), cybernetic prosthesis (eyes and ears; provides +2 permanent equipment bonus to Perception skill and low-light vision*), utility belt with medpac, binders (2), Punishing One (starship) Durge (Alternate Build; Original stats appear in the CWCG p. 185) (Towards the end of the Clone Wars) Gen'Dai male soldier 5/scout 3/bounty hunter 3/Elite Trooper 1 CL 12 Destiny: 3; Force: 7; Dark Side 13 Init +13; Senses: Low-light Vision; Perception +12 Languages: Basic, Mando'a Defenses: Reflex 33(flat-footed 31) [without heavy battle armour: Reflex 28 and flat-footed 26], Fortitude 35, Will 21. hp 175; Threshold 40; Gen'Dai nervous system, Regeneration Speed: 4 squares Melee: +15 (unarmed strike, 1d6+10) Ranged: +13 (blaster pistol, 3d6+6) or Ranged: +8 (blaster pistol, 3d6+6) and +8 (blaster pistol, 3d6+6) or Ranged: +13 (blaster Rifle, 3d8+6) or Ranged: +8 (flamethrower, 3d6+6; 6-square cone) or Ranged: +8 (wrist-mounted machine gun, 2d8+6; 2-square burst) or Ranged: +13 (magna bolas[grab]) Base attack: +11; Grapple: +15 Attack options: Hunter's Mark, Point Blank Shot. Special actions: Familiar Foe +1, Hibernation, Hunter's Target, Indomitable, Second wind 3/day Abilities: Str 19, Dex 14, Con 20, Int 12, Wis 8, Cha 10. Talents: Acute Senses, Armoured defence, Hunter's Mark, Hunter's Target, Improved Armoured Defence, Improved Initiative, Indomitable, Tough as Nails, Feats: Armor Proficiency (light, medium, Heavy), Dual Weapon Mastery 1, Extra Second Wind, Improved Damage Threshold, Martial Arts 1, Point Blank Shot, Shake it off, Skill Training(Survival), Toughness, Weapon Proficiency (pistols, rifles, simple weapons) Skills: Endurance +16, Initiative +13(may reroll), Knowledge (tactics) +12, Perception +12(may reroll), Survival +10. Possessions: Cybernetic Heavy Battle Armour* (+10 armour, +4 equipment: helmet package; 2 weapon attachments; energy shields), 2 blaster pistols, blaster rifle, Jetpack, flamethrower, magna bolas(treat as net), wrist-mounted machine gun(treat as slugthrower rifle set to autofire), *Durge's cybernetic armour causes a reduction in his regenerative capabilities as it constantly tries to heal over the armour. This reduces his regeneration to one free swift action a round meaning every 2 rounds he automatically +1 along the condition track. The armour amy also produce a limited duration energy shields which grants him SR

51 Imperial Governor Wilhuff Tarkin (Official stats from website; Offical stats also appear in The Force Unleashed Campaign Guide, p. 191) CL 7; Medium Human noble 7 Destiny 1; Force 5; Dark Side 13 Init +4; Senses Perception +14 Languages Basic, High Galactic, Shyriiwook, Sullustese Defenses Ref 18 (flat-footed 18), Fort 17, Will 20 hp 45; Threshold 17 Speed 6 squares Melee unarmed +5 (1d4+3) or Ranged > blaster pistol +5 (3d6+3) Base Atk +5; Grp +5 Special Actions Coordinated Attack Abilities Str 10, Dex 11 Con 11, Int 15, Wis 13, Cha 15 Talents Born Leader, Demand Surrender, Educated, Presence Feats Coordinated Attack, Linguist, Skill Focus (Bureaucracy), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Pilot), Skill Training (Use Computer), Weapon Proficiencies (heavy weapons, pistols, simple weapons) Skills Deception +10, Gather Information +10, Knowledge (Bureaucracy) +15, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10, Knowledge (Tactics) +10, Knowledge (Technology) +10, Perception +14, Persuasion +15, Pilot +8, Use Computer +10 Possessions Imperial uniform, rank cylinders, comlink, credit chip, blaster pistol Inquisitor Tremayne (Alternate Stats; Official WotC stats appear in The Force Unleashed Campaign Guide, p. 192) Medium Human male Jedi 9/Noble 1; CL 10 Destiny 2; Force 9; Dark Side 13 Init +12; Senses Perception +14 Languages Basic, Bothan, High Galactic, Huttese, Quarren, Rodese, Shyriiwook Defenses Ref 24 or 25 with lightsaber (flat-footed 22), Fort 22, Will 22; Block, Deflect, Lightsaber Defense Hp 99; Threshold 22 Speed 6 squares Melee lightsaber +13 (2d8+6) or Melee lightsaber +11 (3d8+6) with Rapid Strike Ranged by weapon +11 Base Atk +9, Grp +10 Atk Options Rapid Strike Special Actions Adept Negotiator, Lightsaber Defense, Melee Defense, Redirect shot Force Powers Known (Use the Force +16): Force grip, Force thrust, mind trick, move object Abilities Str 13, Dex 15, Con 13, Int 14, Wis 13, Cha 13 Talents Adept Negotiator, Block, Deflect, Lightsaber Defense, Redirect Shot, Wealth Feats Force Sensitive, Force Training (2), Improved Defenses, Linguist, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Skill Training (Persuasion), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +12, Initiative +12, Knowledge (galactic lore) +12, Perception +11, Persuasion +11, Use the Force +16 Possessions lightsaber (self-built), Inquisitor uniform, comlink (encrypted), Imperial I Star Destroyer Interrogator Jabba The Hutt CL 13 Large Hutt Noble 7/Crime Lord 6 Destiny 2 (Corruption); Force 4; Dark Side 6 Init +4; Senses Perception +14 Languages Basic, High Galactic, Huttese Defenses Ref 22 (flat-footed 22), Fort 27, Will 30; +5 will vs. Force Powers, Command Cover hp 105; Threshold 42 Speed 2 squares Melee +10 unarmed (1d6 bludgeoning) Ranged +7 by weapon Base Atk +9; Grp +10 Atk Options Crush, Pin Special Actions Demand Surrender, Inspire Fear 51

52 Abilities Str 12, Dex 6, Con 18, Int 12, Wis 16, Cha 16 Talents Attract Minion, Connections, Demand Surrender, Inspire Fear I-III, Notorious, Presence, Shared Notoriety, Wealth Feats Crush, Improved Damage Threshold (2), Skill Focus (Deception, Gather Information, Knowledge [bureaucracy], Persuasion), Pin, Weapon Group Proficiency (simple, pistol) Skills Deception +19, Gather Information +19, Knowledge (bureaucracy) +17, Knowledge (galactic lore) +12, Perception +14, Persuasion +19 (may reroll twice keeping the best result each time, may roll attempts to intimidate as standard actions), Use Computer +12 Possessions Repulsor sled, sail barge, skiffs, landspeeders, palace, vast amounts of criminally acquired wealth. Lumiya (Alternate Stats; Official WotC Stats appear in Threats of the Galaxy, p. 83) CL 16; Medium Human scoundrel 5 / scout 1 / soldier 1 / ace pilot 3 / force adept 2 / sith apprentice 3 / sith lord 1 Force 15; Dark Side 12 Init +16; Senses Perception +20 Languages Basic, 2 unassigned Defenses Ref 33 (flat-footed 30), Fort 32, Will 31 hp 107; Threshold 37* Speed 6 squares Melee light whip +15 (2d4+12) or Melee light whip +15 (2d4+16) with both hands Base Atk +11; Grp +15 Atk Options Point Blank Shot Special Actions Fearless, Fool's Luck, Temptation, Vehicle Dodge +1 Force Powers Known (Use The Force +12) Dark Rage, Force Grip, Force Stun, Force Thrust, Mind Trick, Move Object Force Techniques Known Improved Force Trance, Improved Sense Force Abilities Str 18*, Dex 16, Con 12, Int 14, Wis 12, Cha 16 Talents Power of the Dark Side, Dark Presence, Swift Power, Fool's Luck, Armored Defense, Elusive Dogfighter, Vehicular Evasion, Empower Weapon, Dark Scourge, Dark Side Adept, Dark Side Master Feats Armor Proficiency (Light), EWP (Amphistaff), Force Sensitive, Force Training (x3), Point Blank Shot, Skill Training (x2), Vehicular Combat, Weapon Finesse, WP (pistols, rifles, simple) Skills Deception +16, Gather Information +16, Initiative +16, Knowledge (Social Sciences) +15, Perception +20, Persuasion +16, Pilot +16, Stealth +16, Use the Force +12 Possessions Light whip (empower weapon), stormtrooper armor, cybernetic prosthesis (x4) *cybernetic enchancements grant 18 strength and improved damage threshold. Sebulba CL 3; Small male Dug non-heroic 4/scoundrel 2 Force Points: 0, Dark Side 2, Destiny 1 Init +6, Senses Perception +2 Languages: Basic, Dug, Huttese Defenses: Ref 20 (flat-footed 15), Fort 11, Will 12 Hp 17, Threshold 11 Speed: 4 squares (walking) Melee: unarmed +5 (1d2+2) Ranged: +7 (damage as weapon +1) Atk Options: Vehicular Combat Special Actions: Agility (Members of this species may reroll any Climb or Jump check, but they must take the second result even if it s worse than the original), Lightning reflexes (Members of this species gain a +2 dodge bonus to their Reflex defense [already factored into stats]), Conditional Bonus Feat (Skill Focus: Acrobatics if trained in Acrobatics which Sebulba isn t). Abilities: STR 12 (+1), DEX 19 (+4), CON 9 (-1), INT 10 (0), WIS 8 (-1), CHA 13 (+1) Talents: Knack Feats: Skill focus (pilot), Skill training (pilot), Skill training (deception), Vehicular Combat, Weapon proficiency (pistols), Weapon proficiency (simple weapons) Skills: Knowledge (tactics) +6, Deception +7, Pilot +15, Mechanics +6 Possessions: Pod-Racer, Toolkit, Racing helmet with goggles, racing gloves 52

53 Tessek CL 5; Medium Male Quarren Scoundrel 4/Noble 1 Force Points 8 Dark Side 0 Destiny 1 Init +1; Senses Low-light vision, Perception +7 Languages Basic, Gamorrean (understand only), Huttese, Quarrenese, Ryl Defenses Ref 15 (flat-footed 14), Fort 14, Will 14, Dodge hp 42; Threshold 14 Speed 6 squares Melee unarmed +4 (1d3+3) Ranged hold-out blaster +4 (3d4+2) Base Atk +3; Grap +4 Atk Options Point Blank Shot Special Actions breathe underwater, expert swimmer Abilities Str 12, Dex 13, Con 14, Int 12, Wis 10, Cha 12 Talents Fool s luck, Inspire Confidence, Knack Feats Dodge, Linguist, Mobility, Point Blank Shot, Skill Focus (deception), Skill Focus (gather information), Skill Focus (persuasion), Weapon Proficiency (pistols, simple weapons) Skills Deception +13, Gather Information +13, Knowledge (streetwise) +8, Perception +7, Persuasion +13 Possessions hold-out blaster Vader's Apprentice a/k/a Starkiller (this build is intended to be earlier in his apprenticeship than the official stats appearing in The Force Unleashed Campaign Guide, p. 187) CL 10; Medium Human Jedi 7/Jedi Knight 3 Destiny 2; Force 5; Dark Side 15 Init +11; Senses Perception +7 Languages Basic Defenses Ref 23 (flat-footed 21), Fort 23, Will 24 hp 93; Threshold Speed 6 squares Melee lightsaber +15 (2d8+10) or Melee lightsaber +13 (3d8+10) with Rapid Strike or Melee lightsaber +17 (3d8+15) with Rapid Strike and Powerful Charge Base Atk +10; Grp +13 Atk Options Powerful Charge, Rapid Strike Special Actions Block, Deflect, Redirect Shot Force Powers Known (Use the Force +17): corruption, Force grip, Force lightning, Force slam, Force thrust, mind trick, move object, repulse, and surge Abilities Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 15 Special Qualities Improved Force thrust Talents Block, Deflect, Juyo, Redirect Shot, Soresu, Telekinetic Savant, Weapon Specialization (lightsaber) Feats Force Sensitivity, Force Training (2), Powerful Charge, Rapid Strike, Skill Focus (Use the Force), Strong in the Force, Unleashed, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +11, Initiative +11, Perception +7, Use the Force +17 Possessions lightsaber, dark clothing, comlink Watto CL 3; Small, male, Toydarian non-heroic 4/scoundrel 2 Destiny 1, Force 0, Dark Side 1 Init +4, Perception +8 Languages: Basic, Huttese, Bocce, Toydarian, Jawa Trade Language Defenses: Ref 16 (ff 15), Fort 15 (20 vs. Force Powers), Will 13 Hp 22, Damage Threshold 13 Speed: 4 squares (flight or walking) Melee: unarmed +3 (1d2) Ranged: +5 (damage, as weapon +1) Base Atk +4 53

54 Atk Options: None Special Actions: None Abilities: Str 9 (-1), Dex 12 (+1), Con 10 (+0), Int 16 (+3), Wis 10 (0), Cha 14 (+2) Special Qualities: Resistant brain (Members of this species gain a +2 bonus to their Will defense, which increases to +5 against Force powers). Talents: Quick Fix (from the Tech Specialist Web Enhancement / Starships of the Galaxy sourcebook) Feats: Skill focus (Mechanics), Skill focus (knowledge: technology), Skill training (assigned below), Skill training (assigned below), Tech Specialist, Weapon proficiency (pistols), Weapon proficiency (rifles) Skills: Deception +8, Mechanics +14, Knowledge (galactic lore) +9, Knowledge (technology) +14, Persuasion +8 Possessions: Toolkit, Data Pad, Junk Dealership 54

55 ARCHETYPES Hundreds of archetypes appear in the fan-made.pdf sourcebook downloadable at: The following additional archetypes do not appear in that sourcebook: Army Troopers (Alternate Build; Original stats at CL 1 appear in the FUCG p. 173) CL 3; Medium Human soldier 2 / nonheroic 2 Force 7; Dark Side 0 Init +8; Senses Perception +8 Languages Basic, 1 unassigned Defences Ref 14 (flat-footed 13), Fort 15, Will 13 hp 26; Threshold 15 Speed 6 squares Melee unarmed +4 (1d4+2) Ranged blaster carbine +5 (3d8+3) or Ranged blaster carbine +0 (3d8+3) with Autofire or Ranged grenade, frag +4 (4d6+1) Base Atk +3; Grp +4 Abilities Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12 Talents Weapon Specialization (rifles) Feats Armor Proficiency (Light, Medium), Skill Training (x2), Weapon Focus (rifles), WP (pistols, rifles, simple) Skills Endurance +8, Initiative +8, Knowledge (Bureaucracy) +8, Perception +8, Persuasion +8 Possessions blaster carbine, frag grenade (x2), blast helmet and vest, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell Army Troopers - Veteran CL 7; Medium Human soldier 6 / nonheroic 2 Force 9; Dark Side 0 Init +11; Senses Perception +10 Languages Basic, 1 unassigned Defences Ref 19 (flat-footed 17), Fort 19, Will 17 hp 54; Threshold 19 Speed 6 squares Melee unarmed +8 (1d4+4) Ranged blaster carbine +10 (3d8+5) or Ranged blaster carbine +5 (3d8+5) with Autofire or Ranged blaster carbine +5 (5d8+5) with Burst Fire or Ranged blaster carbine +5/+5 (3d8+5) with Double Attack or Ranged grenade, frag +9 (4d6+3) Base Atk +7; Grp +9 Atk Options Burst Fire, Double Attack Special Actions Battle Analysis Abilities Str 13, Dex 14, Con 13, Int 12, Wis 12, Cha 12 Talents Armoured Defence, Battle Analysis, Weapon Specialization (rifles) Feats Armor Proficiency (Light, Medium), Burst Fire, Double Attack (rifle), Skill Training (x3), Weapon Focus (rifles), WP (pistols, rifles, simple) Skills Endurance +10, Initiative +11, Knowledge (Bureaucracy) +10, Knowledge (Tactics) +10, Perception +10, Persuasion +10 Possessions blaster carbine, frag grenade (x2), blast helmet and vest, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell Army Troopers - Elite CL 11; Medium Human soldier 10 / nonheroic 2 Force 11; Dark Side 0 Init +13; Senses Perception +12 Languages Basic, 1 unassigned Defences Ref 23 (flat-footed 20), Fort 24, Will 21 hp 100; Threshold 24 Speed 6 squares Melee unarmed +12 (1d6+6) Ranged blaster carbine +14 (3d8+7) or Ranged blaster carbine +9 (3d8+7) with Autofire or Ranged blaster carbine +9 (5d8+7) with Burst Fire or 55

56 Ranged blaster carbine +9/+9 (3d8+7) with Double Attack or Ranged grenade, frag +13 (4d6+5) Base Atk +11; Grp +13 Atk Options Burst Fire, Double Attack, Point Blank Shot Special Actions Battle Analysis Abilities Str 13, Dex 14, Con 14, Int 13, Wis 12, Cha 12 Talents Armored Defense, Battle Analysis, Demolitions, Tough as Nails, Weapon Specialization (rifles) Feats Armor Proficiency (Light, Medium), Burst Fire, Double Attack (rifle), Martial Arts I, Point Blank Shot, Skill Training (x5), Weapon Focus (rifles), WP (pistols, rifles, simple) Skills Endurance +13, Initiative +13, Knowledge (Bureaucracy) +12, Knowledge (Tactics) +12, Perception +12, Persuasion +12, Stealth +13, Survival +12 Possessions blaster carbine, frag grenade (x2), blast helmet and vest, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell Clonetrooper Pilot (Alternate Build; Original stats appear in the CWCG p. 151) CR2 Medium Human nonheroic 6 Init +10; Senses Perception +2 Languages Basic, plus any one other language Defenses Ref 16 (ff 14), Fort 10, Will 9 hp 21; Threshold 10 Speed 6 squares Ranged DC-15 blaster +6 (3d8+3) Base Atk +4; Grp +5 Atk Options - Abilities(15) Str 12, Dex 15, Con 10, Int 12, Wis 8, Cha 8 SQ - Talents - Feats(7) Armor Proficiency Light(3), Skill Training Initiative(human), Skill Focus Pilot(4), Vehicular Combat(6), Weapon Proficiency Simple(1), Weapon Proficiency Rifle(2), Weapon Proficiency Heavy(6) Skills(4) Initiative +10, Mechanics +9, Perception +2, Pilot +15, Use Computer +9Possessions DC-15, comlink, Phase-1 Light Armor (Yellow rank, integrated comlink and holovid, 30 minute oxygen supply, resistant 0 to 110 degrees F), 0 credits Clone Trooper Ace Commander (CL 5) Medium Human Non-Heroic 6/soldier 2/officer 1 Force 3; Dark Side 5 Init +4 (or +14, pilot); Senses Low-light vision; Perception +11 Languages Basic, High Galactic, 1 other language Defenses Ref 18 (flat-footed 16), Fort 17, Will 17 hp 30; Threshold 17 Speed 6 squares Melee unarmed +7 (1d4+1) Ranged heavy blaster rifle +7 (3d10+1) or Ranged blaster pistol +7 (3d6+1) or Ranged frag grenade +7 (4d6+1, 2-square burst) or Ranged ion grenade +7 (4d6+1 ion, 2-square burst) Base Atk +7; Grp +7 Attack Options autofire (heavy blaster rifle) Special Actions Assault Tactics, Battle Analysis, Coordinated Attack, Point Blank Shot, Vehicular Combat Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 12 Talents Assault Tactics, Battle Analysis Feats Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Skill Focus (Pilot), Skill Training (Perception), Vehicular Combat, Weapon Proficiency (heavy, pistols, rifles, simple weapons) Skills Endurance +9, Knowledge (tactics) +11, Perception +11, Pilot +14 (may use Pilot instead of Initiative when piloting) 56

57 Possessions blaster pistol, clone trooper pilot armor (+6 armor, +2 equipment, comlink [encrypted, long range, miniaturized, holo capability], limited life-support), heavy blaster rifle, frag grenade, ion grenade, comlink (wrist; encrypted, long range [miniaturized], holo capability], utility belt with medpac, tool kit Corpse Droid (Droid / Zombie / Cyborg) S1C-K0 Corpse Droid CL2; Medium Cybernetic Corpse; Beast 3 Force: 0; Dark Side: 0 Init: -1; Senses: perception +0 Languages: none Defences: Ref 9(unless it has natural armor) (Flat Footed 9), Fort 12, Will 10 HP: 10 Threshold: 22(actually right) Speed: 4 squares [walking] Melee: Bite +4 (1D3+2; piercing + savage bite); or Melee: Slam +4 (1D4+2; bludgeoning) Base Attack: +2 Grapple: +4 Attack Options: pin Special Actions: none Abilities: STR:14, DEX:8 CON:--, INT:2, WIS:10, CHA:6 Racial Abilities: droid traits Feats: Pin; WP (natural)(missing one feat. you always are proficient with simple weapons [including natural weapons]) Skills: perception +0(you need to train one skill) DR5: This creature reduces damage done to it by 5 points. Relentless: This creature gains a +10 bonus to Damage Threshold and is immune to critical hits and the effects of the Severing Strike talent. Savage Bite: If this creature delivers a successful bite attack against a target that is flat-footed or has lost their Dexterity Bonus to their Reflex Defence, the bite attack does an additional +1D6 damage. Death Star Gunner (OFFICIAL WIZARDS OF THE COASTS STATS) CL 2; Medium Human nonheroic 6 Init +5; Senses low-light vision; Perception +9 Languages Basic Defenses Ref 14 (flat-footed 12), Fort 11, Will 9 hp 27; Threshold 11 Speed 6 squares Melee unarmed +4 (1d4) or Ranged blast cannon +6 (3d8*, 1-square splash**) * 4d8 damage against an adjacent target; apply range penalties on damage instead of on attack roll ** Nonadjacent target only Base Atk +4; Grp Abilities Str 10, Dex 14, Con 12, Int 11, Wis 9, Cha 8 Feats Armor Proficiency (light), Exotic Weapon Proficiency (blast cannon), Skill Focus (Mechanics), Skill Training (Use Computer), Toughness, Weapon Proficiency (simple, heavy) Skills Mechanics +14, Perception +9, Use Computer +14 Possessions blast vest and helmet with helmet package, blast cannon, utility belt, 3 explosive charges Death Star Trooper (Alternate Build; Original stats appear in the FUCG p. 172) CL 2 ; Medium Human nonheroic 3/soldier 1 Force 1 Dark Side 3 Init +3; Senses Perception +7 Languages Basic Defenses Ref 14 (flat-footed 13), Fort 13, Will 11 hp 46; Threshold 13 57

58 Speed 6 squares Melee baton +3 (1d6) or Ranged blaster pistol +5 (3d6) Base Atk +3; Grp +3 Atk Options Point Blank ShotH Abilities Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10 Talents Demolitionist Feats Armor Proficiency (light, medium), Point Blank ShotH, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons) Skills Mechanics +7, Perception +7H Possessions baton, blaster pistol, comlink, utility belt, blast helmet and vest H: Human bonus feat or trained skill Elite Guard CR4; Medium Human; Non-Heroic 10 Destiny: 0; Force Points: 0; Dark Side: 0 Init +12; Senses: Perception +10 Languages: Basic; Huttese; Binary [understand] Defences: Ref: 20 (flat-footed: 17), Fort: 12, Will: 10 hp: 42; Threshold: 12 Speed: 4 squares [in armour] Melee: Force Pike +10 (2D8+3 energy/piercing) Melee: Force Pike +10 (2D8+6 energy/piercing); two-handed Melee: Force Pike +10 (3D8+6 energy/piercing); two-handed + mighty swing Melee: Force Pike +5/+5 (2D8+6 energy/piercing); two-handed + double attack Ranged: Blaster Carbine +9 (3D8+0 energy) Ranged: Blaster Carbine +4 (3D8+0 energy); autofire Base Atk +7; Grp +10 Atk Options: double attack; mighty swing; point blank shot Abilities: Str: 17, Dex: 14, Con: 15, Int: 14, Wis: 10, Cha: 10 Talents: None Feats: AP (light, medium); Double Attack (advanced melee); Martial Arts I; Mighty Swing; Point Blank Shot; WP (advanced melee, rifles) Skills: Endurance +12; Initiative +12; Knowledge Tactics +12; Perception +10 Possessions: Force Pike; Blaster Carbine (with telescopic scope); Correllian Powersuit (+7 armour); Utility Belt Note: You can see the build closely resembles the build you would need for an Elite Trooper, so he has an Elite Trooper flavour, but isn t a PrC and therefore I can use multiples of them with impunity. The Mighty Swing feat (it was this guys Human bonus feat) is the one I swap out if I need to tailor them to different situations or make them different races. Here are few standard variations I use. Heavy Assault Trooper: Swap Mighty Swing for AP (Heavy) then change the Correllian Powersuit to Heavy Battle Armour and Force Pike for a Vibro-Bayonet[/sblock] Skilled Sentry: Swap Mighty Swing for Skill Focus Perception and add a Helmet Package. Royal Guard: Swap Correllian Powersuit for Ceremonial Armour and remove Blaster Carbine. Tough Trooper: Swap Mighty Swing for Shake it Off and give the archetype maximum HP per level (increase HP to 60). Phalanx Trooper: Swap Mighty Swing for Coordinated Shot and change Force Pike for Vibro-Bayonet. Force Wielding Warrior CR4; Medium Human; Non-Heroic 10 Destiny: 0; Force Points: 3; Dark Side: 10 58

59 Init +12; Senses: Perception +5 Languages: Basic; Sith; Binary [understand] Defences: Ref: 17 (flat-footed: 14), Fort: 12, Will: 10 hp: 42; Threshold: 12 Speed: 6 squares [in armour] Melee: Lightsaber +9 (2D8+3 energy/slashing) Melee: Lightsaber +9 (2D8+6 energy/slashing); two-handed Melee: Lightsaber +9 (3D8+6 energy/slashing); two-handed + mighty swing Melee: Lightsaber +4/+4 (2D8+6 energy/slashing); two-handed + double attack Ranged: Heavy Blaster Pistol +9 (3D8+0 energy) Base Atk +7; Grp +10 Atk Options: double attack; mighty swing Abilities: Str: 15, Dex: 14, Con: 14, Int: 13, Wis: 10, Cha: 13 Talents: None Feats: AP (light); Double Attack (lightsaber); Force Sensitive; Force Boon; Martial Arts I; Mighty Swing; WP (lightsaber, pistols) Skills: Acrobatics +12; Initiative +12; Use the Force +11 Possessions: Lightsaber (red); Heavy Blaster Pistol; Combat Jumpsuit (+4 armour); Utility Belt Notes: if you feel really sly, swap Force Boon for Force Training to give them a use of Force Lightning, Dark Rage or Battle Strike! ain Mighty Swing is the Human Bonus feat, so you drop it if you want to make the Archetype another race. These guys can be really nasty if used in numbers or with masses of grunts to shield them or help them with Aid Other! Dark Side Assassin: Swap the Mighty Swing for Acrobatic Strike and Force Boon for Skill Training (Stealth) then swap the Heavy Blaster Pistol for a Hold-Out Blaster and the Lightsaber for a Short Lightsaber. Dark Side Juggernaut: Swap Force Boon for Powerful Charge and WP (Pistols) for [b]ap (medium)[b], drop the Heavy Blaster Pistol and change the Combat Jumpsuit for Battle Armour (REF DEF then jumps to 21!). Minor Force Wizard: Swap Force Boon, Mighty Swing and Double Attack (Lightsaber) for Force Training [x3] Then select 3 Force Powers (I usually go for Battle Strike, Force Lightning and Rebuke) remember these guys are mooks, the fact that they only have 3 Force Powers doesn t matter, most will be dead after they use the first one. Lightsaber Whirlwind: Swap Force Boon, Double Attack (lightsaber) and Mighty Strike for Dual Weapon Mastery I; Melee Defence and Whirlwind Attack. Then swap the Lightsaber for a Dual-Bladed Lightsaber this build is really nasty when pitted against any Non-Heroic allies the Heroes may have. Lightsaber Specialist: Swap WP (Pistol) for Weapon Focus Lightsaber and drop a Force Point to make the Lightsaber self-built. (lightsaber attack bonus now increases to +11 [+6/+6 double attack]). Gamorrean Guard CL 1 Medium Gamorrean non-heroic 2 Init +0; Senses Perception +5 Languages Gamorrean, Basic (understand only) Defences Ref 12 (flat-footed 12) Fort 14 Will 9 hp 12; Threshold 19 Speed 6 squares Melee vibro-ax +3 (2d10+2) Ranged by weapon +1 Base Atk +1; Grap +3 Atk Options Power Attack Abilities Str 14, Dex 10, Con 14, Int 10, Wis 9, Cha 8 Feats Armor Proficiency (light), Improved Damage Threshold, Power Attack, Weapon Proficiency (advanced melee weapons, simple weapons) Skills Perception +5 Possessions palace armor (+2 armor, treat as blast helmet and vest), vibro-ax 59

60 Geonosian Warrior (Alternate Build; Original stats appear in the CWCG p. 181) CL1; Medium Geonosian unheroic 4 Init +3.; Senses Perception +6. Languages Geonosian Defenses Ref 13. (FF 12.), Fort 10., Will 9. HP 14.; Threshold Speed 6 squares, 8 sq. fly Melee +5. Force Pike (2d8+2) or Melee +5. Force Pike (3d8+2) w/mighty swing BAB +3.; Grp +4. Attack Options Mighty Swing Special Actions Running Attack Abilities Str 13., Dex 13., Con 10., Int 8., Wis 9., Cha 10. Feats Weapon Proficiency (Adv. Melee),Toughness, Mighty Swing, Weapon Focus (Adv. Melee), Running Attack Skills Perception Possessions Force Pike Geonosian Aristocrat traits:+2 natural armor +2 fort vs radiation, spd 6, fly 8 Geonosian Elite Warrior CL4; Medium Geonosian unheroic 4/Soldier 3 Init +6.; Senses Perception +7. Languages Geonosian Defenses Ref 19. (FF 16.), Fort 15., Will 12. HP 34.; Threshold Speed 6 squares, 8 sq. fly Melee +7. Unarmed (1d4+2) Ranged +10. Elite Beam Weapon (3d8+3 fire) Ranged +10. Elite Beam Weapon (4d8+3 fire) w/deadeye BAB +6.; Grp +7. Attack Options Point Blank Shot, Precise Shot, Deadeye Special Actions Devastating attack, Weapon Specialization Abilities Str 13., Dex 15., Con 10., Int 8., Wis 9., Cha 10. Talents Devastating attack (Elite Beam Weapon), Weapon Specialization (Elite Beam Weapon) Feats Armor Proficiency (Light), Weapon Proficiency (Eite Beam Weapon), Toughness, Weapon Focus (Eite Beam Weapon), Point Blank Shot, Precise Shot, Deadeye Skills Perception Possessions Elite Beam Weapon, Combat Jumpsuit (+4 armor bonus) Elite Beam Weapon (exotic) Size M; Cost 1,000 credits (military, rare); Damage 3d8 Fire; Stun no; Rate of Fire S; Weight 6 kg; indefinite shots when wielded by geonosian, else 2d4 shots. Penetrating 5 Geonosian Aristocrat traits:+2 natural armor +2 fort vs radiation, spd 6, fly 8 Geonosian Pilot CR1.5 Small Geonosian nonheroic 4 Init +5; Senses Perception +1 Languages Basic, plus any one other language Defenses Ref 13 (ff 10), Fort 9, Will 9; hp 17; Threshold 9 60

61 Speed 4 squares, fly 4 squares Ranged Geonosion blaster pistol +6 (3d6+2) Base Atk +3; Grp +3 Atk Options - Abilities(15) Str 10, Dex 17, Con 8, Int 12, Wis 8, Cha 8 SQ Species +2DEX, -2STR, -2CON Talents - Feats(5) Skill Focus Pilot(2), Vehicular Combat(4), Weapon Proficiency Pistol(1), Weapon Proficiency Heavy(3) Skills(2) Initiative +5, Perception +1, Pilot +15, Use Computer +9 Possessions Geonosian blaster pistol, comlink, 200 credits Imperial Technician (Official Wizard of the Coast stats, from Dawn of Defiance 5) Imperial Technician (6) CL 2 Medium Human nonheroic 3/soldier 1 Force 1; Dark Side 3 Init +3; Senses Perception +2 Languages Basic, Binary (understand only) Defenses Ref 13 (flat-footed 12), Fort 13, Will 11 hp 14; Threshold 13 Speed 6 squares Melee unarmed +3 (1d4) Ranged blaster pistol +5 (3d6+2) Base Atk +3; Grp +4 Abilities Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10 Talents Weapon Specialization (pistols) Feats Armor Proficiency (light), Skill Training (Knowledge [technology]), Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons) Skills Knowledge (technology) +7, Mechanics +7, Use Computer +7 Possessions blaster pistol, comlink, utility belt, blast helmet and vest Jawa Trader (Alternate Build; Original stats appear in the FUCG p. 223) Small Jawa Scoundrel 1 / Nonheroic 1 Force Points: 0; Dark Side Rating 1 Intitiative +4, Senses: Darkvision, Perception +0 Languages: Basic (Understand only), Jawa, Jawa Trade Language Defenses: Ref 17 (flat-footed 14), Fort 13, Will 11 HP 9; Damage Threshold 13 Speed: 4 squares Ranged: Blaster pistol +3 (3d6+0) or Ion Rifle +3 (3d8+0) Base Atk +0, Grapple -2 Atk Options: Point Blank Shot Special Actions: Skirmisher Abilities: Str 4 (-4), Dex 17 (+3), Con 10 (+0), Int 12 (+1), Wis 8 (-1), Cha 8 (-1) Species Characteristics: Primitive, Darkvision Talents: Skirmisher Feats: Point blank shot, Skill Focus (Mechanics), Weap. Prof. (pistols, rifles, simple), Tech Specialist Skills: Gather Information +5, Mechanics +12, Stealth +14, Survival +10 Possessions: Blaster Pistol, Ion Rifle, Bandolier, Concealed holster, Tool kit Mandalorian Commander CL 8 Medium Adult Human Soldier 5/Noble 2/Officer 1 61

62 Force 5 Init +11; Senses Perception +11 Languages Basic, Mando a, 4 unspecified Defenses Ref 22 (flat-footed 20), Fort 23, Will 22; +6 armor hp 70; Threshold 23 Speed 6 squares Melee unarmed +9 (1d4+6) or Melee vibroblade +9 (2d6+6) or Ranged blaster rifle +10 (3d8+8) or Ranged blaster rifle +8 (4d8+8) with Rapid Shot or Ranged heavy blaster pistol +9 (3d8+6) or Ranged heavy blaster pistol +7 (4d8+6) with Rapid Shot or Ranged frag grenade +5 (4d6+1, 2-square burst) Base Atk +7; Grp +9 Atk Options Rapid Shot Special Actions Assault Tactics, Battle Analysis, Inspire Confidence, Point Blank Shot, Precise Shot, Sniper Abilities Str 14, Dex 14, Con 13, Int 14, Wis 10, Cha 13 Talents Armored Defense, Assault Tactics, Battle Analysis, Inspire Confidence, Weapon Specialization (rifles) Skills Endurance +10, Initiative +11, Knowledge (tactics) +11, Mechanics +11, Perception +11, Persuasion +10 Feats Armor Proficiency (light, medium), Linguist, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Knowledge [tactics]), Sniper, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons) Possessions modified blaster rifle (increase damage), modified heavy blaster pistol (increased damage), vibroblade, 2 frag grenades, modified Mandalorian battle suit (armor +6, equipment +3), utility belt with extra medpac and power pack Capsule: Mandalorian commanders are considered to be amongst the warrior elite, and are able to spur their Mandalorian brethren to victory against imposing odds. As such, their combination of battlefield insight and combat experience ensure their services are always in high demand, and it is not uncommon for the extremely wealthy to seek out a Mandalorian commander to serve as their personal head of security. New Equipment for Mandalorians Mandalorian Battle Suit Alloyed with Mandalorian iron, these armored suits offer solid protection against enemy attacks while not being as cumbersome as heavier armors. Cost: 9000 credits Category: Light Armor Bonus to Reflex Defense: +6 Max Dexterity Bonus: +3 Weight: 12kg Availability: Restricted Special: Provides a +2 equipment bonus to Fortitude Defense, and comes equipped with a helmet package (pg140, SECR). Mandalorian Scout Armor While not as protective as other Mandalorian armors, scout armor makes use of several stealth technologies to better assist the wearer in concealing their presence from the enemy. Cost: 8000 credits Category: Light Armor Bonus to Reflex Defense: +4 Max Dexterity Bonus: +4 Weight: 6kg Availability: Restricted Special: Provides a +1 equipment bonus to Fortitude Defense, a +2 equipment bonus to Stealth checks, and comes equipped with a helmet package (pg140, SECR). Mistryl Shadow Guard Medium Human Scout 3/Soldier 3 Force 4; Dark Side 2 Init +11; Senses Perception +9 Languages Basic Defense Ref 22 (flat-footed 19), Fort 20, Will 18 62

63 Hp 45; Threshold Speed 6 squares Melee force whip +9 (2d4+5) or Melee force whip +7 (3d4+5) with Rapid Strike Ranged blaster pistol +8 (3d6+3) Base Atk +5; Grp +7 Atk Options Devastating Attack (advanced melee weapons), Rapid Strike Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 9 Talents Devastating Attack (force whip), Evasion, Harm s Way, Improved Stealth Feats Armor Proficiency (light), Exotic Weapon Proficiency (force whip), Improved Defenses, Rapid Strike, Shake It Off, Vehicular Combat, Weapon Finesse, Weapon Focus (advanced melee weapons), Weapon Proficiency (pistols, rifles, simple weapons) Skills Endurance +9, Initiative +11, Jump +10, Mechanics +8, Perception +9, Pilot +11, Stealth +11 Possessions Force whip, blaster pistol, utility belt. Force Whip Type: Exotic weapon Size: Small Cost: 1000 Damage: 2d4 Stun Damage: Yes Weight:.5 kg Type: Slashing and energy Availability: Rare Special: This is a weapon which can reach opponents 2 squares away. Navy Trooper (Alternate Build; Original stats as CL 1 appear in the FUCG p. 173) CL 3; Medium Human noble 1 / soldier 1 / nonheroic 2 Force 7; Dark Side 0 Init +8; Senses Perception +3 Languages Basic, 1 unassigned Defences Ref 14 (flat-footed 13), Fort 15, Will 15 hp 23; Threshold 15 Speed 6 squares Melee unarmed +3 (1d4+2) Ranged blaster pistol +4 (3d6+3) or Ranged blaster pistol +5 (3d6+3) with Careful Shot Base Atk +2; Grp +3 Atk Options Careful Shot, Point Blank Shot, Precise Shot Abilities Str 12, Dex 12, Con 12, Int 13, Wis 12, Cha 13 Talents Presence, Weapon Specialization (pistols) Feats Armour Proficiency (Light), Careful Shot, Point Blank Shot, Precise Shot, Skill Training (x2), Weapon Focus (pistols), WP (pistols) Skills Initiative +8, Knowledge (Bureaucracy) +8, Knowledge (Tactics) +8, Persuasion +8, Pilot +8 Possessions blaster pistol, blast helmet and vest Navy Trooper - Veteran CL 7; Medium Human noble 3 / soldier 3 / nonheroic 2 Force 9; Dark Side 0 Init +15; Senses Perception +5 Languages Basic, 5 unassigned Defences Ref 18 (flat-footed 17), Fort 19, Will 19 hp 47; Threshold 19 Speed 6 squares Melee unarmed +7 (1d4+4) Ranged blaster pistol +8 (3d6+5) or Ranged blaster pistol +9 (3d6+5) with Careful Shot or Ranged blaster pistol +3/+3 (3d6+5) with Double Attack Base Atk +6; Grp +7 63

64 Atk Options Careful Shot, Double Attack, Point Blank Shot, Precise Shot Special Actions Demand Surrender Abilities Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 14 Talents Presence, Demand Surrender, Armoured Defence, Weapon Specialization (pistols) Feats Armour Proficiency (Light), Careful Shot, Double Attack (pistol), Linguist (x1), Point Blank Shot, Precise Shot, Skill Focus (x1), Skill Training (x2), Weapon Focus (pistols), WP (pistols) Skills Deception +11, Initiative +15, Knowledge (Bureaucracy) +11, Knowledge (Tactics) +11, Persuasion +11, Pilot +10 Possessions blaster pistol, blast helmet and vest Navy Trooper - Elite CL 11; Medium Human noble 5 / soldier 5 / nonheroic 2 Force 11; Dark Side 0 Init +17; Senses Perception +7 Languages Basic, 5 unassigned Defences Ref 22 (flat-footed 21), Fort 23, Will 23 hp 77; Threshold 23 Speed 6 squares Melee unarmed +10 (1d4+6) Ranged blaster pistol +11 (3d6+7) or Ranged blaster pistol +12 (3d6+7) with Careful Shot or Ranged blaster pistol +6/+6 (3d6+7) with Double Attack or Ranged blaster carbine +10 (3d8+5) or Ranged blaster carbine +5 (3d8+5) with Autofire or Ranged blaster carbine +11 (3d8+5) with Careful Shot or Ranged blaster carbine +5/+5 (3d8+5) with Double Attack Base Atk +9; Grp +10 Atk Options Careful Shot, Double Attack, Point Blank Shot, Precise Shot Special Actions Battle Analysis, Demand Surrender, Weaken Resolve Abilities Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 14 Talents Presence, Demand Surrender, Weaken Resolve, Armoured Defence, Battle Analysis, Weapon Specialization (pistols) Feats Armour Proficiency (Light), Careful Shot, Double Attack (pistols, rifle), Linguist (x1), Point Blank Shot, Precise Shot, Skill Focus (x1), Skill Training (x2), Weapon Focus (heavy, pistols), WP (heavy, pistols, rifles) Skills Deception +13, Initiative +17, Knowledge (Bureaucracy) +13, Knowledge (Tactics) +13, Persuasion +13, Pilot +12 Possessions blaster pistol, blaster carbine, blast helmet and vest Rebel Commando Strike Leader CL 4; Medium Human nonheroic 6/soldier 2 Force 1 Init +10; Senses Perception +4 Languages Basic Defenses Ref 15 (flat-footed 13), Fort 16, Will 12 hp 50; Threshold 22 Speed 6 squares Melee unarmed +7 (1d6+2) or Melee vibroblade +7 (2d6+2) Ranged blaster rifle +7 (3d8+1) or Ranged frag grenade +7 (4d6+1, 2-square burst) Base Atk +6; Grp +7 Special Actions Point Blank Shot Abilities Str 12, Dex 13, Con 14, Int 9, Wis 10, Cha 8 Talents Demolitionist Feats Armor Proficiency (light), Improved Damage Threshold, Martial Arts I, Point Blank ShotH, Skill Focus (Stealth), Toughness, Weapon Proficiency (pistols, rifles, simple weapons). Skills Initiative +10H, Perception +4, Stealth +15 Possessions blast helmet and vest, blaster rifle, 2 frag grenades, detonite, Rebel commando uniform, comlink, credit chip 64

65 H- Denotes Human bonus feat or trained skill Republic Commando (See also, CWCG p. 150 & 154, TotG p , KotOR p. 175) CL 5; Medium Human nonheroic 6 / soldier 2 / elite trooper 1 Force 3; Dark Side 5 Init +5; Senses low-light vision; Perception +6 Languages Basic, Mando'a Defenses Ref 22 (flat-footed 21), Fort 19, Will 13 hp 35; Threshold Speed 4 squares Melee unnarmed +9 (1d6+3) Melee knuckle vibroblade +9 (2d4+3) Ranged blaster pistol +8 (3d6+1) Ranged blaster rifle +8 (3d8+1) Ranged sniper rifle +8 (3d8+1) Ranged grenade launcher +8 (4d6+1) Base Atk +7; Grp +9 Atk Options Point Blank Shot Special Actions Delay Damage, Tough as Nails Abilities Str 14, Dex 12, Con 10, Int 12, Wis 10, Cha 8 Talents Improved Stealth, Tough as Nails Feats Armor Proficiency (Light, Medium), Martial Arts I, Point Blank Shot, Weapon Proficiency (advanced melee weapons, heavy weapons, pistols, rifles) Skills Mechanics +10, Stealth +10 (may reroll), Use Computer +10 Possessions Katarn-class armor (+9 armor, +2 equipment), DC-17m interchangeable weapon system, blaster pistol, wrist-mounted vibroblade, 5 frag grenades, 5 ion grenades, utility belt with medpack, explosive and detonite charge with timer Katarn-class armor: Cost credits (rare), Ref +9, Fort +2, Max Dex +2, Speed 4 or 3 squares, 18 kg, special: as Stormtrooper armor, but also with a wrist-mounted vibrodagger DC-17m Interchangeable Weapon System: Cost credits (rare), Damage (see below), Size (see below), 8.5 kg, special: you can switch between the rifle, sniper and grenade launcher attachments as a full-round action. Blaster rifle: as blaster rifle Blaster rifle, sniper: Cost 1200 credits (military), Damage 3d8, Large, 5.5 kg, accurate, no autofire or stun setting. Grenade launcher: as grenade launcher Notes: Republic Commandos were designed to find the middle ground between rank-and-file clone troopers and the much more elite ARC Troopers. Raised from birth in four-man "pods", they were assigned to carry out delicate covert operations. Infiltration, sabotage, and assassination were among them. Republic Commando Equipment DC-17m Interchangeable Weapon System Cost not available for sale (20,000 credits black market value); Availability Rare, illegal. Special: You can switch between the repeating blaster, sniper, and anti-armor attachments as a full-round action. - Repeating blaster attachment: Damage 3d10; Critical 20; Rifle, Inaccurate; Weight 5.5 kg; Stun DC --; Type Energy; Single Shot/Autofire S/A; Size Medium. Special: This weapon can make 60 shots on a single power pack. 65

66 - Sniper attachment: Damage 3d8; Critical 20; Rifle, Accurate; Weight 6.5 kg; Stun DC --; Type Energy; Single Shot/Autofire S; Size Large. Special: Comes with the Standard Targeting Scope (page 140 Saga Edition rulebook). This weapon can make 5 shots on a single specialized power pack (cost 100 credits, weight 0.5 kg). - Anti-armor attachment: Damage 8d6; No Critical; Heavy, Inaccurate; Weight 7.5 kg; Stun DC --; Type Bludgeoning; Single Shot/Autofire S; Size Medium. Special: It holds a single round of ammunition (cost 300 credits, weight 1 kg), and it requires a full-round action to reload the chamber. Katarn-class Armor Cost: Not available for sale (100,000 credits black market value); Medium Armor; Armor Bonus to Reflex Defense +7; Equipment Bonus to Fortitude Defense +2; Max Dex Bonus +2; Armor Check Penalty -5 for Medium Armor; Speed 4 squares; Weight 20 kg; Availability Rare, Illegal. Special: Provides +2 equipment bonus on Stealth checks. Comes equipped with a Helmet Package and a personal shield unit that provides SR 10. Royal Guard (Alternate Build; Original stats appear in the FUCG p. 173) Medium Male Adult Human Soldier 5/Non-heroic 4/Elite Trooper 3 Force 12; Dark Side 4 Init +14; Senses Perception +14, darkvision Languages Basic Defenses Ref 27 (flat-footed 24)*, Fort 28, Will 19 hp 117; DR 1; Threshold Speed 6 squares Melee unarmed +13 (1d6+6) Melee force pike +15 (2d8+8) Ranged blaster carbine +14 (3d8 +4) Base Atk +11; Grp +13 Atk Options Devastating Strike Abilities Str 14, Dex 16, Con 16, Int 13, Wis 12, Cha 10 Special Qualities Delay Damage Talents Armored Defense, Greater Weapon Focus, Devastating Strike, Harms Way, Improved Armored Defense Feats Armor Proficiencies (light, medium), Combat Reflexes, Force Sensitivity, Improved Defense, Martial Arts I, Melee Defense, Point Blank Shot, Weapon Focus (force pike), Weapon Proficiencies (advanced weapons, pistols, rifles, simple weapons). Skills Climb, Endurance +14, Initiative +14, Knowledge (tactics) +12, Perception +14, Use the Force Possessions crimson guard armor (+6 armor, +2 fortitude, +2 perception), integrated comlink and night-vision googles, blaster pistol, force pike *while in melee combat, +1 dodge bonus Shadow Guard (Imperial) (Alternate Build; the Official WotC stats appear in The Force Unleashed Campaign Guide, p. 174) The Emperor's Shadow Guard is a new fighting force based on Emperor Palpatine's elite Royal Guard. Completely mute and rarely seen in public, they are dispatched on special missions as directed by the Emperor himself. It is rumored by some that the Shadow Guard are actually corrupted Jedi whose minds have been altered -- but as with all rumors, one must consider the source. The Shadow Guard wears a black variation of the Royal Guard armor, the most apparent difference being the color scheme. The Shadow Guard's greatest secret is that they receive some basic Force training that enables them to use a unique weapon called a lightsaber pike, which has a lightsaber blade at one end. (The roleplaying game statistics below reflect those of a Shadow Guard Initiate who has just begun the secret training.) Imperial Shadow Guard Initiate CL 10 Medium Human nonheroic 6/Soldier 6/Elite Trooper 1/Force Adept 1 Force 3; Dark Side 7 66

67 Init +17; Senses low-light vision, Perception +16 Languages Basic Defenses Ref 21 (flat-footed 20), Fort 22, Will 24 hp 63; Threshold 22 Speed 4 squares Melee lightsaber pike +12* (3d8+7**) or Melee unarmed +13 (1d6+6) or Ranged heavy blaster pistol +11 (3d8+4) Base Atk +11; Grp +13 Atk Options Point Blank Shot, Power Attack Special Actions Damage Reduction 10, Delay Damage Abilities Str 14, Dex 10, Con 11, Int 10, Wis 14, Cha 9 Talents Armored Defense, Damage Reduction 10, Empower Weapon, Equilibrium, Power of the Dark Side Feats Armor Proficiencies (light, medium), Cleave, Exotic Weapon Proficiency (lightsaber pike), Force Sensitivity, Martial Arts I, Point Blank Shot [9th level], Power Attack, Skill Focus (Initiative), Skill Training (Use the Force), Weapon Proficiencies (pistols, rifles, simple weapons) Skills Initiative +17, Perception +16, Use the Force +11 Possessions Shadow Guard armor (+7 armor; as ceremonial armor with helmet package), lightsaber pike, heavy blaster pistol, comlink (encrypted, long-range [miniaturized], holo capability), utility belt with medpac * Includes 1 point of Power Attack ** Includes +1 damage die for Empower Weapon Stormtrooper Officer (See also Stormtrooper Commander, FUCG p. 180) CL 5; Medium Human soldier 2 / nonheroic 6 / officer 1 Force 10; Dark Side 0 Init +9; Senses Low-light vision, Perception +11 Languages Basic, 1 unassigned Defenses Ref 18 (flat-footed 18), Fort 17, Will 17 hp 30; Threshold 17 Speed 6 squares Melee unarmed +7 (1d4+1) Ranged blaster rifle +8 (3d8+1) or Ranged blaster rifle +3 (3d8+1) with Autofire or Ranged ion grenade +7 (4d6+1, 2 square burst) Base Atk +7; Grp +7 Atk Options Point Blank Shot Special Actions Battle Analysis, Coordinated Attack Abilities Str 11, Dex 10, Con 10, Int 13, Wis 10, Cha 12 Talents Battle Analysis, Assault Tactics Feats Armor Proficiency (Light), Coordinated Attack, Point Blank Shot, Skill Training (x2), Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple) Skills Initiative +9, Knowledge (Tactics) +10, Perception +11, Persuasion +10, Pilot +9 Possessions blaster rifle, ion grenade, stormtrooper armor (+6 armor), long-range comlink, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser) Stormtrooper (Alternate Build; Original stats appear in the SECR p. 278) CL 5; Medium Human soldier 3 / nonheroic 4 Force 8; Dark Side 0 Init +9; Senses Perception +6 Languages Basic, 1 unassigned Defences Ref 18 (flat-footed 16), Fort 18, Will 14 hp 43; Threshold 18 Speed 6 squares Melee unarmed +7 (1d6+2) 67

68 Ranged blaster carbine +8 (3d8+1) or Ranged blaster carbine +3 (3d8+1) with Autofire or Ranged blaster carbine +6 (4d8+1) with Rapid Shot or Ranged blaster carbine +3/+3 (3d8+1) with Double Attack or Ranged blaster carbine +1/+1 (4d8+1) with Double Attack and Rapid Shot or Ranged grenade, frag +7 (4d6+1) Base Atk +6; Grp +7 Atk Options Double Attack, Rapid Shot Special Actions Charging Fire, Coordinated Attack Abilities Str 13, Dex 13, Con 12, Int 12, Wis 12, Cha 12 Talents Armoured Defence, Armour Mastery Feats Armour Proficiency (Light), Charging Fire, Coordinated Attack, Double Attack (rifle), Martial Arts I, Rapid Shot, Weapon Focus (rifles), WP (rifles, simple) Skills Initiative +9, Knowledge (Tactics) +9, Perception +6, Survival +9 Possessions blaster carbine, frag grenade, stormtrooper armour, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink, liquid cable dispenser) Stormtrooper - Veteran CL 9; Medium Human soldier 7 / nonheroic 4 Force 10; Dark Side 0 Init +11; Senses Perception +10 Languages Basic, 1 unassigned Defences Ref 19 (flat-footed 17), Fort 22, Will 18 hp 70; Threshold 22 Speed 6 squares Melee unarmed +11 (1d6+4) or Melee vibrodagger +11 (2d4+4) Ranged blaster carbine +12 (3d8+5) or Ranged blaster carbine +7 (3d8+5) with Autofire or Ranged blaster carbine +7 (5d8+5) with Burst Fire or Ranged blaster carbine +10 (4d8+5) with Rapid Shot or Ranged blaster carbine +7/+7 (3d8+5) with Double Attack or Ranged blaster carbine +5/+5 (4d8+5) with Double Attack and Rapid Shot or Ranged grenade, frag +11 (4d6+3) Base Atk +10; Grp +11 Atk Options Burst Fire, Double Attack, Point Blank Shot, Rapid Shot Special Actions Charging Fire, Coordinated Attack Abilities Str 13, Dex 13, Con 13, Int 13, Wis 12, Cha 12 Talents Armoured Defence, Armour Mastery, Weapon Specialization (rifles) Feats Armour Proficiency (Light), Burst Fire, Charging Fire, Coordinated Attack, Double Attack (rifle), Martial Arts I, Point Blank Shot, Rapid Shot, Weapon Focus (rifles), WP (advanced melee, rifles, simple) Skills Initiative +11, Knowledge (Tactics) +11, Perception +10, Survival +11 Possessions blaster carbine, frag grenade, vibrodagger, stormtrooper armour, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink, liquid cable dispenser) Stormtrooper - Elite CL 13; Medium Human soldier 11 / nonheroic 4 Force 12; Dark Side 0 Init +19; Senses Perception +14 Languages Basic, 2 unassigned Defences Ref 25 (flat-footed 21), Fort 27, Will 22 hp 104; Threshold 27 Speed 6 squares Melee unarmed +15 (1d8+6) or Melee vibrodagger +15 (2d4+6) Ranged blaster carbine +17 (3d8+7) or Ranged blaster carbine +12 (3d8+7) with Autofire or Ranged blaster carbine +12 (5d8+7) with Burst Fire or Ranged blaster carbine +15 (4d8+7) with Rapid Shot or Ranged blaster carbine +12/+12 (3d8+7) with Double Attack or Ranged blaster carbine +10/+10 (4d8+7) with Double Attack and Rapid Shot or 68

69 Ranged grenade, frag +16 (4d6+5) or Ranged blaster pistol +16 (3d6+5) or Ranged blaster pistol +14 (4d6+5) with Rapid Shot Base Atk +14; Grp +16 Atk Options Burst Fire, Devastating Attack (rifles), Double Attack, Penetrating Attack (rifles), Point Blank Shot, Precise Shot, Rapid Shot Special Actions Charging Fire, Coordinated Attack Abilities Str 13, Dex 14, Con 13, Int 14, Wis 12, Cha 12 Talents Armoured Defence, Armour Mastery, Second Skin, Devastating Attack (rifles), Penetrating Attack (rifles), Weapon Specialization (rifles) Feats Armour Proficiency (Light), Burst Fire, Charging Fire, Coordinated Attack, Double Attack (rifle), Martial Arts I, II, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (x1), Weapon Focus (rifles), WP (advanced melee, pistols, rifles, simple) Skills Initiative +19, Knowledge (Tactics) +14, Perception +14, Stealth +14, Survival +13 Possessions blaster carbine, frag grenade, blaster pistol, vibrodagger, stormtrooper armour, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink, liquid cable dispenser) Force-sensitive Trooper CL 3 Medium Human Nonheroic 8 Force 3; Dark Side 0 Init +10; Senses Perception +12 Languages Basic, 1 unassigned Defenses Ref 17 (flat-footed 16), Fort 12, Will 11 hp 22; Threshold Speed 6 squares Melee lightsaber +7 (2d8+1) or Melee lightsaber +7 (2d8+2) with both hands or Melee lightsaber -3 (2d8+1) and grenade, frag -3 (4d6) Ranged grenade, frag +7 (4d6+0) Base Atk +6; Grp +7 Atk Options Power Attack Special Actions Coordinated Attack Force Powers Known (Use The Force +9) Dark Rage, Negate Energy Abilities Str 13, Dex 12, Con 11, Int 12, Wis 12, Cha 10 Feats Armor Proficiency (Light), Coordinated Attack, Force Sensitive, Force Training (x1), Power Attack, WP (lightsabers, simple) Skills Initiative +10, Perception +12, Use the Force +9 Possessions lightsaber, frag grenade, stormtrooper armor, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink, liquid cable dispenser) Shadow Trooper CL 5 Medium Human Jedi 4 / Nonheroic 3 Force 7; Dark Side 0 Init +9; Senses Perception +11 Languages Basic, 1 unassigned Defenses Ref 18 (flat-footed 17), Fort 18, Will 16 hp 41; Threshold Speed 6 squares Melee lightsaber +9 (2d8+4) or Melee lightsaber +9 (2d8+6) with both hands or Melee lightsaber +4/+4 (2d8+6) with Double Attack Base Atk +6; Grp +8 Atk Options Double Attack, Power Attack Special Actions Coordinated Attack, Deflect, Lightsaber Defense +1 Force Powers Known (Use The Force +8) Dark Rage, Negate Energy Abilities Str 14, Dex 12, Con 13, Int 12, Wis 12, Cha 11 Talents Deflect, Lightsaber Defense (x1) 69

70 Feats Armor Proficiency (Light), Coordinated Attack, Double Attack (lightsaber), Force Sensitive, Force Training (x1), Improved Damage Threshold (x1), Power Attack, Weapon Focus (lightsabers), WP (lightsabers, simple) Skills Initiative +9, Perception +11, Use the Force +8 Possessions lightsaber, Shadowtrooper armor*, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, longrange comlink, liquid cable dispenser) *=Shadowtrooper armor grants the wearer an additional 2 Force Points per level. Zero-G Trooper CL 6 Medium Human Scoundrel 2 / Soldier 2 / Nonheroic 4 Force 9; Dark Side 0 Init +10; Senses Perception +10 Languages Basic Defenses Ref 22 (flat-footed 21), Fort 20, Will 16 hp 41; Threshold Speed 4 squares Melee unarmed +8 (1d4+4) Ranged blaster rifle +7 (3d8+2) or Ranged blaster rifle +2 (3d8+2) with Autofire or Ranged blaster rifle +5 (4d8+2) with Rapid Shot or Ranged blaster rifle +2/+2 (3d8+2) with Double Attack or Ranged blaster rifle +0/+0 (4d8+2) with Double Attack and Rapid Shot Base Atk +6; Grp +8 Atk Options Double Attack, Point Blank Shot, Rapid Shot Special Actions Coordinated Attack Abilities Str 14, Dex 13, Con 12, Int 10, Wis 12, Cha 10 Talents Spacehound, Armored Defense Feats Armor Proficiency (Light, Medium, Heavy), Coordinated Attack, Double Attack (rifle), Improved Damage Threshold (x1), Point Blank Shot, Rapid Shot, Skill Focus (x1), WP (rifles, simple) Skills Initiative +10, Perception +10 Possessions blaster rifle, armored spacesuit, jetpack, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink, liquid cable dispenser) Imperial Heavy Gunner Team (2) CL 12 Lv 10 Soldier Force 10; Darkside 0 Init +13 Senses Perception+10 Defense Ref 28(ff 25), Fort 25, Will 20 Hp 100; Threshold 25 Speed 6 squares Melee unarmed +13 (1d4+8) Range E-web blaster +9 (3d12+7) Range E-web blaster +12 (3d12+7) braced Range frag grenade +13 (4d6, 2-square burst) Atk Options Trip Atk, Double Atk, Burst Fire Special Actions Coordinated Atk, Careful Shot, PBS AB Str 16, Dex 17, Con 13, Int 12, Wis 10, Cha 8 Talents Armored Defense, Armor Mastery, Improved Armored, Juggernaught, Weapon Specialization (Heavy) Feats Burst Fire, Careful Shot, Coordinated Atk, Double Atk, Point Blank Shot, Quick draw, Triple Atk, Weapon Focus(Heavy), Weapon Proficiency (Heavy) Skills Endurance +11, Know(Tactics) +11, Possessions 2 Battle Armor w/ helmet package, 4 Frag grenades, E-web blaster, Utility belt w/ medpac Imperial Elite Army Sniper CL 13 Lv 13 Scout Force 11; Darkside 0 70

71 Init +15(can reroll) Senses Perception+11 Defense Ref 20(ff 16), Fort 26, Will 23 Hp 103; Threshold 26 Speed 6 squares Melee unarmed +11 (1d4+8) Range Sniper blaster rifle+13 (3d6+11x3) Range Frag grenade +13 (4d6, 2-square burst) Special Actions Evasion, Hidden Movement, Keen Shot, Surefoot, Careful shot, Combat Reflexes, Coordinated Atk, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Running Atk, Sniper AB Str 14, Dex 18, Con 15, Int 13, Wis 10, Cha 8 Talents Acute Sense, Evasion, Hidden Movement, Keen Shot, Improved Initiative, Improved Stealth, Surefoot Feats Armor Prof (light), Careful shot, Combat Reflexes, Coordinated Atk, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Running Atk, Sniper, Triple Crit Skills Climb +13, Pilot +15, Stealth +11, Survival +11 Possessions Combat Jumpsuit w/ helmet package, 2 frag grenades, Sniper blaster rifle, Utility belt w/ medpac for those times when regular troopers are not enough threw in some of these and watch those PCs really sqiurm as they are taken out of their element and are forced to fight on the enemies terms and not their own. Trandoshan Mercenary (Official Wizards of the Coast stats) CL 2; Medium Trandoshan nonheroic 6 Init +7; Senses darkvision, Perception +2 Languages Basic, Dosh Defenses Ref 15 (flat-footed 13), Fort 10, Will 10; +2 armor, +1 natural hp 21; Threshold 15; limb regeneration Speed 6 squares Melee unarmed +7 (1d8+3) or Melee unarmed 3 (1d8+3) and unarmed 3 (1d8+3) or Ranged heavy blaster rifle +4 (3d10) Base Atk +4; Grp +7 Abilities Str 16, Dex 10, Con 11, Int 9, Wis 10, Cha 8 Feats Armor Proficiency (light), Improved Damage Threshold, Martial Arts I, Martial Arts II, Toughness, Weapon Proficiency (rifles, simple weapons) Skills Initiative +7 Possessions blast vest (treat as blast helmet and vest), heavy blaster rifle, comlink Tusken Raider (low level) CL 1; Medium Tusken non-heroic 2 Init +0 Languages Tusken Defences Ref 10 (flat-footed 10) Fort 11 Will 10 hp 8 ; Threshold 11 Speed 6 squares Melee gaderffi +2 (1d8+1) Ranged slugthrower rifle +1 (2d8) Base Atk +1; Grap +2 Abilities Str 12, Dex 10, Con 12, Int 6, Wis 10, Cha 10 Feats Exotic Weapon Proficiency (gaderffi), Skill training (stealth), Weapon Proficiency (rifles, simple weapons) Skills Stealth +6, Survival +6 Possessions Desert robes, Slugthrower rifle, Gaderffi stick Tusken Raider (mid level) CL 2; Medium Tusken Raider Soldier 1 / Nonheroic 2 Force Points: 6, Dark Side Rating 5 Init: +1, Senses: Perception +0 71

72 Languages: Tusken (Speak only) Defenses: Ref 12 (flat-footed 12), Fort 17, Will 10 HP 19; Damage Threshold 17 Speed 6 squares Melee: Gaderiffi (club/baton) +3 (1d6+2) Ranged: Blaster rifle +2 (3d8+0) or Blaster rifle -3 (3d8) with Autofire Base Atk +2; Grapple +3 Special Actions: Coordinated Attack, Powerful Charge Abilities: Str 12 (+1), Dex 11 (+0), Con 18 (+4), Int 3 (-5), Wis 8 (-1), Cha 8 (-1) Species Traits: Survival Instict, Primitive Talents: Melee Smash Feats: Coordinated Attack, Powerful Charge, Toughness, Weap. Prof. (advanced melee, rifles, simple) Skills: Stealth +6 Possessions: Blaster rifle, Gaderiffi Tusken Raider (high level) CL 4; Medium Tusken Raider Nonheroic 12/Sold. 1 Force Points: 6, Dark Side Rating 5 Init: +9, Senses: Perception +7 Languages: Tusken (Speak only) Defenses: Ref 18 (flat-footed 15), Fort 17 (22 v. heat), Will 13 HP 60; Damage Threshold Speed 6 squares Melee: Gaderiffi (club/baton) +12 (1d6+4) or Mighty Swing (2d6+4) Ranged: Slug Thrower Rifle +13 (2d8+1) or Ranged: Slug Thrower Rifle +8 (2d8+1) autofire. Base Atk +9; Grapple +12 Special Actions: Powerful Charge (+2 attack/+13 damage on charge) Abilities: Str 16, Dex 16, Con 14, Int 6, Wis 12, Cha 8 Species Traits: Survival Instict, Primitive Talents: Melee Smash Feats: Weap. Prof. (rifles, simple), Skill Training (Survival), Skill Training (Ride), Point Blank Shot, Mighty Swing, Powerful Charge, Improved Defenses, Armor Prof. (light). Skills: Ride +15, Stealth +15 (reroll), Survival +12 (reroll) Possessions: Blaster rifle, Gaderffi, field kit, Bandage Armor (as Padded Flight Suit), all-temperature cloak. Tusken Raider Scout (Official Wizards of the Coast stats) CL 4 ; Medium Tusken Raider nonheroic 4/scout 3 Dark Side 4 Init +3; Senses Perception +3 (may reroll) Languages Tusken Defenses Ref 15 (flat-footed 15), Fort 15, Will 13; Evasion hp 30; Threshold 15 Speed 6 squares Melee gaderffii +8 (1d8+3) or Melee gaderffii +5 (1d8+6) with 3 points of Power Attack Ranged by weapon +5 Base Atk +5; Grp +7 Atk Options Bantha Rush, Power Attack Special Actions Acute Senses Abilities Str 14, Dex 11, Con 12, Int 9, Wis 10, Cha 8 Talents Acute Senses, Evasion Feats Bantha Rush, Power Attack, Skill Training (Stealth), Skill Training (Ride), Skill Focus (Stealth), Weapon Focus (simple weapons), Weapon Proficiency (rifles, simple weapons) Skills Ride +8, Stealth +13, Survival +8 Possessions gaderffii, desert garb and mask 72

73 Wookiee chieftain (CL 3) Medium Wookiee noble 2/soldier 1 Init +1; Senses Perception +5 Languages Basic (cannot speak), Shyriiwook Defenses Ref 14 (flat-footed 14), Fort 17, Will 15 hp 33; Threshold 17; extraordinary recuperation Speed 6 squares Melee unarmed +4 (1d4+3) Ranged bowcaster +1 (3d10+1) Base Atk +2; Grp +4 Special Actions Indomitable, Born Leader, Rage 1/day Abilities Str 14, Dex 8, Con 12, Int 10, Wis 9, Cha 12 Talents Indomitable, Born Leader Feats Improved Defenses, Skill Focus (Persuasion), Toughness, Weapon Proficiency (pistols, rifles, simple weapons) Skills Climb (may take 10 when distracted) +3, Deception +7, Gather Information +7, Knowledge (tactics) +7, Perception +5, Persuasion (may reroll any intimidation attempt) +12, Pilot +5 Possessions bowcaster, comlink, chieftain s headdress Wookiee chieftain (CL 6) Medium Wookiee noble 5/soldier 1 Init +3; Senses Perception +8 Languages Basic (cannot speak), Shyriiwook Defenses Ref 14 (flat-footed 14), Fort 17, Will 16 hp 49; Threshold 17; extraordinary recuperation Speed 6 squares Melee unarmed +6 (1d4+5) Ranged bowcaster +4 (3d10+3) Base Atk +4; Grp +6 Special Actions Indomitable, Born Leader, Coordinate, Trust, Rage 1/day Abilities Str 14, Dex 8, Con 12, Int 10, Wis 10, Cha 13 Talents Indomitable, Born Leader, Coordinate, Trust Feats Improved Defenses, Skill Focus (Deception, Persuasion), Toughness, Weapon Focus (bowcaster), Weapon Proficiency (pistols, rifles, simple weapons) Skills Climb (may take 10 when distracted) +5, Deception +14, Gather Information +9, Knowledge (tactics) +8, Perception +8, Persuasion (may reroll any intimidation attempt) +14, Pilot +7 Possessions bowcaster, comlink, chieftain s headdress Wookiee Freedom Fighter (Official Wizards of the Coast Stats) CL 3; Medium Wookiee soldier 3 Force 3; Init +6; Senses Perception +6 Languages Basic (understand only), Shyriiwook Defenses Ref 14 (flat-footed 14), Fort 18, Will 13; extraordinary recuperation hp 50; Threshold 18 Speed 6 squares Melee bayonet +7* (1d8+12*) or Melee bayonet +11* (1d8+13*) with Powerful Charge or Ranged blaster rifle +3 (3d8+1) or Ranged frag grenade +3 (4d6+1, 2-square burst) Base Atk +3; Grp +7 Atk Options autofire (blaster rifle), Power Attack, Powerful Charge Special Actions rage Abilities Str 19, Dex 11, Con 16, Int 10, Wis 10, Cha 6 Talents Melee Smash, Penetrating Attack (simple) Feats Armor Proficiency (light, medium), Power Attack, Powerful Charge, Weapon Focus (simple), Weapon Proficiency (pistols, rifles, simple weapons) Skills Climb +5 (may take 10 when distracted), Initiative +6, Perception +6, Persuasion 1 (may reroll intimidation attempts) 73

74 Possessions blaster rifle with mounted bayonet, 2 grenades, bandolier, comlink, explosive charge * Includes 1 point in Power Attack Zombie CL1; Medium nonheroic 3 Int +0; Senses Perception +7 Languages none. Defenses Ref 13 (flat-footed 13), Fort 15, Will 12 HP 10; Threshold 10 (20). Speed 3 Squares Melee Claw +5(1D4+3) and Bite +5(1D4+3) Base Atk +2; Grp +5 Atk Options trip. Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 8(charisma is too low) Feats Weapon Proficiency Simple Weapons, Trip, (missing one feat. you always are proficient with simple weapons) Skills Perception +7. Nonliving: Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets. Hard to injure: Due to the fact that only a direct attack to the central nervous system will harm a Zombie, Zombies are always considered as having soft cover for the purposes of being attacked. Note that as normal soft cover can be negated by aiming or the Sniper feat. Shambling: Zombies may not spend a full round action to run nor can they take standard action to charge. Zombie Defenses: Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5. Sense the Living: Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares. Moan: Time: standard action. Target: any intelligence 3 or higher creature capable of hearing within 12 squares. Roll: 1D20+5 if this roll exceeds the targets will defense they are filled with fear causing them to run from the zombie at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal or higher than the zombie's level. This is a fear effect. Infection: 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15, requires zombie antivirus and medical kit) before they turn. Zombie (Alternate Build) CL1; Medium nonheroic 3 Int +0; Senses Perception +7 Languages none. Defenses Ref 13 (flat-footed 13), Fort 15, Will 12 HP 10; Threshold 10 (20). Speed 3 Squares Melee Claw +5(1D4+3) and Bite +5(1D4+3) Base Atk +2; Grp +5 Atk Options trip. Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 8(charisma is too low) Feats Weapon Proficiency Simple Weapons, Trip, (missing one feat. you always are proficient with simple weapons) Skills Perception +7. Nonliving: Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets. Hard to injure: this creature gains DR 5; a +10 racial bonus to damage threshold (over rides the +5 zombie racial bonus from zombie defenses), and it gains Already Dead. Already Dead: this creature doesn't fall unconscious when it reaches 0 hit points. If the attack equals or exceeds the damage threshold it dies as normal. Otherwise the creature acts as normal at 0 hit points until an attack equals or exceeds it's damage threshold. This creature is unaffected by the condition track penalties. Shambling: Zombies may not spend a full round action to run nor can they take standard action to charge. Zombie Defenses: Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5. Sense the Living: Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares. Moan: time: move; make an attack roll 1d20+1(BAB+CHA) vs all enemies with an INT of 3 or higher and within 12 squares. On a hit the target takes a -1 to hit, damage, all defenses, and skill checks while within line of sight. This is a mind-affecting fear effect. Infection: 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as 74

75 combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15, requires zombie antivirus and medical kit) before they turn. 75

76 CREATURES OF THE GALAXY Aiwha The Aiwha, also known as Air Whales, are cetacean species capable of both aerial and aquatic travel. The Aiwha are found indigeonously on both Naboo and Kamino, used as mounts by both the Gungans and the Kaminoans. Their ability to change niches depends greatly upon their spongy skin and their unique water vascular systems which allows them to absorb water while in the vast oceans of Kamino and the lakes of Naboo, and to expell water just before taking off into the sky out of the crest of a wave on Kamino. CL 5 Huge Beast 6 Init +15 Senses Perception +9 Defenses Ref 10 (flat-footed 8), Fort 19, Will 11. hp 87; Threshold 29. Speed Fly 10 squares (average); Swim 8 squares. Melee Bite +11 (2d6+17) Fighting space 3x3; Reach 1 square. Base Atk +4; Grp +11 Atk Options Running Attack Abilities Str 24, Dex 14, Con 28, Int 2, Wis 12, Cha 11. Feats Running Attack, Skill Focus (Initiative), Skill Training (Perception). Skills Initiative +15, Perception Airborne- May reroll Initiative checks, but must take the second result, even if it is worse. Aquatic- Can not drown in water and does not need to make Swim checks; low-light vision. Akk Dog (See also Akk Dog Follower, CWCG p. 57) The Akk Dogs of Haruun Kal are a powerful breed of beasts, with hides that are near lightsaber resistant and big strong bodies, the Akk Dogs are the familiars of the Korunnai warriors, Force-Bonded to a specific Korun, they act intuitively as if they were one and the same. The stats below represent an undomesticated Akk Dog lurking in the brush of Haruun Kal. Akk Dog CL 8 Large beast 9 Init +8; Senses Perception +6 Defenses Ref 20 (flat-footed 17), Fort 16, Will 12. hp 85; Threshold 21 Speed 6 squares Melee Bite +12 (1d8+10) and Melee Gore +12 (1d8+10) and Melee Claw +12 (1d6+10) and Melee Slam +12 (1d6+10) or Melee Gore +14 (1d8+14) with Powerful Charge Fighting space 2x2; Reach 1 square Base Atk +6; Grp +17 Atk Options Powerful Charge Force Powers Known (Use the Force +5); Battle Strike, Dark Rage (x2) Abilities Str 23 Dex 16 Con 22 Int 2 Wis 14 Cha 13 Special Qualities damage reduction 5 Feats Bantha Rush, Force Sensitivity, Force Training, Powerful Charge Skills Survival +11 Damage Reduction 5-An Akk Dog has a natural damage reduction of 5, which lightsabers do not ignore. 76

77 Akk Wolf Akk Wolves are the bigger and more fiercer predators on Haruun Kal, unlike their cousins, Akk Wolves make Akk Dogs appear to be tame and domicile. They are stronger and more intune with the Force than their cousins. Even a trained Jedi Knight would have great difficulty defeating an Akk Wolf. Akk Wolf CL 11 Huge beast 12 Init +7; Senses Perception +8 Defenses Ref 20 (flat-footed 19), Fort 20, Will 12 hp 165; Threshold 30 Speed 6 squares Melee Bite +19 (2d6+16) and Melee Gore +19 (2d6+16) and Melee Claw +19 (1d8+16) and Melee Slam +19 (1d8+16) or Melee Gore +21 (2d6+20) with Powerful Charge Fighting space 3x3; Reach 1 square Base Atk +9; Grp +29 Atk Options Powerful Charge Force Powers Known (Use the Force +12); Battle Strike, Dark Rage (x2) Abilities Str 31 Dex 12 Con 30 Int 2 Wis 14 Cha 13 Special Qualities damage reduction 5 Feats Bantha Rush, Force Sensitivity, Force Training, Powerful Charge, Skill Training (Use the Force) Skills Survival +13 Damage Reduction 5- An Akk Wolf has a natural damage reduction against all attacks, this DR is not ignored by lightsabers. Bandigo CL 3; Medium desert predator 4 Init +2; Senses scent; Perception Defenses Ref 17 (flat-footed 15), Fort 12, Will 10 Hp 26; Teshold Speed 8 squares Melee 2 claws + 7 (1d4+6) and Bite + 7 (1d6+6) Ranged throwing rocks +5 (1d3+6) Fighting Space 1 square; Reach 1 square Base Atk +3; Grp Abilities Str 18, Dex 15, Con 14, Int 2, Wis 10, Cha 7 Feats Skill Training (Stealth), Improved Charge Skills Survival +7, Stealth Scent Like the ability of the Tauntaun on page 277 Pounce If a Bandigo charges a foe, he can make still a full attack. Notes: A species of vicious omnivore commonly found within Sriluur's Temptation Canyon, bandigos resembled large, dog-like creatures with four clawed-legs and wrinkled skin. They were widely known for their long, sinister howls - which many Weequay falsely believed to be produced by Water Nymphs living within the canyon. Bandigos lived in the sand, and often ambushed their prey by hiding under a thin layer of sand until the prey got close enough to capture. Bantha, Adult CL 3 Large Beast 4 Init +7 Senses Perception +2 77

78 Defenses Ref 9 (flat-footed 9), Fort 16, Will 10. hp 39; Threshold 21. Speed 6 squares Melee Gore +9 (1d8+8) and Melee Slam +9 (1d6+8) Fighting space 2x2; Reach 1 square. Base Atk +3; Grp +9 Atk Options Bantha Rush Abilities Str 23 Dex 11, Con 23, Int 1, Wis 11, Cha 9. Feats Bantha Rush, Skill Training (Initiative) Skills Initiative +7, Survival +7. Desert- May reroll Survival checks mde to endure extreme heat, keeping the better result. Bantha, Bull CL 8 Large Beast 9 Init +10 Senses Perception +5 Defenses Ref 10 (flat-footed 9), Fort 16, Will 10. hp 104; Threshold 21. Speed 6 squares Melee Gore +13 (1d8+11) and Melee Slam +13 (1d6+11) Fighting space 2x2; Reach 1 square. Base Atk +6; Grp +13 Atk Options Bantha Rush Abilities Str 25 Dex 13, Con 23, Int 1, Wis 12, Cha 11. Feats Bantha Rush, Skill Focus (Survival), Skill Training (Initiative) Skills Initiative +10, Survival +15. Desert- May reroll Survival checks mde to endure extreme heat, keeping the better result. Baby Bantha CL 1 Medium Beast 2 Init +7 Senses Perception +1 Defenses Ref 11 (flat-footed 10), Fort 12, Will 10. hp 8; Threshold 12 Speed 4 squares Melee Slam +3 (1d4+3) Base Atk +1; Grp +3 Abilities Str 14, Dex 13, Con 14, Int 1, Wis 10, Cha 8. Feats Skill Training (Initiative) Skills Initiative +7, Survival Desert- May reroll Survival checks mde to endure extreme heat, keeping the better result. Colo Claw Fish The Colo Claw Fish is a monstrosity of a predator, one that Qui Gonn, Obi Wan, and their passenger, Jar Jar Binks got really familiar with, really quickly. This giant fish lures in its pray with twin rows of bioluminescent nodules on either side of the Colo Claw Fish's body, grabbing them with it's 78

79 claw-like mandibles, and then biting into them with its vicious fangs. The Colo Claw Fish is not something that can or should be ventured for without something as sturdy as a submersible battle cruiser. These are the second in command of the depths of Naboo's Oceans. CL 12 Colossal Beast 13 Init +10; Senses Perception Defenses Ref 6 (flat-footed 6), Fort 29, Will 12. hp 292; Threshold Speed Swim 10 squares Melee Bite +28 (4d6+25) Melee Claw +28 (3d6+25) Fighting space 20x20; Reach 10 squares Base Atk +9; Grp +28 Atk Options Crush, Pin. Abilities Str 48, Dex 8, Con 46, Int 2, Wis 12, Cha 12. Special Qualities swallow whole Feats Crush, Improved Damage Threshold, Improved Defenses, Pin, Toughness Skills Initiative +10 Aquatic- Can not drown in water and doesn't need to make Swim checks Swallow Whole- If the Colo Claw Fish makes a successful Bite attack against a creature or object of Huge-size or less, the Colo Claw Fish may immediately make a grapple check, if the grapple check is successful, the Colo Claw Fish swallows its target whole. A swallowed character begins taking 1d8+25 damage each round it is in the Colo Claw Fish's gullet, after three rounds, it moves to its gizzard, where it takes 2d8+25 damage a round. After ten rounds, if the victim is still alive, they move to the stomach, where the victims start to take 1d8 acid damage, if they survive that far. A swallowed character may attack with a weapon of medium, small, fine, or tiny size while inside the Colo Claw Fish. Any attack made against the Colo Claw Fish from the inside is an automatic hit, but must still make an attack roll for purposes of determining a critical hit. In order to escape the Colo Claw Fish, characters must deal at least 50 damage. Afterwards they are released into the Ocean, the Colo Claw Fish suffers from a persistent condition, and can not heal hit points normally. Coruscanti Rats Coruscani rats are 3-meter-long predators that live in the abandoned lower levels, eating slugs, other predators, and any citizens foolish enough to encounter them. A typical specimen weighs 300 kilograms, is dull gray in color, and has massive razor-sharp incisors. The small, red eyes of a Coruscani rat and brightly reflect any light shined at them. The creatures have no need for light, and many spend their entire lives in darkness. No one knows if the creatures are native to Coruscant, as they have obviously been mutated by exposure to the radiation and wastes of the under region of the planet. A typical specimen is covered in sores, tumors, and asymmetrical fat deposits. Coruscani rats are generally thought of as hairless, though in truth a few scraggly hairs can be found in any given patch of oily skin. Their misshapen, lumpy appearance disguises any hint of their original species traits. It s been suggested that the creatures can be traced back to anything from veermoks to womp rats, but generations of exposure to the world s toxins and mutagens have truly turned them into their own species. These predators are fearless and ruthless, attacking anything that seems edible, even creatures twice their size. They are too vicious and driven by hunger to give up potential prey, and they ve even been known to attack armored repulsor vehicles unsuccessfully, of course. Most Coruscani rats travel in packs of as many as 10, though bull males also travel alone. CL2 ; Medium desert beast 3 Force 0; Dark Side 0 Init +2; Senses Darkvision (30 m), Perception +1 Languages None Defenses Ref 15 (flat-footed 13), Fort 14; Will 10 hp 25; Threshold Speed 8 squares Melee Bite +3 (1d6+4) Base Atk +1; Grp +3 Atk Options: Trip (opponents who fail a Grp check vs. your successful Grp check fall prone) Special Actions: Disease (each successful bite makes an additional Atk roll +7 vs. target s Fort Defense, ignoring equipment bonus from armor, DR & SR. If successful, then after 3d6 hours, the target moves 1 persistent step down the Condition Track each day until cured or the Atk roll fails twice [CR 254 & 74]) 79

80 Abilities Str 15 (+2), Dex 15 (+2), Con 18 (+4), Int 3 (-4), Wis 10 (0), Cha 4 (-3) Feats: Skill Training (Survival), Trip Skills: Perception +1, Stealth +3, Survival +6 (may re-roll) Dianoga The Dianoga is a large cephalopod, capable of group up to ten meters in length, though on average only five to six meters. They peer up from whatever watery depths they reside in with a single eye-stalk protruding from their mollusk bodies with seven suckered tentacles formed around a gaping tooth-filled maw. Diagnoga bodies adapt to the color of whatever their last meal was, an unfed Dianoga is as clear as the water in which they reside. Whisked away from Vodran, Dianogas in their microscopic larval forms, were inside garbage ships feeding on the organic waste present. Only when a Dianoga is starving due they ever pose a real threat to sapient species. Dianoga can be found in almost any body of water large enough to accomodate, and are usually found in trash compactors, garbage pits, and sewers across the galaxy. CL 9 Huge Beast 10 Init +7; Senses dark-vision, low-light vision; Perception +5 Defenses Ref 14 (flat-footed 14), Fort 20, Will 10. hp 143; Threshold 35 Speed 4 squares Melee Bite +15 (2d6+13) and Melee Slam +15 (1d8+13) Fighting space 4x4; Reach 2 squares Base Atk +7; Grp +15 Atk Options Pin, Trip Abilities Str 26, Dex 14, Con 31, Int 1, Wis 11, Cha 10. Special Qualities aquatic, camouflage, subterranean Feats Improved Damage Threshold, Pin, Trip Skills Stealth +2 Aquatic-Can not drown in water and does not need to make Swim check; Low-light vision. Camouflage-A Dianoga that has not eaten in the past 24 hours gains a +10 to all Stealth checks. Subterranean-May reroll Perception checks but must keep the second roll, even if it is worse; Dark vision. Dianoga, Greater The Great Dianoga is one that has managed to grow and mature in an excellent feeding ground, beating out all other Dianoga in the vicinity, and grown to the astounding size of 10 meters long. Their spleens are the most valuable for making the Muunilist favorite Dianoga tea. CL 11 Gargantuan Beast 12 Init +8; Senses dark-vision, low-light vision; Perception +6 Defenses Ref 18 (flat-footed 16), Fort 24, Will 20. hp 220; Threshold 49 Speed 4 squares Melee Bite +21 (2d6+18) and Melee Slam +21 (1d8+18) Fighting space 6x6; Reach 4 squares Base Atk +9; Grp +21 Atk Options Pin, Trip Abilities Str 34, Dex 15, Con 39, Int 1, Wis 11, Cha 10. Special Qualities aquatic, camouflage, subterranean Feats Improved Damage Threshold, Pin, Skill Focus (Stealth), Trip Skills Stealth +2 Aquatic-Can not drown in water and does not need to make Swim check; Low-light vision. 80

81 Camouflage-A Dianoga that has not eaten in the past 24 hours gains a +10 to all Stealth checks. Subterranean-May reroll Perception checks but must keep the second roll, even if it is worse; Dark vision. Firaxa (Official Wizards of the Coast stats) Large aquatic beast 9 Init +5; Senses low light vision, scent; Perception +17 Defenses Ref 17 (flat-footed 16), Fort 20, Will 13 hp 130; Threshold 25 Weakness sonic vulnerability Speed 8 squares (swim) Melee bite +10* (1d8+17) Fighting Space 3x3; Reach 2 squares Base Atk +6; Grp +19 Atk Options blood in the water, Power Attack Abilities Str 26, Dex 13, Con 30, Int 2, Wis 16, Cha 8 Special Qualities blood in the water, low-light vision, scent Feats Power Attack, Skill Focus (Perception), Skill Training (Survival), Weapon Focus (bite) Skills Perception +17, Stealth +0 (size), Survival +12 Blood in the Water -- Firaxa deal +1 die of damage against targets that have taken damage since the start of the firaxa's last turn. Scent -- Firaxa ignore concealment and cover when making Perception checks to notice opponents within 20 squares, and they take no penalty from poor visibility when tracking. Sonic Vulnerability -- Weapons that deal sonic damage deal +1 die of damage against a firaxa. * Includes 5 points of Power Attack The firaxa, also known as the firaxan shark, is native to the ocean world of Manaan. This fierce predator is extremely territorial and attacks almost any creature, vehicle, or piece of equipment that violates its space. Firaxa are thought to be the spawn of an enormous individual known as the Progenitor, who prowled the waters in an area known as the Hrakert Rift. This Progenitor had some control over her children, who would come from many miles around if called. Scholars also believe that the firaxa are distantly related to Manaan's native species, the Selkath. This connection may explain why the Selkath are the only creatures that firaxa do not attack on sight. Firaxa Encounters Firaxa are found only on the water planet of Manaan, but they can be encountered almost anywhere beneath its waves. The creatures are drawn to, and aggravated by, activity caused by surface dwellers, such as construction, exploration, or mining. Firaxa ignore Selkath, and thus most forays away from the safety of the floating cities are led by a Selkath guide who knows their ways and can divert the creatures from attacking. Firaxa swarm in particularly large numbers in the Hrakert Rift, where the Progenitor is thought to lair. Anyone moving into this dangerous area should bring along seriously heavy firepower (in addition to thick pressure suits) if they want to survive. Geonosian Hydra, Three-Headed CL 11 Huge beast 12 Init +7; Senses Darkvision; Perception +6 Defenses Ref 17(flat-footed 16), Fort 18, Will 10, Natural Armor 8 Hp 150; DR 5; Threshold 30 Immune N/A Speed 6 squares, climb 6 squares Melee 3 bites +17 (2d6+14) Ranged spit +10 (2d6+6) Fighting Space 3x3; Reach 2 squares Base Atk +9; Grp +27 Atk Options Cleave, Crush, Pin, Power Attack, Spit Abilities Str 26, Dex 12, Con 26, Int 2, Wis 10, Cha 10 Feats Cleave, Crush, Pin, Power Attack, Skill Focus (Jump) 81

82 Skills Climb +19, Jump +34 Damage Reduction 5-(SECR p.158) Wing-aided jump-geonosian hydra has wings that don't allow it to fly but grant it +10 bonus to jump checks. Spit-If hydra hits with this burning adhesive the target moves down one step on condition track. The Geonosian Hydra is a massive carnivorous predator resembling a hybrid between insect and dragon. It's native to Geonosis but has been exported by Hutt crimelords to number of other wasteland worlds, such as Tatooine. In combat the hydra bites fiercely with its powerfull mandibles and picks up the prey, it then shakes its head violently causing massive injuries. Those lucky few who have survived an encounter with hydra claim it also can spit slimy adhesive that burns like strong acid. Gamorrean Watch-beast CL 3 Large beast 4 Init +0; Senses Perception +13; low-light vision, scent Defenses Ref 13 (flat-footed 13), Fort 15, Will 13 hp 36; Threshold Speed 8 squares Melee bite +9 (1d8+11) Fighting Space 2x2; Reach 1 square Base Atk +3; Grp Abilities Str 22, Dex 10, Con 21, Int 2, Wis 16, Cha 10 Feats Skill Focus (Perception), Skill Training (Survival) Skills Perception +13, Survival Low-light vision Watch-beasts ignore concealment (but not total concealment) from darkness. Scent Watch-beasts ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking (see the Survival skill, page 73). Gizka (Official Wizards of the Coasts stats) Tiny beast 1 Init +2; Senses Perception +7 Defenses Ref 16 (flat-footed 14), Fort 12, Will 13 hp 5; Threshold 12 Immune mild, moderate, and severe radiation Speed 4 squares Melee bite 2 (1d3 2) Base Atk +0; Grp 8 Atk Options gnaw Special Actions squeeze Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8 Feats Improved Defenses Skills Perception +7, Stealth +12 (size) Gnaw -- Gizka ignore the DR of unattended, immobile items when making a bite attack. Squeeze -- A gizka can move through spaces as if it were Diminutive size. Gizka Pack CL 3 Small beast pack 1 Init +2; Senses Perception +7 Defenses Ref 15 (flat-footed 13), Fort 12, Will 13 hp 10; Threshold 12 82

83 Immune mild, moderate, and severe radiation Speed 4 squares Melee bite 2 (1d4 2) Base Atk +0; Grp 3 Atk Options gnaw Special Actions squeeze Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8 Special Qualities pack traits Feats Improved Defenses Skills Perception +7, Stealth +7 (size) Gnaw -- Gizka packs ignore the DR of unattended, immobile items when making a bite attack. Pack Traits -- The melee attack of a pack is an area attack that affects all squares within reach. The ranged attacks of a pack are considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a pack. Squeeze -- A gizka pack can move through spaces as if it were Tiny size. Gizka are reptilian creatures found throughout the galaxy. They are so widespread, in fact, that it's rare to find a planet that doesn't have at least one colony of the creatures. Small, weak, and almost comically innocent looking, gizkas' most notable ability is that of fecundity. They breed at alarming rates and can easily overwhelm an area's natural ecosystem or a ship's food stores in a matter of weeks or months. While they prefer grains and leaves, gizka can eat nearly anything, including wiring, insulation, and other components commonly found on starships - - another reason why they are so despised. Gizka are immune to radiation, and beyond opening a starship up to open vacuum, an infestation can be dealt with only by poison. The creatures can squeeze into impossibly small openings, allowing them to create warrens inside bulkheads or access tunnels. Gizka meat is nutritious and has a "universal flavor," meaning that almost any creature can stomach it. However, every attempt at domesticating the beast has lead to disaster, since they always find ways to escape or chew on vital electronic parts while looking for food. Gizka Encounters Gizka can be found almost anywhere, and usually are. They are almost completely harmless in combat but incredibly destructive to ships, food stocks, and property. Most encounters with gizka involve the wholesale eradication of a colony or discovering the source of mysterious power outages or missing food. Gizka work well as distractions, causing the heroes consternation when they discover that their transportation is out of commission or that their trail rations have been eaten while they're out in some forsaken wilderness. Hssiss (Alternate Build; Original stats appear in the Jedi Academy Training Manual) CL 10; Large jedi 3 / beast 7 Force 10; Dark Side 12 Init +11; Senses Low-light vision, Perception +11 Defenses Ref 21 (flat-footed 20), Fort 18, Will 15 hp 95; Threshold 23 Speed 8 squares Melee Bite +13 (1d8+8) and Sting +13 (1d6+8) Fighting Space 2; Reach 1 squares Base Atk +8; Grp +18 Force Powers Known (Use The Force +11) Dark Rage, Mind Trick Abilities Str 20, Dex 12, Con 18, Int 2, Wis 12, Cha 12 Special Qualities Subterranean, Ambush Talents Clear Mind, Force Haze Feats Force Sensitive, Force Training (x1), Skill Training (x4) Skills Initiative +11, Perception +11, Survival +11, Use the Force +11 Subterranean- May reroll Perception checks, but keep the second result even if worse; darkvision Ambush- Deals +2d6 damage against flat-footed opponent Kaadu Kaadu are reptavian mounts of the Gungans, used primarily for war. The bond between a Gungan and a Kaadu is nearly inseperable as the Kaadu becomes as much of a relative, friend, and pet as blood relatives of the Gungans. 83

84 CL 5 Large beast 6 Init +9; Senses Perception Defenses Ref 11 (flat-footed 10); Fort 18, Will 12. hp 76; Threshold Speed 6 squares Melee Bite +7 (1d8+6) Base Atk +4; Grp +7. Atk Options Powerful Charge Abilities Str 17, Dex 13, Con 26, Int 2, Wis 14, Cha 8. Feats Powerful Charge, Skill Focus (Endurance), Skill Training (Initiative). Skills Endurance +21 Aquatic - Can not drown in water, doesn't need to make Swim checks; Low-light vision. Kath Hound (Alternate build; Official Stats appear in the Knights of the Old Republic Campaign Guide, p. 223) CL 1 Medium beast 2 Init +3; Senses Perception Defenses Ref 14 (flat-footed 12), Fort 12, Will 11 hp 13; Threshold Speed 8 squares Melee gore (1d6+2) and bite (1d4+2) Fighting Space 1 square; Reach 1 square Base Atk +1; Grp +2 Atk Options Powerful Charge Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Feats Powerful Charge Skills Survival +7 Kath hounds were creatures indigenous to the planet Dantooine. They were about the size of a large dog, and were generally not very hostile unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged. It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hound's were knocked out this way. Kath Hound, Horned (Official Wizard of the Coast stats) Horned Kath Hound CL 6 Medium beast 7 Init +3; Senses Perception +2 Defenses Ref 15 (flat-footed 15), Fort 14, Will 10 hp 52; Threshold 14 Speed 6 squares Melee gore +6* (1d6 + 10) and 2 claws +6* (1d4 + 10) Base Atk +5; Grp +9 Atk Options Bantha Rush, Power Attack 84

85 Abilities Str 19, Dex 10, Con 16, Int 2, Wis 9, Cha 8 Feats Bantha Rush, Improved Defenses, Power Attack Skills Jump +12 * Includes 3 points of Power Attack Horned kath hounds are more dangerous and aggressive versions of the mundane kath hound (Knights of the Old Republic, p. 223) found on the planet Dantooine. Horned kath hounds attack with a combination of their horns and sharp claws, reserving their bite for chewing up prey. Horned kath hounds usually travel in their own packs, but some serve as the alpha for a group of regular kath hounds, cowing them into submission. Kath hounds are not subtle hunters and prefer bowling over prey with a mighty charge before goring and clawing their victim to death. They are notoriously tough creatures with thick hides that can deflect all but the best placed attacks. Horned Kath Hound Encounters Horned kath hounds appear anywhere on Dantooine where large amounts of prey -- typically iriaz (see below) -- can be found. When hunting, they lurk on the fringes of large herds of prey. Otherwise, they stick to the ravines and low rolling hills of the planet, digging dens to raise their pups. Horned kath hounds are also favored as cruel guard animals or pets by criminals or other individuals who admire the vicious nature of these beasts. Horned Kath Hound (Alternate build) CL 3 Large beast 4 Init +4; Senses Perception Defenses Ref 14 (flat-footed 12), Fort 15, Will 12 hp 42; Threshold Speed 8 squares Melee gore +7 (1d8+6) and bite +7 (1d6+6) or Melee gore +9 (1d8+8) with Powerful Charge Fighting Space 2x2; Reach 1 square Base Atk +3; Grp +13 Atk Options Powerful Charge Abilities Str 19, Dex 15, Con 20, Int 2, Wis 14, Cha 8 Feats Powerful Charge, Toughness Skills Survival +9, Stealth -1 There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, possibly because they adapted to their lack of camouflage. Iriaz (Official Wizards of the Coast stats) CL 3; Medium beast 4 Init +5; Senses Perception +9 Defenses Ref 14 (flat-footed 11), Fort 11, Will 12 hp 22; Threshold 11 Speed 8 squares Melee gore +5 (1d6+4) or gore +7 (1d6+6) with Powerful Charge Base Atk +3; Grp +6 Atk Options Powerful Charge Special Actions sprint Abilities Str 14, Dex 16, Con 12, Int 2, Wis 15, Cha 8 Feats Powerful Charge, Skill Training (Perception) Skills Jump +9, Perception +9 Sprint -- Once per encounter, as a free action an iriaz can double its speed for 1 round. The iriaz moves 1 step along the condition track at the end of the turn on which it uses this ability. 85

86 Iriaz are noble-looking herbivores found on Dantooine. They live in massive herds, grazing on grasses, berries, and shoots from the occasional lowslung tree that dots the open prairies of the planet. Although relatively docile, iriaz can be dangerous when spooked or threatened, charging with their huge, majestic horns. Hunters often travel to Dantooine for the sole purpose of hunting iriaz, which has taken a toll on their numbers. Iriaz pelts and horns fetch a fine price on the market. The creatures are capable of sprinting at tremendous speed for a short period of time, although this leaves them winded, so they reserve it only for fleeing or when males try to thwart predators that get too close to the herd. Iriaz Encounters Iriaz are most common on the plains of Dantooine, where enormous herds crisscross the grasses in search of water. A single iriaz isn't much of a threat, but they are rarely encountered alone -- lone Iriaz are usually sick, old, or injured, though the occasional rogue male can also be found. Ironically, the biggest danger isn't necessarily the iriaz themselves, but the predators that stalk them, including kath hounds and horned kath hounds (see above). Another threat is hunters, who might mistake the heroes for iriaz or who are indiscriminate with their shots. Iriaz also function well as any generic wild herd animal. Kouhun (Alternate Build; Official WotC stats appear in Threats of the Galaxy, p. 113) CL 6; Diminutive beast 4 Init +8; Senses Blindsight; Perception +6 Defenses Ref 25 (flat-footed 19), Fort 10, Will 9 hp6; Threshold 10 Speed 4 squares Melee unarmed +9 (1) Fighting Space 1 square; Reach 1 squares Base Atk +3; Grp -6 Abilities Str 9, Dex 22, Con 11, Int 1, Wis 8, Cha 10 Feats Skill Training (x1), Weapon Finesse Skills Perception +6, Stealth +28 Sting, Poison: If the sting attack suceeds, make a seperate 1d20+10 Attack against Fort Def. If the attack succeeds move the victim -1 on the condition track, and apply 2d6 damage. The poison attacks every round. Treat injury DC 15. Notes: Having a completely blank mind, it has a +10 bonus againt Mind Affecting effects. A Kohoun is centerpide/caterpillar-like and thus its hundreds of feet stick to the surface. Kouhun automatically passes any climb check on any surface. *** Design notes: Well, I started this before the conversion guide came out, and more remade it in the Saga image, than convert it. Then came the guide and I tried to follow it. At that time I thought my own version was a whole lot better... but I lost the sheet of paper, so here is the converted one, by the official guide lines. CL: So I chose to make it 6, even though its lvl 4. But it has a CL2 poison, or so. Poison: Actually the poison is "converted" as well. Kouhun was a DC 12 Fort check, so I figured 1d20+2. It did Con dmg, and it suposed to be deadly. I made it so that you apply 2d6 dmg after -1 CondTrack. Hopefully someone at -10 to Trshld could die from this. Climbing Well I gave this little critter a "IWIN" super power... but being a caterpillar I figured it would be acceptable. There will be situations, like complete oil covered surfaces the GM will make the Kouhun fail, which is encouraged. Encounter Trust me. Adding two of these to a dark damp corridor, were PCs can only see whats in their light. Yes it will die in the first hit, but the players need to be able to pin point it... AND beat its 25, which soon could become a 30 in partial, and 35 in total concealment. Its a horrifying expirience. And it will let races with Low Light/Dark Vision feel its useful for once. Use it in abadoned complexes and dark subterrean dungeons. 86

87 Tip: Yes, getting a surprise round is good and all, but try rather to let your players know its there, by hearing it... Lylek CL14 Huge Beast 13 Init +8; Senses Perception Defenses Ref 27 (flat-footed 24), Fort 23, Will 13. hp 128; Threshold 38 Immune mild, moderate, and severe radiation Speed 14 squares Melee Bite +21* (2d6+27) Melee Slam +21* (1d8+27) Melee Sting +21* (1d8+27) Ranged +13 by weapon Fighting space 3x3; Reach 2 squares Base Atk +10 Grp +36 Atk Options Power Attack Abilities Str 42, Dex 16, Con 34, Int 2, Wis 15, Cha 12. Feats Improved Damage Threshold, Improved Defenses, Power Attack, Skill Training (Initiative, Survival). Skills Initiative +8, Climb +21, Survival +7. *Includes 5 points in Power Attack Desert - May reroll Survival checks and keep the better result Mustafarian Lava Flea CL 8; Large Adult Beast 9 Init +6; Senses Perception +4 Defenses Ref 20 (flat-footed 18), Fort 16, Will 10 hp 100; Threshold 26 Immune moderate heat and flame Speed 8 squares Melee Bite +13 (1d8+4) plus Acidic saliva (1d6) Fighting Space 2 by 2; Reach 1 square Base Atk +6; Grp +18 Abilities Str 24, Dex 14, Con 22, Int 2, Wis 10, Cha 3 Feats Improved Damage Threshold, Skill Training (Survival), Skill Focus (Jump, Survival). Skills Acrobatics +6, Climb +11, Endurance +10, Jump +21, Survival +13, Stealth +1, Swim +11. Special May re-roll survival checks for extreme heat and take the better result. Mykal (Official Wizards of the Coasts stats) CL 4 ; Medium airborne beast 5 Init +10 (can reroll and keep second result); Senses low-light vision; Perception +3 Defenses Ref 16 (flat-footed 13), Fort 13, Will 11 hp 37; Threshold 18 Speed 8 squares (fly) Melee bite +6 (1d6+3) Base Atk +3; Grp +6 Atk Options confusing swoop, Running Attack Abilities Str 13, Dex 17, Con 16, Int 2, Wis 12, Cha 10 Special Qualities confusing swoop 87

88 Feats Running Attack, Weapon Finesse (bite) Skills Initiative +10 Confusing Swoop -- When a mykal damages a target with a charge attack, that target cannot make attacks of opportunity against the mykal until the start of its next turn. Mykal are aerial predators found in the huge, sprawling forests of Kashyyyk. They build large nests and attack almost anything that they spot. Some mykal grow to enormous size and are found only in the deepest, most ancient portions of the wilderness. Mykal eggs are nutritious and tasty, and they're considered a delicacy by most sentients. However, acquiring them is quite a challenge, considering that mykal nests are found hundreds of meters above the forest floor. Mykal are an important part of the ecosystem and are responsible for keeping the numbers of kinrath (see above) in check. However, the Wookiees of Kashyyyk have long considered mykal pests and shoot them on sight. Mykal Encounters Mykal can be found almost anywhere on Kashyyyk, but they're most common in the middle to upper canopies, which is where most Wookiees build their treehouse cities. The creatures rarely venture to the forest floor, where the prey is too large and aggressive for most mykal to handle. Heroes could be sent to eliminate mykal that lair too closely to a Wookiee settlement or to raid mykal nests in search of their eggs. Opee Sea Killer CL 9; Colossal Beast 10 Init +8; Senses darkvision; Perception +6 Defenses Ref 13 (flat-footed 10), Fort 28, Will 11 Hp 225; Threshold 83 Immune acid damage Speed Swim 12 squares; Swim 18 squares with jet propulsion Melee Bite +13* (4d6+31) or Melee Tongue +23 (2d6+21) Fighting space 10x10; Reach 10 squares; 15 squares with Tongue Base Atk +7; Grp +23 Atk Options Crush, Pin Abilities Str 42, Dex 16, Con 46, Int 2, Wis 12, Cha 6 Special Qualities aquatic, adhesive tongue, jet propulsion, sturdy carapace Feats Crush, Improved Damage Threshold, Pin, Skill Focus (Stealth) Skills Stealth 18** Adhesive Tongue- If the Opee Sea Killer makes a successful Tongue attack against a creature or object of Huge-size or less, it may immediately make a grapple check, which if successful, automatically deals Bite damage and pins the target. If it fails the grapple check, the target is only grabbed. Aquatic- Can not drown in water and doesn t need to make Swim checks Jet Propulsion- When swimming in a straight line, an Opee Sea Killer moves an additional 6 squares Sturdy Carapace- Opee Sea Killers take no damage from being Swallowed Whole Notes: The Opee Sea Killer is a monstrous predatory amalgam of fish and crustacean traits which inhabits Naboo s watery core. While they prefer ambush, the Opee is fully capable of pursuing prey by using a unique method of jet-propulsion to get close, then extending its adhesive tongue, dragging prey into a mouth filled with double rows of teeth. Young Opees have been known to chew their way out of the bellies of Colo Claw Fish when swallowed. *includes 10 points of power attack ** Opee Sea Killers gain a +20 racial bonus to Stealth in a rocky underwater environment Young Opee Sea Killer CL 5; Gargantuan Beast 6 Init +6; Senses darkvision; Perception +4 Defenses Ref 14 (flat-footed 11), Fort 23, Will 11 Hp 105; Threshold 43 Immune acid damage Speed Swim 8 squares; Swim 14 squares with jet propulsion Melee Bite +11* (3d6+20) or 88

89 Melee Tongue +16 (1d8+15) Fighting space 4x4; Reach 3 squares; 6 squares with Tongue Base Atk +4; Grp +16 Atk Options Crush, Pin Abilities Str 34, Dex 16, Con 36, Int 2, Wis 12, Cha 6 Special Qualities aquatic, adhesive tongue, jet propulsion, sturdy carapace Feats Crush, Pin, Power Attack, Skill Focus (Stealth) Skills Stealth 23** Adhesive Tongue- If the Opee Sea Killer makes a successful Tongue attack against a creature or object of Large-size or less, it may immediately make a grapple check which if successful, automatically deals Bite damage and pins the target. If it fails the grapple check, the target is only grabbed. Aquatic- Can not drown in water and doesn t need to make Swim checks Jet Propulsion- When swimming in a straight line, an Opee Sea Killer moves an additional 6 squares Sturdy Carapace- Opee Sea Killers take no damage from being Swallowed Whole Notes: Young Opees are no less voracious predators than adults, scouring the oceans of Naboo. They tend to inhabit shallower water than their adult counterparts, avoiding the depths where the larger predators lurk. They are usually solitary, although they have been known to gather in small packs, terrorising shipping in the process. *includes 5 points of power attack ** Opee Sea Killers gain a +20 racial bonus to Stealth in a rocky underwater environment Oskan Blood Eater CL 5 Large beast 6 Init+2; Senses scent; Perception +2 Defenses Ref 15 (flat-footed 15), Fort 14, Will 9 Hp 57; Teshold 19 Speed 4 squares Melee 4 claws + 9 (1d6+8 ) Melee 4 claws +12 (1d6+11) with frenzy Fighting Space 2x2; Reach 2 squares [b]base Atk +4; Grp +13 Atk Options Power Attack, Frenzy Abilities Str 20, Dex 8, Con 18, Int 2, Wis 9, Cha 6 Feats Cleave, Power Attack, Toughness. Skills Survival +7 Frenzy - The sight of a humanoid or other living creature with blood causes the blood eater to go into a frenzy. This frenzy adds +3 rage bonus on melee attack rolls and melee damage rolls. The frenzy is otherwise similar to the Reeks Rage (Saga p. 275). Sando Aqua Monster CL 19 Colossal Beast 20 Init +17; Senses Low-light vision; Perception Defenses Ref 18 (flat-footed 16), Fort 30, Will 12. hp 487; Threshold 90. Speed 10 squares; Swim 20 squares. Melee Bite +35 (4d6+30) and Melee 2 Claws +35 (3d6+30) Fighting space 80x80; Reach 10 squares. Base Atk +15; Grp

90 Atk Options Crush, Pin, Throw. Abilities Str 50, Dex 14, Con 48, Int 2, Wis 13, Cha 9. Special Qualities swallow whole Feats Crush, Improved Damage Threshold (x2), Improved Defenses, Pin, Throw, Toughness. Skills Initiative +17 Aquatic- Can't drown in water and does not need to make Swim checks; Low-light vision. Rend- A Sando Aqua Monster that hits with both claws in the same turn deals an extra +2d6 damage. Swallow Whole- If the Sando Aqua Monster makes a successful Bite attack against a creature or object of Huge-size or less, it may immediately make a grapple check, if the grapple check is successful, it swallows its target whole. A swallowed character begins taking 1d8+30 damage each round it is in the Sando Aqua Monster's gullet, after three rounds, it moves to its gizzard, where it takes 2d8+30 damage a round. After ten rounds, if the victim is still alive, they move to the stomach, where the victims start to take 1d8 acid damage, if they survive that far. A swallowed character may attack with a weapon of medium, small, fine, or tiny size while inside the Sando Aqua Monster. Any attack made against the Sando Aqua Monster from the inside is an automatic hit, but must still make an attack roll for purposes of determining a critical hit. In order to escape the Sando Aqua Monster, characters must deal at least 100 damage. Afterwards they are released into the Ocean, the Sando Aqua Monster suffers from a persistent condition, and can not heal hit points normally. The Sando Aqua Monster lives near the Naboo's core, but occasionally comes to sunbath on a sandbar, or feat upon land-dwelling morsels. The Sando Aqua Monster is as much myth and legend on Naboo as it is reality, having rarely been spotted by the natives of Naboo, and usually in unsubstaniated claims. Terentatek (Alternate Build; Original stats appear in the JATM) CL 14; Large beast 14 Init +11; Senses Low-light vision, Perception +14 Defenses Ref 20 (flat-footed 20), Fort 15, Will 12 hp 139; Threshold 25 Speed 8 squares Melee Bite +17 (1d8+14) and 2 Claws +17 (1d6+14) and Sting +17 (1d6+14) Fighting Space 2; Reach 2 squares Base Atk +10; Grp +22 Abilities Str 24, Dex 8, Con 20, Int 5, Wis 14, Cha 8 Special Qualities Subterranean, Desert, Rage, Rend, Scent, Force Resistance Feats Force Sensitive, Improved Damage Threshold (x1), Skill Training (x3) Skills Endurance +17, Initiative +11, Perception +14, Stealth +1, Survival +14 Subterranean- May reroll Perception checks, but keep the second result even if worse; darkvision Desert- May reroll Survival checks to endure extreme heat, keeping the better result Rage- Upon taking damage greater than Will Defense, gains +2 to melee attack and damage rolls for 5 + Constitution modifier rounds Rend- If successful with both claw attacks in one turn, can rend opponent for additional damage (2 extra dice) Scent- Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking Force Resistance- A Terentatek gains a +10 bonus on all defences against force effects, powers and talents Tusk Cat CL 2 Large beast 4 Init +4; Senses Low-Light Vision; Scent; Perception +7 Defenses Ref 12(flat-footed 10), Fort 14, Will 10, Natural Armor 0 Hp 34; Threshold 14 Immune N/A Speed 8 squares Melee 2 claws +7 (1d6+6) and bite +7 (1d8+6) Fighting Space 2x2; Reach 1 square Base Atk +3; Grp +7 Atk Options Pounce Abilities Str 18, Dex 15, Con 18, Int 2, Wis 10, Cha 10 90

91 Feats Powerful Charge, Skill Focus (Stealth) Skills Perception +7, Stealth +14 Pounce-Tusk cat can make full attack, 2 claws and bite, at the end of a charge but all attacks take -5 penalty. Description of creature: The tusk cat was a fawn-colored feline predator found on the world of Naboo and its moon Rori. Unlike most tusked animals their tusks did not grow from their upper jaw or maxilla,but were completely external to the oral cavity,and actually grew from their lower jaw or mandible. On Naboo, tusk cats often preyed upon smaller animals such as the peko-peko. Despite their predatory nature, the larger ones could be tamed and ridden for recreation and to serve as a mount for the Royal Naboo Security Forces. Viper Kinrath (Official Wizards of the Coast stats) CL 7; Large beast 8 Init +7; Senses blind; Perception +10 Defenses Ref 17 (flat-footed 14), Fort 16, Will 11 hp 84; Threshold 21 Speed 6 squares Melee slam +10 (1d6+8) Ranged sting +10 (1d6+8 plus poison) Fighting Space 2x2; Reach 1 square (2 squares, sting) Base Atk +6; Grp +15 Atk Options Combat Reflexes, Point Blank Shot, poison Abilities Str 18, Dex 16, Con 22, Int 1, Wis 13, Cha 6 Feats Combat Reflexes, Point Blank Shot, Weapon Focus (sting) Skills Perception +10 Blind -- Viper kinrath are blind and take no penalties due to concealment and total concealment due to darkness. They use a variety of other senses to identify their enemies. Poison -- If a viper kinrath deals damage with its sting attack to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+8) against the target's Fortitude Defense, the target takes 2d6 points of damage and moves 1 step along the condition track. If the attack fails, the target takes half damage and doesn't move on the condition track. Kinrath poison attacks each round until cured with a DC 18 Treat Injury check. Kinrath and its deadlier variety, the viper kinrath shown here, are commonly found on Dantooine and Kashyyyk but have been spotted on other, more distant planets in smaller numbers. This bizarre insectile creature has four long legs sprouting from a central body. Another long appendage sprouts from the "face" of the viper kinrath, which ends in a sharp, poison-filled stinger. (Regular kinrath are functionally the same, but replace their stinger attack with another slam attack and no poison.) Their miniscule eyes are vestigial, and the creature uses a combination of heat sensing and smell to navigate and locate prey. Every kinrath produces a unique, pungent odor from large sweat glands that allows them to locate each other. Savvy hunters learn to coat themselves with the sweat from these glands in order to move in close to viper kinraths and take them unawares. Jedi and other Force-users have learned that kinrath eggs contain red crystals that can be used as the power source for lightsabers. Indeed, many Padawans are sent to hunt for these eggs as part of their final test to create their own lightsaber. Viper Kinrath Encounters Kinrath are found throughout Dantooine and Kashyyyk, although they typically stick close to large clumps of vegetation where their natural coloration helps them blend into their surroundings. Unlucky heroes may stumble into a kinrath hive and confront the hive queen, protected by dozens of regular and viper kinrath. As mentioned above, young Jedi might have to hunt kinrath to gather eggs and the crystals inside to manufacture their lightsaber. Viper Kinrath (alternate build) CL 2; Medium beast 3 Init +4; Senses Perception +2 (may reroll); naturally blind, tremorsense Defenses Ref 14 (flat-footed 11), Fort 11, Will 11; hp 10; Threshold

92 Speed 6 squares; climb 4 squares Melee sting +5 (1d4 plus poison) Fighting Space 1 square; Reach 1 square Base Atk +2; Grp Abilities Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Feats Weapon Finesse, Skill Training (Jump) Skills Climb +6 (may reroll, may take 10), Jump +6, Perception +2 (may reroll) Subterranean May reroll Perception checks, but must keep the second result even if it's worse. Naturally Blind All opponents are considered to have total concealment to a viper kinrath (unless within 12 squares and negated by tremorsense see below). All checks and actions that rely on vision fail automatically. Tremorsense - Can detect and pinpoint any creature or object (negating any concealment) within 12 squares in contact with the ground. Expert Climber - May choose to reroll any Climb check, but the result of the reroll must be accepted even if it is worse. In addition, a viper kinrath may choose to take 10 on Climb check, even when distracted or threatened. Poison A hit with a viper kinrath sting injects the target with poison that makes an attack roll (1d20+5) against the target s Fortitude Defense. If the attack succeeds, the target takes 4d6 damage and moves -1 step along the condition track. If the attack fails the target takes half damage and doesn t move down the condition track. The poison attacks each round until cured with a DC 15 Treat Injury check. Voorpak Tiny Animal; Beast 1 Force: 0; Dark Side: 0 Init: +2; Senses: Perception +7 Defences: Ref 14 (12 flat-footed); Fort 8; Will 12 HP: 6; Threshold: 8 Speed: 6 squares Melee: Bite -2 (1D3-2 piercing) BAB: +0; Grp: -12 Abilities: STR 6; DEX 14; CON 6; INT: 2; WIS: 15; CHA: 12 Racial Abilities: Cuteness; Low Light Vision Feats: WP (Natural) Skills: Perception +7 Availability: Rare Cost: 380cr; 500cr [Trained] The Voorpak are diminutive carnivores native to the rocky cliffs of Naboo much beloved by the ladies of Naboo. A Voorpak has a light weight, vaguely spherical, soft, furry body supported by eight spindly legs; they typically rest with their legs tucked under body to conserve body heat, making them look like balls of fur. However, despite their delightful appearance, they are brave and loyal when trained, and can be quite fierce when provoked or frightened, biting with their needle-sharp teeth. The Voorpak are a meticulously clean animal and their pleasant odor first led to them being domesticated by the human residents of Naboo. In the wild, the Voorpak live in small colonies in and around the craggy outcroppings of the hill country. They are most active during twilight hours when they emerge from their burrows to hunt for small insects and rodents. A Voorpak is a social animal and emits a soothing purr when stroked. However, this rises to a reverberating hum when alarmed, making them surprisingly good guards. A Voorpak female comes into season once a year, producing litters of three to five pups. For centuries, the noblewomen of Naboo have kept Voorpaks as pets; a Noblewoman would typically carry them about in specially tailored pockets and sleeves as the Voorpak would also serve as company, but provide a modicum of heat during the winter. Cuteness This creature may make Persuasion [change attitude] checks against sentient humanoids even though it cannot speak their language. Worrt CL 2; Medium Beast 2 Init +4; Senses Perception -1 Defenses Ref 15 (flat-footed 12), Fort 12, Will 8 Hp 16; Threshold 12 Speed 6 squares Melee bite +3 (1d6+3) Reach 1 square Base Attack +1; Grapple +4 Abilities Str 14, Dex 17, Con 14, Int 1, Wis 6, Cha 2 92

93 Feats Skill Training (Acrobatics). Skills Acrobatics +9, Climb +3, Endurance +3, Jump +8, Stealth +4, Survival -1, Swim +3. Special Abilities: Re-roll Survival checks, keep best result. Special Attacks: Tongue Attack -- To use this ability, a worrt must make a ranged attack with its tongue at a maximum range of 7 squares. If the attack is successful, the worrt automatically deals bite damage and can start a grapple as a swift action without provoking an attack of opportunity. If it gets a hold, it may also attempt to swallow its target. Targets of medium size or larger cannot be swallowed, but the worrt still tries. If an opponent is too large to swallow, the worrt continues to attempt to grapple and automatically deals bite damage every round. Swallow Whole -- A worrt can try to swallow a grabbed opponent of small size or smaller by making a successful grapple check. Once inside the space worrt's maw, the opponent takes 2d6 points of damage per round from the creature's highly caustic digestive acid. A swallowed opponent can climb back out of the worrt's maw with a successful grapple check. A swallowed opponent can also attempt to cut or blast his or her way out of the maw with a small or tiny slashing or energy weapon. The opponent must deal 10 points of damage to the worrt's interior (Defense 12) to create an opening large enough to escape. Once the victim exits, muscular action closes the hole. Another swallowed creature must cut his or her own way out. A worrt's maw can hold one Small-size, two Tiny, four Diminutive, or eight Fine creatures. Notes: Details here are borrowed heavily from the old official RCR site. This creature looks like a spiked browny, red frog and is about 1.5 meters tall when full grown. It will eat anything as it is a scavenger and is very stupid. 93

94 DROIDS Remote Droid (Alternate Build; Original stats appear in the CWCG p. 162) CL 0; Tiny droid (2nd-degree) nonheroic 1 Init -1; Senses Low-light vision, Perception +7 Languages Basic, Binary, Zabrak Defenses Ref 16 (flat-footed 13), Fort 7, Will 10 hp 4; Threshold 7 Speed 4 squares (Hovering) Ranged repair laser -6 (2d3) Base Atk +0; Grp -4 Abilities Str 5, Dex 12, Con -, Int 12, Wis 10, Cha 6 Special Qualities Droid Traits Feats Skill Focus (x1), Skill Training (x2), Tech Specialist Skills Acrobatics -1, Climb -5, Endurance -2, Initiative -1, Jump -5, Knowledge (Technology) +6, Mechanics +11, Perception +7, Stealth +4, Swim -5, Use Computer +6 Systems hovering locomotion, 1 instrument appendage, 1 tool appendage (repair tools), 1 tool appendage (laser), basic processor, quadanium shell (+3 armor), improved sensor package Possessions repair laser Jedi Training Remote (Alternate non-heroic Build; Original stats appear in the CWCG p. 162) CL 0; Tiny droid (4th-degree) nonheroic 1 Init +3; Senses Low-light vision, Perception +7 Languages Basic [understand], Binary Defenses Ref 17 (flat-footed 13), Fort 7, Will 10 hp 4; Threshold 7 Speed 4 squares (Hovering) Ranged Training Laser +3 (1D4 [non-lethal] energy) Base Atk +0; Grp -7 Abilities Str 5, Dex 17, Con -, Int 12, Wis 10, Cha 6 Special Qualities droid traits; training level 2 Feats Skill Focus (acrobatics); Skill Training (acrobatics); WP (pistol) Skills acrobatics +13; perception +7 Systems hovering locomotion, 1 tool appendage (laser mount), basic processor, quadanium shell (+3 armor), improved sensor package Training Level 2 When an enemy hits this creature, but does not destroy it, this creature gains +5 Reflex Defence against that enemy for the rest of the encounter. This ability can only affect each enemy once and the bonus is lost at the end of the encounter. Possessions training laser [pistol] So rather than giving a Training Remote Soldier levels (which is mad!) a suitable Special Ability makes the droid different, but not unique. Elite Mechanic Remote Droid CL 3; Tiny droid (2nd-degree) scoundrel 3 / nonheroic 1 Force 7; Dark Side 0 Init +1; Senses Low-light vision, Perception +9 Languages Basic, Binary, 1 unassigned Defenses Ref 21 (flat-footed 20), Fort 10, Will 14 hp 13; Threshold 10 Speed 4 squares (Hovering) Ranged repair laser +1 (2d3+3) Base Atk +2; Grp -2 Atk Options Point Blank Shot Abilities Str 5, Dex 13, Con -, Int 13, Wis 10, Cha 6 94

95 Special Qualities Droid Traits Talents Fast Repairs, Hotwire Feats Point Blank Shot, Skill Focus (x2), Skill Training (x2), Weapon Proficiency (pistols), Tech Specialist Skills Acrobatics +1, Climb -3, Endurance +0, Initiative +1, Jump -3, Knowledge (Technology) +8, Mechanics +13, Perception +9, Stealth +6, Swim -3, Use Computer +13 Systems hovering locomotion, 1 instrument appendage, 1 tool appendage (repair tools), 1 tool appendage (laser), heuristic processor, quadanium shell (+3 armor), improved sensor package Possessions repair laser (improved damage) Training Remote Droid (Alternate Build; Original stats appear in the CWCG p. 162) CL 3; Tiny droid (2nd-degree) soldier 3 / nonheroic 1 Force 7; Dark Side 0 Init +8; Senses Low-light vision, Perception +9 Languages Basic, Binary, 1 unassigned Defenses Ref 23 (flat-footed 22), Fort 13, Will 14 hp 19; Threshold 13 Speed 4 squares (Hovering) Ranged sporting blaster pistol +4 (3d4+1) Base Atk +3; Grp -1 Atk Options Devastating Attack (pistol), Point Blank Shot Special Actions Draw Fire Abilities Str 5, Dex 13, Con -, Int 13, Wis 10, Cha 6 Special Qualities Droid Traits Talents Draw Fire, Devastating Attack (pistols) Feats Armor Proficiency (Light), Improved Defenses, Point Blank Shot, Skill Training (x3), Weapon Proficiency (pistols) Skills Initiative +8, Knowledge (Technology) +8, Mechanics +8, Perception +9, Stealth +8, Use Computer +8 Systems hovering locomotion, 1 instrument appendage, 1 tool appendage (repair tools), 1 tool appendage (sporting blaster pistol, stabalised mount), basic processor, quadanium plating (+5 armor), improved sensor package Possessions sporting blaster pistol Arakyd Industries DRK-1 "Dark Eye" Series Probe Droid (Alternate Build; Original stats appear in TotG p. 149) Diminutive fourth-degree probe droid, nonheroic 4 Init +12; Senses Darkvision, Perception +16 Languages Binary, 3 unassigned Defenses Ref 20 (flat-footed 15), Fort 9, Will 12 hp 15; Threshold 9 Immune droid traits Speed 6 squares (hovering) Melee slam +2 (1d4-1) Ranged frag micro-grenade +8 (2d6) Base Atk +3 Abilities Str 8, Dex 20, Con -, Int 16, Wis 14, Cha 8 Feats Point Blank Shot, Skill Focus (Perception), Toughness, Weapon Proficiency (pistols, simple) Skills Initiative +12, Perception +16, Stealth +22, Use Computer +10 Systems hovering locomotion, heuristic processor, improved sensor package, locked access Possessions comlink (internal), holorecorder, holoprojector Availability Restricted Cost 16,000 Sienar Intellgience Systems Mark VI Scarab Series Assassin Droid Diminutive fourth-degree assassin droid, nonheroic 4 Init +6; Senses Darkvision, Perception +4 Languages Binary 95

96 Defenses Ref 21 (flat-footed 17), Fort 7, Will 10 hp 15; Threshold 7 Immune droid traits Speed 4 squares (crawling) Melee +0 injector (1d4-3) Base Atk +3 Abilities Str 4, Dex 18, Con -, Int 11, Wis 10, Cha 6 Feats Skill Focus (Climb), Toughness, Weapon Finesse, Weapon Proficiency (pistols, simple) Skills Climb +5, Stealth +19 (untrained) Systems heuristic processor, locked access, magnetic feet, self destruct system, improved sensor package, plasteel shell Possessions poison injector Availability Illegal Cost 20,000 MSE-6 (Mouse Droid) (Alternate Build; Official WotC stats appear in The Force Unleashed Campaign Guide, p. 197) Tiny Droid (5th Degree), Nonheroic 1, CL 0 (A character gets no XP for destroying one) Init +2, Senses: Perception Languages Basic (cannot speak), Binary Defenses: Reflex 12, Fort 8, Will 10 hp 3, Threshold 8 Immune Droid traits Speed 6sq Melee -2 (depends on attached tool) Fight Space.5 sq Reach 0 sq (Being tiny, an MSE-6 must enter an opponents space in order to attack them, provoking an AoO) Base Atk +0; Grp -12 Abilities: Str 6, Dex 14, Int 10, Wis 14, Cha 8 Feats: None Skills: Pick One- Use Computer or Mechanics Systems Basic Processor with Standard Behavioral Inhibitor, Wheeled Locomotion, 1 tool appendage(pick one item from the Tool Kit, OR a tiny vacuum cleaner with a.5 kg storage capacity, OR a small rotating wet/dry duster w/ no-wipe cleaning solution OR a fire extinguisher) Availability Unrestricted; Cost 500 credits MSE-6 droids are so simplistic that they do not gain experience or advance in character level. They are not suitable for use as player characters. Mouse Droid (Another Alternate Version; Official WotC stats appear in The Force Unleashed Campaign Guide, p. 197) CL 0; Diminutive Droid (5th Degree) Non-Heroic 1 Model MSE-6 Series Droid Init +3; Senses Perception +5 Languages Basic (understand), Binary Defenses Ref 18 (flat-footed 15), Fort 7, Will 10 hp 2; Threshold 7 Immune droid traits Speed 6 squares (wheeled) Melee Claw -3 (0) Base Atk -3; Grp +4 Abilities Str 4, Dex 16, Con n/a, Int 10, Wis 10, Cha 6 Feats Skill Focus (Mechanics), Skill Training (Perception, Mechanics), Weapon Proficiency (simple weapons) Skills Perception +5, Mechanics +10, Use Computer +5 Systems wheeled locomotion, 2 claw appendage, basic processor, internal storage (1kg), locked access Possessions holo recorder Availability Common; Cost 2000 credits 96

97 IT-0 Interrogation Droid CL 1 Tiny droid (1st degree) nonheroic 4 Init +2; Senses Perception +8 Languages Basic (cannot speak), Binary, 2 unassigned --- Defenses Ref 14 (flat-footed 12), Fort 9, Will 13 hp 8; Threshold 9 Immune droid traits --- Speed 6 squares (hovering) Melee claw +2 (1d2-1) or Melee hypodermic injectors +2 (3d6-1 stun)* or Melee laser scalpel +2 (3d4-1) or Melee power shears +2 (2d8-1) or Fighting Space 1 square; Reach 0 squares Base Atk +3; Grp Abilities Str 8, Dex 14, Con --, Int 14, Wis 16, Cha 15 Feats Skill Focus (Persuasion), Skill Training (Knowledge [life sciences], Knowledge [social sciences], Treat Injury), Weapon Proficiency (simple weapons) Skills Knowledge (life sciences) +7, Knowledge (social sciences) +7, Mechanics +7, Perception +8, Persuasion +12, Treat Injury +7 Systems (9.4 kg) claw, heuristic processor, hovering locomotion, hypodermic injectors, laser scalpel, power shears Availability Illegal; Cost 8,250 * If you want, simply replace that appendage with a syringe instrument appendage that does 1d2-1 damage and can administer drugs. The IT-0 can be assumed to have a number of injections "on hand," including acid. BAVO-6 is supposedly a weaponized hallucinogen designed to break down the subject's willpower / resistance to interrogation. IT-0's are also known to administer drugs that increase pain and keep the subject conscious. A heartless perversion of medical droid technology, these droids were employed by the Empire as torturers and interrogators. Small yet terrifying, the glossy black spherical droids hovered aloft on repulsorlift energy. Their sparsely decorated surfaces featured tools of pain, and such fearsome implements as hypodermic needles loaded with truth serums and other powerful drugs. Princess Leia Organa was subjected to a mind probe administered by one of these droids. IT-0 interrogation droids are not suitable for player characters. RX-24 "Rex" (Star Tours Pilot Droid) CL 2; Medium droid (2nd-degree) Scout 1 / Nonheroic 1 Force 6; Dark Side 0 Init +8; Senses Low-light vision, Perception +3 Languages Basic, Binary, Bocce, Shyriiwook, Sullustese ======================================== ===== Defenses Ref 15 (flat-footed 13), Fort 12, Will 11 hp 4; Threshold 12 ======================================== ===== Speed 6 squares (Tracked) Base Atk +0; Grp +2 Special Actions Dodge, Evasion ======================================== ==== Abilities Str 10, Dex 15, Con -, Int 17, Wis 10, Cha 9 Racial Abilities Droid Traits Talents Evasion Feats Dodge, Skill Training (x1), Vehicular Combat, WP (heavy) Skills Initiative +8, Knowledge (Galactic Lore) +9, Perception +3, Pilot +8, Survival +6, Use Computer +9 Systems tracked locomotion, magnetic feet, 2 hand appendages (telescopic), heuristic processor, vocabulator, improved sensor package, dc 15 translator unit B-1 Battle Droid - Security CL:2 Medium Droid (4th Degree) nonheroic 3/Level 1 Soldier 97

98 Init +0; Senses Perception +6 Languages: Basic, Binary Defenses Ref 9 (flat-footed 9 ), Fort 11, Will 11 Hp 41; Threshold 11 Immune: Droid Traits Speed 6 squares (Walking) Melee unarmed +4 (D3+1) bludgeoning or Ranged Blaster Carbine +3 (3D8) energy Fighting Space: 1 Reach: 1 Base Atk +3 ; Grp +4 Abilities: Str 13,Dex 9, Con -, Int 9, Wis 10, Cha 10 Feats: Toughness Weapon proficiency (Simple, Pistols, Rifles, Heavy Weapons), Skill Training (Initiative) Talents: Harms Way Skills: Perception +6, Initiative +4 Systems: Walking Locomotion, Remote Processor, 2 Hand appendages, internal comlink, vocabulator Possessions Blaster Carbine Availability: Military Cost 1800 B-1 Battle Droid Officer CL:4 Medium Droid (4th Degree) nonheroic 3/Noble 3 Init +0; Senses Perception +6 Languages: Basic, Binary Defenses Ref 11 (flat-footed 11 ), Fort 11, Will 13 Hp 37; Threshold 11 Immune: Droid Traits Speed 6 squares (Walking) Melee unarmed +5 (D3+2) bludgeoning or Ranged Blaster Carbine +4 (3D8+1) energy Rapid Shot Blaster Carbine +2 (4D8+1) energy Ranged Frag Grenade +4 (4D6+1) slashing Base Atk +4 ; Grp +5 Abilities: Str 13,Dex 9, Con -, Int 9, Wis 10, Cha 10 Talents: Born Leader (Swift. 1/Encounter +1 attack all line of sight. Maintain) Coordinate (Standard. Line of sight extra +1 aid another till next turn) Feats Weapon proficiency (Simple, Pistols, Rifles, Heavy Weapons), Skill Training (Knowledge Tactics), Coordinated Attack, Rapid Shot Skills: Perception +7, Knowledge (Tactics) +5, Systems: Walking Locomotion, Remote Processor, 2 Hand appendages, internal comlink, vocabulator Possessions Blaster Carbine, Frag Grenade x2 Availability: Military Cost 1800 Industrial Automaton MD Series Medical Droid Medium first-degree medical specialist droid, nonheroic 1 Init +1; Senses Perception +3 Languages Basic Defenses Ref 11, Fort 8, Will 11 hp 4; Threshold 8 Immune droid traits 98

99 Speed 6 squares Melee -2 tool (1d3-2) Base Atk +0 Abilities: Str 6, Dex 12, Con -, Int 10, Wis 12, Cha 10 Feats: Skill Focus (Life Sciences), Skill Focus (Treat Injury), Skill Training (Life Sciences), Weapon Proficiency (simple) Skills: Knowledge (Life Sciences) +10, Treat Injury +11 Systems: heuristic processor, walking locomotion, vocabulator, improved sensor package, 2x hands Availability Prevalent Cost 2000 Two-Onebee (advanced 2-1B medical droid) (Alternate build; Official stats appear in the Core Rules, p. 197) CL 3 ; Medium 1st-degree droid nonheroic 3/noble 3 Force 3 Init +4; Senses low-light vision, Perception +18 Languages Basic, Binary, Bothan, Sullustan Defenses Ref 15 (flat-footed 14), Fort 13, Will 18 hp 24; Threshold Speed 6 squares Melee unarmed +3 (1d3) Base Atk +4; Grp +5 Special Actions Bolster Ally Abilities Str 8, Dex 12, Con, Int 14, Wis 16, Cha 9 Talents Bolster Ally, Educated Feats Cybernetic Surgery, Skill Focus (Knowledge [life sciences], Perception, Treat Injury), Skill Training (Use Computer), Surgical Expertise, Toughness, Weapon Proficiency (simple weapons) Skills Knowledge (life sciences) +15, Perception +18, Treat Injury +16, Use Computer +10 Systems walking locomotion, heuristic processor, 2 hands, improved sensor package, vocabulator Possessions medical kit, 2 medpacs Availability Unique; Cost not available for sale Sienar Intellgience Systems E522 Series Assassin Droid Medium fourth-degree assassin droid, scout 3/soldier 3 Init +9; Senses Darkvision, Perception +10 Languages Basic, Binary Defenses Ref 21 (flat-footed 20), Fort 22, Will 16 hp 49; Threshold 22 Immune droid traits Speed 6 squares Melee +9 claws (1d6+7) Ranged +6 heavy repeating blaster (3d8+3) Ranged +6 ion rifle (3d8+3, ion) Ranged +6 hunter-seeker missiles (6d6+4, 2 square radius) Base Atk +5 Abilities Str 18, Dex 13, Con -, Int 11, Wis 11, Cha 12 Talents Acute Senses, Devastating Attack (heavy repeating blaster), Expert Tracker, Indomitable Feats Armor Proficiency (light, medium, heavy), Point Blank Shot, Precise Shot, Rapid Shot, Weapon Proficiency (pistols, rifles, simple) Skills Initiative +9, Perception +10, Stealth +4, Survival +9 Systems heuristic processor, tracked locomotion, improved sensor package, locked access, duranium plating, 2x claws, hunter-seeker missiles, vocabulator Possessions heavy repeating blaster, ion rifle, needler gun 99

100 Needler Gun Treat as knockout drops (see page 255 of the SECR) except treat them as if they had a range of 8 squares Availability Illegal Cost 32,500 Notes: The E522 assassin droid was a droid series created by the Techno Union during the Clone Wars and, later, Sienar Intelligence Systems for the Galactic Empire around the time of the Galactic Civil War. The Empire had outlawed assassin droids after the massacre on Caprioril, but continued to use various models, including the E522 series, in secret for its own ends. The E522 was loaded with weapons and extremely adept at tracking targets. It was fairly compact and moved about on well-oiled treads. It came equipped with a pair of gripper claws and an infrared heat-signature tracking system, making it a decidedly difficult opponent to escape. Droideka Series Destroyer Droid (Official Wizards of the Coast errata) CL 4; Large droid (4th-degree) nonheroic 12 Init +8; Senses Perception +13 Languages Basic, Binary Defenses Ref 16 (flat-footed 14), Fort 13, Will 12 hp 40; SR 20; Threshold 18; Immune droid traits Speed 2 squares (walking), 10 squares (wheeled) Melee unarmed +7 (1d4+3) Ranged 2 laser cannons +10 (3d8) or Ranged 2 laser cannons +8 (4d8) with Rapid Shot or Ranged 2 laser cannons +5 (5d8) with Burst Fire Fighting Space 2x2; Reach 1 square Base Atk +9; Grp +17 Atk Options autofire (laser cannons), Burst Fire, Rapid Shot Abilities Str 16, Dex 15, Con, Int 8, Wis 14, Cha 7 Feats Armor Proficiency (light), Burst Fire, Rapid Shot, Dual Weapon Mastery I, Dual Weapon Mastery II, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, rifles) Skills Perception +13, Stealth +3 Systems walking locomotion, wheeled locomotion (exclusive), remote receiver, 2 tool appendages, shield generator (SR 20), integrated comlink, bronzium shell (+5 armor; treat as quadanium plating) Possessions 2 laser cannons (treat as blaster rifles) Availability Military; Cost 21,000 credits Octuparra Combat Tri-Droid (virus variant; Official non-virus verion appears in CWCG p. 202) CL 5; Huge droid (4th-degree) nonheroic 15 Init +8; Senses Low-light vision, Perception +9 Languages Basic, Binary, 1 unassigned Defenses Ref 17 (flat-footed 14), Fort 19, Will 10 hp 66; Threshold 34 Speed 8 squares (Walking) Base Atk +11; Grp +30 Atk Options Double Attack, Far Shot, Point Blank Shot, Rapid Shot, Running Attack, Triple Attack Special Actions Coordinated Attack Abilities Str 28, Dex 17, Con -, Int 13, Wis 10, Cha 8 Special Qualities Droid Traits Feats Coordinated Attack, Double Attack (heavy), Far Shot, Improved Damage Threshold (x1), Point Blank Shot, Rapid Shot, Running Attack, Triple Attack (heavy), Weapon Proficiency (heavy) Skills Acrobatics +8, Climb +19, Endurance +5, Initiative +8, Jump +14, Perception +9, Stealth -2, Swim +14 Systems walking locomotion (exlusive), climbing claws, extra legs, 1 probe appendages (telescopic), backup processor, basic processor, selfdestruct system, durasteel plating (+6 armor), comlink, internal, improved sensor package, sr 10 shield generator 100

101 Possessions heavy blaster rifle Notes:- Self Destruct Virus Bomb: +5 area attack. 4 square burst radius for 10d6 damage. Homing Spider Droid Huge 4th degree Droid Nonheroic 6 Destiny 0; Force Points 0; Dark Side 0 Init +0; Senses low light vision; Perception +5 Languages Binary Defenses Ref 16(flat-footed 1), Fort 22, Will 10 hp 36; Threshold 22 Immune: Droid Traits Speed 8 squares, quadraped walking Melee Slam +12 (1d8+7) Ranged Blaster Cannon, Repeating +5 (3d12) Ranged Blaster Cannon, Repeating +0 (5d12) Fighting Space 3 squares x 3 squares; Reach 1 square Base Atk +5; Grp +12 Atk Options Point Blank Shot, Burst Fire, Auto-fire Abilities Str 24, Dex 11, Con 11, Int 10, Wis 10, Cha 7 Feats Armor Prof (light, Medium), Weapon Prof (rifles, heavy), Point Blank Shot, Burst Fire Skills Perception +5 Possessions Duranium Plating, remote receiver, Repeating Blaster cannon, Sensor package Hailfire Droid (Alternate Build; Original stats appear in the CWCG p. 199) Huge 4th degree Droid Nonheroic 6 Destiny 0; Force Points 0; Dark Side 0 Init +5; Senses low light vision; Perception +0 Languages Binary Defenses Ref 16(flat-footed 1), Fort 22, Will 10 hp 36; Threshold 22 Immune: Droid Traits Speed 10 squares, wheeled Melee Slam +12 (1d8+7) Ranged Blaster Cannon +5 (3d12) Ranged Hailfire Missle Launcher +5 (6d6, 2 sq. splash) and Hailfire Missle Launcher +5 (6d6, 2 sq. splash) Fighting Space 3 squares x 3 squares; Reach 1 square Base Atk +5; Grp +12 Atk Options Running Attack, Charging Fire Abilities Str 24, Dex 11, Con 11, Int 10, Wis 10, Cha 7 Feats Armor Prof (light, Medium), Weapon Prof (rifles, heavy), Running Attack, Charging fire Skills Initiative +5 Possessions Duranium Plating, remote receiver, Blaster cannon, 2 Hailfire missle launchers with 16 shots, Sensor package 101

102 PERSONAL EQUIPMENT How to create unique equipment and weapons: 1) Rename existing items with STAR WARS friendly names (i.e. "Ion rifle" becomes "Bothan Droid Disruptor"... or "Slugthrower pistol" becomes "Verpine Shatter Gun") 2) Change the damage type of a weapon or add DR5/vs [damage type] to a suit of armour for +1000cr... then combine with step 1 (blaster pistol that shoots fire damage becomes a "Plasma Pistol", Blast Helmet and Vest with DR5/sonic becomes a "Sullustian Mining Suit".) 3) If you really, really... really! have to have a bonus, give it a +5/-5 to some obscure maneuver or specific task ("Verpine Shatter Gun" gives a -5 penalty to use the Force checks when used to Deflect the shot) Alien Jewelry Collection This special jewelry collection comprises pieces that will subliminally set others at ease, allowing the wearer to periodically (once per session) reroll a Persuasion check (or something similar). Each piece of jewelry is designed to appeal to a single species, and the wearer starts out with a few pieces (maybe 2-4) to which she can add over time. However, the wearer may not load down on all the jewelry at once (wearing more than one piece "disrupts the ensemble" and negates the effect), so the wearer must be judicious in making sure she's wearing the right jewelry for the right audience. Biotech Borg Construct Aj^6 The Biotech Borg Construct cybernetic augmentation allows a cyborg to access helpful computer systems remotely in a hands-free mode while simultaneously doing other things. It contains a short-range data comlink that allows the cyborg to access helpful computers connected to comlinks 10 m away. The Aj^6 can also have extra datacard ports on the back. The standard model contains one port, but potential cyborgs can purchase models that contain up to four ports. Additional ports cost 500 cr each. The base cost of the Aj^6 is 80,000, plus a cr surgical fee. A cyborg augmented with the Aj^6 gains the following benefits: Remote Use: They cyborg may make Use Computer checks remotely within her domain (see below). The system must have an attitude of helpful for the cyborg to work remotely, and the cyborg must be within 10m of a wireless access point. They cyborg may remotely: Conduct Complex Search, Alter Programs, Break Security, Operate Remote, abd Operate Ship System. Note that the domain must have a HoloNet connection to conduct Complex searches and break security on remote systems. Data Processing: The Aj^6 provides a +5 equipment bonus to conducting complex searches. Also, the Borg Construct reduces complex searches by one time catagory, e.g., a computer search that takes 1 day (8 hrs) takes 1 hour, any computer search that takes 1 minute takes a Full-Round action, etc. Domain: The cyborg's domain is limited to one computer system, such as a building-wide network, a floating city, a single starship, etc. The cyborg may attune to other systems, but doing so costs an additional 40,000 credits, and each new "attunement" takes up one of additional data port slots. Data Storage: The cyborg may use Data Cartridges to supplement personal knowledge on a subject. These cartridges fit into the data ports on the Aj^6. Adding or removing a cartridge takes a full round action. Knowledge Cartridges: A cyborg may purchase Knowledge Cartridges to supplement personal knowledge of a particular subject. A cyborg may only use a number of cartridges up to the number of available data ports. Cartridges come in two types: Standard data cartridge (500 cr): When installed in an Aj^6 Borg Construct, this cartridge provides +2 equipment bonus to Knowledge checks related to the cartridges subject. For example, a Galactic Lore cartridge provides a +2 bonus on Knowledge (Galactic Lore) checks. Advanced Data Cartridge (5,000 cr): When installed in an Aj^6 Borg Construct, this cartridge provides +5 equipment bonus to Knowledge checks related to the cartridges subject. For example, a Galactic Lore cartridge provides a +5 bonus on Knowledge (Galactic Lore) checks. Personality Effects: The cyborg suffers a -4 to CHA as long as the Borg Construct is installed. Generally, this manifests as withdrawal and lack of concern for the welfare of other sentients, but may also manifest in some similar sociopathy that involves the loss of empathy with organic beings. Once the Construct is successfully removed, CHA returns gradually at 2 points per character level up to the original score at the time the Construct was installed. If the Borg Construct Aj^6 is suddenly forcibly removed or damaged, the character moves -2 persistent steps on the condition track until a cybenetic surgeon can repair the damage or until mechanic can fix the device. Jury rigging the device leaves the character catatonic at the end of the encounter. 102

103 Customized Speeder Jet Thruster This customized "jet-thruster," produced by the Zebulon Dak Speeder Corporation, allows the rider to reroll a single attempt (per encounter) to boost speed. When attempting, as a Swift Action, to increase the speed of the vehicle (per the rules on page 172 of the Saga Ed. Core Rulebook), the rider may reroll his trained Pilot check to exceed the vehicle s maximum speed. The rider must, however, keep the second roll regardless of whether it is better or worse. Customized Speeder Stabilizers These customized speeder "stabilizers," produced by His Grace the Duke Gadal-Herm's Safety Inspectorate, provide a bonus when the pilot is attempting to avoid a collision. The pilot may reroll his Pilot check, made as a reaction to take half damage from a collision (per the rules on page 173 of the Saga Ed. Core Rulebook), but must accept the outcome of the second roll. Gungan Bubble Shield The bubble shields gungans use to trap the air in their submarine cities are also useful on the battlefield. They come in three sizes: light, heavy, and tower. Gungans get proficiency with bubble shields with the armor proficiency feat (AP (light) for light bubble shields, AP (medium) for hevy bubble shields, and AP (heavy) for tower bubble shields). They project a shield that deflects incoming attacks. Bubble shields allow a gungan to add a 'shield modifier' to their Reflex defense instead of their Dexterity modifier. Light bubble shields give a +2 shield bonus, heavy bubble shields give a +4 shield bonus, and tower bubble shields give a +6 shield bonus. In addition, a tower bubble shield can be used to give cover against attacks from a certain direction as a move action. Changing which direction you gain cover from is a move action as well. Bubble shields are treated as armor for the purposes of armor check penalties. Bubble shields reflect attacks, and can be used to block or deflect such assaults. A hero trained with bubble shields and trained in the Acrobatics skill can make an acrobatics check (DC equals the attack roll) to negate an attack that would otherwise hit, but the weilder takes a cumulative -5 penalty for each such attempt made in a round, and must have been aware of the attack. If the character deflects a ranged attack and has a base attack bonus of +5 or more, they can immediately make a ranged attack against any target within range of the deflected attack once per round. Others who want to use one could take an Armor Proficiency Exotic (Bubble Shield) to be able to use one without penalty. Even if you have that feat, you're only proficient with the size that is equivalent to the heaviest armor you can wear (so if you're only proficient with light armor, you still take an ACP if you use a tower bubble shield, even with Exotic Armor Proficiency (bubble shield)). Hover Chair (CL 1) Medium ground vehicle (speeder) Init +8; Senses Perception +5 Defenses Ref 13 (flat-footed 10), Fort 15; +0 armor hp 55; DR 5; Threshold 15 Speed 6 squares (max. velocity 30 km/h) Fighting Space 1x1; Cover none Base Atk +0; Grp +7 Abilities Str 21, Dex 17, Con, Int 12 Skills Initiative +8, Perception +5, Pilot +8 Crew 1 (normal); Passengers 0 Cargo 5 kg; Consumables 1 day; Carried Craft none Availability Licensed; Cost 6,000 credits (2,000 used) The hover chair is capable of carrying 220 kg of weight. Despite being smaller than the hover throne, the powerful components needed to carry an equivalent weight make it far sturdier than its larger, flashier cousin. So here is a base, bottom-of-the-rung, model: Mid-sized Hover Chair CL 0; medium ground vehicle (speeder) Init +0; Senses Perception +0 Defence Ref 10 (flat-footed 10), Fort 12; +0 Armour hp 12; DR 5; Threshold

104 Speed 6 squares (max. velocity 30 km/h) Fighting Space 1x1; Cover none Base Atk -5; Grp -3 Abilities Str 15, Dex 10, Con -, Int 10 Skills Initiative +0, Perception +0, Pilot +0 Crew 1 (untrained); Passengers 0 Cargo 0 kg; Consumables[/b] 0 months; Carried Craft none Availability -; Cost 1,800 (360 used) Light load: up to 56kg Heavy Load: kg (spd 4sq (max. velocity 22 km/h); -10 acrobatics, climb, initiative, jump, stealth, and swim; x3 run speed). Hover Throne (CL 1); Large ground vehicle (speeder) Init +7; Senses Perception +5 Defenses Ref 13 (flat-footed 10), Fort 12; +1 armor hp 25; DR 5; Threshold 17 Speed 6 squares (max. velocity 30 km/h) Fighting Space 2x2; Cover none Base Atk +0; Grp +7 Abilities Str 15, Dex 17, Con, Int 12 Skills Initiative +7, Perception +5, Pilot +7 Crew 1 (normal); Passengers 1 (in pilot's lap) Cargo 10 kg; Consumables 1 day; Carried Craft none Availability Licensed; Cost 8,000 credits (2,400 used) Notes: The hover throne is capable of carrying 225 kg of weight before beginning to break down under the stress (see the SECR, page 152). It is often used by the elderly and the handicapped for which cybernetic implants would be unsuitable. The stats above represent a rather large, extravagant version used by former military commanders or rich dignitaries. Smaller versions are often known as hover chairs, rather than thrones. Hover chairs or hover thrones can be easily obtained for non-handicapped people as well, but using one without an obvious handicap is frowned upon by most societies. Incursion Shield Type: Bubble Shield Size: Small Shield Bonus: SR5 Emergency Reset: Once per encounter, the user may make a [DC10] Mechanics check, this will restore the shield to SR5 after collapse. Weight: 6.5kg Power Unit: 4 [standard] energy cells Availability: Military Cost: 1550cr Notes: Used by military forces during ship to ship boarding, the Incursion Shield consists of a belt mounted power unit/emitter that surrounds the user with a power-efficent ray shield, capable of deflecting glancing blows or low-power projectiles. The sheild is low yield, and prone to collapse under sustained fire, so the manufacturer has incuded and emergency reset which will immediately boost the power to a collapsing shield, increasing the chance it will stabilize. Industrial Hydrospanner Name: Lacroix Fleet Systems Industrial Hydrospanner (aka Ultra-hydrospanner or Quarterspanner ) Class: Simple Size: Large Cost: 8000 Damage: 1d10/1d10 Stun Damage: - Weight: 3kg Type: Bludgeoning Availability: Unique Item, No legal restrictions 104

105 Special: +1 equipment bonus to Mechanics checks for ship/vehicle/large droid repairs/crafting. This item is classified as a mastercraft device due to it's custom nature Notes: This tool is an industrial sized hydrospanner that's about the length of a quarterstaff (hence the name), and can be used as a simple weapon without the improvised weaon penalty provided the weilder is proficient in simple weapons. Unlike a typical quarterstaff, this tool gives the user a +1 equipment bonus to mechanics checks but only when dealing with large scale repair and crafting jobs such as ships or vehicles. Large droids like load lifters would be included into that classification. M'uhk gfa Type: Heavy Armour Armour Bonus: +11 Reflex Defence; +2 Fortitude Defence Max. Dexterity Bonus: +0 Speed: 4 squares Constructed Armour: This armour can be created by a Gamorrean character from items they have scavanged and bought (base cost 1000cr). Constructing the armour requires 12 hours, at the end of which, the Gamorrean character must make a DC20 Mechanics check to sucessfully construct the armour. Failure results in an inferior suit with the same statistics, but without the Armoured Confidence ability [see below]. Armoured Confidence: If this suit of armour is worn by the Gamorrean character who created it, the wearer may make a Persuasion [Intimidate] check, as a free action, against any target they Charge. Weight: 50kg Availability: Rare Notes: M'uhk'gfa was the name of the heavy battle armor used by many Gamorrean warriors. The warriors traditionally welded pieces of metal found on the battlefields of their victories onto their M'uhk'gfas, giving each individual armor a distinct appearance. Optimized Blaster Power Packs These blaster power packs, produced by the Xana Exotic Arms specialty weapons manufacturing company, are optimized to increase the damage of the blaster into which they are inserted to the next die level (e.g., from 3d6 to 3d8) until they run out. Optimized Jetpack Fuel Cell These optimized jet pack fuel cells were produced in limited supply by Zim Systems ROCKET just before the company folded shortly prior to the Clone Wars. They are compatible with virtually every competing company s jet pack models, including the Mitrinomon Z-6, the Merr-Sonn JT-12 and the NJP-433 Personal Jet Pack. These rare, optimized cells allows 5 extra uses of the jetpack per cell. Robe Of The Redeemer Reflex Bonus: +0 Fortitude Bonus: +0 Max DEX Bonus: na Armour Penalty: -0 Forgiveness: Select one ally after each combat encounter. That ally loses one Dark Side Point. This Effect can only be used if no active characters gained Dark Side Points during this encounter. Weight: na Availability: Unique [Destiny Item] Resale Value: 50cr These robes were once worn by the Jedi Consellor Avaris Dell. She was famed for the redemtion of the fallen Jedi Tarkarsis, though she fell in battle against the dark Jedi's master, Darth Gruel. The spirit of salvation still clings to these garments and their wearing seems to repel the power fo the Dark Side of the Force. Sayormi Ritual Mask Used by the bloodthirsty Sayormi of the planet Kashyyyk, during the dark rituals to their dead deities, the Ritual Mask depicts an elongated skull possibly a representation of one of their foul gods. Those who look upon this mask cannot help but experience the dread felt by the past victims of this mask s wearer. Fearsome Countenance: The wearer of this mask may add +5 to Persuasion [intimidate] checks made, when attempting to frighten an opponent. Wookiee Superstition: The wearer may reroll any Persuasion [intimidate] check made against a Wookiee target, while wearing this mask. 105

106 Bad Medicine: Upon wearing this mask for the first time the wearer gains 1 Dark Side Point [Wookiee Characters wearing this mask gain 2 Dark Side Points]. Destruction of this mask allows for the destroying characters to redeem 1 Dark Side Point [2 for Wookiee Characters]. This does not include any character who has already worn this mask. Weight: 0.5kg Availability: Rare [unique] Resale Value: 450cr [to a collector; DC20 Gather Information check to locate a suitable buyer] Scopes & Targeting Equipment RADION PARTICLE SCOPE Effect: As a full round action you may target a single enemy within 10 squares. You lose any penalty for concealment due to darkness the target enemy has (or gains) for 24 hours. You may also make Perception checks against this target, even if they are fully concealed and/or in full cover, for 24 hours. This effect can be removed with a [DC20] Treat Injury check; removing the effect requires the use of one Medipac. Availability: Military Cost: 4550cr The Radion Particle Scope emits a focused beam of concentrated, low-yield radiation at a target. This target is irradiated and continues to emit (harmless) radiation for a period of 24 hours. The scope picks up this trace emission, using a simple detector array, and relays an overlaid targeting reticule indicating the targets position, to a connected display monocle. Designed for use by the Arkanian Military, these items are rare, expensive and difficult to maintain. The radion effect is low-yield, and the particles themselves have a half-life measured in hours. As such a skilled doctor can treat this irradiation much more easily than a more serious radiation injury. SONIC SENSOR SCOPE Effect: The user gains Darkvision and gains a +5 to Perception checks to spot living targets within 10 squares. Enemies with superior hearing or Beast levels, gain a +5 [equipment] bonus to Perception checks to hear the user of this device. Sonic Weapons or loud noises Blind the user for 1D6 rounds [Blind - lose Dexterity Bonus to Reflex Defence; can only move half speed; may not make attacks of opportunity] Availability: Licensed Cost: 650cr Sometimes called an Echo Scope, this device issues an ultra low-pitched pulse of sound which bounces off solid surfaces and enemies. The device registers the returning echo and projects a sonar impression of the area the scope is pointed at to a remote visor worn by the user. This device is comparatively cheap but is very effective at spotting living targets, as the scope picks up the minute sounds they make even when hidden. The downside to using this device is its propensity to overload when subjected to intense sonic stimuli, such as sonic weapons or explosions. The feedback from such attacks causes the visor to dazzle the wearer with sudden brightness. VTD-01 TARGETING REMOTE CL½ Tiny (4th degree) Droid; Non-Heroic 1 Force: 0; Dark Side: 0 Init: +4; Senses: Dark Vision, Perception +11 Languages: Basic [understand]; Binary [Defences: Ref 18 (Flat Footed 14), Fort 7, Will 11 HP: 4 Threshold: 7 Speed: 6 squares [hovering] Melee: Unarmed -3 (1D2+0) Base Attack: +0 Grapple: -6 Special Actions: dodge; relay telemetry Abilities: STR:4, DEX:19, CON:--, INT:10, WIS:12, CHA:8 Racial Abilities: droid traits; relay telemetry [/b]talents[/b]: none Feats: dodge; skill focus (perception); skill training (stealth) Skills: Initiative +4; Perception +11; Stealth +19 Systems: hovering locomotion; probe appendage [x1]; basic processor; plasteel shell (+2 armour); comlink (internal); darkvision Possessions: Telemetry Visor Availability: Licensed Cost: 8200cr [new]; 5100cr [used/refitted] Originally developed by the Verpine to sell to the Rodians as an aid in their ceremonial hunts, the Targeting Remote first bombed, as the Rodian hunters eschewed such artificial aids when hunting. 106

107 The Verpine then rolled out the remote galaxy-wide in an attempt to recoup their initial losses. The design proved a success, especially among the more ponderous races who found the droids ability to triangulate and relay aim correction information invaluable when in a tight situation. The droid is widely used among the Umbaran Military to counter the effects of strong light on their troops. It was the Umbarans who first found that by increasing a droids processing power, they could link multiple Telemetry units to a single remote. Relay Telemetry: As a full round action the Targeting Remote may make an Perception check against a target (this can be opposed by the targets Deception check) if successful, the droids controller (the character wearing the droid s Telemetry Visor) may ignore any penalty for concealment the target has until the beginning of the Targeting Remotes next turn. Telemetry Visor: This item fits over the wearers eyes and relays targeting information from the linked Targeting Remote. A Targeting Remote may have 1 [+ INT bonus] Telemetry Visors linked to it at any one time. Weight: 0.50kg Availability: Licensed Cost: As per Targeting Remote; 450cr [additional/replacement] Stealth Field Generator Cost: (Must be wired into armor) Availability: Military When active, this unit grants its wearer concealment (pg.156). It can be active for 10 minutes before needing to recharge. Rather than using energy cells, this unit has a self-regenerating power supply, that recovers 1 minute of use in 5 minutes time. If the wearer is struck by an attack while having this unit active, the unit shuts down, and must be repaired with a DC 15 Mechanics check to be brought online again. Turning this unit on or off is swift action. Stealth Suit Type: Light Armour Reflex Def Bonus: +1 Fortitude Def Bonus: +0 Max DEX Bonus: +10 Effect: While activated the wearer has any concealment bonus improved by one step and is always considered to have at least partial concealment. This concealment penalty is not affected by Low-Light Vision or Darkvision. Ion Vulnerability: If the wearer is struck by an Ion attack, this items effect stops functioning until it receives a sucessful Mechanics check [DC20]. Weight: 8kg Availability: Military Cost: 15,000cr Vibro-Shield Type: Advanced Shield Size: Small Shield Bonus: +2 Reflex Defence Weight: 2.5kg [b]power Source[b]: 2 [standard] energy cells Availability: Rare Cost: 850cr Notes: This protective item consists of a convexed metal plate of reinforced steel, attached to a powered generator, which causes the protective surface to vibrate at a high frequency. This vibration causes physical blows to glance off, while the metal is resitant to blaster bolts, granting the user greater defence against such attacks. Waste Management Suit & Drip Helmet Armour Type: Light Armour Bonus: +5 Reflex Defence; +2 Fortitude Defence Acid Resistant: This suit provides the wearer with DR10 against Acid damage. Integral Lantern: This armour has a helmet with an integral lantern. This device sheds light as a Fusion Lantern, and can be switched on or off as a swift action. Radiation Shielding: This suit provides the wearer with DR10 against Radiation damage. Sealed Systems: This suit provides 5 hours of life support. Weight: 14.0kg Availability: Licensed Cost: 4325cr 107

108 Notes: Despite being classed light armour, this suit is remarkably heavy due to the additional systems that have been added to the armoured suit. The Waste Management Suit looks like a sealed suit of light plates, lined with dense metal and covered by a long, hooded poncho of thick acid resistant material. The armour comes equipped with a Drip-Helmet, a wide [0.75 meter], diameter conical helmet, designed to keep the caustic drips of industrial waste, and other sewer detritus off the wearer while they work. To aid the wearer, the helmet also has an integral lantern, which can be used in poor light. Wookiee Berserker's Mantle Type: Light Armour REF Defence Bonus: +3 FORT Defence Bonus: +0 Max DEX Bonus: +4 Armour Penalty: -2 Mark of Honour/Shame: If the wearer is a Wookiee; who has passed the trails of the Berserkers; they gains a +5 [equipment] bonus to Persuasion with other Wookiees and Gather Information checks while they wear the armour on the planet Kashyyyk. Those who are not Wookiees or who have not passed the trails receive a -10 penalty to Persuasion checks against Wookiees, while they wear the armour, they also suffer a -10 penalty to Gather Information checks while on Kashyyyk. Weight: 4kg Availability: Uncommon [Common Kashyyyk] Notes: The warrior garb of the fabled Wookiee Berserkers of Kashyyyk, this armour is made from beaten plates of metal attached to a stout lining of thick skin. The Bersekers tribes are justifyably proud of their armour and it is expected that any Wookiee Cub who desires to join their ranks fashions a suit of their own from the pelt of a great beast they have hunted, typically an Anakkona. Wookiee Totem Shield Type: Light Armour REF Defence Bonus: +1 FORT Defence Bonus: +0 Max DEX Bonus: +6 Armour Penalty: -2 Defensive Cover: When a user spends their action to Fight Defensively, they are considerd to have Partial Cover if they are carrying this sheild. Weight: 2kg Availability: Uncommon [Common Kashyyyk] Notes: These narrow kite-shaped shields are carved from the solid wood, harvested from the great trees of the planet Kashyyyk. These shields are often the only protection the Wookiees carry into battle, and they use them to provide cover for themselves while the fire their bowcasters, then abandon them for ferocious melee, once the enemy has closed. These shields saw use recently during the Battle of Kashyyyk. However, their wooden construction did not fair well against the blaster bolts of the CIS Forces. Wookiee Spacer s Vest Type: Light Armour REF Defence Bonus: +2 FORT Defence Bonus: +0 Max DEX Bonus: +8 Armour Penalty: +0 [-2 if not a Wookiee or a Trandoshan] Tool Pockets: The wearer can store up to 6 Tiny or 2 Small sized object in the Spacers Vest. These objects can be withdrawn as a swift action. Weight: 1.25kg Availability: Uncommon Cost: 650cr First developed by an unnamed Wookiee Pilot who had enough of all practical clothing being sized for smaller humanoids. This Wookiee commissioned the Rodain fashionista Frigo to design a comfortable yet practical protective vest which would be suitable for larger humanoids. Frigo excelled herself and the resultant design became known as the Wookiee Spacers Vest. However, much to the dismay of the Wookiees, it was discovered that vests were also a perfect fit for the Trandoshan form and they were ordering large shipments. This vest is a loose waistcoat style design with numerous pockets and hooks on which to store useful items. The vest is also reinforced with blaster resistant cloth and non-reactive padding. 108

109 PERSONAL WEAPONS How to create unique equipment and weapons: 1) Rename existing items with STAR WARS friendly names (i.e. "Ion rifle" becomes "Bothan Droid Disruptor"... or "Slugthrower pistol" becomes "Verpine Shatter Gun") 2) Change the damage type of a weapon or add DR5/vs [damage type] to a suit of armour for +1000cr... then combine with step 1 (blaster pistol that shoots fire damage becomes a "Plasma Pistol", Blast Helmet and Vest with DR5/sonic becomes a "Sullustian Mining Suit".) 3) If you really, really... really! have to have a bonus, give it a +5/-5 to some obscure maneuver or specific task ("Verpine Shatter Gun" gives a -5 penalty to use the Force checks when used to Deflect the shot) Amanin Double-Ended Spear Damage: 1d8/1d8 [piercing] Type: Exotic Melee or Thrown weapon (Simple for Amanin) Weight: 2 kg Size: Large Availability: Rare Cost: n/a Aratech HS-108 Group: Rifles Size: Large Cost: 4000 Damage: 2d8+8 Weight: 8kg Availability: Rare Special: Due to cooling time the rifle can only shoot once a round. It requires a swift action to eject the cooling canister Design notes: The Average damage of a blaster rifle is 13.5, but with this baby its 17. So this is a sniper rifle. I also got a Heavy Sniper Rifle for my campaing its 2d10+10, 12 kilos, 6000, but that might be too powerfull for some peoples taste. It takes the heavy blaster rifles 16,5, to a whopping 21 average damage. Arkanian Blast Bracer Damage: 3D6 [energy] Type: Wrist Weapon Range: Hold Out Blaster [inaccurate] Size: Small Ready Weapon: This weapon is always considered to be readied and drawn. Wrist Weapon: This weapon is mounted on the wrist or forearm, allowing another item to weapon to be held in the same hand. If a character holds an item in this hand they suffer a -5 [equipment] penalty to attack rolls with this weapon and any skill checks they make with this item. If the item is a weapon they suffer an additional -5 [equipment] penalty to attack rolls in addition to those for wielding more than one weapon. These weapons cannot be disarmed when worn. Weight: 0.5kg Availability: Rare Cost: 1000cr Notes: Requires WP: Wrist Weapons feat. A favourite weapon of the Arkanian Nobles and technicians, who prefer to keep their hands free, the Arkanian Blast Bracer is primarily a defensive weapon, used to deter attackers, rather than as a robust weapon of war. Arkanian Photon-Flash Damage: Special* Type: Simple [light melee] Blinding Flash: If the user of this weapon makes an attack roll with this weapon, which exceeds a targets Reflex Defence the target is Blinded* for 1 round (+1 per 5 points over the targets Reflex Defence; +1 for Low-Light Vision; +1 for Darkvision). Weight: 0.75kg Availability: Uncommon [possibly Illegal] Cost: 250cr Note: Produced by various Arkanian weapon manufacturers, the Photon-Flash is a transparent tube affixed to a short hilt on which is the acutator stud. When the stud is depressed, an inert gas, contained in the transparent tube is energized, forcing it to release a blinding blast of agitated photons. Due to conerns over the safety of such weapons, some Core Worlds have banned their use. 109

110 *Blindness: The affected creature considers all targets to be in Total Concealment; they may only move a [maximum] of half their normal speed (and cannot charge); they lose their DEX bonus to their Reflex Defence and cannot make Attacks of Opportunity. Bothan Wrist Stunner Damage: 2D6 [stun] Type: Wrist Weapon Range: 6 squares Size: Small Easily Concealed: This weapon is considered to be Tiny size for the purposes of concealment. Ready Weapon: This weapon is always considered to be readied and drawn. Stun Weapon: This weapon does non-lethal damage, but reduces the target by -2 steps on the condition track if the weapon damage beats the targets damage threshold. Wrist Weapon: This weapon is mounted on the wrist or forearm, allowing another item to weapon to be held in the same hand. If a character holds an item in this hand they suffer a -5 [equipment] penalty to attack rolls with this weapon and any skill checks they make with this item. If the item is a weapon they suffer an additional -5 [equipment] penalty to attack rolls in addition to those for wielding more than one weapon. These weapons cannot be disarmed when worn. Weight: 0.5kg Availability: Licensed Cost: 1350cr Notes: Requires WP: Wrist Weapons feat. Developed by the Bothan SpyNet as an effective, but non-lethal weapon with which to arm their infiltration agents, the Wrist Stunner has only recently been manufactured in high enough numbers to allow export. This weapon is highly prised by local law enforcement agents and bounty hunters as an effective means of bringing fugitives to justice. Blast Cannon (Offical Wizards of the Coast Stats) Exotic Large Bast Cannon Cost: 2,000 Damage: 3d8 (special) Stun: No Rate of Fire: S Weight: 6 kg Type: Energy Availability: Military, rare The Golan Arms Blast Cannon, colloquially known as the "blaster shotgun," is a devastating close-quarters weapon often issued to Imperial gunners and engineers to aid them in repelling an attack on their positions. It fires multiple individual blaster shots in a spread with a single pull of the trigger. At very close ranges, all of these shots will usually hit the same target (with devastating results), and at larger ranges, the spread of the shots deals damage to multiple targets. The blast cannon is very difficult to use properly, so the wielder takes a 5 penalty on his attack roll if he does not have the Exotic Weapon Proficiency (blast cannon) feat. Although the blast cannon has the same range as a pistol, its wielder does not take penalties on the attack roll due to range. Instead, apply range penalties on damage. Against an adjacent target, the blast cannon does an extra 1d8 points of damage due to having so many blaster shots concentrated in such a small space. In addition, because this weapon produces a spread of multiple individual blaster shots, it functions as a splash weapon (1-square radius) whenever it is used against a nonadjacent target. (See Splash Weapons, Saga Edition rulebook, page 155.) A blast cannon requires a power pack to operate. After 5 shots, the power pack must be replaced. Bowcaster Pistol Cost: 1000 Damage: 3D8 ROF: S Weight: 4 kg Type: Energy and Piercing Availability: Military*, Rare Ammo: 5 shots (quarrels) Note: This weapon is Accurate. 110

111 Scout Bowcaster (Alternate build of Bowcaster Pistol) Damage: 3D8 [energy/peircing] Type: Bowcaster [pistol, accurate] Range: Heavy Pistol Size: Medium Ammuntion: 5 [bolts] Availability: Licensed Cost: 950cr Notes: To those with a keen eye you will see it is really only an accurate heavy pistol. However, for balance, making it a Bowcaster means that you have to be really... really keen on that accurate bit to grap EWP - Bowcaster to get it... that or just be a Wookiee. The only unbalancing part (and it is only slightly) is that it can be used in melee...the Wookiee using it is already really good in melee, this just makes him more threatening. Corellian Arms CR-2 Blaster Pistol Cost: 450 cr (power pack 25 cr) Dmg: 3d6 (crit 20) or stun Rate of Fire: S Weight: 1 kg Type: Energy Availability: Licensed Ammunition: 50 Czerka Outland Rifle Damage: 2d10 Rate of Fire: S Weight: 6 kg Type: Piercing Cost: 200 cr Availability: Licensed Ammo: 15 shots (uses standard slugthrower ammo, cost: 10 cr) Notes: No retractable stock Geonosian Acute Frequency Rifle Damage: 3D4 [sonic/bludgeoning] Type: Rifle [accurate] Sonic Impact: Large sized or smaller targets hit by this weapon must make a Grapple check, against the damage roll, or be knocked back one square. If they strike a solid surface they take an additional 1D4 [bludgeoning] damage. Weight: 1.25kg Availability: Military Cost: 1400cr Note: This long rifle originated as a hunting weapon, used almost exclusively by Geonosian Aristocrats. This enhanced version focusses a narrow sonic pulse into a powerful concussive package, which can easily stagger an average humanoid. Geonosian Sonic Staff The Geonosian sonic staff has a 1-meter-long resin haft and discharges a pulse of sonic energy that can't be deflected by lightsabers. It can discharge sonic energy 20 times before the power cell needs recharging (which takes 4 hours). It can be used as a club, but does not deal sonic damage or drain charges when used that way. All you need to weild it as a club is "Weapon Group Proficiency: Simple Weapons" to avoid the penalty. I suppose that can stay the same too. It's got no stun setting or multifire/autofire setting. Size: Medium Group: Exotic Cost: 2,000 cr. Damage: 2d8 ranged or 1d6 melee (crit = 20) Stun Damage: n/a Range: PB: 0-10, S: 10-20, M: 20-30, L: Weight: 2 kgtype: Energy or bludgeoning Availability: Rare Geonosian Wave Emitter Damage: 3D4 [sonic] Type: Exotic [6x6 cone] 111

112 Dicombobulation: If the users attack roll exceeds the targets Fortitude Defence, the target is hit by a sudden sound burst that causes ringing in the ears and is generally disorientating (but not to the extent that it would move the character down the condition track), and, for one round, cannot perform any action or skill check which requires concentration. This includes maintaining Force powers, or activating Force powers which require a Standard action or longer. Hutt Arms & Armor Nal Hutta Elite Cannon-Blade Damage: 2D12 [slashing]; or 3D12 [energy] Type: Exotic Size: Huge Autofire: This weapon can operate in autofire mode. Combined Weapon: This weapon may be used in melee [doing 2D12 slashing damage] or at range [doing 3D12 energy damage], changing between functions is a swift action. Ammunition: 60 [3 large energy cells; see below] Weight: 40kg Availability: Military Cost: 10,000cr On Nal Hutta, there are those Hutts who are just not cut out for legitimate business. Contrary to the popular image of the slug-like, decadent Hutt, many of these individuals train in the ways of the warrior and due to their size and strength many become gifted combatants who are in high demand by the other more business-minded Hutts as elite guards and bodyguards. To reflect their high station, the Hutt Warriors commissioned the creation of a weapon befitting their ability and so was born the Elite Cannon-Blade. This huge weapon is an amalgamation of a powerful blaster cannon and a monstrous vibro-blade, which requires considerable skill to wield effectively. Most importantly, it can be used to lay down a withering pattern of fire, which somewhat makes up for the Hutt s poor natural marksmanship, while also being a terrifying and unexpected weapon, when used in hand-to-hand combat. Due to the weapons huge size, it is fantastically power-hungry and requires large energy cells (small sized and costing 50cr each) to power it. A large power cell will provide 30 shots [each], or power the huge vibro-blade. Each pack takes 1 swift action to replace (not including any time required to get the energy cell from where it is stored) and there are 3 ammunition slots. Hutt Battle Armor COST 60,000 TYPE Heavy Armor ARMOR +8 FORT +4 MAX DEX +0 SPD Special (see below) WT 100 kg AVAIL Rare, Military Hutt battle armor was ancient armor worn by the Hutts of old. It increased their strength, dexterity, speed, and provided optimal protection. Hutt battle armor is designed specifically for Hutts and cannot be worn by members of any other species. Tiny microrepulsors in the armor enhance the user s maneuverability, allowing the user to reroll Stealth checks and increasing their speed by 4 squares. Servos increase the wearer s effective Strength by +4 and Dexterity by +2. The helmet includes a helmet package granting a wearer a +2 equipment bonus on Perception checks as well as darkvision. The onboard computer system includes a datapad and comlink, and is capable of acting as a translator (the computer has an Intelligence score of 10). The battle armor has a backpack power generator that powers its micro-repulsors and any weapons the wearer might choose to attach to it. It features two built in hold-out blasters in the arms and an E-web repreating blaster built into the right shoulder. Hutt Elite Guard Armour Armour Bonus: +10 Reflex Bonus; +4 Fortitude Bonus Type: Heavy [see below] Size: Large Armour Spikes: When making an unarmed attack, the wearer of this armour may choose to do lethal piercing damage with their unarmed attack. If the wearer of this armour is the subject of a successful grab or grapple action, the attacker automatically receives piercing damage equal to the wearer s unarmed damage, each round they maintain the grab or grapple. Hutt Armour: This armour cannot be worn by any race other than a Hutt. The armour could be reworked into a suit of Battle Armour or Heavy Battle Armour, allowing the owner to purchase such a suit for half the normal [SWSE rulebook] cost. 112

113 Weight: 38kg Availability: Rare Cost: 16,500cr Designed for the elite Hutt Guard, this armour is constructed of solid, articulated, neutronium plates, over a protective, elasticised lining. This lining keeps the plating tight to the Hutt s undulating body, while still allowing the Hutt to move easily and slide in and out of the armour more easily. The plating on the armour is usually embossed with sharp spikes, which not only makes the armour more intimidating, but also allows the armoured Hutt Warrior to skewer their victims or impale a target, simply by crushing them with their muscled bulk. Elite Guard Ritual Glaive Damage: 2D12 [slashing] Type: Advanced Melee Size: Huge Reach Weapon: This weapon increases the wielders melee reach by one square. Ungainly Length: This weapon suffers a -5 [equipment] penalty to attack targets that occupy an adjacent square. [b]worthy of Respect[b]: Any Hutt character wielding this weapon may count their full Solider levels [not half] as the level bonus to any Persuasion check made against a fellow Hutt. Ammunition: 2 large energy cells [see above] Weight: 25kg Availability: Rare Cost: Special [see below] Resale Value: 7000cr ([DC20] Gather Information check required to locate a suitable buyer) Used as the ceremonial weapon of the Nal Hutta Elite Guard, this weapon is not granted to an Elite Guards-Hutt until they have passed the Trial of Peons, where the prospective candidate must single-handedly battle a dozen armed slaves, fighting for their lives in a ceremonial arena, hidden deep within the Fortress-Estate of the Guard on Nal Hutta. At any time there are only 113 (the number of Elite Guard) of these weapons in existence, and new Glaives are not forged, by the pit slaves, until one is either lost of broken. Therefore the Elite Guard are always interested in the return of such a weapon they are also very interested in how any non-huttese may have come by one Custom Hutt Blaster Pistol Damage: 3D8 [energy] Type: Pistol Size: Large Ammunition: 50 [standard energy cell] Weight: 3.20kg Availability: Rare Cost: 650cr Custom manufactured for use by races of large size, this blaster pistol was the property of one Trumpo the Hutt a member of the Nal Hutta Elite Guard, a secretive military order of battle-trained Hutt warriors who often work as elite soldiers and bodyguards for the more business-minded Hutts. Merr-Son Reciprocating Quad-Blaster Damage: 3D10 [Energy] Type: Heavy Size: Large Range: Heavy [accurate] Autofire: This weapon can be used in autofie mode. Gravity Harness: This weapon only counts a third of its weight towards encumberance while active, but requires a Full Round action to drop. This weaponcannot be disarmed and is always considered readied. Internal Power Generator: This weapon has an internal power generator and does not require reloading. Weight: 21.0kg Ammunition: Unlimited Availability: Miltary Cost: 6250cr 113

114 Merr-Sonn Underslung Rotary Blaster Carbine It's from the Arm's and equipment guide. To covert it to SAGA... I'd use the fluff and make it following: like the Light reapeating rifle, but: Cost: 2400 Damage: 3d8+3 Innacurate weapon. Special: move action needed to start rotating the barrels. Move action to brace the weapon. Merr-Sonn Underslung Rotary Blaster Carbine (alternate build) Proficiency Group: Rifle Damage: 3d10 Critical: 20/x2 Stun: no Rate of Fire: A only Type: Energy Size: Large Ammo Capacity: 300 Cost: 2400 Availability: common, military Special: can be braced to reduce recoil, inaccurate. Mer-Son Z-6 Rotary Blaster Damage: 3D10 [Energy] Type: Heavy Size: Large Range: Heavy [inaccurate] Autofire only: This weapon can only be fired in autofire mode. Hail Fire: Targets suffer a -5 [equipment] penalty to Use the Force checks when using the Deflect talent to deflect attacks from this weapon. Ammunition: 20 [energy cell] Weight: 12.0kg Availability: Miltary Cost: 4575cr Naboo Handmaiden Pistol Damage: 3D4 [energy] or [2D4 stun; range 6 squares] Type: Pistol [accurate] Size: Small Inconspicuous: This weapon is considered to be Tiny sized for the purposes of concealment. Ammunition: 50 [standard energy cell] Weight: 0.75kg Availability: Rare Cost: 375cr This is a special pistol designed by the Naboo Security Forces for use by the Queen and her handmaidens. It is light and easy to handle, making it a natural extension of the arm and easily concealed. While the Queen can rely on her handmaidens for protection, she is also trained in the use of this pistol, which the Queen can easily hide amidst her various robes of state and use in an emergency. Naboo Royal Pistol Cost: Not available for sale (power pack 25 cr) Dmg: 3d4 (crit 20) or stun Rate of Fire: S Weight:.5 kg Type: Energy Availability: Illegal (custom made for Queen and entourage only) Ammunition: 50 Note: Grants +1 to Atk at PB range, -2 to Atk beyond PB range Neutron Pulse Rifle Damage: 3D8 [fire/radiation] 114

115 Type: Rifle Size: Medium Range: Blaster Rifle [inaccurate] Autofire Weapon: This weapon can be used to autofire. Lingering Effect: If this weapon causes a living target to move down the condition track, these steps can only be recovered by natural healing or a Treat Injury check to treat radiation damage. Ammo: 50 [standard energy cell + gas cartridge costing 50cr] Weight: 4.0kg Availability: Military Cost: 1650cr Notes: Used primarily by the City Sewer Cleaners of Ghalred Port, the Neutron Pulse Rifle is used to exterminate the wide variety of mutated beasts that live off the sewage and industrial waste produced by the busting port-city. The weapon contains a firing chamber, lined with a radioactive isotope which irradiates the weapons inert gas charge prior to firing, producing a compact burst of agitated and irradiated gas held in suspension by an unstable electromagnetic field. This field quickly collapses when it impacts with a target, while the radioactive gas coats the target area, causing painful radiation burns. The radioactive gas is manufactured to quickly dissipate half-life (becoming inert in approximately 6 minutes) after being discharged. The manufacturers claim this minimises any potential pollution, though those with the resultant radiation burns (and their associated problems) would beg to differ. Old Republic Master Pistol Damage: 3D6 [Energy/Slashing] Type: Pistol [blaster; accurate] Unerring Accuracy: When the user spends two swift actions to aim, they may choose to reroll that attack roll. Modified Beam Emitter: This weapon delivers Slashing damage in addition to energy damage for the purposes of overcoming DR. Fully Upgraded: This weapon cannot be modified using the Tech Specialist talent. Weight: 0.75kg Availability: Unique Resale Value: 15,000cr Produced by an unnamed Artisan (who clearly "knew their stuff") from the distant days of the Old Republic. This weapon is perfectly balanced and pin-point accurate. The beam emitter has been narrowed to such an extent that the blaster bolts seem to slice targets to shreds. This is clearly a unique weapon worth only of a true hero. Sacross K-11 Disintegrator Damage: 3D12 [energy/slashing] Type: Heavy Size: Large Range: Heavy [inaccurate] Cell Distruption: Damage inflicted by this weapon cannot be healed by Natural Healing. Disintegration: A target damaged by a critical hit from this weapon gains a -10 [equipment] penalty to Treat Injury checks used on them to restore Hit Points. This penalty is removed when the target is restored to full Hit Points. Weight: 6.25kg Ammunition: 5 [5 energy cells] Availability: Illegal... in fact, so illegal even thinking about one gets you arrested (& probably a Dark Side Point)! Cost: 8000cr Note: That's pretty sinister, especially if used against PC Heroes... but once again, the Force comes to the rescue... Vital Transfer is your friend against this weapon. Service Special Damage: 3D10 [energy] Type: Pistol Range: Heavy Pistol Size: Medium Compact Size: This weapon is considered to be small size for the purposes of concealment. Increased Signature: Enemies gain a +10 [equipment] bonus to Perception checks made to hear this weapon fired or to detect a character using a Snipe action with this weapon. Ammuntion: 10 [energy cell] Weight: 1.0kg Availability: Military Cost: 1460cr Notes: The Service Special was a small blaster used by Imperial law enforcement officers. Developed around 4 BBY, the Service Special was only half the size of most blasters but possessed six times the power, and was a secret even from some elements of the Imperial military. Its power was 115

116 roughly equal to one of the four cannons in the Millennium Falcon's quad-guns. Corrupt officer Waywa Fybot used this weapon to kill Bassi Vobah during the raid on Bohhuah Mutdah, literally disintegrating her head. Shoni Spear Damage: 1d6 [piercing] Weight 1.2 kg Type: Exotic (Simple for Kaleesh) Cost: Not available for sale on Kalee; 100 cr on open market elsewhere Availability: Rare Special Qualities: Ignores 5 points of DR; Range penalties for "thrown weapons" are reduced by 1 category (PB: 0 / S: 0 / M: -2 / L: -10) Smoke Grenade (Merr-sonn Tactical Smoke Grenade) Simple Weapon Size: Tiny Cost: 250 credits Damage: - Weight: 0.5 kg Availability: Restricted Using this item is considered to be an area attack. If your attack roll is successful, the grenade explodes and fills an area 3 squares by 3 squares with smoke that effectively blocks line of sight. All Perception checks and attack rolls made inside the area, into the area from outside or through the effected area suffer the appropriate penalties for total concealment of their targets. A miss is described as a dud. If you want to deal with a scatter pattern, a d8 roll will give you a direction (with 1 being in the top, left corner and counting around clockwise) and the amount the attack roll missed by would give you a decent idea as to how far off it was. A total of 6, for instance, might be 2 squares off if you want to go 1 square for each 2 points below 10, for example. Sniper Rifle & Submachine Gun (Official Stats) Blaster rifle, sniper Cost 1,200 credits (military) Damage 3d8 Size Large Weight 5.5 kg Qualities accurate, no autofire/stun settings, 50 shots/power pack. Note: This weapon was originally in the book before it got dropped in the editing process. It may make an appearance in a future product or web enhancement. Snivvian Chem-Stick Damage: Special* Type: Simple [light melee] Stinking Spray: If the user of this weapon makes an attack roll with this weapon, which exceeds a target's Fortitude Defence the target is Nauseated* for 1 round (+1 per 5 points over the targets Fortitude Defence; +1 for Scent). Chemical Cloud: This weapon will also strike one adjacent enemy to the chosen target (as chosen by the user). Compare the roll to this target's Fortitude Defence in addition to the original target. Weight: 0.50kg Availability: Uncommon Cost: 150cr Produced by a small, Snivvian Weapons Producer based somewhere on the Outer Rim. The Chem-Stick is a disgusting weapon which is used to project a horrifying mixture of organic and chemical compounds at a opponent. The benefit of this is two-fold. Firstly it discourages those who would harm the user, secondly it makes identifiaction of an assailant very easy, as the stench has been known to last for days. *Nauseated: The affected creature suffers -5 to all attack and skill rolls and may only make one Standard action per round. Squib Tensor Rifle Exotic Weapon Cost credits (restricted, rare) Damage 3d4/Special (see Increased Damage) [3d6/3d8/3d10/3d12] Size Medium Weight 7,2 kg Qualities No autofire/stun setting, 15 shots/power pack, inaccurate; Increasing Damage: For each consecutive hit on the same target within 5 rounds the damage die increases by one step to a maximum of 3d

117 Subaqua Blaster Cost 2,300 (military) Damage 3d10 (submerged) or 3d4 (not submerged) Rate of Fire S, A Range as pistol (inaccurate when not submerged) Type Energy Size Medium Weight 3 kg Group pistols Notes: One of the few energy weapons produced on Mon Calamari, the forearm-mounted Subaqua blaster takes a full-round action to strap on or remove. It holds fewer shots than a standard blaster pistol but is designed to function best underwater--an environment that renders lightsabers inoperable and conventional blaster weapons unreliable. By taking advantage of the cooling effects of oceanic water pressure, the designers realized they could increase the weapon's power without causing the weapon to overheat. Underwater, the Subaqua blaster has the range of a pistol. In an oxygen atmosphere, its range and fire power are drastically reduced, causing the weapon to become inaccurate and deal only 3d4 base damage. Also, the weapon will overheat and explode if fired 2 rounds in a row outside of an underwater environment, dealing damage as a frag grenade (1d20+0). Any character wearing the Subaqua blaster when it explodes is hit automatically by the explosion. Subaqua blaster use normal power packs that are good for 12 shots. Subrepeating blaster (Official Stats) Cost 1,000 credits (military) Damage 3d6 Size Medium Weight 1.7 kg Qualities autofire-only (can be braced), no stun setting, inaccurate, 50 shots/power pack. Retractable stock (so it can be wielded as if it were in the pistols or rifles group; normally considered a rifle) Note: This weapon was originally in the book before it got dropped in the editing process. It may make an appearance in a future product or web enhancement. Theed Army S-5 Heavy Blaster Pistol (Ascension Gun) Cost: 1,000 cr (power packs 25 cr) Dmg: blast charges do 3d8 (crit 20), darts do 1d2 + paralytic poison (crit 20), or stun Rate of Fire: S Weight: 1.5 kg Type: Energy or Piercing Availability: Military Ammunition: 20 blast charges, 10 microdarts, 2 20-m liquid cables Range: As pistols (see SECR p. 129) Ver Ital's Inferno Flamethrower Pistol Ver Ital's Inferno is a flamethrower pistol created by the long dead sith lord Ver Ital. It was crafted using both sith alchemy as well as traditional technology and uses biochemical fuels instead of the normal fuel packs. It is a flame thrower that uses the WP: Pistol or Exotic WP: Flamethrower skill and has only 3 shots before it needs to be refueled. Creating one fuel pack for it costs 250 credits and requires a DC 15 Knowledge: Life Sciences check. This check can be made untrained. Verpine Lightning Gun Damage: 3D6 [electricity/ion] Type: Pistol Size: Medium Range: Pistol [inaccurate] Electricity Burns: Despite doing Ion damage, this weapon inflicts full damage to non-droid targets. Weight: 1.2kg Ammunition: 50 Availability: Licensed Cost: 800cr Note: Designed and produced by the Verpine, primarily for the home market, the Lightning Gun is based on a standard Ion Pistol design, but includes increased capacitors and a (comparatively) robust electrical generator, which fires a controlled arc of electricity, similar to a lightning bolt, but only a fraction of the power of true lightning. The weapon has proved effective agaisnt both biological and droid targets, making it mainstay of the Verpine armoury There's also a Verpine Lightning Rifle (just increase the damage to 3D8 and make it an inaccurate rifle). Verpine Shatter-Gun Pistol Dmg: accurate, damage: 2d10 (piercing, crit: 20/x2), no stun setting, 117

118 Rate of Fire: S Ammo: 50 shots (500 credits per ammo clip) Cost: credits DR: 3, hp: 2, Break DC: 10 Availability: rare, illegal. Special: Although it counts as a pistol, it uses the range of a rifle. Shattergun shots are notoriously hard to deflect, imposing a -5 penalty on Use the Force checks to deflect them. Verpine Shatter Gun Pistol (alternate build) Damage: 2D6 [piercing] Type: Pistol [slugthrower] High Velocity: Enemies suffer a -5 to use the Force checks when attempting to use the Deflect talent against this weapon Weight: 0.75kg Availability: Rare [Restricted Verpine] Cost: 700cr Verpine Shatter-Gun Rifle Dmg: accurate, damage: 2d12 (piercing, crit: 20/x2), no stun setting, Rate of Fire: S Ammo: 50 shots (500 credits per ammo clip) Cost: credits DR: 3, hp: 2, Break DC: 10 Availability: military, rare. Special: Although it counts as a rifle, it uses the range of a heavy weapon. Shattergun shots are notoriously hard to deflect, imposing a -5 penalty on Use the Force checks to deflect them. Heavy Weapons HPB-01 Heavy Precision Blaster Damage: 3D12 [energy] Type: Heavy [accurate] Size: Huge Quick Knockdown: This weapon can be set up and collapsed as a standard action. If the energy generator needs to be attached, this requires a full round action. Ammunition: 20 [10 standard energy cells drum configuration] Weight: 30.5kg [20kg without energy generator] Availability: Military Cost: 6500cr Notes: These energy cannons are designed to punch through the hull of approaching armoured vehicles, thereby destroying internal systems and killing crew members. This tripod mounted weapon can target and destroy vital systems from a considerable distance, allowing otherwise vulnerable troops to strike against heavy armour, while remaining mobile. This weapon can be powered using a standard power generator, but most military squads prefer to power the weapon with a drum system containing 10 standard energy cells, which can be quickly rotated into place once one is expended (a standard energy cell normally provides enough power for 2 shots), this also means the weapon can be more easily transported without a bulky power unit. RIC-66 Repeating Ion Cannon Damage: 3D12 [ion] Type: Heavy [inaccurate] Size: Huge Autofire: This weapon only has an autofire setting. Ammunition: -- Weight: 36.6kg + 15kg Ion generator Availability: Military Cost: 7350cr Often called a Droid-Buster, these repeating cannons are designed to lay down a withering pattern of ion fire, specifically to repel heavy droid forces or armoured vehicles. These weapons were commissioned exclusively by the Grand Army of the Republic, as gun emplacements for use against the [primarily] Droid forces of the CIS. Since that time, these weapons have fallen out of favour due to their reduced effectiveness when combating biological troops, substantial running costs and weight. 118

119 Due to its size and weight, this weapon is tripod mounted. The heavy power requirements of this weapon require it be powered by a separate, armoured ion generator [medium sized; DR15; weight: 15kg], which is supplied with the unit. XM-2 Republic Proton Mortar Damage: 5D6 [Energy/Slashing] Type: Heavy [inaccurate] Size: Huge Area Effect: This weapon effects a 9 square area [1 square radius; as per a grenade]. Indirect Fire: This weapon may also attack over intervening terrain [which would normally provide full cover], provided the projectile would be able to reach the target area [i.e. the area is not enclosed by a roof]. Targets in cover gain no bonus to Reflex Defence if they are caught in this weapons blast area, regardless of the level of cover [partial or full]. Slow Reload: This weapon requires a Standard action to reload. This action can be performed by any adjacent character with the correct proficiency [WP Heavy]. Ammunition: 1 [see above] Weight: 38.00kg Availability: Military Cost: 7800cr Notes: Proton Mortars are a long-range ground-to-ground weapon used by the Grand Army of the Republic, during the Clone Wars. They fire a powerful, explosive blaster round, in an arcing trajectory, which explodes when it hits the ground, spraying targets with energised gas and shrapnel. This weapon is useful for dispatching tightly packed groups of enemies or firing over (or into) fortifications, to attack protected positions. These weapons are also used to shell enemy defences from afar before sending in an infantry attack force. Melee Weapons Amanin Double-Ended Spear (See above) Adumari Blastsword Medium Exotic Melee Cost: 600 credits Damage: 2d10 Weight: 2.1kg Type: Energy Availability: Restricted Ancient Jedi Sword Damage: 1d8 (long sword, can be used 1 or 2 handed) Stun: No Weight: 3lbs Type: Slashing Availability: Rare Proficiency: (Depending upon era), Exotic, or Advanced Special Properties: ---Honed Blade: Reduce effective DR by half. ---Alchemical Forging: Resistant to energy attacks allowing the blade to defelect such attacks in the hands of a skilled user, weapon can not normally be damaged by energy attacks, a constant stream however may eventually start to cause damage to the blade. ---Force Attuned: This weapon can be attuned to the Force at it's forging granting its wielder/attuner a +1 Force bonus to attack rolls. History: In the begining, the Jedi did not wield lightsabers, but alchemically treated swords, that while deadly and capable weapons were later replaced with the first versions of the lightsaber. The Shining Blade of Jon Stryder (Vibroblade Variant Of Ancient Jedi Blade) Damage: 2d6+2 (long sword, can be used 1 or 2 handed) Stun: No Weight: 3lbs Type: Slashing Availability: Rare Proficiency: (Depending upon era), Exotic, or Advanced Special Properties: ---Honed Blade: Reduce effective DR by half. 119

120 ---Alchemical Forging: Resistant to energy attacks allowing the blade to defelect such attacks in the hands of a skilled user, weapon can not normally be damaged by energy attacks, a constant stream however may eventually start to cause damage to the blade. ---Force Attuned: This weapon can be attuned to the Force at it's forging granting its wielder/attuner a +1 Force bonus to attack rolls. ---Deeper Alchemical Treatment: Unlike a normal blade, this sword has undergone more alchemcial treatments than the standard Jedi blade. This sword carries a sharper edge than a normal vibroblade or Jedi sword granting it a +2 to its damage rolls. ---Force Empowerment--Shinning: By expending a Force point, the PC trigger the deep Force empowerment in the weapon. Shinning allows the PC to use the Force Stun power for free. The effective range however is reduced to melee combat and only affects the opponent the PC is fighting. The power is effectively channeled through the weapon. The PC may either take 10 on their Use the Force roll when using this, or they may instead take a +4 Force Bonus on their Use the Force roll. This is only good when using the innate "Shinning" power of the weapon. Its effects do not add to that of the actual Force Stun power. History: This blade was crafted by a Jedi weapon master well known for being able to use the Force to blind his opponents, leaving them temporarily vulnerable. Its said that the master imbued this blade with his own talent in the Force for stunning an opponent. Those who take up the blade and reimbue it to make it their own can, when focusing the Force through the blade, cause the blade to erupt into a blindingly bright light that does not harm the wielder at all. Echani Razor-Sword Damage: 2D6 [piercing] Type: Advanced Melee [medium; light] Unknown Composition: This weapon has DR20 when directly attacked. Thi DR is not ignored by lightsabers. Weight: 0.75kg Availabilty: rare Cost: 1600cr Notes: First developed by the Echani as a dueling weapon, they later developed the weapon for use against the Jedi Lightsaber. It is rumoured that the Echani incorporated Cortoris into their blades, but due to the rarity of these weapons, this has (so far) been impossible to determine. Electro-Claw Damage: 2D4 energy/slashing [2D6 medium sized] Type: Advanced Melee [small or medium] Wrist Weapon: This weapon cannot be disarmed, the wearer suffers a -1 armour check penalty for each Electro-Claw worn and receives a -5 penatly to attack rolls with any weapon used in the same hand as an Electro-Claw. Phrik Alloy Construction These weapons have DR20 against lightsaber attacks, this is not bypassed by the lightsaber special ability. Availability: Rare Cost: 1700cr [small] 2300cr [medium] Fiber-cord linked lightsaber Treated as two lightsabers. While it doesn't require two hands to wield it must still abide by dual wielding rules. Due to its awkward nature the wielder can not use the fiber-cord linked lightsabers to block or deflect. Gaderffii Group exotic Size large Cost 50 Damage 1d8/1d6 Weight 2 kg Type slashing or piercing Availability rare The gaderffii (colloquially known as a "gaffi stick") is the traditional weapon of the Tusken Raiders of Tatooine. They craft gaderffii from scrap metal scavenged from wrecked or abandoned vehicles and machinery in the Tatooine desert. A combination spear and axe, the gaffi stick is equally suitable for thrusting and slashing as well as serving to parry an opponent's blows. A gaderffii is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty; certain feats and talents can reduce these penalties. Gaderffii (Alternate Build) Large Weapon Cost: n/a Damage: 1d8/1d6 Stun Damage: No Weight: 4 kg Type: Bludgeoning, piercing or slashing 120

121 Availability: Rare Proficiency: Exotic Weapon Proficiency A wielder may use this weapon to trip a target as if he had the Trip feat. The wielder must be proficient with the gaderffii, but does not need to have the Trip feat. The gaderffii also grants a +2 equipment bonus on attempts to disarm. The gaderffii is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty; certain feats and talents can reduce these penalties. Geonosian Picador's Lance Damage: 2D6 [Sonic] Type: Advanced Melee [large, two-handed] Melee Reach: This weapon increases the users melee reach by +1 square. Sonic Stun: This weapon has a stun setting. To change to the stun setting requires a swift action. This weapon does 2D6 [stun] damage and reduces an enemy two steps on the Condition Track if the damage roll exceeds their Fortitude Defence. The weapon can be returned to the normal setting as a swift action. Mounted Weapon: While mounted, users with Advanced Melee WP can use this weapon one-handed at no penalty to attack rolls. Weight: 1.25kg Availability: uncommon Cost: 550cr Greataxe Medium Exotic Melee Cost 20 credits Damage 1d12 Weight 3.6kg Type Slashing Availability Illegal Great Sword Medium Exotic Melee Cost: 50 credits Damage: 1d12 Weight: 3.6kg Type Slashing Availability Restricted Katana / Bastard Sword Medium Exotic Melee Cost 500 Damage 1d10 Weight 2.9kg Type Slashing Availability Rare, Illegal Katana (alternate build) Damage: 1D10 [slashing] Type: Simple [Two-Handed] or Type: Specialist [one-handed] Availabilty: -- Cost: 210 cr Lifeblood Cleaver Damage: 1D12 [slashing] Type: Simple Weight: 8kg Fearsome Wound: any attempt to use Treat Injury on a character damaged by this weapon suffers a -5 penalty to the skill check. This penalty is removed once the character is restored to full hit points. Availability: Rare [unique] Resale Value: 200cr 121

122 Notes: Taken from the defeated Sayormi Warrior, Lekrui, the Lifeblood Cleaver is an example of the powerful axes favoured by the bloodthirsty Sayormi warriors of the Kkowir Forest. These weapons are noted for the grievous wounds they deliver, as well as their prodigious size and weight. This axe consists of a haft, one and a half metres in length tipped by a broad blade measuring nearly a third of the size of the weapon. The blade is notched with cruel serrations, which make it tear at an opponents flesh when it strikes, causing horrific wounds. This weapon is a particularly fine example of Sayormi workmanship and has been decorated with a number of small and grisly tokens. The Sayormi are a mysterious race of ancient humanoids, often believed, by the more superstitious Wookiee tribes, to be ghosts. The Sayormi haunt the lower regions of the Kkowir Forest, deep in the woodlands of the planet Kashyyyk. The Wookiees of the Kerritamba Tribe often fought the Sayormi Clans, whom they believed snatched tribe members and drank their blood, this legend was derived from the barbaric Sayormi practice, of displaying the bodies of prisoners, by hanging them at the boarders of their territory, as grisly markers. Lightcane Damage: 2D6 [energy/slashing] or/and 1D6 [bludgeoning] Type: Lightsaber Size: Large Double Weapon: This weapon can be wielded as though it were two weapons (at the damage printed above). The wielder suffers all the normal penalties for wielding two weapons when used in this way. Hidden Blade: This weapon gains a +5 [equipment] bonus to Deception checks to convince targets that it is a normal cane/staff. Ignore DR: This weapon ignores DR Lightsaber Ignition: This weapon requires a [/i]swift[/i] action to activate. Power Source: 1 energy cell [special 250cr each] Weight: 2.25kg Availability: Rare Cost: 3000cr Note: Made famous by the blind Jedi Master Rao, the lightcane consists of a long shaft, traditionally of wood (but can be made of any suitable material) in which was housed a short lightsaber array. The weapon is noted for its resemblance to a typical walking stick or cane, making it much less threatening to the observer and allowing a Jedi to more easily mask the signature of their order, while still being able to have their trusty weapon close at hand. In addition, the haft of the weapon is stout enough to be used as an impromptu cudgel in an emergency, or as a combined staff and blade, by a more skilled fighter. Light-Cesta Damage: 2D8/2D4 [energy/bludgeoning] Special: energy damage ignores DR; can be used to throw energy balls; double weapon; two-handed Weight: 3.0kg Availability: Very Rare Cost: 3500cr Created by one of the Few Gungan Jedi to reach the rank of Knight. The Jedi felt that he wished to express his Gungan heritage in his choice of weapon, and so built his lightsabre array into the shaft of a traditional Gungan Cesta. Since that time numerous other Gungan Jedi have copied this style of weapon. Lightclaws Damage: 2d4 Type: Energy Size: Small N.B.: The weilder must wear no more than one per wrist. The concept was to duel wield them in combat. Lightdagger Damage: 2D4 [energy/piercing or energy/slashing] Type: Lightsaber Size: Small Ignore DR: This weapon ignores DR Fast Lightsaber Ignition: This weapon requires a [/i]free[/i] action to activate. Short Blade: The user of this weapon suffers a -5 [equipment] penalty to Use the Force checks when used with the Block or Deflect talents. Power Source: 1 energy cell [special 250cr each] Weight: 0.5kg Availability: Unique Cost: 1500cr Notes: This weapon is based on traditional lightsaber technology. However unlike the typical lightsaber the lightdagger has a blade only 12 inches in length. While this reduces the striking area of the weapon, the lightdagger is also much smaller and easier to conceal. The short blade of the lightdagger makes it more difficult to parry weapons and deflect blaster shots. However, the smaller size means it can be activated much more quickly than a standard-sized lightsaber. 122

123 This weapon is a favourite among Jedi from the smaller races, particularly those less skilled with the smaller Shoto lightsaber. Lightjavelin Damage: 2D6 [energy/piercing] Range: Thrown Recall Javelin: This weapon can be recalled to the thrower as a standard action using the Move Light Object action [use the Force check DC15]. This weapon can be used with the Throw Lightsaber talent normally. Small Blade: The wielder suffer a -5 pentalty to use the Force checks when using this weapon for the Deflect talent. Size: Medium Availability: Very Rare Cost: 3000cr Notes: First created by the Rodian Jedi Knight named Sindaroo. It was designed to mimic the hunting spear he possessed when he was a child. This weapon is is set to remain ignited for a few seconds after release, this allows it to be thrown at an enemy much like the hunting weapon it imitates, as well as being wielded in close combat. Due to the small size of the blade of light this weapon has, it is more effective as a stabbing weapon than as a cutting blade. Light-Nexu-o -Nine-Tails Cost: n/a Damage: 3d6 Reach: 3 squares Weight: 1.5 kg Type: Exotic Energy/Slashing Lumiya's lightwhip is different from other versions of the weapon appearing in canon. Aside from being more of a nexu-o'-nine-tails, with multiple scourges coming out of the handle, each scourge is made of charged strands of Mandalorian iron, and the weapon itself is charged by shards of the Kaiburr crystal. Lumiya's lightwhip, deals more damage than the standard version, does ignore DR, and cannot be used to disarm or entangle unless the weapon being targeted or the limb to be entangled is protected by cortosis, phrik, or some other lightsaber-resistant material. Any attempt to disarm a standard weapon is treated as attacking a held or carried object, and damages the object appropriately. Lightscimitar Damage: 2D8 [energy/slashing] Type: Lightsaber Size: Medium Curved Blade: When used while mounted on a beast [or speeder bike], this weapon gains a bonus to damage for being two-handed, even if it is wielded in one hand, provided the target is not also mounted or onboard a vehicle. Ignore DR: This weapon ignores DR Lightsaber Ignition: This weapon requires a [/i]swift[/i] action to activate. Power Source: 2 energy cells [special 250cr each] Weight: 1.25kg Availability: Rare Cost: 3600cr Notes: Designed as an improvement to the standard lightsaber configuration, the Lightscimitar includes a small gravity generator, designed to distort the dimensions of the blade to produce a curved beam. Due to the individual nature of lightsabers, this warping effect manifests itself as a curvature of the blade area, sometimes as a gentle arch, other times as a pronounced kink or angle. Regardless, those who advocate this type of lightsaber claim it is more efficient that the standard design, while proponents of the straight blade dismiss this and site the increased energy requirements of the weapon to be a significant design flaw. It is, however, widely accepted that this configuration has definite advantages over the straight blade while mounted against a standing opponent. Lightspear Damage: 2D8 (energy + slashing) Size: Large [two-handed] Reach: 2 Squares Special: wielder suffers a -5 penalty to the use the Force checks made to use the Block and Deflect talent. Weight: 1.5kg Availability: Rare Cost: 3500cr Notes: You could make it a double weapon [2D6/1D6 energy + slashing/bludgeoning] but I invisaged the weapon being light and fast, rather than a heavy shaft with the short blade on the end. 123

124 Light-Thogk Damage: 2D10 [energy/bludgeoning/piercing] Type: lightsabre [large] Ignore DR: When activated (i.e. damage type includes energy) this weapon ignores DR. It s a big club!: When not ignited, this weapon does 1D10 [bludgeoning] damage and can be wielded as a Simple weapon. This allows the user to make Attacks of Opportunity with this weapon, even when not activated. Unsuitably Clumsy: This weapon gives a -10 [equipment] penalty to Use the Force checks, when used to with the Deflect talent. Weight: 6kg Availability: Rare Cost: 7000cr Created by one of the rare Gamorrean Jedi, this weapon combines their traditional weapon, the Thgok with their iconic weapon as a Jedi though how the Gamorrean Jedi manage to hammer their lightsaber array into the shaft of the weapon without wrecking it remains a mystery! Light Sai Damage: 2D4 [energy/slashing] Special: Adds +5 equipment bonus to the Block talent when used Type: lightsabre Availability: restricted [Jedi] Cost: 7525cr This weapon produces 3 short blades of light similar to a lightsabre. The weapn is used as a weapon to parry opposing lightsabres and melee weapons, but also to train young Jedi in varying styles of attack. Longsword Medium Exotic Weapon Cost 100 Damage 1d8 Weight 2.3kg Type Slashing Availability Rare Morgukai Custom Cortosis Staff Large Exotic Melee Cost 12,000 Damage 2d8/1d6* Weight 3kg Type Energy Availability Restricted Notes: The butt of the Morgukai Custom Cortosis Staff deals 1d6 damage and my be used as a double weapon. Photon-Tessen Damage: 2D4 [energy/slashing] Broad Edge: The wielder gains a +5 [equipment] bonus to use the Force checks when using this weapon for the Deflect or Redirect talent. Size: small Availability: Very Rare Cost: 3500cr Notes: Created to mimic the large fans sometimes used by Twi'Lek dancers. This style of weapon was made famous by the Twi'Lek Jedi Mistress, Missa Lin, who was once a famous entertainer in her own right and wielded a pair of these weapons in a skilled defensive dance. Ranat Bite Blade Damage: 1D6 [piercing/slashing] Type: Simple [small] Weight: 1.5kg Poor Balance: This weapon suffers a -5 [equipment] penalty to Attack rolls if it is thrown. Extended Hilt: This weapon can be used two-handed by medium (or smaller) sized creatures. Availability: Uncommon Cost: 60cr Notes: Forged by the diminutive Ranat, the (so-called) Bite Blade consist of a single, broad blade, spilt down the centre and serrated on each edge. This weapon is used to stab a target then wrench it free so that the serrations tear at the target causing a ragged wound. As they are a rather weak race, the Ranat construct these weapons to have a longer grip, so that they can wield the weapon two-handed allowing for greater force to be delivered with each strike, unfortunately this makes the weapon rather unbalanced givin poor aerodynamics. 124

125 Rodian Throwing Razor Exotic Weapon Cost 350; Damage 2d6; Stun Damage No; Weight 1.2 kg; Type Slashing or piercing; Availability - Notes: The throwing razor, most often called a Rodian throwing razor by those who used them, was a ranged blade weapon produced by Rheshalva Interstellar Armaments and most often used by Rodian bounty hunters. These weapons were sometimes equipped with a repulsor engine to further increase their range; conversely, this allowed for the installation of retrieval devices. Invented by Rodian weaponsmiths, the weapon's aerodynamic shape allowed for incredible accuracy. The razor uses the Simple Weapons range line. For an additional 1,000 credits, the razor can be equipped with a repulsor engine allowing it to use the Pistols range line and return to the user when a caller is activated. The caller is included in this cost. Sai Tiny Exotic Melee Cost 50 Damage 1d4 Weight.5kg Type Piercing Availability Rare Shoni Spear (see above) Sai (Alternate build) Damage: 1D4 [piercing; though traditionally they are blunt] Special: Adds +5 bonus to disarm actions Type: Simple Availability: -- Cost: 80 cr Sewer Gaff Damage: 1D8 [piercing] Type: Simple Size: Large Hooked: This weapon can be used to make an armed grab action. Polearm: This weapon adds +1 square to the wielders melee reach. Weight: 2.75kg Availability: Common Cost: 150cr Notes: Used primarily by the City Sewer Cleaners of Ghalred Port, the Sewer Gaff is a long hooked polearm used to clear unwanted blockages out of the sewer extraction system. The pole consists of a 2.5 meter long shaft of lightweight metal, tipped with a three-pronged claw, used to snag detritus. This device can also be used as a weapon in an emergency and no member of the CSC would be without their trusty sewer gaff in an emergency! Sith Swords of Legend Sith Sword of Ajunta Pall Size: Large Cost: 6,000 Damage: 1d12 Stun: No Weight: 6.5kg Type: Exotic / Slashing Availability: Illegal Special: The wielder may spend a Force point to increase his melee damage by half of his Dark Side Score for rounds per character level. In addition, a Sith sword s alchemically altered blade retains its hardness against lightsabers. 125

126 Notes: An alchemically altered blade attached to an ordinary sword hilt, the Sith sword was often a match for a lightsaber when wielded by a trained Sith warrior. The alterations allow for the blade to deflect blaster bolts and lightsabers, just as lightsabers themselves do. The blade also focuses the Force energy of the user, giving the edge unnatural sharpness. As the wielder grows more proficient in the power of the dark side, the blade becomes more deadly. Sith Sword of Simus Forged using the techniques of Sith Alchemy, these blades were the pride of their wielders, usually Sith Lords or their apprentices. A skilled user could channel the force through his blade, deflect incoming attacks and call on the power of the Dark Side to aid him in battle. With the advent of Lightsaber technology, the art of crafting Sith Swords faded into obscurity. Today, they are extremely rare and are almost entirely in the hands of powerful force users. While wielding a Sith Sword, a character may spend a Force Point to add a die of damage to any successful attack. Using this ability gains the wielder a Dark Side Point. Exotic Melee Weapon Size: Medium Cost: Not available on the open market. A Sith Sword in good condition will sell for hundreds of thousands of credits to the right buyer. Damage: 1d12 Weight: 4 kg Type: Slashing Availabilty: Rare Sith Sword Defense- As a swift action, you may give yourself a +1 Dark Side Bonus to Fortitude and Will Defense against force powers. This bonus lasts until the beginning of your next turn. You may select this ability up to 3 times. It's effects stack (+2 if you select it twice, etc...). Prerequisites: Weapon Focus: Sith Sword Dark Force Blade: When you successfully attack a foe with your Sith Sword, you may spend a Force Point to deal extra damage to that foe equal to the total number of Dark Side Points you have. Prerequisites: Weapon Focus: Sith Sword, Weapon Specialization: Sith Sword Dehabilitating Strike: Whenever the damage you deal with an attack from your Sith Sword exceeds your opponent's damage threshold, that opponent moves an additional -1 down the condition track. Prerequisites: Weapon Focus: Sith Sword, Weapon Specialization: Sith Sword Poison Blade: Using this ability requires two Swift actions, though they may be in consecutive turns. Once you take the second Swift action, your Sith Sword is considered to be coated in the poison you prepared and placed in it previously. This effect lasts for a number of rounds equal to one half your Heroic Level, after which time the poison loses it's potency. Your Sith Sword may only hold one use of poison at a time, though you may have multiple swords each holding it's own dose of poison. Prerequisites: Weapon Focus: Sith Sword, Sith Alchemy Sith Sword -- Kaarr Verminous Banisher Of Light Damage: 2D8 [slashing] Type: Simple* [medium] Weight: 2.25kg Attuned to the Dark Side: This weapon can be used in place of an ignited lightsaber for a talent which requires such a weapon, this effect only functions for characters with [at least] 1 Dark Side Point. Light Side Slayer: The weilder of this weapon may reroll any damage roll made with this weapon. The target may not have accrued any Dark Side Points for this effect to function. Use of this ability gives the weilder 1 [automatic] Dark Side Point. Alchemical Cortorsis This weapon cannot be damaged by lightsaber weapons and has DR50 against all other weapons weapons. Availability: Rare [unique] Resale Value: 15,000cr Notes: Once weilded by the Sith Warrior; Kaarr Verminous; during the Sith Wars. This weapon has the words "Banisher of Light" etched on the blade in the language of the ancient Sith. The dark metal of the blade exudes a tangible aura of fear and power. The weapon is a twisted sword; constructed from some form of achemically treated metal; which can defy even modern analysis. The hilt is studded with small spikes that dig through armour and into the flesh, making the weapon painful to hold. *The weapon was made Simple as I wanted people to use it (they didn't of course!), and I reasoned that making it Exotic was really a waste of feats, as most characters who could use Block and Deflect would already have WP - lightsaber so I didn't want 126

127 to penalise someone for using an item that was integral to the story. Making it a Simple weapon really doesn't unbalance the game, especially if the party is out to destroy the weapon... if they wanted to use it full-time... I might consider it an Exotic Weapon... unless I was giving it to a character as a Destiny Reward. You could use that to base your own weapon from... say... remove "Light Sider Slayer" and reduce the DR on the "Alchemical Cortorsis" to DR20 and you've got a more mundane version of this Sith Sword. Sith Sword - The Dread Blade of Darth Fyrr Damage: 2D8 [slashing] Type: Simple [medium] Weight: 2.25kg Attuned to the Dark Side: This weapon can be used in place of an ignited lightsaber for a talent which requires such a weapon, this effect only functions for characters with [at least] 1 Dark Side Point. Dark Whispers: All allies and enemies [including the wielder] within 6 squares, who spend a Force Point, must make a D20 roll + [the wielders CHARISMA bonus], if this result is greater than their Will Defence, the target gains 1 Dark Side Point. Alchemical Cortorsis: This weapon cannot be damaged by lightsaber weapons and has DR50 against all other weapons weapons. Availability: Rare [unique] Resale Value: 15,000cr Notes: Crafted by the mad Sith Master, Darth Fyrr, this swords still resounds with the menacing echos of that ancient and demented Lord of the Sith. Those who dare to close to this serrated, black blade say they hear his voice echoing in their mind, whispering promises of power and preaching the glories of the Dark Side of the Force... promises that some find difficult to resist. Thogk Damage: 1D10 [bludgeoning/piering] Type: Simple [large] My Thgok!: A Gamorrean character may construct a personalised Thogk through the use of a traditional Gammorean ceremony. This ceremony requires the Gammorean acquire the materials for the Thogk, a heavy shaft and a long spike (typically 25cr to buy) and pass a DC20 Strength check. If successful this weapon grants a +1 [morale] bonus to attack when used by its creator. This effect does not function for any other character. Weight: 6kg Availability: Uncommon Cost: 50cr The Thogk is a traditional Gamorrean club that literally translated to "log with a spike in it" in Gamorrese. Gamorrean males who made a Thogk take great pride in forcing a metal spike into a piece of gorgt wood with their fists. If a piece of gorgt wood is not available a Gamorrean might make one out of other timber or even alternative materials if timber is scarce. Tsaisi Small Exotic Melee Damage: ---Baton: 1d3/1d3 ---Two-headed Dagger: 1d4/1d4 ---Lash: 1d3 Weight: 1.2kg Type: ---Baton: Bludgeoning ---Two-headed dagger: Piercing/Slashing ---Lash: Slashing Availability: Rare Special: May spit venom as per the rules for the Amphistaff in the Saga Core Rulebook Vibro-Claw Damage: 2D4 slashing [2D6 medium sized] Type: Advanced Melee [small or medium] Wrist Weapon: This weapon cannot be disarmed, the wearer suffers a -1 armour check penalty for each Vibro-Claw worn and receives a -5 penatly to attack rolls with any weapon used in the same hand as a Vibro-Claw. Availability: Rare Cost: 950cr [small] 1550cr [medium] Vibro-Cleaver Damage: 2D12 [slashing] Type: Advanced Melee [large] 127

128 Weight: 6kg Availabilty: Licensed [if described as a commercial tool]; otherwise Illegal. Cost: 850cr Notes: Based upon a design for a mechanised meat cutter. The Vibro-Cleaver is little more than a huge powered blade attached to a rudimentary hilt, containing the weapons power source. This weapon is heavy and brutal enough to satisfy even the most bloodthirsty of wielders. Vibro-Katar (punching dagger) Damage: 2D6 slashing Type: Advanced Melee [medium] Wrist Weapon: This weapon cannot be disarmed, the wearer suffers a -4 armour check penalty while wearing a Vibro-Katarand cannot use the hand in which they hold a Vibro-Katar for any other pupose. Defensive Gauntle While being wielded the defensive gauntlet of a Vibro-Pata provides +1 Reflex Defence. Availability: Rare Cost: 2000cr Vibro-Knuckle Gauntlet Damage: 2D6 [bludgeoning/slashing] Type: Advanced Melee Size: small Ready Weapon: While worn, this weapon is always considered to be readied. Wrist Weapon: This weapon can be used in the same had as another weapon. However if another weapon is held in the hand on which this weapon is mounted they both suffer a -5 [equipment] penalty to attack rolls. This weapon cannot be disarmed when mounted. Weight: 1.10kg Availability: Illegal [Restricted on some planets] Cost: 720cr Adapted from a weapon used during illegal fist-fights run by organised gangs in the depths of Corussant, the Vibro-Knuckle Gauntlet is a vicious fist weapon, which when used to strike an opponent will literally tear them apart. This association with organised crime and brutal blood-sports has led to this weapon being outlawed on most Republic Planets. However, it is still possible to find them on many outlying planets near the Outer Rim. Vibro-Spring Blade This melee weapon is one mounted in a guantlet or boot typically. While small the blade is effective in close combat situations. It is often used by individuals who frequently get into close combat situations, but themselves lacking any martial arts training. The weapon is also a favored addition with commando teams, which gives them an edged weapon, and leaves their hands free for a blaster. Cost: 200 credits + the cost of the guantlet or boot it will be installed into. Damage: 2d4 Stun Damage: No Weight: 1kg Type: Slashing or Peircing Availability: Restricted Use: It requires a Swift Action to activate the spring blade, but can be retracted as a free action. Special: The PC is always considered armed when fighting unarmed. The PC also cannot be the target of disarm attempts against this weapon. The weapon counts as a concealed weapon granting a +2 equipment bonus on "feint" attempts made with this weapon...so long as the blade is retracted when the roll is made. The weapon is a powered weapon and does require an appropreate power cell. The PC must have their hand free (if in a guantlet) inorder to use this weapon. Vibro-Zhaboka Size: Large Group: Exotic (Advanced Melee Weapon for Zabraks) Cost: 565 Damage: 2d8/2d8 Stun Damage: n/a Weight: 3.8 kg Type: Slashing or piercing Availability: Rare Wanshen Large Exotic Melee Damage: 1d10 Weight: 4.8kg Type: Slashing Availability: Unavailable for Sale 128

129 Waraxe Medium Exotic Melee Cost 100 Damage 1d10 Weight 3.6kg Type Slashing Availability Rare, Illegal Wookiee War Totem Damage: 1D10 [bludgeoning / piercing] Type: Simple [large] Symbol of Respect: This weapon allows a Wookiee wielder to reroll a single Persuasion check per day when used against another Wookiee. Spirit of Groobacca: This weapon allows a Wookiee wielder to make a Persuasion [initimidate] check as a free action against any opponent they charge while affected by Wookiee Rage. [this was a Destiny Reward] Weight: 7.25kg Availiability: Unique Resale Value: 3,000cr (This is low as many [non-wookiees] do not realise the weapons significance) Notes: This weapon was once the property of the mighty Wookiee hero Groobacca. It has been decorated with trophies taken from his fallen enemies. However, only the most honorable and respected gain the honour of becoming part of his totem. There are few Wookiees who would fail to regonise this weapon, or the true stature of its weilder, those that do not must be truely ignorant of the grand Wookiee legacy. This weapon is a huge, wooden staff; some 2 metres in length; tapering from 15cm wide at the head to 6cm at the base. The "business end" is studded with spikes, while the entire shaft is hung with trophies, taken from the fallen, among them pieces of armour, jewelry, a couple of skulls and other personal items. N.B.: The weapon did not acquire the "Spirit of Groobacca" ability until after a side-quest where the Wookiee Scout (Choogoo) tracked down his father (Groobacca) to a Trandoshan slave camp. There Choogoo and Groobacca (now old and at reduced level Noble 4/Soldier 3) armed and led the Wookiees in revolt against the Trandoshans. Groobacca was mortally wounded in the battle with the Trandoshan Slavemaster and Choogoo took up his War Totem and (spend Destiny Point) Wookiee Raged the Trandoshan to death. With his (very long cinematic) dying breath, Groobacca gave the War Totem to Choogoo and told him to carry on the legacy and free all Wookiees from slavery (+1 Destiny Point and new Destiny)... the extra ability of the weapon was the Destiny Reward. WEAPON COST DAMAGE STUN WEIGHT TYPE AVAILABILIT Y SMALL Sancretti Arms Whip 100 1d4 N 1.5 kg Slashing - SoroSuub Stun Master 700-2d8 1 kg Bludgeoning Restricted MEDIUM Drolan Plasteel Sword 150 1d8 N 2 kg Slashing - LARGE Czerka Great Force Pike 1,000 2d12 Y 2.8 kg Slashing Military Tribal Longspear 80 1d8 N 4 kg Slashing - 129

130 HOW TO CONVERT 2 nd ED VEHICLES & STARSHIPS TO SAGA EDITION How to convert Starships from 2 nd Ed. to Saga Edition: Hit Points: Hit points are determined by the vehicle s previous Hull Points. The exact formula is determined by the vehicle s class (starship vs. vehicle) and its previous Hull Points. Loads of Guns Frigate and cruiser armament has been halved to represent them only bring half weapons to bare in a single round. Broadside attempts would allow them to fire their weapon twice from side arcs. Reason: its still very possible for a cruiser to bring all its guns to bare in the right situation, disregard this if you don t use facing. Battery fire has been grouped into multiples of 5. You get +1 for each gun in the battery. Reason: Battery fire bonus are to high for heroic campaigns. Hit Points: Hit points are determined by the vehicle s previous Hull Points. The exact formula is determined by the vehicle s class (starship vs. vehicle) and its previous Hull Points Starship with 200 or more Hull Points: Hit points = Hull Points 2 (large 90m transport or freighter scale) Hit points = Hull Points x3 (frigate and cruiser scale) Hit points = Hull Points x4 (capital scale) Reason: As written Starship with 200 or more Hull Points get x4 hp: This would mean a Gallofree would have 800hp. that is 90m long and a ISD would have 2100hp that is 1600m long so I changed this rule Starship with less than 200 Hull Points: Hit points = Hull Points. Other vehicle (including airspeeders): Hit points = Hull Points 2. Shields What do you think about changing the conversion to RCR DR+Shield divided by 5? Post 141 Strength: A starship s Strength is determined by its hit points and size (both determined above). A vehicle s strength is determined by its hit points only. Starship, Colossal (station): Strength = 98 + (hit points/75). Starship, Colossal (cruiser): Strength = 74 + (hit points/75). Starship, Colossal (frigate): Strength = 50 + (hit points/75). Starship, Colossal or less: Strength = 26 + (hit points/7.5). Other vehicle, 100 or more hit points: 18 + (hit points/10). Other vehicle, less than 100 hit points: 10 + (hit points/5). Dexterity: There is no direct analog to a vehicle s Dexterity in the previous rules. Use the guidelines below to estimate a vehicle s Dexterity, picking a specific value in the listed range based on how that vehicle compares with others. (When in doubt, give the vehicle the minimum Dexterity in a given range.) A vehicle shouldn t have a Dexterity below 10 (unless it is an immobile space station) : Most freighters, dreadnoughts, heavy walkers 14 16: Most cruisers, most frigates, armed transports, heavy bombers, light walkers, heavy repulsorlift vehicles 17 19: Corvettes, most starfighters, light repulsorlift vehicles 20 23: Superiority fighters, combat airspeeders, older speeder bikes 24 26: Most speeder bikes, swoops, interceptors Intelligence: A vehicle s Intelligence score is generally 10 + the best fire control bonus of all its weapons. For relatively modern vehicles with sophisticated on-board computers (that is, almost everything in the Star Wars galaxy except vehicles from underdeveloped planets), the minimum Intelligence should be 12 for ground vehicles and 14 for airspeeders and starships. STR applies to grapple, str mod+fortitude=threshold DEX applies to reflex defense, initiative, dex mod+armor= Reflex INT applies to attack Crew Quality Attack Pilot,Mech,Computer CL 130

131 Untrained Normal Skilled Expert Ace Vehicle Size modifier(station)-10, (Cruiser)-10, (Frigate)-10, (Colossal)-10, (Gargantuan)-5, (Huge)-2, (Large)-1 applies to reflex, pilot and initiative. Threshold (Station)+200, (Cruiser)+200, (Frigate)+100, (Transport)+50, (Gargantuan)+20, (Huge)+10, (Large) Challenge Levels for Starships (A rough math). By RavenFury Ok tried some math. Tried to keep it simple. CL Example Ships YT-1300 Transport TIE Fighter, Vulture Droid TIE Interceptor Droid Tri-Fighter X-Wing, Y-Wing Eta-2 Actis ARC-170 Corellian Corvette Imperial Star Destroyer And CL is obviously a measure of how much pain is due / what level you should be before taking one on, in a round about sort of way. So I'm going with these factors, most are simple measurements...just add what you're told as you go through each section. Crew Quality An Ace in a z-95 is going to give you more trouble than an idiot in a TIE Defender. Skill Level Add Untrained -1 Normal +0 Skilled +1 Expert +3 Ace +5 HP : The longer it can last, the more trouble it can cause Hit Points up Add

132 DR: The more damage it can soak up...see HP Dmg Red Add SR: Just another factor of survivability Shield Add DEX: If you can't hit it, the fight will last a lot longer DEX Add up +5 Weapons: The hurtin continue... this is a rough and hard to judge category... Weapons Lvl None Lightly Armed Transport Med (Heavy Fighter) Med (Cruiser) Heavy (Dreadnaught) Beefy (Destroyer) Crazy (Eclipse) Super Nuts (Death Star) Add Ok and thats it. Just add the number to the right down the board and you should have a *rough* CL. I know it works for the X-Wing and the ISD-I: X-Wing Crew (skilled)1 HP (120)3 SR (15)1 wep 2 DR (10)1 Dex (22) 2 CL 10 ISD-i Crew (skilled) 1 HP (2100) 8 SR (150) 4 Wep (Beefy) 5 DR (20) 2 DEX (14) 0 CL 20 It's just rough math. It'll get you in the ballpark of your pain meter. 132

133 VEHICLES OF THE GALAXY Single Trooper Aerial Platform (STAP) (Alternate Build; Original stats appear in the CWCG p. 202) Medium Airspeeder Init +4 ( ); Senses: Perception ( ) Ref 15; (ff 10); Fort 12; +1 Armor hp 30; DR 5; Thresh Speed: 8 squares Ranged Attack: Twin Blaster Cannon BAB+2 (Int); Dam 3d10. Fighting space: 1 square; Cover +5 Atk Option: Autofire (@-1) Abilities: Str 16; Dex 18; Int 14. Skills: Initiative +4 ( ); Mechanics ( ); Perception ( ); Pilot +4 ( ) Crew: 1; Passengers: none. Cargo: 4kg. Consumables: none. Availability: Military. Cost: 10,000. Note: no pilot adjustments have been added to any skills or attack mods. Also, I added a bit of cargo space for extra weapons or a magazine of grenades. I gave it a small boost in speed over RCR. Dooku s Huppla Pasa Tisc Shipwrights Collective Flitknot Speeder Bike Large ground speeder (Rise of the Empire era) Init +19; Senses Perception +9 Defenses Ref 31 (ff 24)(+1 armor or Pilot s heroic levels), Fort 14 hp 32; DR 5; Threshold 18 Speed 12 sq. (max. velocity 250 mph), fly 2 sq. (starship scale) Ranged blaster +15 (3d8)+14 Fighting Space 2x2 or 1 square (starship scale); Cover +5 with reactive Ride check Base Atk +5; Grp +13 Atk Options - Abilities Str 18, Dex 24(+7), Con --, Int 10, Wis --, Cha -- Skills Initiative +19, Perception +9, Pilot +9 Crew 1; Passengers 1 Cargo 4 kg; Consumables 1 day; Carried Craft none Availability Civilian; Cost 10,000 Aratech 64-Y Swift 3 Repulsor Sled (Official Wizards of the Coasts stats) CL 4 ; Large ground vehicle (speeder) Init +10; Senses Perception +8 Defenses Ref 14 (flat-footed 11), Fort 13; +1 armor hp 32; DR 5; Threshold 18 Speed 12 squares (max. velocity 800 km/h) Ranged medium blaster cannon +7 (see below) or Ranged drop net +7 (see below) Fighting Space 2x2; Cover none Base Atk +5; Grp +13 Atk Options autofire (medium blaster cannon), drop net 133

134 Abilities Str 16, Dex 16, Con --, Int 14, Wis --, Cha -- Skills Initiative +10, Mechanics +8, Perception +8, Pilot +10 Crew 1 (expert); Passengers none Cargo 4 kg; Consumables 1 day; Carried Craft none Payload 1 drop net Availability Military; Cost 8,000 (1,800 used) Drop Net:When you fire this weapon, make an attack roll against all targets in a 2-square-by-2-square area within 12 squares. If you exceed a target s Reflex Defense, that target takes 6d10 points of ion damage. Additionally, the drop net functions like a net (Saga Edition rulebook, page 130), allowing you to attempt a grab or grapple against all targets successfully attacked by the drop net. Make a single grapple check opposed by all such targets Medium blaster cannon (pilot) Atk +7 (+2 autofire); Dmg 3d Drop net (pilot) Atk +7; Dmg 6d10 ion (grapple +13) Aratech 64-Y Swift 3 Repulsor Sled (Alternate fan-made build) (CL 3); Large ground vehicle (speeder) Init +4; Senses Perception +7 Defense Ref 14 (ff 11), Fort 13; +1 armor hp 32; DR 5; Threshold 18 Speed 12 squares (max. velocity 800 km/h) Ranged medium blaster cannon: Atk +1 (-4 autofire), Dmg 3d10 or Ranged drop net (pilot): Atk +1; Dmg 6d10 ion (grapple +13) Fighting Space 2x2; Cover none Base Atk +4; Grp +6 Atk Options autofire (medium blaster cannon), drop net Abilities Str 16, Dex 16, Con, Int 14 Skills Initiative +4, Mechanics +1 (untrained), Perception +7, Pilot +1 (untrained) Crew 1 (Gossam); Passengers none Cargo 4 kg; Consumables 1 day; Carried Craft none Payload 1 drop net Availability Military; Cost 8,000 (1,800 used) Drop Net: Make an attack roll against all targets in a 2-by-2 area within 12 squares. If you exceed a target s Reflex Def, that target takes 6d10 points of ion damage. Additionally, functions like a net (page 130), allowing you to attempt a grab or grapple against all targets successfully attacked by the drop net. Make a single grapple check opposed by all such targets. Mobquet Overracer Speeder Bike Large Speeder Bike Init +5; Senses Perception Defenses Ref 18 (flat-footed 10), Fort 12, +1 armor hp 56; DR 5; SR -; Threshold Speed hover 12 sq. (max. velocity 530 kph), flight ceiling 20 m sq. (starship scale) Ranged laser cannon +7 (see below) Fighting Space 2x2; Cover none Base Atk +0; Grp Abilities Str 15, Dex 26, Con -, Int 14 Skills Initiative +5, Mechanics +4, Perception +4, Pilot +10, Use Computer Crew 1 (normal); Passengers none; Cargo 4 kg; Availability licensed; Cost 13,000 new, 4,500 used

135 Laser cannon (pilot) Attack Bonus +7; Damage 4d10 Z-Gomor Ternbuell Guppat Corporation Tsmeu-6 Personal Wheel Bike (See also Tsemu-6 Personal Wheel Bike, CWCG p. 203) (CL 4) Large ground vehicle (walker) Init +6; Senses Perception +5 Defenses Ref 12 (flat-footed 10), Fort 14; +1 armor hp 40; DR 5; Threshold 19 Speed Wheeled 12 sq. (max. velocity 330 km/h); walker 4 sq. (max velocity 10 km/h) Ranged double blaster cannon +1 (5d10)* Fighting Space 2x2; Cover +5 Base Atk +0; Grp +9 Atk Options autofire (blaster cannon), overrun Abilities Str 18, Dex 14, Con, Int 12 Skills Initiative +6, Mechanics +5, Perception +5, Pilot +6 Crew 1 (normal); Passengers 0* Cargo 5 kg; Consumables 1 day; Carried Craft none Availability Licensed; Cost Not available for sale; Civilian version: 15,000 (2,500 used) * Civilian version has room for one passenger instead of double blaster cannon. TaggeCo Air-2 Racing Swoop Large ground vehicle / speeder (Rise of the Empire, Rebellion era) Init +3; Senses Perception Defenses Ref 27 (flat-footed 19), Fort 14; +1 armor hp 15; DR 5; Threshold Speed 12 squares (max. velocity 600 km/h; max altitude 1,000 m) Fighting Space 2x2; Cover none Base Atk +0; Grp Abilities Str 18, Dex 26, Con --, Int 10 Skills Initiative +3, Mechanics +5, Perception +5, Pilot +3 Crew 1 (normal); Passengers none Cargo 4 kg; Consumables 1 day; Carried Craft none MVR-3 Submarine Speeder CL 2 (deployed in Clone Wars at Battle of Mon Calamari) Large aquatic vehicle (speeder) Init +10; Senses Perception Defense Ref 15 (flat-footed 10), Fort 14; +1 armor hp 40; DR 5; Threshold Speed 12 squares (max. velocity 400 km/h) Fighting Space 2x2; Cover +5 Ranged laser cannon +4 (4d10, pilot) Base Atk +2; Grp +14 Atk Options autofire (laser cannon) ---- Abilities Str 18, Dex 20, Con, Int 14 Skills Initiative +10, Mechanics +6, Perception +6, Pilot Crew 1 (Skilled); Passengers none Cargo 3 kg; Consumables 1 day; Carried Craft none Availability Restricted; Cost 8,000 (1,800 used) 135

136 Laser cannon (pilot) Atk +4 (-1 autofire), Dmg 4d10 NRS Seraph Class Flash Speeder large speeder; 5.5m Init: +4 Senses Perception Defense Ref 14 (10), Fort 13; +1 armor hp 40; DR 5; Threshold Speed 6 (200 km/h) Hover 2m Fighting Space 2x2 Cover partial Base Atk +0; Grp +8 Atk Options autofire Blaster Rifle Abilities Str 17, Dex 18, Int 10 Skills Initiative +4, Mechanics +5, Perception +5, Pilot Crew, 1 (normal) Passengers 3 Cargo 10kg Consumables - Carried Craft 0 Payload - Availability Prevalent, Liscensed Cost 12,000/6,000 used Mounted Heavy Blaster Rifle (gunner) Atk+0 Dmg 4d10 Notes: Here is the flash speeder, I have to do these for my own game eventually. Here is your request. SoroSuub V-19 Gian Speeder large speeder; 5.7m Init: +3 Senses Perception Defense Ref 14 (10), Fort 15; +2 armor hp 60; DR 5; Threshold Speed 6 (240 km/h) Hover 2m Fighting Space 2x2 Cover partial Base Atk +0; Grp +10 Atk Options autofire Abilities Str 21, Dex 17, Int 12 Skills Initiative +3, Mechanics +5, Perception +5, Pilot Crew, 2 (normal) Passengers 2 Cargo 50kg Consumables - Carried Craft 0 Payload - Availability Prevalent, Liscensed Cost 20,000/10,000 used Double Repeating Blaster Cannon (pilot) Atk+1(-4 autofire) Dmg 4d8 Repeating Blaster Turret (gunner) Atk+1(-4 autofire) Dmg 4d8 Radon-Ulzer 620C Podracer Huge ground vehicle (7 m) Init +18, Perception +12 Defenses: Ref 30 (flat-footed 22), Fort 14, +10 Armor HP 40, DR 5, Threshold 24 Speed 12 sq. (max. velocity 945 km/hr), Altitude: up to 85 m Fighting Space: 3x3 sq., Cover +5 Base Atk: +10; Grapple +24 Abilities: STR 18 (+4), DEX 26 (+8), INT 10 (0) Skills: Init +18, Mechanics +12, Perception +12, Pilot +14 Crew: 1 (Ace), Passengers: None Cargo / Consumables / Carried Craft: None Availability: licenced; Cost: 8,000 new (6,000 used) N.B.: These stats are using the Ace skill modifiers, not those of young Anakin Skywalker. This conversion is based on the Unofficial Conversion Document guidelines and the stats of the Radon-Ulzer 620C podracer appearing on p. 29 of the Secrets of Tatooine. 136

137 Bin Gassi Quadrijet 4-Barrel 904E Podracer Huge ground vehicle (9.5 m) Init: +13, Perception: +8 Defenses: Ref 25 (flat-footed 18), Fort 13, +10 Armor HP 30, DR 5, Threshold 23 Speed 12 (max velocity 781 km/h), Altitude: up to 80 m Fighting Space: 3x3 sq., Cover +5 Base Attack +5; Grapple +21 Abilities: STR 16 (+3), DEX 24 (+7), INT 10 (0) Skills: Init +13, Mechanics +8, Perception +8, Pilot +13 Crew: 1 (expert); Passengers: None Cargo / Consumables / Carried Craft: None Availability: Licensed; Cost 16,500 (11,500 used) N.B.: These stats are using the Expert skill modifiers, not those of Boles Roor. This conversion is based on the Unofficial Conversion Document guidelines and the stats of the Bin Gassi Quadrijet 4-Barrel 904E podracer appearing on p. 30 of the Secrets of Tatooine. Incom T-16 Skyhopper CL 1 -- Huge airspeeder Init +3; Senses Perception Defense Ref 17 (flat-footed 11), Fort 13; +3 armor hp 34; DR 10; Threshold Speed fly 16 squares (max. 1,200 km/h), fly 5 squares (starship scale) Ranged double laser cannon +1 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +0; Grp Abilities Str 16, Dex 22, Con, Int 12 Skills Initiative +3, Mechanics +5, Perception +5, Pilot +3, Use Computer Crew 1 (normal); Passengers 1 Cargo 50 kg; Consumables 1 day; Carried Craft none Availability licensed; Cost 14,500 new (6,500 used) --- Double Laser Cannons (pilot): Atk +1; Dmg 4d8 Modified Incom-T47 Airspeeder CL 9 (Alternate Build; Original stats appear in the SECR p. 177) Huge air vehicle (airspeeder) Init +20; Senses Perception +10 Defense Ref 24 (flat-footed 17), Fort 16; +2 armor; Elusive Dogfighter, Vehicular Combat hp 60; DR 10; Threshold Speed fly 16 squares (max. velocity 1,100 km/h), fly 4 squares (starship scale) Ranged double laser cannon +11 (see below) and blaster cannon +4 (see below) or Ranged double laser cannon +11 (see below) and harpoon gun +4 (see below) Fighting Space 3 3 or 1 square (starship scale); Cover total (crew) Base Atk +7 (pilot), +2 (gunner); Grp +23 Atk Options autofire (double laser cannon, blaster cannon), harpoon gun Abilities Str 22, Dex 22, Con, Int 14 Skills Initiative +20, Mechanics +11, Perception +10, Pilot +16 Crew 2 (unique pilot [Luke Skywalker], skilled gunner); Passengers none Cargo 50 kg; Consumables 1 day; Carried Craft none Availability Military; Cost 50,000 used 137

138 Harpoon Gun -- a gunner uses the harpoon gun to make a grapple check against an enemy walker. The gunner must make an attack roll against the walker; if successful, the pilot must make an opposed grapple check. If the grapple check succeeds, the target walker cannot move without first making a Pilot check (DC = harpoon gun's grapple check result). If this Pilot check fails, the walker suffers an automatic collision, taking twice its collision damage. Double laser cannon (pilot) Atk +11 (+6 autofire); Dmg 5d10 Blaster cannon (gunner) Atk +4 ( 1 autofire); Dmg 3d10 Harpoon gun (gunner) Atk +4; Dmg -- (grapple +27) Bantha II Military Cargo Skiff huge speeder; 9.5m (Rise of the Empire era, etc.) Init: +5 Senses Perception Defense Ref 11 (10), Fort 12; +2 armor hp 80; DR 10; Threshold Speed 6 (250 km/h) Fighting Space 3x3 Cover Total Base Atk +2; Grp +8 Atk Options autofire (twin blaster canon) Abilities Str 26, Dex 12, Int 12 Skills Initiative +5, Mechanics +6, Perception +6, Pilot Crew 1 skilled, Passengers 3-16 Cargo 135 tons Consumables 1 week Carried Craft 0 Payload - Availability Military 0 bby Cost Blaster Turret (3 gunners) Atk+3 Dmg 3d10 Uggernaught CL 6; Huge ground vehicle (walker) Init. +3; Senses Perception +0 Defense Ref 14 (FF 11), Fort 21, Armor 1 hp 150; DR 10; Threshold 30; Speed 7 squares (modified) Ranged Golan Arms HH-15 (gunner) (4 shots): +2 (6d6 (splash) (reload = move) Ranged Blaster Super-Heavy repeating (pilot): +2 (3d12 autofire area attack); or +2 (3d12+3) Ranged Blaster Super-Heavy repeating (gunner): +2 (3d12 autofire area attack); or +2 (3d12+4) Fighting Space 3x3; Cover Gunner 0; Pilot +5 Base Atk +2; Grp +20 Atk Options autofire (Blaster Super-Heavy repeating) Abilities Str 30, Dex 16, Con --, Int 12 Skills: Initiative +3, Mechanics +0, Perception +0, Pilot +3 Crew 2; Passengers none. Cargo none; Consumables none; Carried Craft none; Payload: 4 Rockets for Golan Arms HH-15. AT-RT; all terrain recon transport (Official Wizards of the Coast stats, from Dawn of Defiance 5) Large ground vehicle (walker) Init +8; Senses Perception

139 Defense Ref 14 (flat-footed 13), Fort 20; +3 armor hp 60; DR 10; Threshold 30 Speed 5 squares (max. velocity 70 km/h) Ranged laser cannon +7 (see below) or Ranged mortar launcher +7 (see below) Fighting Space 2 2; Cover +5 Base Atk +5; Grp +25 Atk Options autofire (laser cannon) Abilities Str 20, Dex 14, Con, Int 12 Skills Initiative +8, Mechanics +4, Perception +3, Pilot +8 Crew 1 (expert); Passengers none Cargo 6 kg; Consumables 1 day; Carried Craft none Payload 12 mortar rounds Availability Restricted; Cost Not available for sale Laser cannon (pilot) Atk +7 (+2 autofire), Dmg 4d10 Mortar launcher (pilot) Atk +7, Dmg 3d6, 2-square burst AT-PT (All Terrain Personal Transport): Huge Ground Vehicle (walker) (Rise of the Empire era & Rebellion era) Init +5 Senses Perception +5 Defense Ref 14 (flat footed 11) Fort 18; +3 Armor Hp 80; DR 10; Threshold 28 Speed 8 squares Ranged twin blaster cannon +4 (-1 autofire), Dmg 4d10x2 Ranged grenade launcher +4, Dmg 4d6, 2 square burst Fighting space: 2x2 Cover total Base Atk +2; Grp +20 Atk Options autofire w/ twin blaster cannon Abilities Str 26, Dex 16, Int 14 Skills Initiative +5, Mechanics +5, Perception +5, Pilot +5 Crew 1 (skilled); Passengers None; Payload 12 frag grenades Availability Military; Cost 40,000 Notes: based my off the AT-ST; just shrunk str from 30 to 26 dues to size, and upped the dex from 14 to 16 to reflect the lighter model. The higher int from 12 to 14 also I though made sense because the AT ST would probably rely on more targeting for recon jobs. Kuat Drive Yards AT-PT (Alternate Build) Large Vehicle(Walker) (4m long, 3m tall) Init +10; Senses Perception +8 ======================================== ===== Defense Ref 20 (Flat-footed 17), Fort 24; +8 Armor, +4 Equip to Fort Defense HP 100; DR 10; Threshold 30 ======================================== ===== Speed 6 squares(max velocity 60 km/h) Ranged Double Heavy Blaster Cannon +2 (3d10, pilot autofire only 4 squares) or Ranged Double Heavy Blaster Cannon +2 (4d10, pilot burstfire) or Ranged Grenade Launcher +4 (4d6, 4-square splash, pilot) Fighting Space 2x2 ; Cover total (pilot), Base Atk +2; Grp +18 Atk Options Autofire (Double Heavy Blaster Cannon) ======================================== ===== Abilities Str 32, Dex 16, Con --, Int 12 Crew 1 (pilot) Passengers n/a Cargo 150 kg; Consumables 1 day; Payload 10 Frag Grenades 139

140 ======================================== ===== Double Heavy Blaster Cannon (pilot) Atk +2 Dmg 3d10 Grenade Launcher (pilot) Atk +4 Dmg 4d6 Notes: pretty much a straight conversion from the one in the Arms and Equipment guide, with some modifications (a straight conversion was way to easy to bring down and packed a bit too much fire power for a single man vehicle). AT-PT (Alternate Build) (CL 6); Large ground vehicle (walker) Init +10; Senses Perception +8 Defense Ref 14 (flat-footed 11), Fort 18; +2 armor hp 90; DR 5; Threshold 23 Speed 8 squares (max. velocity 110 km/h) Ranged double blaster cannon +8 (4d12) Ranged double blaster cannon +3 (4d12, autofire) Ranged frag grenade launcher +8 (4d6, 2-square burst) Fighting Space 2x2; Cover total Base Attack +5; Grapple +18 Abilities Str 26, Dex 16, Con, Int 12 Skills Initiative +10, Mechanics +8, Perception +8, Pilot +10, Use Computer +9 Crew 1 (expert) Cargo none; Consumables 1 day Payload 8 frag grenades AT-AR; all terrain advance raider huge ground walker; 12m (Rise of the Empire era & Rebellion era) Init: +8 Senses Perception Defense Ref 15 (13), Fort 20; +5 armor hp 120; DR 10; Threshold Speed 6 (90km/h) Fighting Space 3x3 Cover Total Base Atk +5; Grp +25 Atk Options autofire (twin blaster canon) Abilities Str 30, Dex 14, Int 12 Skills Initiative +8, Mechanics +8, Perception +8, Pilot Crew 2 expert Passengers 2 Cargo 10kg Consumables 2 days Carried Craft 0 Payload 12 frag grenades Availability Military 0 bby Cost Heavy Blaster Canon(pilot) Atk+6 Dmg 4d10x2 Grenade Launcher (copilot) Atk+6 Dmg 4d6, 2 sq. burst The AT-AR had heavier armor than the AT-ST and was more suitable for frontline combat than lighter bipedal walkers. Its "head" was situated closer to its legs, giving it a more hunchbacked look, and it was armed with a single, large blaster cannon. Raddaugh Gnast Fluttercraft (Wookiee Ornithopter) CL 5 (Rise of the Empire era) Huge air vehicle (airspeeder) Init +4; Senses Perception Defense Ref 22 (flat-footed 14), Fort 12; +4 armor hp 20; DR 5; Threshold Speed fly 12 squares (max. velocity 900 km/h) Ranged double laser cannon +5 (see below) Fighting Space 3x3; Cover

141 Base Atk +2; Grp +14 Atk Options autofire (double laser cannon) --- Abilities Str 15, Dex 26, Con --, Int 16 Skills Initiative +4, Mechanics +6, Perception +6, Pilot +4 Crew 2 (skilled); Passengers none Cargo 50 kg; Consumables 1 day; Carried Craft none Availability military; Cost? Double laser cannon (tail-gunner) Atk +5 (+0 autofire); Dmg 3d10 Bespin Motors Storm IV Cloud Car CL 6 (Rise of the Empire era, etc.) Huge airspeeder Init +9; Senses Perception +6 Defense Ref 16 (flat-footed 11), Fort 18; +3 armor hp 80; DR 5; Threshold Speed fly 16 squares, fly 4 squares (starship scale), (max. velocity 1,000 km/h) Ranged double blaster cannons +4 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover Total Base Atk +2, Grp +20 Atk Options autofire (blaster cannons) ---- Abilities Str 26, Dex 20, Con, Int 14 Skills Initiative +9, Perception +6, Pilot +9, Use Computer Crew 2 (skilled); Passengers 0 Cargo none; Consumables 2 days; Carried Craft none Availability Licensed; Cost 20,000 (10,000 used) Double blaster cannons (gunner): Atk +4 (-1 autofire), Dmg 5d10 Bespin Motors Maelstrom II Sea-Pod CL 6 Huge subfighter Init +4; Senses Perception +6 Defense Ref 16 (flat-footed 11), Fort 18; +3 armor hp 80; DR 5; Threshold Speed swim 8 squares, swim 3 squares (starship scale), (max. velocity 280 km/h) Ranged double blaster cannons +4 (see below) or Ranged drop net +4 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover Total Base Atk +2, Grp +20 Atk Options autofire (blaster cannons) ---- Abilities Str 26, Dex 20, Con, Int 14 Skills Initiative +4, Perception +6, Pilot +4, Use Computer +6 Crew 2 (skilled); Passengers 0 Cargo none; Consumables 2 days; Carried Craft none Payload 1 drop net Availability Restricted; Cost varies ---- Drop Net (from Alliance and Empire preview): Make an attack roll against all targets in a 2x2 area within 12 squares. If you exceed a target s Refl Def, that target takes 6d10 points of ion damage. Additionally, functions like a net (page 130), allowing you to attempt a grab or grapple against all targets successfully attacked by the net (make a single grapple check opposed by all). 141

142 --- Double blaster cannons (gunner): Atk +4 (-1 autofire), Dmg 5d10 Drop net (gunner): Atk +4; Dmg 6d10 ion (grapple +20) "Manta" Droid Subfighter (Alternate Build; Original stats appear in the CWCG p. 199) CL 7 (Clone Wars era droid) Huge subfighter vehicle Init +9; Senses darkvision; Perception +8 Defense Ref 14 (flat-footed 11), Fort 22; +3 armor hp 60; DR 10; Threshold 32 Immune droid traits ---- Speed swim 8 squares, swim 3 squares (starship scale) (max. velocity 280 km/h) Ranged laser cannons +7 (see below) or Ranged concussion torpedoes +7 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover Base Atk +5; Grp +27 Atk Options autofire (laser cannons) ---- Abilities Str 34, Dex 16, Con, Int 14 Skills Initiative +9, Perception +8, Pilot +9, Use Computer +8 Crew 0 (expert); Passengers none Cargo none; Consumables 2 days; Carried Craft none Payload 6 concussion torpedos Availability Restricted; Cost 1900 Laser cannons Atk +7 (+2 autofire), Dmg 4d10x2 Concussion torpedoes Atk +7, Dmg 8d10x2, 4-square splash AT-TE (Alternate Build; Original stats appear in the CWCG p. 164) Kuat Drive Yards AT-TE (All-Terrain Tactical Enforcer) (CL 12) Gargantuan ground vehicle (walker) Init +7; Senses Perception +8 Defenses Ref 16 (flat-footed 16), Fort 30; +11 armor hp 320; DR 10; Threshold 50 Immune Ion damage Speed 4 sq (max velocity 60 km/h) Ranged heavy projectile cannon +3 (see below) and 6 light blaster cannons +3 (see below) Fighting Space 4x8; Cover total Base Atk +5; Grp +40 Atk Options autofire (repeating blaster cannon) Abilities Str 50, Dex 10, Con, Int 16 Skills Initiative +7 Mechanics +8, Perception +8, Pilot +7 Crew 7 (expert); Passengers 20 (clone troopers) Cargo 60 tons; Consumables 3 weeks Complement IM-6 Medical Droid Availability Military; Cost Not Available for Sale The AT-TE s has built-in electromagnetic shielding, making it completely immune to ion damage. Heavy projectile cannon (gunner) Atk +3, Dmg 5d10x2 142

143 Light blaster cannon (pilot) Atk +3, Dmg 2d10x2 Light blaster cannon (co-pilot) Atk +3, Dmg 2d10x2 Light blaster cannon (gunner) Atk +3, Dmg 2d10x2 TaggeCo SCS-19 Sentinal gargantuan speeder; 12m (Galactic Civil War era) Init: +5 Senses Perception Defense Ref 12 (8), Fort 16; +4 armor hp 60; SR 15; DR 10; Threshold Speed 6 (480 km/h) Fighting Space 4x2 Cover Total Base Atk +2; Grp +21 Atk Options autofire (double blaster canon) Abilities Str 22, Dex 16, Int 14 Skills Initiative +4, Mechanics +6, Perception +6, Pilot Crew 1 skilled, Passengers 4 Cargo 50kg Consumables - Carried Craft 0 Payload - Availability Prevalent, Liscensed 0 bby Cost 60,000/40,000 used Double Blaster Cannon (gunner) Atk+4 Dmg 4d10 Notes: Produced by TaggeCo, the Sentinel was used by the Empire as a personal speeder in hostile zones. The Sentinel operated with a 20 meter altitude ceiling, allowing it to carry its passengers or cargo over short buildings or navigational hazards. [Its like the Starwars equivalent of a modern hummer. This speeder was to expensive for military use but was most popular with crimelords, corporate executives, and holovid stars with more credits than they knew what to do with.] NRS Royal Air Cruiser gargantuan airspeeder; 10m (Rise of the Empire Era) Init: +4 Senses Perception Defense Ref 12 (9), Fort 19; +3 armor hp 100; DR 10; Threshold Speed 6 (250 km/h) Fighting Space 4x4 Cover total Base Atk +0; Grp +24 Atk Options Abilities Str 28, Dex 18, Int 14 Skills Initiative +4, Mechanics +5, Perception +5, Pilot Crew 1 (normal) Passengers 1 Cargo 10kg Consumables 2 days Carried Craft 0 Payload 6 torpedo Availability Rare, Military Cost Ulta Light Turbolaser* (pilot or gunner) Atk+2 Dmg 2d10x5 Proton Torpedo Launcher(pilot or gunner) Atk+2 Dmg 9d10x2 Notes: The design presented an engineering challenge to the Theed Palace Space Vessel Engineering Corps because the goal was to mount a turbolaser cannon with firepower typical for a capital starship onto a mid-sized tactical airspeeder. They compromised by essentially hanging the cannon below a cloud car-like vessel shaped like a flying wing. The airspeeder frame was devoted to propulsion, while the power supply for the cannon was installed just above the cannon itself. Royal air cruisers provided firepower that could level enemy ground installations or take out slowmoving artillery, but were not well suited to defending against ground troops, airspeeders, or ground speeders. Because of the drain on the power supply a few where later equipped with a proton torpedo launcher but do the increased costs they were never mass produced. [By the stats this airspeeder has some serious cheese, Ive toned down the weapons a bit and added this flaw.] *on a natural roll of a 1, the turbolaser causes strain to the vehicle s power supply. Causing the turbolaser to have a 50% of not firing until repaired. 143

144 Yutrane-Trackata T4-B Heavy Tank CR 12; Gargantuan Tracked Ground Vehicle (Galactic Civil War era) Init +6; Senses Perception +6 Defense Ref 16 (flat-footed 13), Fort 26; +8 armor Hp 200; DR 15; SR 25; Threshold 45 Speed 6 squares (max velocity 60 km/h) Ranged Heavy laser cannons +7 (see below) and Concussion missiles +7 (see below) and Fighting Space 4x4 or 1 square (starship scale); Cover total (crew) Base Atk +5; Grp +40 Atk Options autofire (heavy laser cannons) Abilities Str 44, Dex 16, Con -, Int 14 Skills Initiative +6, Mechanics +8, Perception +8, Pilot +6, Use Computer +8. Crew 3 (expert); Passengers none Cargo 500 kg; Consumables 1 week; Carried Craft none Payload 6 concussion missiles Availability Military; Cost 60,000 (30,000 used) Heavy laser cannons (co-pilot); Atk +7 (+2 autofire), Dmg 6d10x2 Concussion Missiles (gunner); Atk +7, Dmg 8d10x2, 4-square splash Notes: The T4-B heavy tank was an all-purpose battle tank used by the Rebel Alliance during the Galactic Civil War. Lancet Aerial Artillery CL 10 (Rebellion & New Republic eras) Gargantuan air vehicle (airspeeder) Init +8; Senses Perception Defense Ref 17 (flat-footed 12), Fort 20; +7 armor hp 120; DR 10; Threshold Speed fly 12 sq. (max. velocity 850 km/h), fly 3 sq. (starship scale) Ranged proton beam cannon +8 (see below) or Ranged laser cannons +8 (see below) or Ranged personnel tractor beam +8 (see below) Fighting Space 4x4 or 1 square (starship scale) Base Atk +5; Grp +30 Attack Options autofire (laser cannons) ---- Abilities Str 30, Dex 20, Con, Int 16 Skills Initiative +8, Mechanics +8, Perception +8, Pilot Crew 2 (expert), Passengers 20 Cargo 300 tons; Consumables 1 month; Carried Craft none Availability Military, Cost 240,000 (100,000 used) PROTON BEAM CANNON As the beam is angled for air-to-ground assaults, it does full damage and splash to ground targets only. Air-to-air assaults with the proton beam cannon suffer a -5 on attack rolls, and do not benefit from the damage multiplier or splash. PERSONNEL TRACTOR BEAM A version of the tractor beam that can be mounted on Gargantuan vehicles. Proton beam cannon (gunner) Atk +8 (air-to-ground), Dmg 9d10x3, 9-square splash (air-to-ground) Atk +3 (air-to-air), Dmg 9d10 (air-to-air) Laser cannons (gunner) Atk +8 (+0 autofire), Dmg 4d10x2 Personnel tractor beam (gunner) Atk +8, Dmg - (grapple +30) 144

145 Oevvaor Jet (Flying) Catamaran (Alternate Build; Original stats appear in the CWCG p. 219) CL 2 (Rise of the Empire era) Gargantuan hydrofoil air vehicle (boat, airspeeder) Init +1; Senses Perception Defense Ref 12 (flat-footed 7), Fort 16; +2 armor hp 64; DR 10; Threshold Speed fly 12 squares (max. velocity 370 km/h) Ranged anti-personnel laser cannons +4 (see below) Fighting Space 4x4; Cover +5 Base Atk +2; Grp +17 Atk Options autofire (anti-personnel laser cannons) --- Abilities Str 23, Dex 20, Con --, Int 14 Skills Initiative +1, Mechanics +6, Perception +6, Pilot Crew 2 (skilled); Passengers 2 Cargo 110 kg; Consumables 1 week; Carried Craft none Availability licensed; Cost? Retrofitted Anti-personnel laser cannons (gunner): Atk +4 (-1 autofire); Dmg 4d10 Multi-Troop Transport (MTT) (Alternate Build; Original stats appear in the CWCG p. 200) Colossal Ground Vehicle (Heavy Repulsorlift Vehicle) CL 9ish? Initiative -2, Perception +6 Defenses: Ref 16 (flat-footed 14), Fort 26, +14 Armor HPs 240 (front), 120 (rear); DR 15, Damage Threshold 76 Speed 6 sq (max. velocity 35 km/h) Ranged: 2 blaster cannons +4 (-1 autofire), dam. 3d10x2 Fighting Space 12x12; Cover Total Base Atk +4, Grapple +38 Atk Options: autofire Abilities STR 42 (+16), DEX 14 (+2), INT 14 (+2) Skills: Initiative -2, Mechanics +6, Perception +6, Pilot -2 Crew: 2 droids, skilled (1 pilot, 1 gunner) Cargo: 10 metric tons; Consumables 1 week Passengers: 100 infantry battle droids, 10 security battle droids, 2 commander battle droids Carried Craft: 2 speeder bikes or 2 AT-STs Availability: Military; Cost: 138,000 (new), 80,000 (used) Notes: The Multi-Troop Transport (MTT) was a heavy repulsorlift vehicle used by both the Trade Federation and the Confederacy of Independent Systems to transport B1 battle droids and other mechanical infantry prior to and during the Clone Wars. The MTT was manufactured and designed by Baktoid Armor Workshop, and could carry 112 battle droids with their standard blaster rifles in a hydraulically powered deployment rack. This rack extended out from the face of the MTT, allowing the droids to be deployed directly into combat if needed. The rack was also detachable. An MTT. The MTT's face was reinforced and studded with case-hardened metal alloy studs and was designed to smash through enemy walls to reach its destination. With heavy armor and weaponry, the MTT was almost unstoppable. The MTT's control room was staffed by a B1 pilot battle droid and a droid gunner/engineer. Its weapons were four 17kv anti-personnel blaster cannons mounted in ball turrets. This vehicle is especially vulnerable to rear attacks. If an attacker can launch a surprise-round attack against the vehicle, damage can be applied to the back of the unit; if the damage exceeds the vehicle's rear HPs, the power plant explodes 2d6 rounds later, blasting a hole in the hull if the bay doors are closed at the time. This explosion instantly destroys any droids and kills any characters within the vehicle, as well as leaving the MTT gutted and useless. Gungan Heavy Bongo Colossal aquatic Freighter/Passenger Sub (Rise of the Empire Era) 145

146 Init -2; Senses Perception +6 Defense Ref 14 (flat-footed 12), Fort 20; +12 armor hp 120; DR 20; Threshold 70 Speed swim 6 squares (max 75 km/h) Fighting Space 12x12; Cover total Base Atk +2; Grp +32 Abilities Str 30, Dex 14, Con, Int 10 Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2 Crew 1 (skilled); Passengers 5 or 24 (passenger variant) Cargo 3 tons or 500 kg (passenger variant); Consumables 1 month; Carried Craft none Availability Licensed; Cost 50,000 The Gungan Heavy Freighter/Passenger Sub has a toughened shell, hence the higher-than-normal DR. Quarren Crab Cannon CL 12 (Rise of the Empire era) Colossal (frigate) aquatic vehicle (walker) Init -2; Senses Perception Defense Ref 12 (flat-footed 11), Fort 36; +11 armor hp 900; DR 15; Threshold 136 === Speed 1 square (starship scale), climb 1 square (starship scale) Ranged point-defense laser cannon battery +15 (see below) or Ranged beam cannon +9* (see below) Fighting Space 1 square (starship scale) Base Atk +5; Grp +56 Attack Options autofire (laser cannons) === Abilities Str 62, Dex 12, Con, Int 18 Skills Initiative -2, Mechanics +8, Perception +8, Pilot -2 === Crew 3 (expert), Passengers 20 Cargo 300 tons; Consumables 1 month; Carried Craft none Availability Military, Cost Not available for sale *Apply a -20 penalty on attacks against targets smaller than Colossal size BEAM CANNON: Range as turbolaser. Penetration 15 The crab cannon's beam cannon ignores the first 15 points of an enemy's damage reduction. Due to immense recoil, firing the beam cannon moves the vehicle -3 on the condition track. It must be braced on solid ground to fire. point-defense laser cannon battery (4 gunners) Atk +15 (+10 autofire), Dmg 4d10x2 beam cannon (gunner) Atk +9 (-11 on attacks against targets smaller than Colossal size), Dmg 10d10x5 Czerka Corporation M-ETT Sandcrawler (Official WotC Stats from CL 3 ; Colossal ground vehicle (tracked) Init 7; Senses Perception +5 Defenses Ref 13 (flat-footed 13), Fort 26; +15 armor hp 250; DR 15; Threshold 76 Speed 4 squares (max. velocity 40 km/h) Fighting Space 16x16; Cover total (crew) Base Atk +0; Grp +36 Abilities Str 43, Dex 6, Con, Int 10 Skills Initiative 7, Mechanics +5, Perception +5, Pilot 7, Use Computer

147 Crew 10 (normal); Passengers 60 Cargo 3 tons; Consumables 2 months; Carried Craft 2 landspeeders Availability Licensed; Cost 110,000 (40,000 used) 147

148 STARSHIPS OF THE GALAXY Countless alternate builds of the ships appearing in the official Wizards of the Coast Starships of the Galaxy sourcebook appear at the Wizards of the Coast Star Wars forums at The following ships, mostly culled from that thread, do not appear in the official Starships of the Galaxy sourcebook. Escape Pod Large emergency evacuation vehicle Init -3; Senses perception +0 =================================== Defense Ref 7(flat-footed 7), Fort 10; Armor none HP 40; DR 10; Threshold 15 =================================== Speed fly 4 squares (max. velocity 60 km/h), fly 2 squares (starship scale) Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +0; Grp +5 =================================== Abilities Str 10, Dex 6, Con --, Int 10 Skills Initiative -3, Mechanics +0, Perception +0, Pilot -3, Use Computer +0 =================================== Crew 0; Passengers 8 Cargo none; Consumables 1 day; Carried Craft none Hyperdrive none Availability licensed; Cost 20,000 Haor Chall / Xi Char Variable Geometry Self-Propelled Battle Droid (a/k/a Vulture Droid Starfighter ), Mark II (CL 9) Gargantuan starfighter / Ground Vehicle (walker) Init +10; Senses Perception +12 Defenses Ref 16 (flat-footed 13), Fort 26; +7 armor; hp 120; DR 15; Threshold 46 Immune Droid traits (see Saga Ed. Core Rules, p. 187) Spd fly 16 sq. (max. velocity 1200 km/h), fly 5 sq. (starship scale) Ranged laser cannons +12 (+7 Autofire), dam. 5d10x2 or Ranged concussion missiles +12, dam 9d10x2, 4-square splash Fighting Space 4x4 or 1 square (starship scale); Cover none Base Atk +10; Grp +41 Atk Options autofire (laser cannons) Abilities Str 42 (+16), Dex 17 (+3), Con, Int 14 (+2) Skills Initiative +10, Perception +12, Pilot +10, Use Computer +12 Crew 0 (ace); Passengers none Cargo none; Consumables 2 days; Carried Craft none Payload 10 concussion missiles (30% chance of carrying 6 concussion missiles and 4 buzz droid missiles instead) Hyperdrive none Availability Restricted; Cost 50,000 (12,000 used) Notes: The Mark II Advanced Droid Starfighter, the successor of the Mark I, was also capable of walking, though it was much larger and clumsier than the Mark I. Once in space, however, the Advanced Droid Starfighter was faster, more maneuverable, and possessed greatly enhanced firepower than the Mark I. A-Wing Mark II Interceptor -- Huge Starfighter (deployed shortly after the Battle of Endor) Shortly after the Battle of Endor, the second generation A-wing, the Mark II, entered production. It is unclear what precise updates were applied, but it was presumably produced under more standardized conditions than its hand-made predecessors, allowing for greater numbers. While A-wings were originally built on an individual basis by the Alliance itself, the Mark II was mass produced by the Incom Corporation. The one confirmed alteration is that the laser cannons of the A-wing Mark II were configured for full 360-degree rotation. The value of a high speed interceptor was clear, but the A-wing had major defensive and navigational limitations. Thus, new starfighters like the E- wing or T-65AC4 X-wing were created with comparable speed, but heavier shields and armor, astromech compabilitity, and more powerful weapons. Despite the introduction of newer starfighters and efforts standardize fleet operations, the A-wing's exceptional design allowed it to endure through the Yuuzhan Vong War. It is possible that the A-wing's continued service was facilitated by improving the engines for even greater performance. 148

149 A number of A-wings also found their way into civilian hands, often being used as scout vessels or escape vehicles. Squadrons were also captured by pirates, who used them in the same raiding capacity as the Alliance. Init +12; Senses Perception +6 Defense Ref 19 (11 flat-footed), Fort 20; +3 Armor HP 90; DR 10; SR 30; Threshold 29 Speed fly 16 sq (max. velocity 1,350 kph); fly 6 sq (starship scale) Ranged laser cannons +5; Targeting Jammer (special, see below) Fighting Space 2x2 or 1 sq (starship scale) Base Atk +2; Grp +26 Atk Options Autofire (laser cannons) Abilities STR 38, DEX 27, INT 16 Skills Initiative +13, Mechanics +6, Perception +6, Pilot +13, Use Computer +6 Crew 1 (skilled); Passengers none Cargo 30kg; Consumables 1 week; Carried Craft none Hyperdrive x1 Availability Military; Cost 185,000 (80,000 used) Laser Cannons (Pilot): Atk +5, Dmg 6d10x2 Targeting Jammer Atk Special, Dmg Special As a move action the pilot may activate the targeting jammer. He makes a Use Computer check and compares the result against each ship within 3 sq. If the pilot's check beats a DC equal to 10 plus the enemy's Use Computer modifier, the enemy takes a -3 penalty on it's attack rolls. This effect lasts until the RZ-2's next turn. Ships of Colossal size or better get a +10 bonus to their DC. Ships that leave the 3 sq radius loose this penalty. Any ships that enter the affected area immediately compare the A-Wing's roll against their DC (10+modifier). If the A-Wing's check meets or beats this DC, they suffer the -3 penalty. Feethan Ottraw Scalable Assemblies Belbullab-22 Starfighter (Alternate Build; Original stats appear in the CWCG p. 204) Huge Starfighter (Rise of the Empire Era, Rebellion Era, etc. ) Init +6; Senses +6 ======================================== ======== Defense Ref 15 (flat-footed 12), Fort 40; Armor +4 HP 120; DR 5; SR 15; Threshold 50 ======================================== ======== Speed fly 16 squares (max. velocity 1050 km/h), fly 4 squares (starship scale) Ranged Triple Laser Cannons(2) +2 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +2; Grp +42 Abilities Str 30, Dex 17, Con --, Int 12 Skills Initiative +2, Mechanics +2, Perception +6, Pilot +6, Use Computer +2 ======================================== ======== Crew 1 (Skilled); Passengers none Cargo 65 kg tons; Consumables 2 days; Carried Craft none Hyperdrive: x1, nav computer Availability: Military; Cost 65,000 ( 26,000 used) Triple Laser Cannons(2) (pilot): Atk +2 Dmg: 3d10x2 Soulless One* Modified Feethan Ottraw Scalable Assemblies Belbullab-22 Starfighter Huge Starfighter (General Grievous s ship) Init +19; Senses Perception +12 ======================================== ======== Defense Ref 27 (flat-footed 22), Fort 26; Armor +4 HP 120; DR 10; SR 30; Threshold 36 ======================================== ======== Speed fly 16 sq. (max. velocity 1200 km/h), fly 5 sq. (starship scale) Ranged Triple Laser Cannons(2) +13 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover total 149

150 Base Atk +13; Grp +39 ======================================== ======== Abilities Str 42, Dex 20, Con --, Int 14 Skills Initiative +19, Mechanics +9, Perception +12, Pilot +14, Use Computer +9 ======================================== ======== Crew 1 (Unique*); Passengers none Cargo 65 kg ; Consumables 2 days; Carried Craft none Hyperdrive x1, nav computer (+3) Availability Military; Cost N.A.F.S. (L.V.A. 370,000) Comms Transceiver: HoloNet *this is with General Grievous at the controls Triple Laser Cannons(2) (pilot): Atk +13 Dmg: 3d10x2 Sienar Fleet Systems TIE Advanced x1 (when piloted by Darth Vader) Huge starfighter (Rebellion Era) Init +19; Senses Perception Defense Ref = 10 + (-2 Size mod) + 4 (ship's Dex) + 19 (Vader's level) = 31 (flat-footed = 27) ; Fort 24; +3 armour HP 90; DR 10; SR 20; Threshold Speed fly 16 squares (max. velocity 1,200km/h), fly 5 squares (starship scale) Ranged laser cannons +19 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +17; Grp +51 Atk Options Autofire (laser cannons) Abilities Str 38, Dex 18, Con -, Int 14 Skills Initiative +19, Mechanics +16, Perception +11, Pilot +19, Use Computer Crew 1 (Darth Vader: Saga page 261); Passengers 0 Cargo 150kg; Consumables 5 days; Carried Craft none Hyperdrive x4, 10-jump nav computer Availability Military; Cost NAFS (estimated 96,000) Heavy laser cannons (pilot) Atk +19 (+14 Autofire), Dmg 6d10x2 Notes: The above stats are for the TIE Advanced when piloted by Darth Vader (and so the Reflex Defence includes a +1 from Vader s 2 levels of Ace Pilot). Sienar Fleet Systems TIE Advanced x1 (when piloted by elite TIE pilots) Huge starfighter (Rebellion Era) Init +14 Senses Perception Defense Ref 15 (flat-footed 11), Fort 24; +3 armour HP 90; DR 10; SR 20; Threshold Speed fly 16 squares (max. velocity 1,200km/h), fly 5 squares (starship scale) Ranged laser cannons +12 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +10; Grp +34 Atk Options Autofire (laser cannons) Abilities Str 38, Dex 18, Con -, Int 14 Skills Initiative +14, Mechanics +12, Perception +12, Pilot +14, Use Computer Crew 1 (Ace); Passengers 0 150

151 Cargo 150kg; Consumables 5 days; Carried Craft none Hyperdrive x4, 10-jump nav computer Availability Military; Cost NAFS (estimated 96,000) Heavy laser cannons (pilot) Atk +12 (+7 Autofire), Dmg 6d10x2 Grek-wing Fighter (Knights of the Old Republic Era ship) Huge Starfighter Init +8; Senses Perception +6 Defense Ref 15 (flat-footed 11), Fort 22; +3 armor hp 70; DR 5; SR 10; Threshold 32 Speed fly 12 squares (max. velocity 500 km/hr), fly 4 squares (starship scale) Ranged laser cannons +4 (see below) Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +2; Grp +24 Atk Options autofire (twin laser cannon) Abilities Str 35, Dex 18, Con -, Int 14 Skills Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6 Crew 1 (skilled); Passengers none Cargo 20 kg; Consumables 3 days; Carried Craft none Availability Licensed; Cost 82,000 (36,000 used) Twin laser cannon (pilot): Atk +4 (-1 autofire), Dmg 2d10x2 StarSpeeder 3000 CL 6; Gargantuan space transport Init +5; Senses Perception +3 ================================== Defenses Ref 13 (flat-footed 11), Fort 22; +6 armor hp 90; DR 10; SR 15; Threshold 42 ================================== Speed 16 squares (max. velocity 1000km/h), 4 squares (starship scale) Ranged 2 twin light blaster cannons +3 (see below) Fighting Space 3x3 or 1 (starship scale); Cover total Base Atk +0; Grp +27 Atk Options autofire (2 blaster cannons) =================================== Abilities Str 38, Dex 17, Con --, Int 14 Skills Initiative +5, Mechanics +4 (+13*), Perception +3 (+3*), Pilot +5, Use Computer +9 (+13*) =================================== Crew 1 plus astromech droid (RX-S0 "Rexso"); Passengers 40 Cargo 45 tons; Consumables 1 Month; Carried Craft None Hyperdrive x1.5 (backup x12), nav computer, and 10-jump memory (astomech droid) Availability Licensed; Cost Not available for sale (unique) * If the ship has an astromech droid, use these skill modifiers instead 2 twin light blaster cannons (pilot): Atk +3 (-2 autofire); Dmg 3d10+0x2 Notes: The Starspeeder-3000 is a small freighter used by many transport companies throughout the galaxy, mainly for passenger transport. Some transporters don't like it due to its odd shape, resembling a long box. This is merely an aesthetics question because it could be a pretty good ship for trading. It has a better than average hyperdrive which gives it a head start over other vessels with a similar purpose. It excels even at sublight speeds and it can go toe to toe with any fighter when it comes to maneuverability. Also, cargo space should be enough for a small scale independent captain. On the other hand, it is poorly armoured and has fairly weak shields, making it vulnerable to attacks, so it is not meant to be used in the more dangerous systems. So, although it could be used as a trading ship, the Starspeeder-3000 is really designed for routine safe journeys, such as passengers traveling between two systems or tourism. It doesn't even need a pilot. With the optional aid of an astromech droid who fits in its own socket on top of the ship, it can be piloted by the dependable RX droid. The production companies responsible for the RX-series gave the older but proven RX an overhaul to fit snuggly in the cockpit, leaving as much room as possible for the passengers. Its personality makes sure they have an enjoyable time but when it comes to flying, the RX means serious business. Models adapted especially for passenger transport have features such as seats with extra padding and incorporated holo-viewers so they can watch the latest shows or follow up on the stockmarkets. There is even a basic dispenser of food and beverages suiting the taste of the majority of sentients but it is not designed for the more demanding passengers. Although comfortable, the Starspeeder-3000 lacks the luxury or the streamlines of other ships. 151

152 Theed Palace Space Vessel Engineering Corps N-1T Advanced Royal Starfighter Gargantuan starfighter (deployed shortly after Battle of Naboo) Init +8; Senses +6 ==================================== Defense Ref 19 (flat-footed 12), Fort 25; Armor +7 HP 60 ; DR 10; SR 15 Threshold 45 ===================================== Speed fly 16 squares (max. velocity 1100 km/h), fly 4 squares (starship scale) Ranged laser cannons +5 or Ranged Proton torpedo launchers +5 Fighting Space 4x4 or 1 square (starship scale); Cover total (pilot); +5 (astromech) Base Atk +2; Grp +30 Abilities Str 40, Dex 24, Con --, Int 16 Skills Initiative +8, Mechanics +6 (+13*), Perception +6, Pilot +8, Use Computer +6 (+13*) ======================================== ==== Crew 1; Passengers none Cargo 65kg ; Consumables 1 week; Carried Craft none Hyperdrive x1, 10 jump memory (astromech droid) Payload 10 proton torpedoes Availability ; Cost * use these values if the ship has an astromech droid. Correllian Engineering Corp. JumpMaster 5000 Gargantuan starfighter / scout ship (near end of Galactic Republic, etc.) Init +5; Senses Perception Defenses Ref 17 (flat-footed 12), Fort 25, +5 armor hp 100; DR 10; Threshold Speed fly 16 sq. (max. velocity 1,200 km/h), fly 5 sq. (starship scale) Ranged laser cannons +2 Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +0; Grp Abilities Str 40, Dex 20, Con -, Int 14 Skills Initiative +5, Mechanics +5, Perception +5, Pilot +5, Use Computer Crew 1 (normal); Passengers 1 Cargo 50 tons; Consumables 1 month; Carried Craft none Hyperdrive x3 Availability rare; Cost 115,000 credits Laser Cannons (pilot): Atk +2 Dmg 4d10x2 Republic Shipyards' Aurek Fighter (Alternate Build; Original stats appear in the KotORCG p. 180) Gargantuan Starfighter (KotOR Era Ship) Init +7; Senses Perception +6 Defense Ref 18 (flat-footed 12), Fort 24; +7 armor hp 100; DR 10; SR 50; Threshold 34 Speed fly 12 sq. (max. velocity 300 km/hr), fly 4 sq. (starship scale) Ranged laser cannons +4 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp +31 Atk Options autofire (laser cannons) Abilities Str 39, Dex 22, Con -, Int 14 Skills Initiative +7, Mechanics +6, Perception +6, Pilot +7, Use Computer +6 Crew 1 (skilled); Passengers none Hyperdive x2 (backup x5) Cargo 5 kg; Consumables 2 days; Carried Craft none 152

153 Availability Military; Cost 225,000 (95,000 used) Laser cannons (pilot): Atk +4 (-1 autofire), Dmg 4d10x2 TIE/pr Oppressor Heavy Fighter -- Gargantuan Starfighter (deployed after Battle of Yavin) Init +4; Senses Perception +6 Defense Ref 15 (12 flat-footed), Fort 25; +7 Armor HP 120; DR 10; SR 0; Threshold 45 Speed fly 12 sq (max. velocity 850 kph); fly 3 sq (starship scale) Ranged heavy laser cannons +4; concussion missiles +4; proton bomb +4 Fighting Space 3x3 or 1 sq (starship scale) Base Atk +2; Grp +29 Abilities STR 30, DEX 16, INT 14 Skills Initiative +4, Mechanics +6, Perception +6, Pilot +4, Use Computer +6 Crew 1 (skilled); Passengers none Cargo 10kg; Consumables 2 days; Carried Craft none Payload 8 Concussion Missiles, 16 Proton Bombs Hyperdrive x2 Availability Military (rare); Cost 150,000 (37,500 used) Heavy Laser Cannons (Pilot): Atk +4, Dmg 6d10x2 Concussion Missile Launchers (2): Atk +4, Dmg 7d10x2 Proton Bomb Launcher: Atk +4, Dmg 9d10x2 Y-TIE Ugly Gargantuan starfighter (Rebellion Era, etc.) Init +0; Senses Perception Defenses Ref 12 (flat-footed 12), Fort 26, +7 armor hp 120; DR 10; SR 25; Threshold Speed fly 12 sq. (max. velocity 800 km/h), fly 2 sq. (starship scale) Ranged laser cannons +2 (see below) and laser cannons +2 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +0; Grp Abilities Str 42, Dex 10, Con -, Int 14 Skills Initiative +0, Mechanics +5, Perception +5, Pilot +0, Use Computer Crew 2 (normal); Passengers none Cargo 110 kg; Consumables 1 week; Carried Craft none Laser Cannons (pilot): Atk +2 Dmg 4d10x2 Laser Cannons (gunner): Atk +2 Dmg 4d10x2 Notes: "Ugly" was the term used to describe a starfighter made of parts of varying origins. They were predominantly used by pirates, smugglers, and other groups that lacked the resources to purchase or build conventional starfighters. Ugly fighters were best known as products of independent shipyards in the Corellian system, but they could be found throughout the Galaxy. Some ugly types had relatively standardized designs, but most were unique and had wildly varied performance traits. An ugly generally tended to be a poor match for a modern conventional fighter, as they typically ended up with more of the weaknesses than the strengths of their component parts. Many uglies were amalgamations of parts from Rebel and Imperial craft. Examples of these include the TYE-wing, the Y-TIE Ugly, the X-TIE Fighter, the X-TIE Interceptor, the Z'ceptor, the Corellian/Bwing Ugly, the Twi'lek Chir'daki "Death Seed", and the Invid Clutch. Many "Uglies", such as TYE-Wings, were used by Kavil's Corsairs against Rogue Squadron. Other versions of Uglies could be found in pirate and mercenary fleets. The Sacorrian Triad was known to make heavy use of Uglies during the First Corellian Insurrection. Incom A-24 Slueth scout ship Gargantuan starfighter (Rise of the Empire Era, Rebellion Era) Init +0; Senses Perception

154 Defenses Ref 16 (flat-footed 12), Fort 26, +7 armor hp 150; DR 10; SR 20; Threshold Speed fly 16 sq. (max. velocity 1,000 km/h), fly 4 sq. (starship scale) Ranged laser cannons +5 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp Abilities Str 42, Dex 18, Con -, Int 16 Skills Initiative +5, Mechanics +6, Perception +6, Pilot +5, Use Computer Crew: 2 (normal); Passengers none Cargo (by type): A-24: 2 metric tons; A-24E: 220 kg; A-24P: 1 metric ton; Consumables (by type): A-24: 2 weeks; A-24E: 3 months; A-24P: 1 month; Carried Craft: 2 speeder bikes; Hyperdrive: x1 (x9 backup), nav computer Availibilty: Licensed Cost (by type): A-24: 207,000cr (new), 134,500cr (used); A-24E: 242,000cr (new), 157,500cr (used); A-24P: 222,000cr (new), 144,500cr (used); Laser Cannons (pilot): Atk +5 Dmg 4d10x2 " The A-24 was designed and released during the heyday of INCOM. The A-24 is a scout ship, capable of carrying only two persons: a single pilot and passenger; an astromech droid may serve as co-pilot. While older than more popular scout ships, the A-24 has excellent maneuverability and sublight speed for a vehicle of this class. " Variants: The A-24E or Explorer option is for maximum range and best serves a deep space star charting role. The A-24P or Prospector option is a balance of range and cargo capacity, and is best suited for a planetary surface study role. The A-24 base model has a relatively short range for a scout and is best suited for a bounty hunting role. Incom Corporation I-7 Howlrunner Gargantuan Starfighter (Rebellion Era, etc.) Init +6; Senses Perception +6 ====================================== Defense Ref 17 (flat-footed 12), Fort 26; Armor +7 HP 120; DR 10; SR 20; Threshold 46 ======================================== Speed fly 16 sq. (max. velocity 1300 km/h), fly 6 sq. (starship scale) Ranged Heavy laser Cannons (2 FL) +5 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp +33 ============================================== Abilities Str 42, Dex 20, Con --, Int 16 Skills Initiative +6, Mechanics +6, Perception +6, Pilot +6, Use Computer +6 ============================================= Crew 1 (Skilled); Passengers None Cargo 80 kg; Consumables 2 days; Carried Craft none Hyperdrive None Availability licensed; Cost 165,000 (New) Heavy laser Cannons (pilot): Atk +5, Dmg: 6d10x2 154

155 Alpha Class XG-1 Star Wing (Rebellion Era Imperial Fighter) Long Range Interceptor Gargantuan starfighter 15m Init +8; Senses perception+6 =================================== Defense Ref 16 (flat-footed 12), Fort 25; Armor +7 HP 130; DR 10; SR 40; Threshold 36 =================================== Speed fly 16 sq. (max. velocity 1000 km/h), fly 4 sq. (starship scale) Ranged Laser cannon (pilot) Atk +5 (+0 autofire), Dmg 4d10x2 Ranged Concussion Missile (pilot) Atk +5, Dmg 8d10x2, 4 square splash Fighting Space 3x3 or 1 square (starship scale); Cover total Base Atk +2; Grp +31 Atk Options autofire =================================== Abilities Str 43, Dex 18, Con --, Int 16 Skills Initiative +5, Mechanics +6, Perception +6, Pilot +5, Use Computer +6 =================================== Crew 1(skilled); Passengers none Cargo 100kg; Consumables 3 days; Carried Craft none Hyperdrive x1, nav computer Payload 8 missiles Availability military; Cost 200,000 Kuat Systems Engineering S40K Phoenix Hawk Light Pinnace Gargantuan Starfighter (Rise of the Empire & Rebellion Eras) Init +3; Senses Perception +5 ======================================== Defense Ref 15 (flat-footed 11), Fort 28; Armor +8 HP 150; DR 10; SR 30; Threshold 48 ======================================== Speed fly 12 sq. (max. velocity 990 km/h), fly 2 sq. (starship scale) Ranged Heavy Blaster Cannons (2 FL) +3 (see below) Light Ion Cannons (2 FL) +3 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp +33 ======================================== Abilities Str 46, Dex 14, Con --, Int 12 Skills Initiative +2, Mechanics +6, Perception +6, Pilot +3, Use Computer +6 ======================================== Crew 1 or 2 (Skilled); Passengers 4 Cargo 20 tons; Consumables 2 months; Carried Craft none Hyperdrive x2, nav computer (+1) Availability licensed; Cost 112,000 (New) Heavy Blaster Cannons (pilot or Gunner) Atk +3 Dmg: 6d10x2 Light Ion Cannons (pilot or Gunner) Atk +3 Dmg: 4d10x2 ion N.B.: This was a predecessor to the famous Firespray-31-class patrol craft. The Phoenix Hawk-class was designed to carry a small group of individuals across large distances of space. The designs goals were admirable: create a personal transport craft that was affordable by all classes of society, bringing space travel to as many beings as possible. However, in order to accomplish this goal, KSE cut as many corners as possible to keep costs down so as to not limit their sales to the wealthy. Accommodations within the Phoenix Hawk-class were cramped at best, and there were few amenities to be had for refitting the ship. In a twist of irony, the resulting craft was so spartan that the rich elite of the galaxy showed no interest in it whatsoever. 155

156 Count Dooku s Solar Sailer Huppla Pasa Tisc Shipwrights Collective Punworcca 116-class Interstellar Sloop (Alternate Build; Original stats appear in the CWCG p. 210) Gargantuan Space Transport Init +6; Senses Perception Defense Ref 16 (flat-footed 13), Fort 28; +8 armour HP 150; DR 10; SR 25; Threshold Speed fly 16 squares (max. velocity 1000km/h), fly 4 squares (starship scale) Ranged unarmed Fighting Space 12x10 or 1 square (starship scale); Cover total Base Atk +5; Grp +38 Atk Options none Abilities Str 46, Dex 16, Con -, Int 16 Skills Initiative +6, Mechanics +8, Perception +8, Pilot +6, Use Computer +8 Crew 1 (Expert); Passengers 1 Cargo 500kg; Consumables 2 weeks; Carried Craft none Hyperdrive x1.5, nav-computer Availability Licensed; Cost Unknown Cygnus Spaceworks Theta-class T-2c Personnel Transport (Alternate Build; Original stats appear in SotG p. 141) Gargantuan space transport Init +3; Perception Defense Ref 14 (flat-footed 12), Fort 26; +7 armor hp 120; DR 10; SR 20; Threshold Speed fly 16 squares (max. velocity 2,000 km/hr), fly 6 squares (starship scale) Ranged 2 quad laser cannons +4 (6d10x2) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp +33 Atk Options autofire (quad laser cannons) --- Abilities Str 42, Dex 14, Con -, Int 14 Skills Initiative +3, Mechanics +6, Perception +6, Pilot +3, Use Computer Crew 1 to 5 (skilled); Passengers 16 Cargo 50 tons; Consumables 2 months; Carried Craft none Hyperdrive x1 (backup x15), nav computer Availability Military; Cost not available for sale (but likely 120,000 new) Quadlaser cannons (gunner) Atk +4 (-1 autofire); Dmg 6d10x2 --- Laser cannon (gunner) Atk +4; Dmg 4d10x2 J-Type 327 Royal Starship Theed Palace Space Vessel Engineering Corps Colossal Space Transport Init +8; Senses Perception Defense Ref 17 (flat-footed 13), Fort 30; +13 armour HP 180; DR 15; SR 45; Threshold Speed fly 12 squares (max. velocity 920km/h), fly 3 squares (starship scale) Ranged unarmed Fighting Space 48x12 or 1 square (starship scale); Cover total 156

157 Base Atk +5; Grp +45 Atk Options none Abilities Str 50, Dex 18, Con -, Int 16 Skills Initiative +8, Mechanics +8 (+13*), Perception +8 (+3*), Pilot +8, Use Computer +8 (+13*) * if the ship has astromech droids, use these skill modifiers instead Crew 4 plus 8 astromech droids (Expert); Passengers 10 Cargo 4 tons; Consumables 3 weeks; Carried Craft none Hyperdrive x1/2, nav computer Availability Unique; Cost NAFS Notes: The craft was reserved for use only by the Naboo sovereign. The Royal starship has a compliment of eight astromech droids aboard for inflight repairs. While only one may carry out any job at once (recharging shields, rerouting power, etc) the others may use Aid Another to assist. J-Type Diplomatic Barge Theed Palace Space Vessel Engineering Corps/Nubia Stardrives Inc. Colossal Space Transport Init +1; Senses Perception Defense Ref 17 (flat-footed 13), Fort 30; +13 armour HP 180; DR 15; SR 50; Threshold Speed fly 12 squares (max. velocity 920km/h), fly 3 squares (starship scale) Ranged unarmed Fighting Space 12x24 or 1 square (starship scale); Cover total Base Atk +5; Grp +45 Atk Options none Abilities Str 50, Dex 16, Con -, Int 16 Skills Initiative +1, Mechanics +8 (+13*), Perception +8 (+3*), Pilot +1, Use Computer +8 (+13*) * if the ship has astromech droids, use these skill modifiers instead. Crew 5 plus 5 astromech droids (Expert); Passengers 10 Cargo 5 tons; Consumables 1 month; Carried Craft none Hyperdrive x0.7, nav computer Availability Unique; Cost NAFS The Royal cruiser has a compliment of five astromech droids aboard for in-flight repairs. While only one may carry out any job at once (recharging shields, rerouting power, etc) the others may use Aid Another to assist. The ship is also equipped with four under-wing recharge points for escorting fighters. Notes: The J-Type diplomatic barge was a starship used by the royalty of Naboo for diplomatic transport. Designed by the Theed Palace Space Vessel Engineering Corps, the craft succeeded the Naboo Royal Starship as primary transport for Naboo's queen and royal entourage. H-Type Nubian Yacht Theed Palace Space Vessel Engineering Corps/Nubia Stardrives Inc. Colossal Space Transport Init +3; Senses Perception Defense Ref 17 (flat-footed 12), Fort 24; +12 armour HP 100; DR 15; SR 15; Threshold Speed fly 16 squares (max. velocity 1,250km/h), fly 5 squares (starship scale) Ranged unarmed Fighting Space 24x9 or 1 square (starship scale); Cover total Base Atk +5; Grp +39 Atk Options none Abilities Str 39, Dex 20, Con -, Int 16 Skills Initiative +3, Mechanics +8 (+13*), Perception +8 (+3*), Pilot +3, Use Computer +8 (+13*) * if the ship has astromech droids, use these skill modifiers instead. Crew 1 to 4 plus 1 or 2 astromech droids (Expert); Passengers 1 Cargo 2 tons; Consumables 1 month; Carried Craft none Hyperdrive x0.9, nav computer 157

158 Availability Unique; Cost NAFS Notes: Though originally constructed for the Royal House, the yacht was not assigned to a member of Naboo's royalty. Instead, it was given to Senator Padmé Amidala after a failed assassination attempt on Coruscant resulted in the destruction of her Naboo Royal Cruiser, the J-Type Diplomatic Barge. Corellian Engineering Corporation YT-1760 Transport Colossal Space Transport (Released circa Battle of Naboo) Init -5; Senses Perception +5 Defense Ref 12 (flat-footed 12 ), Fort +26; Armor +12 HP 90; DR 10 ; Threshold 76 Speed fly 14 sq. (max. velocity 990 km/h), fly 3 sq. (starship scale) Ranged None Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +0; Grp +36 Abilities Str 42, Dex 10, Con --, Int 14 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 Crew 1 (normal); Passengers 8 Cargo 20 tons; Consumables 2 months; Carried Craft none Hyperdrive x1 (backup x12), nav computer Availability Licensed; Cost 80,000 (20,000 used) Corellian Engineering Corporation YT-1930 (Alternate Build; Original stats appear in Scum and Villany, p. 64) Colossal Space Transport (Released shortly before Battle of Yavin) Init -5; Senses +5 ======================================== Defense Ref 10 (flat-footed 10), Fort 26; Armor +10 HP 150; DR 10; SR 15; Threshold 76 ======================================== Speed fly 16 sq. (max. velocity 950 km/h), fly 4 sq. (starship scale) Ranged laser cannon +2 (see below) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +0; Grp +36 Abilities Str 42, Dex 10, Con --, Int 14 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 ============================================== Crew 2 (normal); Passengers 6 Cargo 200 tons; Consumables 4 months; Carried Craft none Hyperdrive x2 (x12 backup), nav computer Availability licensed; Cost 135,000 ( 34,000 used) Laser cannon (gunner): Atk +2 4d10x2 Corellian Engineering Corporation Star Shuttle Colossal (frigate) capital ship (Rise of the Empire era) Init -4; Senses Perception Defense Ref 13 (flat-footed 12), Fort 36; +12 armour HP 900; DR 15; SR 100; Threshold Speed fly 12 squares (max. velocity 610km/h), fly 3 squares (starship scale) Ranged unarmed Fighting Space 48x12 or 1 square (starship scale); Cover total Base Atk +0; Grp +37 Atk Options none Abilities Str 62, Dex 12, Con -, Int

159 Skills Initiative -4, Mechanics +5, Perception +5, Pilot -4, Use Computer Crew 4 (Normal); Passengers 200 Cargo 900 tons; Consumables 3 years; Carried Craft none Hyperdrive x1.5 (backup x 12), nav computer Availability Licensed; Cost 2.65 million Techno Union Starship Techno Union Hardcell-class Interstellar Transport (Alternate Build; Original stats appear in the CWCG p. 207) Colossal (frigate) capital ship Init -1; Senses Perception Defense Ref 15 (flat-footed 12), Fort 38; +12 armour HP 1,300; DR 15; SR 100; Threshold Speed fly 12 squares (800km/h), 3 squares (starship scale) Ranged 3 turbo laser batteries +9 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp Abilities Str 67, Dex 16, Con -, Int 20 Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer Crew 150 (skilled); Passengers 500 Cargo 3,000 tons; Consumables 6 months; Carried Craft 200 hailfire tanks, 200 other armoured vehicles Hyperdrive x1 (backup x12), nav-computer Availability Restricted; Cost Unknown Turbo laser battery (2 gunners) Atk +9 (-11 against targets smaller than Colossal), Dmg 5d10x5 Haor Chall Engineering C-9979 Trade Federation Landing Craft (Alternate Build; Original stats appear in the CWCG p. 205) Colossal (frigate) capital ship (Rise of the Empire era) Init -3; Senses Perception Defense Ref 15 (flat-footed 14), Fort 31; +14 armour HP 200; DR 15; SR 50; Threshold Speed fly 12 squares (587km/h), 3 squares (starship scale) Ranged 2 point defence laser batteries +0 (see below) Fighting Space 180x60 or 1 square (starship scale); Cover total Base Atk +2; Grp +47 Atk Options none Abilities Str 52, Dex 12, Con -, Int 14 Skills Initiative -3, Mechanics +6, Perception +6, Pilot -3, Use Computer Crew 88 droids (skilled); Passengers 30 repair droids, 40 command battle droids, 39 pilot battle droids, 15 security battle droids, 4368 battle droids Cargo 1800 tons (used for carried craft and passengers); Consumables 1 day; Carried Craft 28 troop carriers, 11 MTTs, 114 AATs Hyperdrive none Availability Restricted; Cost 200,000 (75,000 used) Point defence laser battery (4 gunners) Atk +4, Dmg 2d10x2 159

160 Corellian Engineering Corporation Barloz Class (Alternate Build; Original stats appear in the CWCG p. 75) Colossal space transport (Rise of the Empire Era, etc.) Init -5; Senses perception +5 =================================== Defense Ref 12 (flat-footed 12), Fort 25; Armor +12 HP 180; DR 10; SR 15; Threshold 75 =================================== Speed fly 12 sq. (max. velocity 950 km/h), fly 2 sq. (starship scale) Ranged laser cannon +1 (see below) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +0; Grp +35 =================================== Abilities Str 40, Dex 10, Con --, Int 12 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 =================================== Crew 2 (normal); Passengers 4 Cargo 120 tons; Consumables 2 months; Carried Craft none Hyperdrive x2 (backup x12), nav computer Availability licensed; Cost 120,000 (30,000 used) Laser cannon (gunner) Atk +1, Dmg 4d10x2 Wayfarer-Class Medium Transport Colossal Space Transport (Rise of the Empire Era, etc.) Init -4; Senses Perception +6 =================================== Defense Ref 12(flat footed 12), Fort 28; Armor +12 HP 140; DR 15 ; SR 45; Threshold 78 =================================== Speed fly 12 sq. (max. velocity 830 km/h), fly 2 sq. (starship scale) Ranged laser cannons +4 (see below) and quad laser cannon +4 (see below) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +2 ; Grp +38 =================================== Abilities Str 44, Dex 10, Con --, Int 14 Skills Initiative -4, Mechanics +6, Perception +6, Pilot -4, Use Computer +6 =================================== Crew 10 (skilled); Passengers 6 Cargo 220 tons; Consumables 3 months; Carried Craft varies (2 huge star fighters) Hyperdrive x2 (backup x14), nav computer Availability licensed Cost Laser cannons (gunner) Atk +4 (-1 autofire), Dmg 5d10 x2 Quad laser cannon (gunner) Atk +4 (-1 autofire), Dmg 6d10x2 SoroSuub Personal Luxury Yacht 3000 Colossal space transport (Rise of the Empire Era, etc.) Init -5; Senses Perception Defenses Ref 14 (flat-footed 11), Fort 23, +11 armor hp 80; DR 15; SR 15; Threshold

161 Speed fly 12 squares (max. velocity 850 km/h), fly 4 squares (starship scale) Fighting Space 12x12 or 1 square (starship scale); Cover total Base Atk +0; Grp Abilities Str 36, Dex 16, Con -, Int 14 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer Crew 1 (normal); Passengers 10 Cargo 100 tons; Consumables 1 month; Carried Craft none Hyperdrive x2 (backup x14), nav computer Availability Licensed; Cost 250,000 new (150,000 used) CEC YZ-775 Transport (Official Wizards of the Coast stats from CL 12; Colossal (frigate) space transport Init 3; Senses Perception +5 Defense Ref 13 (flat-footed 11), Fort 34; +11 armor hp 650; DR 15; SR 90; Threshold 134 Speed fly 12 squares (max. velocity 950 km/h), fly 3 squares (starship scale) Ranged double turbolasers +3* (see below) and Ranged 2 double laser cannons +3 (see below) and Ranged 2 proton torpedoes +3 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +0; Grp +49 Atk Options autofire (double laser cannons), fire-link (double laser cannons, proton torpedoes) Abilities Str 59, Dex 14, Con, Int 16 Skills Initiative 3, Mechanics +5, Perception +5, Pilot 3, Use Computer +5 Crew 8 (Normal); Passengers 14 Cargo 400 tons; Consumables 6 months; Carried Craft none Payload 24 proton torpedoes Hyperdrive x1 (backup x12), nav computer Availability Licensed; Cost 500,000 credits (350,000 used) * Apply a 20 penalty on attacks against targets smaller than Colossal in size. Double turbolasers (gunner) Atk +3 ( 17 against targets smaller than Colossal); Dmg 5d10 x 5 Double laser cannons (gunner) Atk +3 ( 2 autofire); Dmg 5d10 x 2 Proton torpedoes (pilot) Atk +3; Dmg 9d10 x 2 YZ 775 (Alternate Fan-made build) CL 11 (Rebellion Era, etc.) Colossal Space Transport (52 Meters) Init -3 Senses Perception +5 ============================== Defenses Ref 14 Fort 32 Armor+12 HP 210 DR 15 Threshold 82 ============================== Speed: Fly 12 Squares, Fly 2 Squares (Starship Scale) Ranged TurboLaser-3 (Vs Smaller then Colossal) or TurboLaser+17 (Vs Colossal) Ranged Twin Laser Cannon +2 (Single Fire) or Twin Laser Cannon +0 (Rapid Fire) 161

162 Twin Laser Cannon -3 (Auto Fire) Character Scale Ranged Proton Torpedo +2 (Single launch) Proton Torpedo +7 (Double launch) Fighting Space 12x24 or 1 space (Starship Scale) Base +0 ============================== Abilities Str 54 Dex 14 Int 16 Skills Initiative -3 Mechanics+7 Perception+5 Pilot -3 Use Computers+7 ============================== Crew 8 Passengers 14 Cargo 400 Consumables 6 months Payload 12 Hyperdrive x1(x12) Nav Computer Availability Licensed Cost 500,000 (350,000 used) ============================== Turbolaser*-20 vs smaller then colossal Partial Turret TOP Front, Right, Left Attack +17 Damage 5d10x5 2 Twin Laser Cannons (2)*- 2 Rapid fire (-5 Auto Fire) Full Turret SIDES Attack +2 Damage 4d10x2 (5d10x2 Rapid fire) Proton Torpedoes (2)*+5 Targeting Computer (uses 2 Torpedoes) FRONT Attack +2 Damage 9d10x2 ============================== The YZ-775 s Proton Torpedoes are equipped with a Targeting Computer that allows both torpedo tubes to launch simultaneously at the expense of 2 torpedoes. Haor Chall Sheathipede-class Neimoidian Transport Shuttle (Alternate Build; Original stats appear in the CWCG p. 210) Colossal Space Transport Init -4; Senses Perception Defense Ref 11 (flat-footed 11), Fort 22; +11 armour HP 60; DR 15; SR 15; Threshold Speed fly 12 squares (max. velocity 850km/h), fly 3 squares (starship scale) Ranged 1 laser cannon +4 (see below) Fighting Space 12x10 or 1 square (starship scale); Cover total Base Atk +2; Grp +34 Atk Options none Abilities Str 34, Dex 10, Con -, Int 14 Skills Initiative -4, Mechanics +6, Perception +6, Pilot -4, Use Computer Crew 1 (Skilled); Passengers 5 Cargo 500kg; Consumables 5 days; Carried Craft none Hyperdrive none Availability Licensed; Cost 22,000 (9,000 used) Laser cannon (pilot) Atk +4, Dmg 4d10x2 Sienar Fleet Systems Sentinel-class Landing Craft (Alternate Build; Original stats appear in the FUCG p. 206) Colossal space transport Init +0; Senses Perception Defense Ref 15 (flat-footed 13), Fort 28; +13 armour HP 150; DR 15; SR 25; Threshold

163 Speed fly 16 squares (max. velocity 1000km/h), fly 3 squares (starship scale) Ranged 2 laser cannon batteries +11 (see below) and 1 ion cannon +5 (see below) concussion missiles + 5 (see below) 2 repeating blasters +0 (see below, character-scale only) Fighting Space 13x9 or 1 square (starship scale); Cover total Base Atk +2; Grp +40 Atk Options Autofire (laser cannons) Abilities Str 46, Dex 15, Con -, Int 16 Skills Initiative -3, Mechanics +6, Perception +6, Pilot -3, Use Computer Crew 5 (skilled); Passengers 54 storm troopers (with 12 E-WEBs) Cargo 180 tons (passengers and craft); Consumables 1 month Carried Craft 6 speeder bikes; Payload 4 missiles Hyperdrive x1 (backup x10), nav computer Availability Military; Cost NAFS Laser cannon battery (1 gunner) Atk +11 (+6 autofire), Dmg 4d10x2 Ion cannon (1 gunner) Atk +5, Dmg 4d10x2 Concussion missiles (1 gunner) Atk +5, Dmg 8d10x2, 4-square splash Repeating blasters (1 gunner) Atk +0 (autofire only), Dmg 3d8 Black Obsession Modified MonCal A-Z-Z-3 Light Freighter (Rebellion Era) Colossal Space Transport Init PC's -8; Defense Ref 16 (flat-footed 14), Fort 26; +14 armor hp 130; DR 15; SR 30; Threshold 76 Speed fly 12 squares (max 800 km/h), fly 3 squares (starship scale) Ranged 2 laser cannons (gunner) Atk BAB+2, Dmg 4d10x2 Fighting Space 12x12 or 1 square (starship scale) Grapple +36 Abilities Str 42, Dex 14, Con --, Int 14 Skills -8 to player's Initiative and Pilot Crew 4; Passengers 8 Cargo 60 tons; Consumables 2 months Hyperdrive x1 (backup x12), nav computer Special Backup shields (SR 30), backup sensors, backup life support Mon Calamari MC80 Star Cruiser Colossal (cruiser) capital ship (Rebellion Era, etc.) Init -1; Senses Perception +6 ====================================== Defense Ref 17 (flat-footed 14), Fort 57; Armor +14 HP 1800; DR 20; SR 150** Threshold 257 ====================================== Speed fly 3 squares (starship scale) Ranged 4 Turbo laser batteries +16* (see below) and 2 ion cannon batteries +14* (see below) and 6 tractor beams +6* (see below) Fighting Space 2x2 (starship scale); Cover total Base Atk +2; Grp +69 Abilities Str 104, Dex 16, Con --, Int 18 Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer

164 ======================================== Crew (skilled); Passengers 1200 (troops) Cargo 20,000 tons; Consumables 2years; Carried Craft Hyperdrive x2 (backup x9), nav computer Availability Military; Cost Not available for sale * Apply a -20 penalty on attacks against targets smaller than Colossal size ** Backup shield generators allow a re-roll of any failed mechanics check used to restore shields. The second roll must be taken regardless. Turbolaser battery (6 gunners) Atk +16 (-4 against targets smaller than Colossal), Dmg 5d10x5 Ion cannon battery (5 gunners) Atk +14 (-6 against targets smaller than Colossal), Dmg 3d10x5 Tractor Beam (2 gunners) Atk +6 (-14 against targets smaller than Colossal), Dmg (grapple +69) Mon Calamari Home One MC80 Command Cruiser Colossal 3800m cruiser / capital ship (Rebellion Era) Init -1; Senses Perception +6 ======================================== Defense Ref 17 (flat-footed 14), Fort 57; Armor +14; Serridge SEAL Shielding System; titanium alloy hull HP 2400; DR60; SR 240** Threshold 257 ======================================== Speed fly 3 squares (starship scale) 30 mglt Ranged 24 Taim & Bak XV9 Heavy Turbolasers Atk +16 (-4 against targets smaller than Colossal), Dmg 8d10x5 Ranged 8 ArMek SW-7 Ion cannons, 142 point defense laser cannons, Atk +14 (-6 against targets smaller than Colossal), Dmg 8d10x5 Ranged 8 concussion missile launchers (10 missiles each) Atk +6 Dmg: 7d10x5 Ranged 142 Point laser cannons; Atk +10; Dmg: 5d10x2 Ranged 6 Phylon Q7Tractor Beam (2 gunners) Atk +6 (-14 against targets smaller than Colossal), Dmg (grapple +69) Fighting Space 2x2 (starship scale); Cover total Base Atk +2; Grp +69 Abilities Str 104, Dex 16, Con --, Int 18 Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer +6 ======================================== Crew (skilled); Passengers 3400 (troops) Cargo 60,000 tons; Consumables 2years; Carried Craft 10 squadrons of Alliance fighters. Hyperdrive x1 (backup x9), nav computer Availability Military; Cost Not available for sale * Apply a -20 penalty on attacks against targets smaller than Colossal size ** Backup shield generators allow a re-roll of any failed mechanics check used to restore shields. The second roll must be taken regardless. Trade Federation Cruiser (Invisible Hand) (Alternate Build; Original stats appear in the CWCG p. 209) Modified Free Dac Volunteers/Pammant Docks Providence-class carrier/destroyer Colossal (Cruiser) capital ship Init -2; Senses Perception Defense Ref 15 (flat-footed 13), Fort 54; +13 armour HP 1800; DR 20; SR 180; Threshold Speed fly 16 squares (max. velocity 1050km/h), fly 3 squares (starship scale) Ranged 8 quad turbo laser cannons +6 (see below) and 10 dual point defence laser batteries +8 (see below) and 1 heavy ion cannon battery +8 (see below) and 2 point defence ion cannon batteries +16 (see below) and 8 tractor beams +6 (see below) and 8 proton torpedo batteries +16 (see below) Fighting Space 2x2 (starship scale); Cover total Base Atk +2; Grp

165 Atk Options none Abilities Str 98, Dex 14, Con -, Int 18 Skills Initiative -2, Mechanics +5, Perception +5, Pilot -2, Use Computer Crew 600 (Skilled); Passengers 1.5 million battle droids Cargo 50,000 tons; Consumables 4 years; Carried Craft 120 tri-fighters, 120 Vulture droid starfighters, 160 MTTs, 280 droid armoured vehicles. Payload 16 missiles per battery Hyperdrive x1.5 (backup x15), nav computer Availability Military; Cost NAFS (estimated at 125 million) Quad turbo laser cannon (1 gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg 6d10x5 Dual point defence laser battery (2 gunners) Atk +8, Dmg 2d10x5 Heavy ion cannon battery (2 gunner) Atk +8 (-12 against targets smaller than Colossal), Dmg 9d10x2, ion Point defence ion cannon battery (6 gunners) Atk +16, Dmg 3d10x2, ion Tractor beam (2 gunners) Atk +6 (-14 against targets smaller than Colossal), Dmg (grapple +76) Proton torpedo battery (6 gunner) Atk +16 (-4 against targets smaller than Colossal), Dmg 9d10x2 Gallofree Yards GR-45 Light Transport CL 6 (Rise of the Empire Era, Rebellion Era, etc.) Colossal space transport Init -5; Senses Perception +5 ================================== Def: Ref 12 (flat-footed 12), Fort 27; Armor +12 hp 150; DR 15; SR 20; Threshold 27 ====================================== Speed fly 10 sq. (max. velocity 650 km/h), fly 2 sq. (starship scale) Ranged laser cannon +2 (see below) Fighting Space 12/12 or 1 square (starship scale); Cover total Base Atk +0; Grp +37 Abilities Str 45, Dex 10, Con --, Int 14 Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 =============================================== Crew 3 (normal); Passengers 10 Cargo 125 tons; Consumables 2 months; Carried Craft none Hyperdrive x2 (x12 backup), nav computer Availability Licensed; Cost 125,000 (35,000 used) Laser cannon (Gunner) Atk +2, Dmg 4d10x2 The Roustabout (Modified Gallofree Yards GR-45 Light Transport) CL 8 Colossal space transport Init +1; Senses Perception +8 ====================================== Defense Ref 18 (flat-footed 12), Fort 32; Armor +15 hp 200; DR 15; SR 30; Threshold 32 ======================================= Speed fly 14 squares (max. velocity 650 km/h), fly 3 squares (starship scale) Ranged 2 laser cannons +9 (see below) Ranged heavy laser cannons +9 (see below) 165

166 Fighting Space 12/12 or 1 square (starship scale); Cover total Base Atk +5; Grp +47 Abilities Str 54, Dex 16, Con --, Int 18 Skills Initiative +1, Mechanics +8, Perception +8, Pilot +1, Use Computer +8 ============================================== Crew 3 (expert); Passengers 10 Cargo 100 tons; Consumables 4 months; Carried Craft none Hyperdrive x2 (x12 backup), nav computer Availability Restricted; Cost 350,000 (unique) Laser cannons (2 gunners): Atk +9, Dmg 4d10x2 Heavy laser cannons (pilot): Atk +9, Dmg 6d10x2 Despair (Lictor-class Dungeon Ship) CL? (Clone Wars / Jedi Purge Era) Colossal (cruiser) capital ship Init -4; Senses Perception Defense Ref 17 (flat-footed 14), Fort 44; +14 armor hp 1,800; DR 18; SR 125; Threshold Speed fly 2 squares (starship scale) Ranged 10 quad laser batteries +13 (see below) and 2 tractor beams +11* (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp Abilities Str 78, Dex 16, Con --, Int 20 Skills Initiative -4 Mechanics +6, Perception +6, Pilot +6, use Computer Crew 860 (skilled); Passengers 1,000 (troops), 400 (dungeoneers), 8,000 (standard prisoners), 1,000 (prisoners in special holding cells) Cargo 12,000 tons; Consumables 2 years; Carried Craft 12 TIE Fighters (any variant), 2 Lambda-class shuttles, 1 Assault Transport, 4 Starwing Assault Gunboats, 2 AT-STs. Hyperdrive x2 (backup x8), nav computer (+2) Availability Military; Cost not available for sale * Apply a -20 penalty on attacks against targets smaller than Colossal size. Quad laser battery (4 gunners): Atk +13, Dmg 2d10x2 Tractor-beam (3 gunners): Atk +11 (-9 against targets smaller than Colossal), Dmg --- (grapple +56) Tactical Fire: As a StAtct, the Lictor-class Dungeon ship may forgo all attacks to provide tactical fire to a 2-square radius around itself. All enemy ships within that area are reduced to ½ of their starship scale speed. Victory-I class Star Destroyer (Alternate Build; Original stats appear in the FUCG p. 210) Colossal (cruiser) capital ship Init -2; Senses Perception +6 Defense Ref 14 (flat-footed 12), Fort 50; +12 armor hp 1,200; DR 20; SR 165; Threshold 250 Speed fly 2 squares (starship scale) Ranged Quad Turbolaser battery +15* 4 Double Turbolaser Batteries +15* 8 Concussion Missile Launcher Batteries +15* 5 Tractor Beam Projectors +7* Fighting space 2x2 squares (starship scale); Cover total Base Atk +2; Grp +72 Abilities Str 90, Dex 14, Con --, Int 20 Skills Initiative -6, Mechanics +6, Perception +6, Pilot -2, Use Computer +6 Crew 5,200 (skilled); Passengers 2,040 (troops) Cargo 8,100 tons; Consumables 4 years; Carried Craft 14 TIE Fighters, 4 shuttles, 6 landing barges, 10 AT-ATs, 15 AT-STs 166

167 Hyperdrive x1 (backup x15), navcomputer Availability Military; Cost not available for sale * This weapon has a -20 penalty to attack rolls against targets size Colossal or smaller Quad Turbolaser Battery (5 gunners) Atk +15 (-5 against targets Colossal or smaller); Dmg 5d10x5 Double Turbolaser Battery (5 gunners) Atk +15 (-5 against targets Colossal or smaller); Dmg 3d10x5 Concussion Missile Launcher Battery (5 gunners) Atk +15 (-5 against targets Colossal or smaller); Dmg 9d10x5 Tractor Beam Projector (gunner) Atk +7 (-13 against targets Colossal or smaller); Dmg -- (Grp +72) Imperial II class Star Destroyer (Alternate Build; Original stats appear in the SotG p. 96) CL 22; Collossal 1600m (Rebellion Era, etc.) Init -2; Senses perception +6 ======================================== Defense Ref 20 (flat-footed 18), Fort 61; Armor +18 HP 2900; DR 20; SR 175; Threshold 261 ======================================== Speed fly 3 sq. (starship scale) Fight Space 2x2 sq. (starship scale); Cover total Base Atk +0; Grp +45 Abilities Str 112, Dex 14, Con --, Int 22 Skills Initiative -3, Mechanics +6, Perception +6, Pilot -2, Use Computer +6 ======================================== Crew 36,810(Skilled) Passengers 9700 Cargo 36k mt; Consumables 6 year; Carried Craft 1 wing, 15 delta, 8 lambda, 5 xg1, 1 gamma, skiprays Hyperdrive x1/x8 Availability Military Cost 3.8 billion * Apply a -20 penalty on attacks against targets smaller than Colossal size ======================================== Ranged Duel Heavy Turbolaser Turret (3) Atk +8 (-12 against targets smaller than Colossal) ; Dmg 8d10x5 (198) Located on Command Tower Structure Ranged Duel Heavy Ion Cannon Turret (1) Atk +8 (-12 against targets smaller than Colossal); Dmg 8d10x5 (198) Located on First Terrace Ranged Quad Heavy Laser Canon (1) Atk +8 (-12 against targets smaller than Colossal); Dmg 6d10x5 (165) Located in each Side Trench Ranged Octuple Turbolasers Battery (4) Atk +13 (-7 against targets smaller than Colossal); ); Dmg 8d10x5 (198) Broadside or Front Barbettes Ranged Point Defense Laser Canons Battery (6) Atk +13 (+8 autofire); Dmg 2d10x2 Located Everywhere Ranged Point Defense Ion Canons Battery (2) Atk +13 (+ 8 autofire); Dmg 3d10x2 Located Everywhere RangedTractor Beam Profector (5) Atk +8 (-12 against targets smaller than Colossal); Dmg - Imperial Wing 3 TIE Fighter (by Endor 1 TIE was phased out in favor of 1 more Interceptor) 1 TIE Interceptor 1 TIE Bomber or TIE/gt (bomber) 1 TIE/rc and TIE/fc (2 flights rc and 1 flight fc) Notes: SR is calculated differently (So bombers can get through shield.) SR is half of shield in Saga but you should already know that. Battery Fire grant +1 for each gun in battery and there are 5 guns in each battery (for more heroic starfighter games). Simply add +4 to all battery fire weapons for official battery rules. Golden Nyss Shipyards' Trill Light Hauler Colossal space transport (KotOR Era ship) Init: -5; Senses: Perception +5 Defense: Ref 13 (flat-footed 13), Fort 30; +13 armor hp: 180; DR 15; SR 50; Threshold 80 Speed: fly 8 sq. (max. velocity 200 km/hr), fly 2 sq. (starship scale) Ranged: twin laser cannons +2 (see below) or Ranged: light laser cannon +2 (see below) 167

168 Fighting Space: 12x12 or 1 square (starship scale); Cover: total Base Atk: +2; Grp: +42 Atk Options: autofire (twin laser cannon) Abilities: Str 50, Dex 10, Con -, Int 14 Skills: Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 Crew: 3 (normal); Passengers: 6 Cargo: 100 tons; Consumables: 3 months; Carried Craft: none Hyperdive: x3 (backup x8) Availability: Licensed; Cost: 165,000 (45,000 used) Twin laser cannons (2 gunners) Atk: +2 (-3 autofire), Dmg: 2d10x2 Light laser cannon (pilot) Atk: +2 Dmg: 3d10x2 Sith Personal Transport Colossal space transport (KotOR Era ship) Init: -5; Senses: Perception +5 Defense: Ref 10 (flat-footed 10), Fort 34; +10 armor hp: 250; DR 15; SR 75; Threshold 84 Speed: fly 12 sq. (max. velocity 350 km/hr), fly 2 sq. (starship scale) Ranged: blaster cannons +2 (see below) Fighting Space: 12x12 or 1 square (starship scale); Cover: total Base Atk: +2; Grp: +46 Atk Options: autofire (blaster cannons) Abilities: Str 59, Dex 10, Con -, Int 14 Skills: Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5 Crew: 4 (normal); Passengers: 250 Cargo: 250 tons; Consumables: 6 weeks; Carried Craft: none Hyperdive: x4 Availability: Restricted; Cost: 570,000 (155,000 used) Blaster cannons (gunner) Atk: +2 (-3 autofire), Dmg: 2d10x2 Republic Shipyards' Cruiser Colossal (frigate) capital ship (KotOR Era ship) Init -2; Senses Perception +6 Defense Ref 13 (flat-footed 11), Fort 36; +11 armor hp 900; DR 15; SR 100; Threshold 136 Speed fly 2 squares (starship scale) Ranged 14 point-defense laser cannons +4 (see below) and 2 double heavy turbolaser cannons* (see below) and 2 heavy turbolaser cannons* (see below) and 8 point-defense twin laser cannons (see below) Fighting Space 2x2 (starship scale); Cover total Base Atk +2; Grp +53 Atk Options autofire (point-defense twin laser cannons) Abilities Str 62, Dex 14, Con -, Int 14 Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer +6 Crew 700 (skilled); Passengers (troops) Cargo 5000 Metric tons; Consumables 10 months; Carried Craft 24 Aurek Fighters Hyperdrive x2 (backup x4) Availability Military; Cost 6,530,000 (2,808,000 used) *Apply a -20 penalty on attacks against targets smaller than Colossal size. Double Heavy Turbolaser Cannon (gunner) Atk +4 (-16 against targets smaller than Colossal), Dmg 4d10x5 Point-defense Laser Cannon (gunner) Atk +4, Dmg 2d10x2 Heavy Turbolaser Cannon(gunner) 168

169 Atk +4 (-16 against targets smaller than Colossal), Dmg 10d10x5 Point-defense Twin Laser Cannon (gunner) Atk +4 (-1 autofire), Dmg 2d10x2 Republic Shipyards' Troop Transport Colossal frigate / capital ship (KotOR Era ship) Init -2; Senses Perception +6 Defense Ref 13 (flat-footed 11), Fort 34; +11 armor hp 600; DR 15; SR 100; Threshold 134 Speed fly 3 squares (starship scale) Ranged 2 double heavy turbolaser cannons* (see below) and 2 heavy turbolaser cannons* (see below) and 2 light turbolaser cannons* (see below) Fighting Space 2x2 (starship scale); Cover total Base Atk +2; Grp +51 Abilities Str 58, Dex 14, Con -, Int 14 Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer +6 Crew 150 (skilled); Passengers (troops) Cargo 500 Metric tons; Consumables 6 months; Carried Craft 12 Aurek Fighters Hyperdrive x2 (backup x4) Availability Military; Cost 2,210,000 (950,000 used) *Apply a -20 penalty on attacks against targets smaller than Colossal size. Double Heavy Turbolaser Cannon (gunner) Atk +4 (-16 against targets smaller than Colossal), Dmg 5d10x5 Heavy Turbolaser Cannon (gunner) Atk +4 (-16 against targets smaller than Colossal), Dmg 10d10x5 Light Turbolaser Cannon (gunner) Atk +4 (-16 against targets smaller than Colossal), Dmg 4d10x5 Sith Battleship Colossal frigate / capital ship (Sith Wars Era Starship) Init -2; Senses Perception Defenses Ref 14 (flat-footed 12), Fort 38, +12 armor hp 1260; DR 15; Threshold Speed fly 3 squares (starship scale) Ranged 2 blaster cannon batteries +8 (see below) Ranged 1 concussion missile battery +8 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp Abilities Str 66, Dex 14, Con -, Int 14 Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer Crew 25 (skilled); Passengers 850 Cargo 5,000 tons; Consumables 1 year; Carried Craft none known Hyperdrive x4 (backup x12), nav computer Availability Military; Cost not available for sale Blaster cannon battery (3 gunners) Atk +8 Dmg 4d10x2 Concussion missile battery (3 gunners) Atk +8 Dmg 8d10x2 169

170 SPACE STATIONS XQ2 Space Platform (Official Wizards of the Coast Stats) Bengel Shipbuilders XQ2 Platform CL 16 Colossal (station) space station Init 10; Senses Perception +5 Defense Ref 10 (flat-footed 10), Fort 70; +15 armor hp 2,500; DR 20; SR 200; Threshold 570 Speed fly 0 squares (starship scale) Ranged 3 turbolaser batteries +2* (see below) and 2 point-defense laser cannon batteries +2 (see below) Fighting Space 2 x 2 (starship scale); Cover total (crew) Base Atk +0; Grp Abilities Str 131, Dex 0, Con, Int 18 Skills Initiative 10, Mechanics +5, Perception +5, Pilot 10, Use Computer Crew 1,598 (normal); Passengers 10,000 Cargo 100,000 tons; Consumables 5 years; Carried Craft 36 starfighters (any type), 20 cargo shuttles Availability Restricted; Cost 30,000,000 (18,000,000 used) * Apply a 20 penalty on attacks against targets smaller than Colossal in size. Turbolaser battery (5 gunners) Atk +2 ( 18 against targets smaller than Colossal); Dmg 4d10 x 5 Point-defense laser cannon battery (3 gunners) Atk +2; Dmg 3d10 x 2 The XQ2 Platform is a basic space station designed to act as a waypoint for travelers visiting highly populated planets. Designed for deployment just at the edge of the atmosphere of planets with heavy space traffic, the XQ2 Platform helps alleviate take off and landing traffic jams by regulating the flow of ships into and out of a star system. Many Core Worlds, such as Brentaal, have dozens of similar space platforms in low orbit, using them as cargo transit facilities and travel waypoints to keep traffic flowing smoothly. Space platforms such as the XQ2 have relatively small crews and very few permanent residents; most of the people aboard a platform are there only temporarily. Some interstellar passenger lines use XQ2 Platforms as staging areas for their journeys, allowing passengers to take shuttles up to the platform before boarding larger liners that cannot enter a planet's atmosphere with ease. An XQ2 Platform is quite modular and can be adapted to suit passengers as well as large amounts of cargo. The XQ2 Platform features a large, cylindrical central structure flanked on three sides by landing platforms and docking bays. The upper section of the central area features an octagonal structure that houses the majority of the platform's living and passenger areas. Several decks in these areas have large windows that look out on the space surrounding the station, usually affording an excellent view of the planet below. Atop the livable area is a landing platform where larger ships can dock, connecting to the station via sealed conduits. A single large docking bay rests on the ventral side of the station, though in most cases it is used only if the three hangar bays are completely full. At the core of its design, the XQ2 Platform has the capability to support a large number of passenger vessels and cargo haulers simultaneously. The three primary hangars face outward at angles that allow multiple ships to approach the station at once. Each hangar also features an external landing dock where smaller ships (such as starfighters and personal shuttles) can land and wait for clearance to enter the hangar bay, moving on repulsors to conserve fuel. Each hangar bay can hold up to 20 ships of Colossal size or smaller. Additionally, a bay could accommodate a ship as large as a Corellian CR90 Corvette if space were cleared, though no other ships could comfortably dock in that hangar for the duration of the larger ship's stay. Each docked ship is afforded its own landing space, complete with refueling stations and cargo loaders at its disposal. Station security monitors each docking bay closely from a central control tower, located one deck above the hangar bays. Unlike most control towers, the tower in the XQ2 Platform does not actually look out over the hangars, instead relying on electronic surveillance to keep tabs on each docking bay. 170

171 For a space station, the XQ2 is lightly defended, mostly because it serves more as a waypoint than as a strategic locale. The station has three turbolaser batteries to fend off capital ships, such as those used by pirates and mercenaries, and two point-defense laser batteries to protect against smaller vessels. However, the station's primary defenses are its three starfighter squadrons. Though not every XQ2 has three full squadrons (some owners of the platform might not be able to afford that many fighters and pilots), the platform can support up to 36 defensive starfighters, in addition to any fighters that might be docked in the commercial bays. The fighter squadrons defending an XQ2 Platform usually reside in the ventral docking bay, launching from the bottom of the station at the first sign of trouble. History The XQ2 Platform is the successor to the popular XQ1 series and began production shortly after the start of the Galactic Civil War. Since businesses and organizations bought the XQ1 Platform in large numbers, engineers at Bengel Shipbuilders turned their attention to refining the design concepts and upgrading them with the company's newfound wealth. The result was the XQ2, which provides more cargo space, more living space, and more amenities than its predecessor. The XQ1 Space Platform, as depicted in the Star Wars: X-wing Alliance computer game. When production of the XQ2 was announced, orders came in at a rate so high that Bengel Shipyards had to cut off new orders to meet the existing demand. The XQ2 Platform's increased stability and comfort level also encouraged some wealthy businesses to replace their XQ1 models (which, at the time, were less than five years old). Unfortunately, Bengel Shipbuilders fell victim to its own success. Unable to keep up with the demands of their customers, the company leased shipbuilding facilities from other shipyards, such as Kuat Drive Yards and the Corellian Engineering Corporation. After a time, it was so indebted to these other shipyards that it collapsed financially. With the company bankrupt and production of the XQ2 grinding to a halt, two other companies swooped in to obtain the rights to the platform's design. The Tenloss Corporation purchased Bengel Shipbuilders outright and transferred all of its engineers to Tenloss holdings. However, the owners of Bengel Shipbuilders sold the design for the XQ3 Platform (the follow-up to the XQ2) to Xizor Transport System, a move that left the Tenloss Corporation none too pleased. However, the XQ Platform series continued under the Tenloss Corporation, with future models designed by the platforms' original engineering team. Bengel Shipbuilders Bengel Shipbuilders rose to galactic prominence with the introduction of its XQ1 Space Platform. Based out of the Dynali Sector, Bengel Shipbuilders produced the first of the famous XQ series for their home planet's use, hoping to alleviate some of the space traffic above the tectonically active world of Ord Thoden. The original versions of the XQ1 Platform were quite small and intended for use only by space transports. However, when Corporate Sector Authority scouts visited Ord Thoden and saw how efficiently the XQ1 served as a stopover point for travelers, they contacted their government and transmitted data on the platforms. Within weeks, Bengel Shipbuilders began producing XQ1 Platforms for planets throughout the Corporate Sector, and at the request of its customers, expanded the dimensions of the XQ1 to accommodate small capital ships. XQ2 Space Platforms in the Galaxy XQ2 Platforms can be found everywhere from the Core to the Outer Rim. The Corporate Sector purchased a large number of XQ2 Platforms from Bengel Shipbuilders before the Tenloss Corporation bought them out, and most of the working XQ2s can be found in planets throughout the sector. Additionally, some Core planets use the XQ2 to regulate the large amounts of traffic through their star systems, and these platforms (such as Sel Zonn Station, above the world of Brentaal) act as gatekeepers to Imperial planets. Kuat Drive Yards Cardan I-class Space Station (Official Wizards of the Coast stats from CL 8 ; Colossal (station) space station Init 10; Senses Perception +6 Defense Ref 6 (flat-footed 6), Fort 58; +11 armor hp 600; DR 20; SR 150; Threshold 558 Speed fly 0 squares (starship scale) Ranged 2 light turbolaser batteries +10* (see below) and Ranged 2 point-defense light ion cannon batteries +10 (see below) Fighting Space 2 x 2 (starship scale); Cover total Base Atk +2; Grp

172 Abilities Str 106, Dex 0, Con, Int 22 Skills Initiative 10, Mechanics +6, Perception +6, Pilot 10, Use Computer +6 Crew 1,200 (skilled); Passengers 300 Cargo 15,000 tons; Consumables 2 years; Carried Craft 12 TIE Fighters, 2 Lambda-class shuttles Availability Military; Cost not available for sale * Apply a 20 penalty on attacks against targets smaller than Colossal in size. Light turbolaser battery (2 gunners) Atk +10 ( 10 against targets smaller than Colossal); Dmg 4d10 x 5 Point defense light ion cannon battery (2 gunners) Atk +10; Dmg 4d10 x 2 ion Kuat Drive Yards Cardan II-class Space Station CL 12; Colossal (station) space station Init 10; Senses Perception +6 Defense Ref 7 (flat-footed 7), Fort 62; +12 armor hp 1,200; DR 20; SR 175; Threshold 562 Speed fly 0 squares (starship scale) Ranged 3 light turbolaser batteries +10* (see below) and Ranged 3 point-defense light ion cannon batteries +10 (see below) and Ranged 2 proton torpedo launchers +9* (see below) and Ranged 2 tractor beams +9* (see below) Fighting Space 2 x 2 (starship scale); Cover total Base Atk +2; Grp +89 Abilities Str 114, Dex 0, Con, Int 22 Skills Initiative 10, Mechanics +6, Perception +6, Pilot 10, Use Computer +6 Crew 2,400 (skilled); Passengers 600 Cargo 30,000 tons; Consumables 2 years; Carried Craft 24 TIE Fighters, 4 Lambda-class shuttles Availability Military; Cost not available for sale * Apply a 20 penalty on attacks against targets smaller than Colossal in size. Light turbolaser battery (2 gunners) Atk +10 ( 10 against targets smaller than Colossal); Dmg 4d10 x 5 Point defense light ion cannon battery (2 gunners) Atk +10; Dmg 4d10 x 2 ion Proton torpedo launcher (1 gunner) Atk +9 ( 11 against targets smaller than Colossal); Dmg 9d10 x 2 Tractor beam (1 gunner) Atk +9 ( 11 against targets smaller than Colossal); Dmg (grapple +93) Kuat Drive Yards Cardan III-class Space Station CL 20 ; Colossal (station) space station Init 10; Senses Perception +7 Defense Ref 8 (flat-footed 8), Fort 66; +13 armor hp 1,800; DR 20; SR 200; Threshold

173 Speed fly 0 squares (starship scale) Ranged 4 medium turbolaser batteries +11* (see below) and Ranged 4 point-defense medium laser cannon batteries +11 (see below) and Ranged 4 point-defense medium ion cannon batteries +11 (see below) and Ranged 4 proton torpedo launchers +9* (see below) and Ranged 2 tractor beams +9* (see below) Fighting Space 2 x 2 (starship scale); Cover total Base Atk +2; Grp +93 Abilities Str 122, Dex 0, Con, Int 24 Skills Initiative 10, Mechanics +7, Perception +7, Pilot 10, Use Computer Crew 4,800 (skilled); Passengers 1,200 Cargo 35,000 tons; Consumables 2 years; Carried Craft 48 TIE Fighters, 6 Lambda-class shuttles Availability Military; Cost not available for sale * Apply a 20 penalty on attacks against targets smaller than Colossal in size. Medium turbolaser battery (2 gunners) Atk +11 ( 9 against targets smaller than Colossal); Dmg 6d10 x 5 Point defense medium laser cannon battery (2 gunners) Atk +11; Dmg 5d10 x 2 Point defense medium ion cannon battery (2 gunners) Atk +11; Dmg 5d10 x 2 ion Proton torpedo launcher (1 gunner) Atk +9 ( 11 against targets smaller than Colossal); Dmg 9d10 x 2 Tractor beam (1 gunner) Atk +9 ( 11 against targets smaller than Colossal); Dmg (grapple +93) Cardan-Class Space Stations in the Galaxy Cardan-class Space Stations can be found in almost every Imperial star system from the Deep Core to the edge of the galaxy, but a higher concentration is evident in the Mid Rim and Outer Rim Territories. As the Empire stretches its influence to more and more star systems in the Outer Rim and garrisons are planted on new worlds, new stations are established to help cement the Empire's presence and maintain its control in the area. Also, Cardan-class stations can be found at strategically important points in deep space, such as the hyperspace crossroads where the Perlemian Trade Route and the Hydian Way intersect. 173

174 Death Star The Death Star, a battle station 120km in diameter is too large to be represented as a unit on a battlefield, rather it is the battlefield. Below you will find stats for the turbo laser towers covering the Death Star s surface, in addition to sensor arrays and tractor beam emitters. These function as the damageable (and damaging) aspects of this huge technological terror. Crew: 265, ,276 gunners. Passengers: 607,360 troops, 25,984 stormtroopers, 42,782 ship support staff, and 167,216 pilots and support crew. Carried Craft: 7,200 starfighters, 4 strike cruisers, 3,600 assault shuttles, 1,400 AT-ATs, 1,400 AT-STs, 1,860 drop ships. Colossal (station) Turbolaser turret Colossal (frigate) structure Init -4 Senses Perception Defense Ref 13 (flat-footed 13), Fort 31; +13 armour HP 150; DR 15; SR 0; Threshold Speed immobile Ranged 1 turbo laser battery +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none Abilities Str 52, Dex 10, Con -, Int 14 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Turbo laser battery (gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg 5d10x5 Ion cannon turret Colossal (frigate) structure Init -4 Senses Perception Defense Ref 13 (flat-footed 13), Fort 31; +3 armour HP 150; DR 15; SR 0; Threshold Speed immobile Ranged 1 ion cannon battery +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none

175 Abilities Str 52, Dex 10, Con -, Int 14 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Ion cannon battery (gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg 3d10x5 ion Laser cannon turret Gargantuan structure Init +1 Senses Perception Defense Ref 7 (flat-footed 7), Fort 24; +2 armour HP 100; DR 15; SR 0; Threshold Speed immobile Ranged 1 laser cannon battery +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +31 Atk Options Autofire (laser cannons) Abilities Str 39, Dex 10, Con -, Int 14 Skills Initiative +1, Mechanics +6, Perception +6, Use Computer Crew 5 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Turbo laser cannons (gunner) Atk +6 (+1 autofire), Dmg 5d10x2 Sensor Array Speed immobile Ranged sensor designator +5 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none Abilities Str 52, Dex 10, Con -, Int 16 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS 175 Colossal (frigate) structure Init -4 Senses Perception Defense Ref 14 (flat-footed 14), Fort 31; +14 armour HP 200; DR 15; SR 0; Threshold 131

176 Sensor designator (gunner) Atk +5 (-15 against targets smaller than Colossal), Dmg (see below) (use ion cannon ranges) Notes: If the sensor tower successfully hits a target, all turbo laser and tractor beam towers within ten squares receive a +5 bonus on attack against the target while the target remains within range of the sensor tower. The sensor tower also allows its crew to re-roll Perception checks, though the result of the re-roll must be taken, even if it is worse. Tractor beam turret Senses Perception Defense Ref 14 (flat-footed 14), Fort 31; +14 armour HP 200; DR 15; SR 0; Threshold 131 Colossal (frigate) structure Init Speed immobile Ranged 1 tractor beam emitter +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +100 Atk Options none Abilities Str 52, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Tractor beam (gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg (grapple +100) Notes: The Death Star s tractor beams are of a power never seen on a starship, fed by the huge battle station s own reactors, resulting in far longer ranges. For the Death Star s tractor beamers point blank range is 0-10, short 11-20, medium and long Trench Run A torpedo hit on the Death Star s exhaust port, located in its equatorial trench is the only way to destroy the vast battle station. The trench itself is a line a single square wide, wrapping all 503km round the station. Starships of Colossal (but not Colossal (frigate)) size and smaller may enter the trench if they succeed at a DC10 Pilot check (failure resulting in collision with the Death Star and the destruction of the unfortunate starship). In order to line up a shot on the exhaust port, a starship must fly at least thirty straight square down the trench, making a successful attack on the exhaust port at the end. The port has an effective Reflex Defence of 35. A successful attack with torpedoes results in the battle station s destruction ten turns later (a blast with a ten-square splash destroying anything within the area). Super Laser 176

177 Crewed by 168 gunners, the super laser comprises eight laser emitters (with four backup emitters, should some of the main ones malfunction or be destroyed) and destroys planets. I haven t included statistics for the super laser since anything it hits is destroyed. Starships can disable the super laser by destroying more than four of the twelve emitters. Each has a Reflex Defence of 20, HP 250, DR 15 and Damage Threshold 100. Death Star II The second Death Star, a seemingly-incomplete yet actually fully operational battle station 900km in diameter is too large to be represented as a unit on a battlefield, rather it is the battlefield. Below you will find stats for the turbo laser towers covering the Death Star s surface, in addition to sensor arrays and tractor beam emitters. These function as the damageable (and damaging) aspects of this huge technological terror. Crew: 485, ,276 gunners. Passengers: 1,295,950 troops, 75,860 support staff, and 334,432 pilots. Carried Craft: 7,200 starfighters, 16 capital ships, 3,600 assault shuttles, 2,480 blastboats, 1,860 dropships, 1,400 AT-ATs, 1,400 AT- STs, 1,420 repulsor craft, 1,420 repulsor tanks, 4,483 juggernauts, 178 mobile command bases, 355 floating fortresses Turbolaser turret Colossal (frigate) structure Init -4 Senses Perception Defense Ref 13 (flat-footed 13), Fort 31; +13 armour HP 150; DR 15; SR 0; Threshold Speed immobile Ranged 1 turbo laser battery +8 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none Abilities Str 52, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Turbo laser battery (gunner) Atk +8 (-12 against targets smaller than Colossal), Dmg 5d10x5 Heavy Turbolaser turret Colossal (frigate) structure Init

178 Senses Perception Defense Ref 13 (flat-footed 13), Fort 31; +13 armour HP 150; DR 15; SR 0; Threshold Speed immobile Ranged 1 heavy turbo laser battery +8 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none Abilities Str 52, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Turbo laser battery (gunner) Atk +8 (-12 against targets smaller than Colossal), Dmg 7d10x5 Ion cannon turret Colossal (frigate) structure Init -4 Senses Perception Defense Ref 13 (flat-footed 13), Fort 31; +3 armour HP 150; DR 15; SR 0; Threshold Speed immobile Ranged 1 ion cannon battery +8 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none Abilities Str 52, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Ion cannon battery (gunner) Atk +8 (-12 against targets smaller than Colossal), Dmg 3d10x5 ion Laser cannon turret Gargantuan structure Init +1 Senses Perception Defense Ref 7 (flat-footed 7), Fort 24; +2 armour HP 100; DR 15; SR 0; Threshold Speed immobile Ranged 1 laser cannon battery +8 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp

179 Atk Options Autofire (laser cannons) Abilities Str 39, Dex 10, Con -, Int 18 Skills Initiative +1, Mechanics +6, Perception +6, Use Computer Crew 5 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Turbo laser cannons (gunner) Atk +8 (+3 autofire), Dmg 5d10x2 Sensor Array Colossal (frigate) structure Init -4 Senses Perception Defense Ref 14 (flat-footed 14), Fort 31; +14 armour HP 200; DR 15; SR 0; Threshold Speed immobile Ranged sensor designator +6 (see below) Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +48 Atk Options none Abilities Str 52, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Sensor designator (gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg (see below) (use ion cannon ranges) Notes: If the sensor tower successfully hits a target, all turbo laser and tractor beam towers within ten squares receive a +5 bonus on attack against the target while the target remains within range of the sensor tower. The sensor tower also allows its crew to re-roll Perception checks, though the result of the re-roll must be taken, even if it is worse. Tractor beam turret Colossal (frigate) structure Init -4 Senses Perception Defense Ref 14 (flat-footed 14), Fort 31; +14 armour HP 200; DR 15; SR 0; Threshold Speed immobile Ranged 1 tractor beam emitter +6 (see below) 179

180 Fighting Space 1 square (starship scale); Cover total Base Atk +2; Grp +100 Atk Options none Abilities Str 52, Dex 10, Con -, Int 18 Skills Initiative -4, Mechanics +6, Perception +6, Use Computer Crew 10 (Skilled); Passengers 0 Cargo N/A; Consumables N/A; Carried Craft N/A Hyperdrive N/A Availability Military; Cost NAFS Tractor beam (gunner) Atk +6 (-14 against targets smaller than Colossal), Dmg (grapple +100) Notes: The Death Star s tractor beams are of a power never seen on a starship, fed by the huge battle station s own reactors, resulting in far longer ranges. For the Death Star s tractor beamers point blank range is 0-10, short 11-20, medium and long Super Laser Crewed by hundreds of gunners, the second Death Star s super laser comprises seven laser emitters (with four backup emitters, should some of the main ones malfunction or be destroyed) and is capable of targeting not only planets but also capital ships. Starships can disable the super laser by destroying more than four of the eleven emitters. Each has a Reflex Defence of 20, HP 250, DR 15 and Damage Threshold 100. Super laser Atk +20 (unable to attack targets smaller than Colossal(Frigate)) Dmg 3d6x1000, 2-square splash (starship scale) Notes: The above profile is for the super laser when set to attack capital ships. Against a planet no rolls are necessary, the planet is automatically destroyed. The Death Star II can fire on capital ships once per thirty seconds (every five rounds) and on planets once every twenty four hours. Destroying the second Death Star The second Death Star can only be destroyed by first bringing down the energy shield projected from the Sanctuary Moon of Endor, then ships (of Colossal size or smaller) must fly into the battle station s superstructure and destroy it s hyper-matter reactor. The journey from the station s surface to its core is (at least) fifty squares long, and due to the winding nature of the tunnels that are taken, no ship may use All-Out Movement (Increase Vehicle Speed is allowed). In addition the GM may require Pilot checks of DC 15 and up to avoid colliding with tunnel walls. The reactor itself comprises two targets: the power regulator (Ref Def 15, HP 50, DR 10) and the reactor itself (Ref Def 15, HP 100, DR 10). 180

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