Star Wars Campaign Setting

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Star Wars Campaign Setting

Running a Starfinder Campaign in the Star Wars Universe

Contents Chapter 1: Galactic Encounters 3 Adversaries .........................................................................4

The Galactic Empire .................................................................5 Beasts ........................................................................................13 The Confederacy of Independent Systems ....................... 17 Fringe Dwellers .......................................................................21 Force Vergences ......................................................... 26 Using the Force ....................................................................... 27 Worlds in Rebellion ..............................................29 Duty ............................................................................................31 Now This is Podracing ........................................33 34 Imperial Ships ................................................................ 35 Rebel Ships ........................................................................41 Other Ships ......................................................................46 Vehicles ............................................................................... 48 Chapter 3: Character Options 51 Species ....................................................................................52 Aqualish ........................................................................................52 Bothan .......................................................................................... 53 Cerean ...........................................................................................53 Chagrian .......................................................................................54 Chiss ..............................................................................................55 Clawdite ........................................................................................56 Clone ............................................................................................. 57 Devaronian ...................................................................................58 Duros ............................................................................................ 59 Ewok ............................................................................................. 59 Gran ...............................................................................................60 Kel Dor ..........................................................................................61 Ithorian ......................................................................................... 61 Mandalorian ................................................................................ 62 Mirialan ........................................................................................ 63 Mon Calamari ..............................................................................64 Nautolan .......................................................................................64 Quarren ........................................................................................ 65 Rodian ...........................................................................................66 Sullustan ...................................................................................... 67 Togruta ..........................................................................................67 Trandoshan ..................................................................................68 Twi’lek ...........................................................................................69 Weequay ....................................................................................... 70 Wookiee ........................................................................................71 Zabrak ...........................................................................................72 Archetypes ........................................................................ 73 New Feats ............................................................................77 New Skill Uses ..............................................................79

Chapter 2: Starships

2

CONTENTS

Credits: Fantasy Flight Games Star Wars Roleplaying Games, Star Wars Saga Edition, Wookiepedia Disclaimer: Some of the text is taken straight from either the Fantasy Flight Star Wars or Wizard's Star Wars Saga Edition games themselves, the rest is mine where I used it to fill in the gaps. I have made an effort to blend the text and therefore do not quote the original texts.

Galactic Encounters As the Gamemaster, you are free to set your Star Wars campaign in any time period. However, this document focuses on two eras in particular: The Rise of the Empire Era and The Rebellion Era. The information presented within is intended to give you enough of a backdrop to comfortably set adventures in any of the Eras. Inside this section are: Adversaries from various Eras Grafts for planets to give them a unique feel Rules from Age of Rebellion book on using Duty Rules for running Podraces and Swoop races.

Eras of Play The Rise of the Empire Era

The Rise of the Empire Era represents a time of political unrest; the slow dissolution and ultimate demise of The Old Republic, the rise to power of Chancellor Palpatine, and The Clone Wars. Specifically, it's the years around Star Wars Episode I: The Phantom Menace, Episode II: Attack of the Clones, and Episode III: Revenge of the Sith.

Rebellion Era

The Rebellion Era covers the time of the Galactic Civil War, as depicted in Episode IV: A New Hope, Episode V: The Empire Strikes Back, and Episode VI: Return of the Jedi.

The First Order Era

The New Republic’s rise reduced the once-mighty Empire to a rump state hemmed in by strict disarmament treaties and punishing reparations. But in the galaxy’s Unknown Regions, former Imperial officers, nobles and technologists plotted a return to power, building fleets and armies in secret. This movement became the First Order, ruled by Supreme Leader Snoke, and is now ready to reclaim the Imperial legacy.

The Old Republic Era

The Knights of the Old Republic Campaign Guide focuses on the period between the Great Sith War and the final destruction of the old Sith Empire. During this time, the galaxy is embroiled in one war after another, and The Jedi are all but wiped out. Gamemasters have several choices for when, specifically, they might set a Knights of the Old Republic campaign. The following list is of major conflicts and eras of this time: The Great Sith War (4000-3996 BBY) The Restoration Period (3995-3966 BBY) The Mandalorian Wars (3965-3960 BBY) The Jedi Civil War (3959-3956 BBY) The Dark Wars (3955-3951 BBY)

                          Adversaries

The Galactic Empire The Galactic Empire is a vast and highly organized government ruled over by Emperor Palpatine. The Galactic Empire seized power at the end of the Clone Wars following an unprecedented military build-up and the destruction of the Jedi Order. The Empire is divided into sectors, each of witch is governed by a Moff and guarded by military forces. The Empire's authority on any given world can range from a single garrison (Found mostly on backwater planets such as Tatooine) to an intense presence with a Stormtrooper on every street corner (As in the Deep Core and Important Core Worlds). Adaptation for other Militaries Many of the units with in the Galatic Republic and the Rebel Alliance mirrors that of the Imperial Military. They all have troops, spies, officiers, ace pilots, etc. This means many of the basic imperial stats can be adapted, Sergeant to Sergeant, Officer to Officer, etc.

Stormtrooper

Stormtroopers are the elite troops of the Empire, Trained to fight and die without fear of question. Squads of stormtroopers strike terror into the hearts of civilians throughout the galaxy, enforcing the Emperor's will with ruthless zeal and efficiency. Stormtroopers are a separate force from the troops of the Imperial Forces and do not answer directly to Imperial military officers. They are obedient and are devoted to the Emperor. They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails. CR 1

XP 400 Human soldier Medium humanoid (human) Init +4; Senses Perception +6 Defense                   HP 20

EAC 11; KAC 14 Fort +3, Ref +3, Will +1 Offense

Speed 30 ft. Ranged blaster rifle +8 (1d8+1 F; critical burn 1d6) or frag grenade I +8 (explode [15 ft., 1d6 P, DC 10]) Offensive abilities fighting styles (sharpshoot), sniper's aim

Statistics

Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 Skills Athletics +6, Intimidate +10, Profession (soldier) +6 Languages Basic Gear stormtrooper armor(low-light vision, comlink), blaster rifle, frag grenade I, utility belt, medpack Ecology

Environment any (Empire) Organization Fire Team (3–6), Squad (9 Stormtroopers plus 1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4 officers), Company (153 units: 4 platoons - 152 units: 128 troopers and 24 officers), Battalion (613 units: 4 companies 612 units: 512 troopers and 100 officers), Regiment (2,453 units: 4 battalions - 2,452 units: 2,048 troopers and 404 officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192 troopers and 1,620 officers) Special Abilities

Coordinated Attack When a Stormtrooper takes the Harrying fire action, they automatically succeed on the ranged attack roll.

Viper-Series Probe Droid CR 1

Before the rise of the Empire, probe Droids- often referred to as probots- were used primarily to map space lanes, survey planets, and perform search-and-rescue operations. However, such friendly purposes fell by the wayside as the Emperor conquered more and more systems. Probots became tools for rooting out traitors on far-flung worlds. Arakyd Industries manufactures the Empire's favored model, the Arakyd Viper, for this very purpose. Equipped with an extensive sensor system, the Viper is either deployed directly from the ground or fitted with an optional delivery system that guides the probot from a ship to the designated planet. The delivery system possesses only rudimentary breaking capacities, so it includes buffers to prevent damage to the droid on impact. These are especially important, sense the Imperial Viper's Self-Destruct System is designed to destroy the droid if it takes significant damage (To prevent it from falling into enemy hands). CR 1

XP 400 Medium construct Init +1; Senses darkvision 60 ft., low-light vision; Perception +11 Defense                   HP 17

EAC 11; KAC 12 Fort -1, Ref +1, Will +2 Defensive Abilities Self-Destruct (4d6, 15 ft. radius, DC 18) Immunities construct immunities Offense

Speed 30 ft. (hover) Ranged laser pistol +7 (1d4+1 F; critical burn 1d4) Statistics

Str +4, Dex +1, Con -, Int +0, Wis +2, Cha +0 Skills Acrobatics +11, Computers +6, Culture +6, Perception +11, Stealth +6, Survival +11 Languages Basic, Binary Gear Sensor Unit, Video Recording Unit, Integrated Laser Pistol Droid Systems: Hovering Locomotion, Basic Processor, 2 Hand Appendages, 2 Claw Appendages, 2 Tool Appendages, Improved Sensor Package, Darkvision, Self-Destruct System (4d6), Locked Access, Internal Comlink Special Abilities

Self-Destruct To prevent capture the Probe Droid may activate its self-destruct system. The a powerful explosive destroys the Droid from within (No attack required), and a droid is destroyed in this fashion cannot be repaired or salvaged. The damage to all targets with the area is 4d6, 15 ft. radius, DC 18) Acute Senses The Probe Droid may reroll any Perception check, but the result of the reroll must be accepted, even if it is worse.

Stormtrooper Specialty Corps: Scout Trooper

Stormtroopers are a separate force from the troops of the Imperial Forces and do not answer directly to Imperial military officers. They are obedient and are devoted to the Emperor. They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails. After recognizing the need for troopers with special equipment and training, the Emperor ordered the development of additional types of stormtroopers. Including (But not limited to) Snowtroopers, Sandtroopers, and Scout Troopers. Adaptation

A Heavy Trooper can be created by replacing the Scout Trooper's sniper rifle with an azimuth artillery laser (1d10+2 F; critical burn 1d6). Likewise a Jet Trooper can be created by replacing survival with Acrobatics as their master skill and giving them the jetpack armor upgrade. Sandtroopers, Seatroopers and Snowtroopers all wear specialty armor that makes them immune to the effects of their trained environment. Spacetroopers are trained to fight in zero-g. They can be created by replacing survival with Acrobatics as their master skill and equiping their armor with mag boots and jump jets.

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CR 2

XP 600 Human soldier Medium humanoid (human) Init +4; Senses Perception +8 Defense                   HP 25

EAC 13; KAC 16 Fort +4, Ref +4, Will +3 Offense

Speed 30 ft. Ranged blaster rifle +8 (1d8+2 F; critical burn 1d6) or holdout laser pistol +10 (1d4+2 F; critical burn 1d4) or E-11 sniper rifle +10 (1d10+2 P) or frag grenade I +8 (explode [15 ft., 1d6 P, DC 10]) Offensive abilities fighting styles (sharpshoot), sniper's aim Statistics

Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 Skills Athletics +8, Intimidate +8, Pilot +8, Profession (soldier) +8, Stealth +8, Survival +12 Languages Basic Gear stormtrooper armor(low-light vision, comlink), blaster rifle, holdout laser pistol, E-11 sniper rifle, frag grenade I, utility belt, medpack Ecology

Environment any (Empire) Organization Fire Team (3–6), Squad (9 Stormtroopers plus 1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4 officers), Company (153 units: 4 platoons - 152 units: 128 troopers and 24 officers), Battalion (613 units: 4 companies 612 units: 512 troopers and 100 officers), Regiment (2,453 units: 4 battalions - 2,452 units: 2,048 troopers and 404 officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192 troopers and 1,620 officers) Special Abilities

Coordinated Attack When a Stormtrooper takes the Harrying fire action, they automatically succeed on the ranged attack roll.

Stormtrooper Sergent

Commanding Presence Stormtroopers or Imperial Officers with this ability excel at leading others into battle, issuing quick commands, demonstrating a gift for strategy, and decimating their enemies. They can use one of the following Actions once per encounter as a Full Action: Hold the Line!: Make a single melee or ranged attack against any target within your range. If your attack hits, an Ally of your choice within 30 ft. of you gains a +2 morale bonus to their AC until the end of your next turn. Lead the Assault: Make a single melee or ranged attack against any target within your range. If your attack hits, the next Ally to attack gains a +2 morale bonus to their attack rolls and damage rolls until the end of your next turn. Turn the Tide: Make a single melee or ranged attack against any target within your range. If you successfully damage the target, a number of allies equal to your Charisma modifier (Minimum 1) can immediately move up to half their Speed as a Reaction.

CR 4 Stormtroopers are a separate force from the troops of the Imperial Forces and do not answer directly to Imperial military officers. They are obedient and are devoted to the Emperor. They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails. After recognizing the need for troopers with special equipment and training, the Emperor ordered the development of additional types of stormtroopers. Including (But not limited to) Snowtroopers, Sandtroopers, and Scout Troopers.

CR 4

Adaptation

Speed 30 ft. Ranged blaster rifle +12 (1d8+4 F; critical burn 1d6) or frag grenade I +12 (explode [15 ft., 1d6 P, DC 10]) Offensive abilities Commanding Presence, Coordinated Attack, fighting styles (sharpshoot), sniper's aim

A Death Trooper can be created by replacing the Sergeant's commanding presence with bodyguard feats: Bodyguard and In Harm's Way.

XP 1,200 Human soldier Medium humanoid (human) Init +5; Senses Perception +10 Defense                   HP 50

EAC 16; KAC 18 Fort +6, Ref +6, Will +3 Offense

Statistics

Str +3, Dex +5, Con +1, Int +0, Wis +0, Cha +0 Skills Athletics +10, Intimidate +15, Profession (soldier) +10 Languages Basic Gear stormtrooper armor(low-light vision, comlink), blaster rifle, frag grenade I, utility belt, medpack Ecology

Environment any (Empire) Organization Fire Team (3–6), Squad (9 Stormtroopers plus 1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4 officers), Company (153 units: 4 platoons - 152 units: 128 troopers and 24 officers), Battalion (613 units: 4 companies 612 units: 512 troopers and 100 officers), Regiment (2,453 units: 4 battalions - 2,452 units: 2,048 troopers and 404 officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192 troopers and 1,620 officers) Special Abilities

Coordinated Attack When a Stormtrooper takes the Harrying fire action, they automatically succeed on the ranged attack roll.

DeStab Agent

Destabilization, also known as Destab, was a branch of Imperial Intelligence's Bureau of Operations. Their operations were kept quiet, as details of their activities— which ranged from legitimate Intelligence operations to full scale atrocities—were enough to make most agents sick. Officially, their mandate was to unravel the fabric of society. CR 4

XP 1,200 Human envoy Medium humanoid (human) Init +5; Senses Perception +10 Defense                   HP 45

EAC 16; KAC 17 Fort +3, Ref +5, Will +7 Offense

Speed 30 ft. Melee survival knife +8 (1d4+4 S) Ranged frostbite-class zero pistol +10 (1d6+4 C; critical staggered [DC 15]) Statistics

Str +0, Dex +1, Con +0, Int +3, Wis +0, Cha +5 Skills Bluff +15, Diplomacy +15, Intimidate +15, Sense Motive +10, Stealth +10 Languages Basic, up to 3 others Other Abilities cunning liar, envoy improvisations (clever feint, quick dispiriting taunt) Gear casual stationweat, frostbite-class zero pistol, survival knife Special Abilities

Cunning Liar The first time a creature would succeed at a Sense Motive check to disbelieve the DeStab Agent's lie, treat that creature's result as if it had rolled a natural 1 on its Sense Motive check.

Imperial Officer

Admired, respected, and feared, the officers of the Imperial Army and Imperial Navy are drawn from prestigious families with long histories of military service. Few are promoted up from the lower ranks. Most are inducted straight into officer training academies, instructed in doctrine, leadership, and tactics, and then awarded academic commissions. There, if they distinguish themselves, they finally get a chance to rise through the upper echelons- but rarely do they find occasion to dirty their hands. CR 5

XP 1,600 Human envoy Medium humanoid (human) Init +2; Senses Perception +11 Defense                   HP 65 RP 4

EAC 17; KAC 18 Fort +4, Ref +6, Will +8 Offense

Speed 30 ft. Melee survival knife +10 (1d4+5 S) Ranged corona laser pistol +12 (2d4+5 F; critical burn 1d4) Statistics

Str +0, Dex +2, Con +0, Int +3, Wis +0, Cha +5 Skills Bluff +16, Diplomacy +11, Intimidate +16, Profession (Military) +16, Sense Motive +16 Languages Basic, up to 3 others Other Abilities envoy improvisations (get'em, hurry) Gear Code Cylinder, Comlink (Encrypted), Officer's Uniform, corona laser pistol, survival knife Special Abilities

Imperial Valor Perform a reaction to cause all ranged attacks targeting you that round to instead hit one ally or helpless enemy until the beginning of his next turn.

Dark Trooper Phase II

The Phase II dark trooper was the second and main stage of the Dark Trooper Project. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle. A small number of these soldiers destroyed a Rebel base on Talay. Though most droids were shut down after the destruction of Arc Hammer, some of these troopers remained in operation throughout the Galactic Civil War. CR 8

XP 4,800 Technological soldier Medium construct (technological) Init +6; Senses low-light vision, darkvision 60 ft.; Perception +16 Defense                   HP 125 RP 5

EAC 20; KAC 23 Fort +8, Ref +8, Will +5 Immunities construct immunities Offense

Speed 30 ft. Ranged Starheart cannon, yellow star +20 (3d6+10 E & F; critical blind) or integrated IMDS missile launcher +20 (Tactical missile [Explode 6d8 B & P (35 ft.)]) or Shock caster, aurora (2d12+10) Offensive abilities enhanced tank, fighting styles (armor storm), hammer fist, powerful explosive Statistics

Str +4, Dex +6, Con -, Int +0, Wis +0, Cha +0 Skills Acrobatics +21, Athletics +16, Computers +16 Languages Basic Gear advanced Ididishell(integrated missile lancher [20 Tactical missiles]), aphelion laser rifle, squad nil grenade launcher, red star plasma cannon, frag grenade III, signal jammer (level 9), jetpack

Imperial Security Bureau

The Imperial Security Bureau (ISB), also referred to as the Security Bureau or Imperial Security, was a law enforcement and intelligence agency of the Galactic Empire that was charged with matters of state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order, and was larger than its sister agency Imperial Intelligence. It was led by ISB high command. Adaptation Personnel from various branches of the ISB can be created by replacing the current Detective specialization for another one such as Hacker for Surveillance Division or Spy for an undercover agent. CR 8

XP 4,800 Human operative Medium humanoid (human) Init +8; Senses Perception +17 Defense                   HP 115 RP 5

EAC 20; KAC 21 Fort +7, Ref +10, Will +11 Offense

Speed 40 ft. Ranged aphelion laser pistol +17 (3d4+8 F; critical burn 1d4) Statistics

Str +0, Dex +6, Con +0, Int +4, Wis +2, Cha +0 Skills Bluff +17, Computers +22, Culture +22, Diplomacy +22, Intimidate +22, Piloting +17, Survival +17 Languages Basic Other abilities debilitating trick, evasion, operative exploits (certainty, glimpse the truth), specialization (detective), trick attack +4d8, triple attack, uncanny agility Gear aphelion laser pistol, datapad

Imperial Assassin

The shadowy corps of Imperial Assassins exercises the Emperor’s will by eliminating any sentient its master wishes. No matter the target, an Imperial assassin tirelessly pursues him across the galaxy until he can get close enough for a kill. In their travels throughout the galaxy, Imperial assassins are hidden in plain sight, often taking on disguises to grant them easier access to their prey. CR 10

XP 9,600 Human operative Medium humanoid Init +10; Senses Perception +20 Defense                   HP 150 RP 5

EAC 23; KAC 24 Fort +9, Ref +12, Will +13 Defensive Abilities evasion, uncanny agility Offense

Speed 50 ft. Melee incapacitator +18 (3d4+10 B; critical staggered) Ranged advanced nightarch needler +20 (2d6 P+10; critical injection DC +2) or elite shobhad horizon striker +20 (6d4+10 P) Offensive Abilities debilitating trick, trick attack +5d8, triple attack Statistics

Str +0, Dex +8, Con +0, Int +5, Wis +3, Cha +0 Skills Acrobatics +25, Athletics +20, Bluff +25, Culture +25, Piloting +20, Sleight of Hand +25, Stealth +25, Survival +20 Languages Basic Other abilities debilitating trick, evasion, operative exploits (cloaking field, master of disguise [3/day, 100 minutes or 10 mintues, DC 19]), specialization (ghost), trick attack +5d8, triple attack, uncanny agility Gear freebooter armor III, Incapacitator, advanced nightarch needler, elite shobhad horizon striker, neurotoxin 6 vials, signal jammer (level 10)

Imperial Royal Guard

The Imperial Royal Guard is one of the most recognizable units in the galaxy, thanks to their distinctive red armor and their presence at the Emperor at all public functions. Rumors about the Emperor's most loyal guards outnumber known facts. The Royal Guard is composed of an elite stormtrooper unit, trained well beyond the standard of any other military force in the Empire. Its exact numbers are unknown, but the Guard is never dispatched along with regular stormtrooper or military units. It is unknown if the Royal Guardsmen are clones, human recruits, or both.

CR 10

XP 9,600 Human soldier Medium humanoid (human) Init +9; Senses Perception +24 Defense                   HP 165 RP 5

EAC 23; KAC 26 Fort +12, Ref +10, Will +11 Defensive Abilities evasion, uncanny agility Offense

Speed 40 ft. Melee advanced pike +22 (2d8+22 P; critical bleed 1d8) Ranged Laser pistol, aphelion +18 (3d4+10 F; critical Burn 1d4) Offensive Abilities fighting styles (guard, blitz), guards protection, rapid recovery Statistics

Str +8, Dex +5, Con +3, Int +0, Wis +3, Cha +0 Skills Athletics +19, Perception +24, Sense Motive +19 Languages Basic Feats Bodyguard, Improved Combat Maneuver (Disarm), In Harm's Way, Cleave Gear Royal Guard Armor (Ceremonial Armor with Helmet Package), Force Pike, Heavy Blaster Pistol, comlink (Encrypted, Long-Range [Miniaturized], Holo Capability), Utility Belt (Standard) with medpac Special Abilities

Parry The Imperial Royal Guard parries the attacks of other creatures, causing them to miss. Once per round, they can attempt to parry an attack against her or an adjacent ally as an reaction. To parry the attack, they make an attack roll, using the same bonuses. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger, they takes a –4 penalty on her attack roll. The Royal Guard also takes a –4 penalty when attempting to parry an attack made against an adjacent ally.

Imperial Inquisitor

During the Rebellion Era, an Imperial Inquisitor can be a terrific way to inspire fear and dread in any burgeoning Jedi heroes; the things they are just starting to learn, the Inquisitors can also do and can do them far better. The Inquisitor should strive to engage Jedi heroes in single combat while constantly mocking and taunting them, trying to encourage them to succumb to the Dark Side. For more information on the Force and a list of Force Powers consult the Jedi Class document. Adaptation

For a more combat focused Inquisitor replace Unsettling Presence and Cower Enemies with the Rampage Sith ability and the Cleave Feat. For an Inquisitor that relies more on words than their Lightsaber, exchange Inquisition for a Skill Focus. CR 10

XP 9,600 Humanoid Jedi Medium Humanoid Init +0; Senses Perception +19 Defense                   HP 140 RP 5

EAC 22; KAC 23 Fort +9, Ref +9, Will +15 Offense

Speed 30 ft. Melee double bladed opila lightsaber +18 (2d10+14 E & F; critical burn 1d6) Force Powers Known 8 CL 10th; Force Rating 4; ranged +16) Corruption, Force Grip, Dark Rage, Influence, Move Object, Sense, Surge, and Vital Transfer 4th (3/day;DC 22); 3rd (6/day; DC 21); 2nd (at will; DC 20)

Statistics

Str +4, Dex +2, Con +5, Int +2, Wis +8, Cha +3 Skills Athletics +19, Bluff +24, Diplomacy +24, Intimidate +24, Mysticism +24, Survival +24 Languages Basic Combat Gear double bladed opila lightsaber, inquisitor’s robes, Comlink (Long-Range, Miniaturized, Encrypted) Special Abilities

Force Interrogation When you deal damage to one or more creatures by using a Force Power, you can immediately make a Intimidate check as a Swift Action to Demoralize a single target you damaged. Inquisition You are particularly adept at dealing with Force-sensitive foes. You gain a +1 bonus on attack rolls and deal +4 damage against targets that have a Force Rating of 1 or higher. Cower Enemies When you use the Intimidate Skill to Demoralize, you can Intimidate all targets in a 30 foot cone instead of Intimidating a single target. All other limitations to the Intimidation Skill still apply. Unsettling Presence You can spend a Resolve Point as part of an attack or as a move action to create an aura of unsettling discomfort around you. Anyone entering within a 30 radius of you must make a Will Save DC 18. On a failed save, that target is Shaken while within the aura up. This aura lasts for the remainder of the encounter and essentially works like frightful presence.

Imperial Moff CR 11

Moff was the rank held by the Sector Governors of the First Galactic Empire. In the fifth year of Emperor Sheev Palpatine's reign, there was a fixed number of twenty Moffs, who answered to the Imperial Ruling Council. That year, the senior rank of Grand Moff was created and awarded to Wilhuff Tarkin. As a symbol of their charge, Moffs wore a rank insignia plaque bearing ten colored squares: five blue over three red and two gold. Moffs were in command of their sector's Sector Group, a formation that contained assets from the Imperial Military and intelligence. Moffs can be appointed by the Emperor or an advisor, but are obligated to report to both. A Grand Moff, overseer of an Oversector, can override any Moff. CR 11

XP 12,800 Human envoy Medium humanoid (human) Init +3; Senses Perception +26 Defense                   HP 170 RP 6

EAC 26; KAC 28 Fort +10, Ref +12, Will +14 Defensive Abilities evasion, uncanny agility Offense

Speed 30 ft. Melee Dagger, ultrathin +19 (4d4+11 S) Ranged Laser pistol, perihelion +21 (4d4+11 F; critical Burn 2d4) Offensive Abilities fighting styles (guard, blitz), guards protection, rapid recovery Statistics

Str +1, Dex +3, Con +1, Int +5, Wis +2, Cha +8 Skills Bluff +21, Diplomacy +26, Intimidate +26, Sense Motive +26, Stealth +21 Languages Basic Other AbilitiesCommanding Presence, envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt) Gear Code Cylinder, Comlink (Encrypted), Officer's Uniform, Laser pistol perihelion, Dagger ultrathin Special Abilities

Imperial Valor Perform a reaction to cause all ranged attacks targeting you that round to instead hit one ally or helpless enemy until the beginning of his next turn. Outmaneuver A Imperial Moff learns to counter the tactics of their enemies. As a Standard Action, they can make a Culture check to recall knowledge of tactics with a DC equal to the 15 + the encounter CR. If the check succeeds, opponents in its line of sight lose all competence, insight, and morale bonuses on attack rolls, as well as any bonuses to AC, until the start of its next turn.

If one or more enemy Officers are within its line of sight, the highest level Officer among them can attempt to Oppose the Culture check as a Reaction. If their Skill Check result is higher, the attempt to Outmaneuver fails.

Beasts In the Star Wars universe, beasts are usually encountered as threats (Such as Acklays, Rancors, and Wampas) or as mounts (Such as Dewbacks and Tauntauns).

Rakghoul

Rakghouls are the hideous results of the feared Rakghoul Disease that plagued the Taris surface and Undercity. Those infected mutated into savage four-legged beasts within hours. The aggressive nature of the Rakghouls made them extremely dangerous to anyone who was not already infected. They attack on sight, infecting their victims through the wounds they inflict. CR 4

XP 1,200 Medium animal Init +1; Senses low-light vision; Perception +10 Defense                   HP 50

EAC 16; KAC 18 Fort +8, Ref +8, Will +3 Defensive abilities ferocity

Nexu

Speed 30 ft. Melee claws +12 (1d6+7 S plus Rakghoul Disease) or bite +12 (1d6+7 P plus Rakghoul Disease) Offensive abilities natural weapons

Native to the jungles of Indona and Cholganna, the Nexu is a fierce, stealthy predator with little fear of larger opponents, or even the weapons of sentient beings. Hunted for sport on their native planet, Nexu often turn the tables on their wouldbe-hunters, and slash them to ribbons before they can fire a shot.

Statistics

CR 5

Offense

Str +3, Dex +1, Con +5, Int -5, Wis +0, Cha +0 Skills Athletics +15, Stealth +10 Special Abilities

Ferocity When the creature is brought to 0 Hit Points, it can fight on for 1 more round. It can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further Hit Points before this, it ceases to be able to act and dies. RAKGHOUL DISEASE Type disease (injury); Save Fortitude DC 15 Track physical; Frequency 8/hours Effects The disease slowly transforms an infected creature into a rakghoul over time. When they reach the death state, they instead fully transform into a rakghoul with the stats above. Cure Curing the disease takes a dose of the rakghoul serum and a Medicine check (DC 25).

XP 1,600 Medium animal Init +9; Senses low-light vision; Perception +12 Defense                   HP 70

EAC 17; KAC 19 Fort +9, Ref +9, Will +4 Offense

Speed 40 ft., Climb 40 ft. Melee claws (2) +14 (1d6+10 S plus Grab) or bite +14 (1d6+10 P plus Grab) or tail whip +14 (1d6+10 S) Offensive abilities natural weapons, ambush, grab Statistics

Str +5, Dex +5, Con +2, Int -4, Wis +0, Cha +0 Skills Acrobatics +12, Athletics +15, Stealth +17, Survival +12

Special Abilities

Ambush The Nexu deals an additional +2d6 points of damage with it's claws or bite against a Flat-Footed opponent. Grab If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.

Acklay

Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars. CR 8

XP 4,800 Huge animal Init +2; Senses low-light vision; Perception +21 Defense                   HP 150

EAC 20; KAC 22 Fort +12, Ref +12, Will +7 Immune Radiation Offense

Speed 40 ft., swim 30 ft. Melee 6 bladed feet +16 (2d10+16 S) or bite +19 (3d4+14 P; critical bleed 1d4) Offensive abilities natural weapons, fast attack, trample (2d10+16 S, DC 16). Statistics

Str +6, Dex +2, Con +4, Int -5, Wis +0, Cha +0 SkillsAthletics +21, Perception +21, Stealth +15 Feats Cleave Other Abilities amphibious, water breathing Special Abilities

Trample As a full action, the Acklay can move up to its speed and through the space of any creatures that are at least one size smaller than itself. The Acklay does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can attempt a Reflex save with the listed DC to take half damage; if it attempts the save, it can’t make an attack of opportunity against the trampling creature due to the creature’s movement. A creature can deal trample damage to a given target only once per round.

Rancor

While there are certainly larger and more viscous creatures in the galaxy, the Rancor holds a special place in the nightmares of countless sentient creatures. Creatures of vast rage and single-mined carnage, Rancors are periodically captured by big game hunters, and shipped to new worlds as exotic pets. CR 11

XP 12,800 Huge animal Init +3; Senses low-light vision; Perception +25 Defense                   HP 180

EAC 24; KAC 26 Fort +15, Ref +15, Will +10 Defensive Abilities Fast Healing 5 Offense

Speed 40 ft. Melee claws (2) +20 (3d12+21 S plus grab; critical bleed 3d4) or bite +23 (4d6+19 P plus grab) Multiattack claws (2) +14 (3d12+21 S plus grab; critical bleed 3d4) and bite +17 (4d6+19 P plus grab) Space 15 ft.; Reach 15 ft. Offensive abilities natural weapons

Statistics

Str +8, Dex +3, Con +5, Int -4, Wis +0, Cha +0 Skills Athletics +20, Perception +25, Survival +20 Feats Cleave Special Abilities

Crush If the Rancor successfully Grabs an opponent with a his grab attack, it can immediately deal bludgeoning damage to it equal to its claw damage. Grab If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.

Krayt Dragon

The Krayt Dragon is a truly massive beast. This 100-meterlong desert titan lives among the endless dunes of Tatooine. A Krayt Dragon actually submerges itself in the shifting sands, and can use it's ten powerful limbs to swim through the dunes. Tatooine natives rarely see a living Krayt Dragon, although the titanic bones of these creatures dot the landscape and are highly prized as building material or trade goods. The gigantic reptile prefers to lurk under the warm desert during the day, moving about at night as it slinks close to the surface of the sand. A Krayt Dragon attacks with it's massive jaws or whiplike tail; it's claws have evolved exclusively for locomotion. Krayt Dragons subsist on the largest prey, including herds of Banthas and Dewbacks. Anything that moves across a Krayt Dragon's field of vision is fair game, though. If a truly determined hunter were to penetrate the beast's armored hide and slay a Krayt Dragon, that hunter would be rewarded with an Emperor's ransom in Krayt Dragon Pearlsordinary stones polished to priceless perfection in the dragon's stomach. A single such stone could fetch well over 100,000 credits. A Krayt Dragon contains 2d4+2 Krayt Dragon Pearls.

CR 16

XP 76,800 Colossal animal Init +0; Senseslow-light vision, tremorsense 100 ft., darkvision 120 ft.; Perception +33 Aura frightful presence (220 ft., DC 22) Defense                   HP 300

EAC 30; KAC 32 Fort +20, Ref +20, Will +16 Defensive Abilities DR 15/-; Immunities paralysis, sleep, fire; SR 27 Offense

Speed 50 ft. Melee bite +28 (13d6+28 P plus swallow whole) or tail slap +31 (6d10+26 B) Multiattack bite +22 (13d6+28 P plus swallow whole), tail slap +25 (6d10+26 B) Space 30 ft.; Reach 30 ft. Offensive abilities natural weapons, wallow whole (7d6+16 A, EAC 30, KAC 28, 75 HP) Statistics

Str +10, Dex +0, Con +7, Int 0, Wis +5, Cha +0 Skills Perception +33, Stealth +28, Survival +28

The Confederacy of Independent Systems

T

he Confederacy of Independent Systems (CIS), also known as The Separatist Alliance, The Separatist State, and commonly referred to as The Separatists, is an unrecognized, galactic, democratic, and confederate government that existed during The Clone Wars. In addition to the secret support of several mega corporations, including The Trade Federation and The Commerce Guild, The Confederacy was formed by thousands of secessionist star systems on the grounds of excessive taxation and corruption within The Galactic Senate. The secessionist movement that began in 24 BBY would lead to a political crisis in which tensions escalated between the newly-formed alliance and the reigning Galactic Republic. In 22 BBY, The Separatists and The Republic would go to war using their respective military forces- The Separatist Droid Army and The Republic clone army- resulting in a pangalactic conflict for the first time in a millennium. Droids within the Empire

Old CIS droid still exist during the era of the Empire, but many are damaged and gain the Unrepaired graft. Unrepaired Graft: The damaged droids takes a –2 penalty to attack rolls, saving throws, skill checks, and ability checks. In addition to this on a natural 1 the droid shuts down for 30 seconds, though it may be restarted before it resets.

B1- Battle Droid

Frail in appearance but deadly in intent, Baktoid Combat Automata's Battle Droid is a metal skeleton with a blaster. Built by the Geonosians to the Trade Confederation's specifications, battle droids are designed to resemble Geonosians, or perhaps desiccated Neimoidian corpses. Most intelligent beings regard them as startling, but Neimoidians see battle droids as positively ghoulish.

Battle Droids are drones controlled by a Remote Processor, taking their commands from a Central Control Computer that operates several thousand battle droids, destroyer droids, and droid starfighters simultaneously. A battle droid communicates with it's fellow drones via Comlinks, transmission antennae, and encryption computers, making for a control signal that is nearly impossible to jam (DC 40 Mechanics check). CR 1/2

XP 200 Technological soldier Medium construct (technological) Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 Defense                   HP 13

EAC 10; KAC 12 Fort +2, Ref +2, Will +0 Immunities construct immunities Offense

Speed 30 ft. Melee Vibroknife +3 (1d4+2 S) Ranged Blaster Carbine +6 (1d8+1 F; critical burn 1d6) Offensive abilities fighting styles (sharpshoot), sniper's aim Statistics

Str +2, Dex +3, Con +1, Int +0, Wis +0, Cha +0 Skills Computers +4, Engineering +4, Perception +9 Languages Basic, Binary Combat Gear Blaster Carbine

B2-Super Battle Droid

The B2-Series Super Battle Droid is a marked improvement in the original B1-Series Battle Droid design. Larger and armored, the Super Battle Droid relies on a central control computer for guidance, but it doesn't deactivate when it loses contact with the Remote Processor thanks to a Backup Internal Processor- a droid brain that takes over when the droid loses communication with the central computer. This second brain allows the droid to store it's last set of orders and continue acting on them even after the Remote Processor has shut down. CR 2

XP 600 Technological soldier Medium construct (technological) Init +4; Senses darkvision 60 ft., low-light vision; Perception +12 Defense                   HP 30

EAC 14; KAC 16 Fort +4, Ref +2, Will +3 Immunities construct immunities Offense

Speed 30 ft. Melee Slam +7 (1d6+4 B) Ranged Wrist Blasters +10 (1d4+2 F; critical burn 1d6) or Wrist Rockets +10 (1d12+2 B; critical knockdown) Offensive abilities fighting styles (sharpshoot), sniper's aim Statistics

Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 Skills Computers +7, Intimidate +7, Perception +12 Languages Basic, Binary Combat Gear Integrated Wrist Blasters, Wrist Rockets [2], Droid Armor +1 AC Special Abilities

Integrated Weapons A Super Battle Droid’s weapons are integrated into its frame and can’t be disarmed.

BX-Commando Droid

BX-series commando droids were advanced, sturdier versions of B1 battle droids. They were programmed with improved combat tactics and battlefield awareness and equipped with glowing white photoreceptors. Captains and other high-ranking commando droids bore white identifiers on their heads and chests. CR 5

XP 1,600 Technological operative Medium construct (technological) Init +6; Senses darkvision 60 ft., low-light vision; Perception +17

Defense                   HP 65

EAC 17; KAC 18 Fort +5, Ref +7, Will +6 Immunities construct immunities Offense

Speed 35 ft. Melee carbon steel curve blade +10 (1d10+8 S; critical bleed 1d6) Ranged corona laser rifle +12 (2d6+5 F; critical burn 1d6) Offensive abilities fighting styles (hit-and-run), nimble fusillade, opening volley Statistics

Str +3, Dex +5, Con +2, Int +3, Wis +0, Cha +0 Skills Acrobatics +17, Athletics +17, Computers +17, Bluff +10, Engineering +12, Perception +17, Piloting +12, Stealth +17 Languages Basic, Binary Other Abilities debilitating trick, evasion, operative exploits (uncanny mobility), specialization (daredevil), trick attack +3d8 Combat Gear Gear carbon steel curve blade, corona laser pistol, frag grenade II Special Abilities

Sound Imitation BX Commando Droids have the ability to imitate any voice or sound it has heard by succeeding at a Bluff check opposed by a listener’s Sense Motive check.

Droideka-Destroyer Droid

Designed and built by the Geonosians of Geonosis and the Collicoids of Colla IV, the Droideka Series Destroyer Droids reflect the savage ferocity of their makers. The main propulsion method of destroyer droids is a microrepulsor-assisted wheel mode that allows a destroyer droid to fold itself into roughly wheel-shaped package and roll along at high speeds. Though lightning-swift in this mode, destroyer droids are considerably more ponderous when unfolded for combat. Destroyer Droids have two heavy repeating blasters that can lay down a devastating barrage. To argument it's Bronzium Armor Shell Droid Armor, a Destroyer Droid also comes equipped with a deflector Shield Generator. The tremendous energy drain of the blasters and shields necessitates that the Destroyer Droid be equipped with a minireactor. CR 5

XP 1,600 Technological soldier Large construct (technological) Init +7; Senses darkvision 60 ft., low-light vision; Perception +16 Defense                   HP 90

EAC 17; KAC 19 Fort +4, Ref +7, Will +4 Defensive Abilities SR 20 Immunities construct immunities

Speed 10 ft. (Walking), 50 ft. (Wheeled) Ranged [2] corona laser rifle +15 (2d6+4 F; critical burn 1d6) Space 10 ft.; Reach 10 ft.

Dwarf Spider Droids are equipped to descend down rocky crags like those found inside rough-hewn mine shafts, to catch offenders red-handed before they can reach the safety of the Commerce Guild boarder. Commerce Guild star cruisers also carry compliments of Dwarf Spider Droids for security and tribute enforcement.

Statistics

CR 6

Offense

Str +3, Dex +5, Con +0, Int +0, Wis +0, Cha +0 Skills Acrobatics +11, Computers +11, Perception +16 Languages Binary Other Abilities fighting styles (sharpshoot), sniper's aim, focuse fire Droid Sytems integrated corona laser rifle, Walking Locomotion, Wheeled Locomotion (Exclusive), Remote Receiver, 2 Tools, Shield Generator (SR 20), Internal Comlink, Bronzium Shell (Armor) Special Abilities

Deflector Shield Generator Whenever the Droideka would take damage, reduce the damage by the Droid's Shield Rating (SR). If the damage is equal to or greater than its Shield Rating, the Droideka’s Shield Rating is reduced by 5. Each round, the Droideka may use a Swift Action to make a DC 20 Fortitude check and restore lost shield power. If the check succeeds, the Droid's Shield Rating increases by 5 points (Up to it's normal Shield Rating). While its shield is deployed the Droideka may only use its walking speed.

XP 2,400 Large construct (technological) Init +5; Senses darkvision 60 ft., low-light vision; Perception +18 Defense                   HP 90

EAC 18; KAC 20 Fort +6, Ref +6, Will +3 Immunities construct immunities Offense

Speed 40 ft. (Walking) Ranged Plasma cannon, red star +17 (2d10+6 E & F Explode (5 ft.) DC 19; Burn 1d8) Space 10 ft.; Reach 10 ft. Statistics

Str +3, Dex +5, Con +0, Int +2, Wis +0, Cha +0 Skills Athletics +18 Feats Far Shot Languages Binary Other Abilities debilitating trick, evasion, operative exploits (uncanny mobility), specialization (daredevil), trick attack +3d8 Droid Sytems Walking Locomotion (Extra Legs), Climbing Claws, Magnetic Feet, Remote Receiver, Darkvision, Improved Sensor Package, Locked Access, 1 Tool Appendage, Quadanium Plating Droid Armor (+5 Armor) Special Abilities

Stability A Dwarf Spider Droid gains a +5 stability bonus on checks made to resist being knocked Prone. In addition to this, they reduce the DCs of all Athletics checks made to climb by 5 and may Take 10 even when threatened.

Dwarf Spider Droid

In the battle of Geonosis, the Commerce Guild deployed forces of Dwarf Spider Droids. Larger than the standard battle droid and armed with a powerful Blaster Cannon, the Dwarf Spider Droid gives mobile heavy weapon support to advancing infantry. The original function of Dwarf Spider Droids was to root out hidden mining operations. The Commerce Guild requires a tribute payment for all commercial operations within it's borders; however, small independent operations often dig within Commerce Guild Boarders and attempt to smuggle the precious ore into a neutral region, avoiding tribute payments.

IG-100-Series MagnaGuard Manufactured by Holowan Mechanicals, the first IG-100Series MagnaGuard Droids were custom-built to General Grievous's specifications. Quick and deadly, the MagnaGuards are designed to protect their charge to their own destruction. MagnaGuard Droids have thick metal plating covering a wiry endoskeleton and have specifically designed arms that are adept at wielding melee weapons. CR 6

XP 2,400 Technological soldier Medium construct (technological) Init +7; Senses darkvision 60 ft., low-light vision; Perception +13

Statistics

Str +5, Dex +3, Con +2, Int +0, Wis +0, Cha +0 Skills Acrobatics +13, Athletics +18, Intimidate +13 Feats Bodyguard, Improved Combat Maneuver (Disarm), In Harm's Way Languages Basic, Binary Droid Sytems Walking Locomotion, Magnetic Feet, Heuristic Processor, 2 Hand Appendages, Telescopic Appendage (1 Hand), Darkvision, Improved Sensor Package, Locked Access, Secondary Battery Combat Gear Electrostaff

Defense                   HP 90

EAC 19; KAC 21 Fort +8, Ref +6, Will +7 Immunities construct immunities Offense

Speed 30 ft. Melee Electrostaff +16 (1d10+14 E; critical arc 1d4) Offensive abilities fighting styles (guard), guards protection, Bodyguard, Improved Combat Maneuver (Disarm), In Harm's Way

Electrostaff Weapon

Electrostaff

Level Price Damage Critical Bulk 7

6,480 1d10 E Arc 1d4

1

Special Block, Cortosis, Double, Powered (capacity 20, usage 1), Stun

Special Materials Cortosis

Cortosis ore was a very rare, brittle, fibrous material that's conductive properties caused lightsabers to temporarily short out upon contact. This effect made cortosis a useful material for anti-lightsaber melee weapons, though with repeated strikes, a lightsaber could still cut through it. Cortosis, due to its energy resistant properties, was also resistant to blaster fire. Weapon (+2,500 credits) Weapons fashioned from Cortosis alloy have the ability to short out a lightsaber on attack. If the attack roll beats the AC of the opponent wielding the lightsaber by 5 it shorts out for 1 round. Armor (+2,500 credits) Armor fashioned from Cortosis alloy has the ability to short out a lightsaber on contact. If a lightsaber attack roll misses the armor wearer's EAC by more than 5, the lightsaber shorts out for 1 round.

Fringe Dwellers Fringers live at the edge of society, criminals, independents, traders, and mercenaries of all kinds consider themselves fringers. While not all members of The Fringe are criminals (Certainly, many are hard-working and honest folk), anyone who operates far from the seat of galactic power or outside the bounds of the law can be considered part of The Fringe. Adaptation Many Starfinder resources cover the personalities of the Fringe. Thugs, Pirates, Bounty Hunters, Hackers, etc. are covered in the Starfinder rulebooks. The adversaries covered here are specific to the Star Wars universe.

Jawa Mechanic

Jawas are short humanoids native to Tatooine. The Jawas have a poor reputation and are regarded as thieves at best, vermin at worst. Their off-putting nature is made worse by the sour smell that clings to them and their inexplicable and nonsensical language. Jawas survive by scavenging lost technology in the desert wastes. "Lost" for Jawas is ambiguous; they are likely to snatch up anything that's not bolted down. Moisture farmers and others who live far from Spaceports regularly find that their belongings have vanished in the night with only tell-tale Jawa tracks leading off into the wasteland. CR 1/3

XP 2,400 Small humanoid Init +3; Senses darkvision 60 ft.; Perception +3 Defense                   HP 6

EAC 11; KAC 12 Fort +0, Ref +2, Will +2 Offense

Speed 30 ft. Ranged unstable junklaser +3 (1d4 F; critical burn 1d4) Offensive Abilities tinker Statistics

Str +0, Dex +3, Con +0, Int +1, Wis +0, Cha +0 Skills Computers +7, Diplomacy +3, Engineering +7, Stealth +7, Survival +3 Languages Jawa Combat Gear tattered robes, unstable junklaser with 1 battery (20 charges)

Ecology

Environment any (Out Rim or Junk) Organization gang (4–12) or tribe (13+ plus 13+ noncombatants, 1 honchohead of CR 2–3, and 5–6 droids) Special Abilities

Tinker As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed). Unstable Junklaser A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.

Swoop Ganger

A swoop gang was a type of gang of individuals that presumably rode around on swoops, a type of vehicle that was faster and more dangerous than a standard speeder bike. Holshef, riding with Merei Spanjaf in an attempt to escape the Galactic Empire's patrols, objected to her rate of speed, stating he didn't spend his youth in a swoop gang, but Spanjaf simply warned him that they would have to go a lot faster if they pursued by a patrol, urging him to hang on. CR 1/2

XP 200 Medium humanoid Init +3; Senses Perception +4 Defense                   HP 13

EAC 10; KAC 12 Fort +4, Ref +2, Will +0 Offense

Speed 30 ft. Melee vibro knife +4 (1d4+3 P) or cestus battleglove +4 (1d4+3 B) Ranged Laser pistol, azimuth +5 (1d4 F; critical burn 1d4) Statistics

Str +2, Dex +3, Con +1, Int +0, Wis +0, Cha -1 Skills Athletics +4, Culture +4, Intimidate +4, Piloting +9, Stealth +4 Languages Basic, Binary Feats Deadly Aim, Quick Draw Combat Gear vibro knife

Mandalorian Crusader

Following the end of the Mandalorian Civil War, the Mandalorian warriors were exiled to the moon of Concordia, where most of them died out. However, the survivors regrouped and began calling themselves the Death Watch. They were then led in secret by Concordia's governor, Pre Vizsla of Clan Vizsla, and Duchess Satine Kryze's sister, BoKatan. CR 3

XP 800 Humand soldier Medium Humanoid Init +4; Senses darkvision 60 ft.; Perception +8 Defense                   HP 40 RP 4

EAC 14; KAC 16 Fort +5, Ref +3, Will +4 Offense

Speed 30 ft. Melee Knife, survival +8 (1d4+5 S) Ranged azimuth laser rifle +11 (1d8+3 F; critical burn 1d6) or Laser pistol, azimuth +11 (1d4+3 F; critical burn 1d4) or frag grenades +11 Explode (1d6 P, 15 ft.) Offensive Abilities fighting styles (hit-and-run), opening volley, deadly aim Statistics

Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 Skills Acrobatics +8, Engineering +13, Medicine +8, Piloting +8 Feats Deadly Aim Languages Basic Combat Gear Mandalorian Combat Suit (darkvision, jetpack), Heavy Blaster Pistol (With Targeting Scope (Standard)),Knife, survival, Jet Pack, Field Kit with Medpac, frag grenades I (3) Special Abilities

Burning Assault As a Standard Action Mandalorian Crusader can expend one of their Jetpack's charges to make an attack with the Jetpack, treating it as a Flamethrower, ifrit-class (1d6 F). They cannot use this ability when flying.

Gamorrean Guard

Gamorreans were a sentient species of green-skinned porcine humanoids that hailed from the Outer Rim planet of Gamorr. They grouped themselves in clans, each of which was led by a warlord and a Clan Matron. A number of Gamorrean guards were employed by the crime lord Jabba the Hutt throughout his career. CR 4

XP 1,200 Gamorrean soldier Medium Humanoid Init +0; Senses darkvision 60 ft.; Perception +10 Defense                   HP 52

EAC 18; KAC 20 Fort +6, Ref +4, Will +5 Offense

Speed 20 ft. Melee tactical doshko +12 (1d12+11 S; critical knockdown) Offensive Abilities fighting styles (hit-and-run), knockdown Statistics

Str +5, Dex +0, Con +3, Int +0, Wis +0, Cha +0 Skills Athletics +15, Intimidate +10, Survival +10 Feats Cleave Languages Basic Combat Gear lashunta ringwear II, tactical doshko, frag grenades II (3) Special Abilities

Knockdown When a Gamorrean Guard scores a critical hit with a melee weapon that has no other critical effects, the attack gains the knockdown critical effect.

Dark Side Marauder

Though the Jedi are the most powerful Force-users in the galaxy, they are by no means the only ones. Dark Side Marauders are Force-sensitive individuals consumed with rage, hatred, or an insatiable hunger for personal power. For more information on the Force and a list of Force Powers consult the Jedi Class document.

Languages Basic Combat Gear lashunta ringwear II, carbon steel curve blade Special Abilities

Uncanny Reactions The Dark Side Marauder may spend one Resolve Point to add their Force Rating as a bonus to Reflex saves for the next 3 rounds.

Adaptation

A Fallen Padawan can be created by replacing the Dark Side Marauder’s carbon steel curve blade with an Ilum lightsaber (1d8+7 E & F; critical severe wound). Likewise a Night Sister can be created by replacing the Marauder’s Rage force power with Holographic Illusion but with a flavor of making force illusions. CR 5

XP 1,600 Humanoid Mystic Medium Humanoid Init +0; Senses Perception +16 Defense                   HP 60 RP 4

EAC 16; KAC 17 Fort +6, Ref +4, Will +8 Offense

Speed 30 ft. Melee carbon steel curve blade +10 (1d10+5 S; critical bleed 1d6) Force Powers Known 4 (CL 5th; Force Rating 2; ranged +8) Dark Rage, Move Object, Surge, Influence 2nd (3/day; DC 17); 1st (6/day; DC 16); 0 (at will; DC 15) Statistics

Str +2, Dex +0, Con +3, Int +0, Wis +5, Cha +2 Skills Acrobatics +11, Athletics +16, Intimidate +16, Mysticism +16, Perception +16, Piloting +16

Jedi in Hiding

The Jedi Order has been painted as a collection of traitors, fools, and lunatics by Imperial propaganda. Few Jedi are believed to have survived the Empire's great purge of the Jedi, and the majority of those who did were hunted and killed shortly after. For more information on the Force and a list of Force Powers consult the Jedi Class document. Adaptation

A Fallen Knight can be created by replacing three of the Jedi in Hiding’s force powers for Corruption, Dark Rage, and Unleash. Likewise, the galaxy is a vast place, and the Jedi and the Sith are not the only keepers of knowledge of The Force. Many planets boast their own population of talented individuals who are in tune with The Force, although the methods they employ to harness it's power can vary widely. Force Adept can represent any of these other mystic traditions. These can be created by replacing the Jedi's lightsaber for a more common weapon. CR 9

XP 6,400 Humanoid Jedi Medium Humanoid Init +0; Senses Perception +17 Defense                   HP 120 RP 5

EAC 21; KAC 22 Fort +8, Ref +8, Will +14

Offense

Speed 30 ft. Melee Sigil lightsaber +17 (2d8+12 E&F; Severe wound) Force Powers Known 8 (CL 9th; Force Rating 3; ranged +15) Force Grip, Foresee, Influence, Move Object, Protection, Sense, Surge, and Vital Transfer 3rd (3/day;DC 20); 2nd (6/day; DC 19); 1st (at will; DC 18) Statistics

Str +3, Dex +0, Con +4, Int +0, Wis +6, Cha +3 Skills Acrobatics +22, Bluff +22, Diplomacy +22, Disguise +17, Intimidate +22, Mysticism +22 Languages Basic Combat Gear lashunta ringwear II, sigil lightsaber Special Abilities

Lightsaber Reflection While using a lightsaber, the Jedi qualifies for the Reflect feat.

Hutt Crime Lord

Hutts are often found at the center of business and criminal enterprises. Legality (Or lack thereof) does not affect whether a Hutt will pursue a venture. All that matters is how much of a benefit- and a profit- one can get from it. A council of elders oversees Hutt Space. Comprised of Hutts representing the oldest and most influential Kajidics, they decide the fate of everyone who lives in Hutt Space, and all Hutts are answerable to them. CR 14

XP 38,400 Hutt envoy CE Large Humanoid Init +4; Senses low-light vision; Perception +25 Defense                   HP 235 RP 6

EAC 28; KAC 29 Fort +16, Ref +9, Will +18 Defensive abilities Force Resistance, Supreme Stability Offense

Speed 10 ft. Melee zero-edge vibroaxe +27 (7d12+19 P) Ranged white star plasma pistol +21 (3d8+14 E & F; critical burn 2d8) Space 10 ft.; Reach 10 ft. Offensive Abilities fighting styles (hit-and-run), knockdown Statistics

Str +5, Dex -1, Con +5, Int +3, Wis +2, Cha +8 Skills Bluff +30, Culture +25, Diplomacy +30, Intimidate +30, Sense Motive +30 Feats Veiled Threat Languages Basic and Huttese Other abilities envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt) Combat Gear Generally none; if a Hutt needs something he usually has an attendant to carry and use it. However, Hutts can wield weapons such as a zero-edge vibroaxe or a white star plasma pistol.

Special Abilities

Force Resistance A Hutt's sharp mind allows them to resist Force abilities. Hutts add a +2 insight bonus to saves versus Force Powers. Supreme Stability A Hutt's sluglike body structure and lack of any kind of legs, allows a Hutt to become completely immune to being knocked Prone. Silver Tongued Hutts may be known to be heavy handed in their ventures, but they are equally capable in legal negotiations as they are underground business. A Hutt may choose to reroll any Diplomacy check, keeping the better of the two results.

Force Vergences

A vergence, or nexus point, was a phenomenon of the Force that was centered around a place or object; and in rare instances around an individual. A vergence was a place in the galaxy where the Force flowed the most freely, in a concentrated wellspring of energy that could be more easily harnessed by those sensitive to its power. Both the Jedi Order and the Sith sought out these vergences and used them for their individual purposes. These groups often built temples around or over top of a nexus, or used the vergence as a talisman if it was centered around an object. There are five distinct grafts that can be applied to a location that can give it a Vergence Effect: Light Side Dominant, Light Side Aligned, Force Enhanced, Dark Side Aligned, Dark Side Dominant. Grafts

Light Side Dominant +2 caster level to all Light Side force powers and -2 caster level to all Dark Side powers. Light Side Aligned +1 caster level to all Light Side force powers Force Enhanced +4 mysticism +1 caster level to all force powers Dark Side Aligned +1 caster level to all Dark Side force powers Dark Side Dominant +2 caster level to all Dark Side force powers and -2 caster level to all Light Side powers.

Example Worlds Byss

Byss was a planet in the Deep Core, near the center of the galaxy, discovered no earlier than 45 BBY. Byss itself was somewhat of a myth, seeming to be the perfect place to live. Its eerie blue-green glow, caused by its sun, also added to the strangeness of the world. Despite this outward appearance, however, Emperor Palpatine's dark-side energies were everywhere, corrupting not only the inhabitants, but the planet itself. Byss was the secret throne world of Palpatine and the location of his towering Imperial Citadel. Vergence Effects: Dark Side Dominant Coruscant

Coruscant (pronounced /'kɔɹəsɑnt/), also known as the Imperial Center during the Imperial Era, was a planetary ecumenopolis in the Coruscant system of the Core Worlds. Arguably one of the galaxy's most influential and important planets, its cosmopolitan culture and location at the end of several major trade routes gave it the unofficial designation as the "center" of the galaxy. The Imperial Palace, once known as the Jedi Temple during the time of the Jedi Order, was the seat of power of Darth Sidious, the Dark Lord of the Sith known to the galaxy as Galactic Emperor Sheev Palpatine.

Vergence Effects: Inside the Jedi Temple is a unique vergence that provides a +4 bonus to mysticism checks and upon meditating for 1 hour within the vergance the Force users gains a +2 caster level to the next divination force power they use. Dathomir

Dathomir was a remote, neutral planet in the Quelli sector and the home of the Nightsisters. The planet, lit red by its central star, had numerous continents that were overrun with vegetation, forests, and swamplands. The dark side of the Force had an immensely strong presence on Dathomir, which allowed for the nurturing of many malevolent Force wielders native to the planet. Vergence Effects: Dark Side Aligned Dagobah

Dagobah was a planet in the Dagobah system, and one of the purest places in the galaxy within the Force. A remote world of swamps and forests, it served as a refuge for Jedi Grand Master Yoda during his exile after the destruction of the Jedi Order. Vergence Effects: Force Enhanced Ilum

The planet Ilum was situated in the Ilum system, a star system located in a part of the Unknown Regions known as the 7G sector. Ilum was an arctic world; that is, the entire planet was covered in ice and snow, and was therefore inhospitable to most species. Hidden beneath Ilum's frigid surface was what came to be known as the Crystal Cave. Within the maze-like crystal caves grew kyber crystals, which brought the Jedi Order to Ilum so they could harvest the crystals in a rite of passage known as the Gathering, in which Jedi initiates harvested their crystals by attuning themselves to the Force. As such, Ilum was a holy site for the Jedi Order for centuries. Vergence Effects: Light Side Aligned Jedha

Jedha was a small desert moon which orbited the planet NaJedha. Located in the Jedha system of the galaxy's Mid Rim, the moon had a cold climate due to its lasting winter. The historical and spiritual significance of Jedha led the moon to become a world of worship for those who believed in the Force, and a holy site for pilgrims who sought spiritual guidance. Vergence Effects: Light Side Aligned. This unique location also provides a +2 bonus on mysticism checks to those who meditate for 1 hour on the nature of the Force, even to those untrained with no ranks in the skill. The bonus lasts while within the vergence. Korriban

Korriban, known as Pesegam during the reign of Xim, and also known as Moraband by the time of the Clone Wars, was the sole planet in the Horuset system, located across the galaxy from Koros Major. It was the original homeworld of the Sith species and a sacred planet for the Sith Order, housing the tombs for many ancient and powerful Dark Lords of the Sith, and containing immense dark side power. Vergence Effects: Dark Side Dominant

Lothal

In ancient times, the Jedi Order discovered a vergence amid the tundra on northern Lothal. Establishing a Jedi Temple hidden beneath the planet's surface, the entrance could only be exposed through use of the Force. According to the Lothal Calendar, the planet was settled at least 3,245 years before Sheev Palpatine's rise to the position of Supreme Chancellor of the Galactic Republic. Vergence Effects: Force Enhanced; this is only inside the Jedi Temple. Malachor

Malachor was a barren planet located in the Outer Rim Territories, and had a Sith temple located underneath its surface. Its surface resembled an ocean of liquid carbonite that had flash-frozen. Small, pyramidal, solid stone foothills are located equidistant from each other on the surface of the planet. Along Malachor's central latitude was a large crater ringed by narrow spires. Vergence Effects: Dark Side Aligned Ossus

Ossus was a planet in the Outer Rim Territories that was affiliated with the Jedi Order. Certain scholars even surmised it was the location of the first Jedi Temple ever built, although Ahch-To, Coruscant, Jedha, and Tython were also candidates. At the very least, Ossus did house the Great Library and a temple at some point, from which a mosaic floor was later salvaged and transported to the Order's newer headquarters on Coruscant. At some point prior to Antron Bach's birth, Ossus fell into ruins. Vergence Effects: Force Enhanced Tython

Tython was a planet in the Tython system of the Deep Core that played a pivotal role in the histories of the Je'daii Order and its successor, the Jedi Order. A verdant world that was incredibly rich in the Force, Tython was inhabited by an unknown species hundreds of thousands of years before the rise of the Galactic Empire, and it was visited by both the Gree and Kwa, two of the earliest species to have achieved interstellar travel. In 36,453 BBY, the great pyramid ships known as the Tho Yor brought pilgrims from over a dozen species from across the galaxy to Tython, where the pilgrims learned to harness the Force and established the Je'daii Order, basing their philosophy of balance upon Tython's two moons Ashla and Bogan. The Je'daii soon realized that Tython was unsafe for those who could not sense the Force, and as a result, the Tythans spread out to settle the other worlds of the Tython system. Vergence Effects: The world of Tython is a unique vergence that provides a +4 bonus to mysticism checks and supremely enhances any individual’s connection to the Force. All force users gain a +2 caster level to all force powers while on Tython. Additionally, some locations are attuned to the Dark Sides or Light Sides of the force causing users of the opposing alignment to lose this benefit.

Using The Force

The Force is a mystical energy field that surrounds and binds all living in the galaxy. More than just a source of power for those sensitive to its presence, the Force can affect the fates of even ordinary citizens who have no aptitude for its use. Force Powers are spells in the Star Wars campaign setting. All force powers for the Force Sensitive character are treated as spell-like abilities, whereas the Jedi Class use spell slots just like the other spell casting classes. Additionally, you may use a force power without tapping into these pool at the expense of drawing on the darkside. However, this temptation has it consequences. For more information on Falling to the Dark Side and a list of Force Powers consult the Jedi Class document.

Force Powers are like the variable-level spells in the Core Rulebook, however instead of being based on spell levels, they require a Force Rating. Tapping into the Force requires a Force Rating. A Force Rating represents how connected a character is to the Force. In the Jedi Class, the Force Rating is the highest level of spell slots a the character has access, caping out at Force Rating 6; for a Force Sensitive character the Force Rating is determined by the feats they take. Starting with Minor Force Sensitivity and caping out at Force Rating 5 with the Force Expertise feat at level 16.

Holocrons

There are few artifacts in the galaxy that are more highly valued and more unique than Holocrons. Holocrons are, essentially, special computers with built-in holoprojectors that contain vast knowledge of The Force. Each Holocron is a small, hand-held device (Usually taking the form of some common geometric shape). In truth, a Holocron is more of an artifact than a technological device. Each Holocron is imbued with at least one "Gatekeeper" personality, which serves as the user interface to the library of knowledge stored within. A Holocron's Gatekeeper is far more than a simple voiceinterface user interface; the Gatekeeper has its own personality and is usually based on an individual Jedi Master (Or Sith Lord) who was instrumental in creating the Holocron. Most Holocrons have only a single Gatekeeper, as the Holocron represents the sum total of the knowledge of it's creator. The depth of a Holocron's knowledge varies, but suffice to say that every Holocron has within it a vast amount of information on Force Powers, Force Techniques, and Force Secrets. Any given Holocron usually contains the sum total of all knowledge of The Force gleaned by an individual Sith Lord or Jedi Master, and in many cases it can contain more than that. Though the art of creating a Holocron is among the rarest secrets in the galaxy, the most powerful Sith Lords and Jedi Masters of old create Holocrons to spread their influence and preserve their knowledge for ages.

Using a Holocron

Holocrons respond to voice activation. Some Holocron Gatekeepers are stingy when it comes to dispensing information, however, and refuse to impart their secrets to those they find untrustworthy or unworthy. This mostly depends on the personality of the Holocron's creator, but a few Holocron Gatekeepers refuse to impart their knowledge unless certain conditions are met as a precaution against abuse. For example, a Holocron containing the secrets of dangerous Force Techniques might only respond to the commands of a proven Jedi Master who can demonstrate a significant mastery of The Force. Holocrons have an item level equal to the level of the Gatekeeper. For example, a level 10 Jedi Knight’s holocron is a level 10 item. To activate a Holocron, the character must make a Mysticism check with a DC equal to 10 + the item level +/- any modifiers. Once the Gatekeeper is willing to impart it's knowledge, the possessor of a Holocron can simply ask the Holocron for information on whatever topic is needed. Holocrons grant the character a circumstantial Mysticism skill bonus to any Knowledge checks related to Jedi or Sith lore equal to half its item level. The Gatekeeper might have other knowledge such as astrogation, cultural, or scientific knowledge that this bonus can be applied to as well.

Mechanically speaking, most Holocrons can stand in for a Jedi Master with regard to providing basic Force training to a student. For example, if a non-Jedi hero wishes to Multiclass into the Jedi Class, or merely pick up the Force Sensitivity Feat and Training in the Use the Force Skill, a Holocron can provide a basis for the character's transition and basic Jedi training. This is especially useful in time periods when the Jedi are all but extinct, including during the Dark Wars, the Dark Times, the Galactic Civil War, and the time following the Sith-Imperial War. Though there is no mechanical restriction that prevents a character from learning the ways of The Force without a master, possession of a Holocron can offer a good backstory as to how the character learns to manipulate The Force.

Worlds in Rebellion

Worlds and even settlements often have qualities that make them unique. Listed below are several different Grafts that a GM can apply to a world to further modify that world’s uniqueness. Some of these qualities are disadvantages due to the Empires stranglehold, whereas others are advantages based on location or other factors. The Grafts applied are for Rebellion Era worlds, even these grafts can change during the course of play or can be changed to represent a different Era. For example the world of Lothal starts with the Oppressed Graft but during the course of play could be switched to Martial Law or Supportive depending on the success of the characters. Or to place the world of Lothal in the Clone Wars Era a Strategic Location Graft could be applied instead. Grafts

Defiant The citizens of this settlement have a natural predilection for free thinking that borders on rebellious action. The characters gain a +2 on diplomacy checks to gather information and gather allies. Fascistic The settlement is governed by the Empire’s totalitarian regime. Sadistic and legally all-powerful Stormtroops walk the streets, enforcing the Empire’s brutal laws. Outsiders are mistrusted and undesirables often simply disappear. Characters take a -6 on when performing all illicit activities (bluff, disguise, sleight of hand, and stealth) and a -6 on all diplomacy checks to gather information. On fail diplomacy rolls there is a chance the town’s military or Stormtroopers will attempt to kill, imprison or enslave the characters. Heavily Taxed The settlement is very heavily taxed and has fewer resources available than a settlement of its size normally has. All items cost 30% more and the level items available for purchase are considered 2 levels lower to a minimum of 1. Impoverished Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant. All items cost 60% more and the level items available for purchase are considered 4 levels lower to a minimum of 1. Martial Law As long as the settlement remains under martial law, a 9:00 PM to 6:00 AM curfew is in effect. Additionally, as long as the citizens must follow the edicts and proclamations, the city stifles and suffers. Characters take a -6 on all illicit activities (bluff, disguise, sleight of hand, and stealth) during regular hours and -10 while curfew is in effect. Notorious The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, bounty hunters, and cutthroats are much more common here. The level items available for purchase are considered 2 levels higher and the characters gain a +4 to diplomacy checks on selling or obtaining illegal goods. A drawback of these settlements is that random encounters are treated as on CR higher.

Oppressed The Empire retains oppressive control over this world; Characters take a -4 on when performing all illicit activities (bluff, disguise, sleight of hand, and stealth) and a -4 on all diplomacy checks to gather information. Polluted The settlement’s magical or high-tech industry has stained the sky with sickly grey smog, poisoned the waters with dark slime and made the ground less fertile. Sickness and misery abound. Anyone who spends time in the settlement suffers a -4 penalty on Fort Saves made to resist disease, poisons, radiation or other toxic effects and for 1d4+1 days after leaving the area (or until they receive any amount of healing while out of the polluted region) Strategic Location The settlement sits at an important crossroads of hyperspace lanes. The level items available for purchase are considered 1 level higher and the characters gain a +2 to diplomacy checks on selling or obtaining legal goods. Supportive The settlement provides aid to the Rebellion. A number of programs provide food and shelter to rebels and even to those less fortunate. Everyone in the settlement is guaranteed at least two meals a day and a place to sleep with a roof over their head. The characters gain a +4 on diplomacy checks to gather information.

Example Worlds Alderaan

Alderaan, located in the Core Worlds, was a terrestrial planet covered with mountains. During the waning decades of the Galactic Republic, it was ruled by Queen Breha Organa and represented in the Galactic Senate by her husband, Senator Bail Organa. Following the rise of Sheev Palpatine's Galactic Empire, Alderaan played a pivotal role in the establishment of the Rebel Alliance, a movement that sought to restore the Old Republic's values. Because of its ties with the Alliance, the planet was destroyed when Grand Moff Wilhuff Tarkin decided to test the superlaser of the Death Star, a moon-sized battle station developed by the Empire, at full strength. World Graft: Supportive Chandrila

Chandrila was a planet in the Core Worlds of the galaxy. The female human Mon Mothma hailed from Chandrila, and represented her homeworld in the Senate of the Galactic Republic. It was also the homeworld and birthplace of Ben Solo. Chandrila was one of the planets targeted for destruction by Emperor Sheev Palpatine's second Death Star, who planned to use the station's planet-shattering superweapon to end the Rebellion through sheer terror. Following the Battle of Endor in 4 ABY, Chandrila became the capital of the New Republic and the seat of the newly formed Galactic Senate as a tribute to the Republic of old. It was not permanent, however, as the Republic chose to rotate its capital world based on elections. World Graft: Supportive

Corellia

Corellia was a planet located in the galaxy's Core Worlds known for its ace pilots and large starships. Corellia was located in the Corellian system in the Core Worlds. It had a temperate climate and was covered in forests, jungles, and urban centers. One major city was Coronet City, which was home to shipyards used to build TIE fighters and Star Destroyers for the Galactic Empire. World Graft: Oppressed Eradu

Eriadu was the primary world in the Seswenna sector, and one of the Outer Rim's most active trade centers. It sat on the intersection of several hyperspace routes, including the Rimma Trade Route, the Hydian Way, the Lipsec Run, and the Yankirk Route. The planet had originally been on the Eriadu Bypass until the Hydian Way was remapped to run through Eriadu (reflecting economic realities) rather than Seswenna. World Graft: Strategic Location and Polluted

Nal Hutta

Nal Hutta was a hot, swampy planet located in the galaxy's Outer Rim Territories that was the homeworld of the Hutt species. The planet was a haven for the criminal elements of the galaxy, located far from galactic authorities. Its terrain was covered with numerous bogs, and its climate often consisted of greasy rains. World Graft: Notorious Nar Shaddaa

Nar Shaddaa, nicknamed the "Smuggler's Moon," was the notorious moon of the planet Nal Hutta, homeworld of the Hutt species. It was home to a large criminal underworld dominated by bounty hunters and Hutt crime lords. An ecumenopolis, the entire surface of Nar Shaddaa was covered in urban sprawl. World Graft: Notorious Ryloth

Kashyyyk (occasionally spelled Kashyk) was a wroshyr treecovered forest planet located in the southwestern quadrant of the galaxy and the homeworld of the Wookiee species. It was a member of the Galactic Republic and after the Clone Wars endured enslavement under the Galactic Empire. The planet was classified by the Empire as G5-623. World Graft: Fascistic

Ryloth was a planet in the Ryloth system of the Outer Rim Territories, and the homeworld of the Twi'lek species. Its terrain varied, filled with jungles, mesas, valleys, and volcanoes, and had an atmosphere breathable for Twi'leks and humans alike. A forest covered its equator, filled with dangerous predators. Given the varied and dangerous terrain, Twi'leks lived in caves underground where it was safer. For centuries, the planet and its people were exploited by the Hutts and their criminal enterprises. World Graft: Oppressed

Lothal

Sullust

Kashyyyk

Lothal was a planet in the Outer Rim Territories. During the early years of the Galactic Empire, Lothal was in a state of economic disrepair and invited the Empire to take over the planet's industries, with the promise of prosperity and security. Although many people said the Empire would bring doom, the ones preaching new jobs and prosperity were vindicated. By 5 BBY, Lothal became the nesting ground for the Spectres, a small rebel cell which operated from the starship Ghost. World Graft: Oppressed and Impoverished Mandalore

Mandalore was a planet located in the Outer Rim Territories. It was the homeworld of the Mandalorians, a fearsome and warmongering people who fought the Jedi and raided their temple during the fall of the Old Republic. Wearing distinctive armor, they were feared throughout the galaxy, and had political influence over two thousand other star systems. World Graft: Oppressed Mon Cala

Mon Cala, also known as Mon Calamari or Dac, was an oceanic planet located in the Mon Calamari system, a binary star system positioned in the Calamari sector of the galaxy's Outer Rim Territories. Although some cities on Mon Cala were built underwater, there also existed cities built on the surface of the ocean. The planet was inhabited by two separate sentient species, the peaceful Mon Calamari and the more bellicose Quarren, and was ruled over by a single monarch. Despite their differences, the two peoples had respected each other for the longest time. World Graft: Supportive

Sullust was a barren, obsidian world of lava streams and turquoise lakes. Native fauna such as ash angels foraged during the day and returned to nest at night, while rockrenders prowled the planet's underground. Because the planet's atmosphere was highly toxic, native Sullustans lived in technologically advanced subterranean cities that were highly regarded for their beauty. They commuted to work by lifts and shuttles that carried them to the factories on the planet's surface, alternating between day and night shifts. The SoroSuub Corporation employed roughly half the population of Sullust. World Graft: Defiant

Duty

The Rebellion is a rag-tag group of freedom fighters, each of them there for their own reasons, and each of them contributing in their own unique way. As members of the Rebel Alliance, characters this aspect of their personalities with Duty. Duty represents how they are helping the cause. Simply put, Duty is what the character does for the Rebellion. It's their "job". If the saboteur blows something up so the Empire can't use it, the GM will give them some duty points. If the Space Superiority Ace thoroughly trounces the local TIE squadron, or cripples a capital ship with a well placed torpedo volley, the GM will give them duty points. Duty points are also given to all players as a reward when they successfully complete their primary objective. So, if the team is tasked with rescuing a senator, they all get a few points of duty when they pull it off.

Duties

From Age of Rebellion by Fantasy Flight Games: Combat Victory – The Player Character is driven to show that the Alliance can hold its own against Imperial forces in any troop vs. troop engagement. He wants to engage the Empire’s military – their best, whenever possible – and provide more victories for the Alliance to tout to the galaxy as proof it can ultimately win the war. This means daring raids, excellent tactics, and acquiring the best firepower possible. Counter Intelligence – The PC knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, he wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

Intelligence – The PC knows that every victory hinges on knowing as much about the Empire’s military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to, but also the state of technological research, economic policies, and other aspects of Imperial strength. Internal Security – The most dangerous threat to the Alliance comes from within its own ranks. Any Rebel soldier, operative, or ally could be an insidious threat waiting to take an action at a critical moment to bring entire operations crashing down, costing lives and assets. Knowing that vigilance against these threats is the truest form of devotion to the cause of the Alliance, the PC watches for any and all signs of betrayal. Personnel – More than machines, credits or information, the people of the Alliance are the most important and vital assets there are, and the Player Character knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful mission might not achieve every goal, but they are successful nonetheless when no one dies. Political Support – Every blaster, starfighter and thermal detonator in the galaxy is useless without the political will to truly challenge and overthrow Palpatine and his New Order. The Player Character undestands this all too well, and is determined to see to it that as many factions, systems and sectors as possible come to the side- and the aid – of the Alliance against the Empire.

Recruiting – Every engagement with the Empire is a war of attrition, and that is a war the Rebellion simply cannot win. Nonetheless, more people must be found to serve, and they are needed in every capacity. Not only does the Alliance military need more soldiers and pilots, it needs more technicians, engineers, mechanics, scientists, doctors, slicers and just about every other kind of worker. This Player Character understands the risks of recruitment, as well as the needs, and is constantly on the lookout for allies who are both talented and trustworthy. Resource Acquisition -There are never enough supplies to fully support those fighting against he juggernaut that is the Empire, and this PC knows it very well. He is determined to seek out new sources of raw materials, food, clothing, weapons, armor and equipment of all kinds. One spare crate of medpacs can save quite a few lives, and a handful of comlinks can mean the difference between success and failure on a mission. He will trade, beg, borrow, and steal anything for the cause. Sabotage – The largest and most powerful military force in the history of the galaxy is also the most vulnerable to acts of destruction and asset denial. The PC is focused on sabotaging Imperial operations in whatever way possible, no matter what it is. Space Superiority – To the PC, the war will ultimately be decided in the starts, and what the Alliance lacks in sheer numbers, it more than makes for in quality and tenacity of its pilots. Tech Procurement – The way this PC sees it, stealing the best developments of the Empire is a crucial way to even the odds. Support – Although he might not get the same amount of reward or recognition as the people he is helping, the PC has many more opportunities than his fellows to fulfill his Duty to the Rebellion.

The Mechanics Step 0 At charcter creation all characters involved in the Rebellion start with 5 points of Duty. Step 1 At the beginning of each session the GM makes a Duty Chart. For example if Han has a duty score of 5, Lela has a duty score of 20, and Lucas has a duty score of 10, then the chart might look like: Han 1-5; Lela 6-25; Lucas 26-35 Step 2 Next, the GM rolls a d100. If it lands in one of those "brackets", their duty Activates then the character in question gains temporary hit points equal to double their level for the duration of the session, and their teammates gains temporary hit points equal to their level. If their duty activates, and the roll is doubles, like 11, or 22, then that character also receives a bonus Resolve Point. Step 3 The GM will award more duty points to the players throughout the session based on their accomplishment and achieving goals for the rebellion. Step 4 As the game progresses, the team's total duty will reach 100. At this point everyone resets their duty to 0, but the group's contribution rank goes up by 1 (starting at 0 when characters are first made), and the group gets a boon from the Alliance: special equipment, ships, upgrades, favors, etc. These are all subject to GM discretion, but the general rule is ships and equipment should have an item level or tier no greater than (1+Contribution rank+character level).

Now This is Podracing Example Podracer Stats Vehicle

Speed (MPH)

Keep Pace

Speed Up

EAC/KAC

HP

Attack

BT310 Quadra

290/580

20

27

10/12

35(17)

-4

5d6 (DC 13)

J930 Dash-8

260/530

17

24

12/14

40(20)

-2

5d6 (DC 13)

KV9T9-B Wasp

250/500

16

23

16/18

50(25)

-1

5d6 (DC 13)

Plug-F Mammoth

255/515

15

22

16/18

50(25)

0

5d6 (DC 13)

Vulptereen 327

240/475

14

21

18/20

60(30)

+1

5d6 (DC 13)

The players may get involved in a race, either through their own interest or because they are approached by a racing team or swoop gang. This can also work, if you let the player characters who aren't directly involved take over some of the NPC racers. The phases of are similar to that of “PHASES OF A VEHICLE CHASE” in the Starfinder Rulebook. However, no initiative is rolled and the race is not based off of zones. A race runs a length of 3000 feet; this is abstract, as a race actually covers a lot more ground. Phase 1 Pilot Actions: Each vehicle’s pilot makes a Pilot check; the DCs might be different for different vehicles (see the example Race Stats). With a Keep Pace piloting action, you attempt a Piloting check (DC = 10 + (1-½ times your vehicle’s item level) + modifiers ) to stay in the same position in the race. With a successful check, the first number listed as the vehicles speed is added to your “running tally”. If the check fails, your tally does not increase that round. When a racer’s tally equals or exceeds 3000, that racer crosses the finish line. A racer can attempt to at the higher listed speed by attempting a Speed Up Piloting check (DC = 17 + (1-½ times your vehicle’s item level) + modifiers) to get ahead, but if the attempt fails by more than 5 your vehicle gains a one of the critical damage conditions in order of severity (glitching, malfunctioning, and wrecked). Phase 2 Chase Progress: The GM moves the vehicles to their new zones, based on the actions the pilots chose and whether they were successful. The GM also determines whether anyone is out of range of other vehicles, and therefore out of the chase. No initiative is involved. Racers can make their Piloting checks in any order, or all at the same time. If two or more racers cross the finish line on the same round, the one with the highest tally wins. If the tallies are the same, the racers tied. In the event of a tie, brawls are likely to break out in trackside betting pools.

Collision

Phase 3 Combat: In the free-for-all event, passengers and pilots can fire on other vehicles, depending on their range, and pilots might be able to slam their vehicles into those of their enemies. The racers can attack each other if their tallies are within 50 feet of each other at the end of phase 2. Whether through collision or other intentional destruction, if a vehicle is attacked the normal Hit Point rules apply.

Example Race Illegal Metropolitan Grand Prix (CR 4)

Race Style: Free-for-all Opponent Racers: +12 pilot, attack +10 Total Race Distance: 3000 ft. Leg 1 (0 to 600): No hazards Leg 2 (601 to 1200) Active Hazard: busy airspeeder lanes pilots take a stacking -4 to pilot checks. Leg 3 (1201 to 1800) Active Hazard: construction site - each round while the racers are in this bracket make a DC 13 reflex to avoid taking 5d6 damage from construction equipment or debris Leg 4 (1801 to 2400) Altered Attacks: narrow tunnels attacking while in this bracket take a -4 penalty Leg 5 (2401 to 3000) Home stretch: No hazards Winning: Any PC who wins the Grand Prix will be interested to hear what he wins. In addition to underworld notoriety and a purse of 5,000 credits, the 2nd place team hands over their vehicle to the winning team.

                            Starships

Starship Options Note on usage

The AC and TL for the Starships are calculated using the NPC pilot's ranks. When calculating them for personal use subtract the current pilot’s ranks from AC and TL, then add your own ranks.

New Starship Weapons Light Weapons

Weapon

Range

Speed

Damage

PCU

Cost

Special

Light Blaster Cannon

Short



1d6

5

2



Heavy Blaster Cannon

Short



1d10

5

5



Agile Laser Cannon

Short



1d6

5

3

Accurate

Heavy Weapons

Weapon

Level

Price

Damage

Critical

Bulk

Special

Quad Laser Cannon

Short



5d8

20

12

Accurate

Turbolaser Light

Medium



7d6

20

8

Slow Fire 1

Turbolaser Heavy

Long



9d6

30

10

Slow Fire 2

Special Properties

Accurate A weapon with this special property is more accurate when targeting starfighters. The gunner receives a +2 circumstance bonus versus starfighters. Slow Fire A weapon with this special property tends to be slow and heavy such as turbolasers or planetary defense cannons. While they deal incredible damage, they need time to recharge or cool down between shots. A weapon's slow fire rating indicates how many rounds must be waited before it can make another attack.

Imperial Ships TIE FIGHTER (TIER 1/3)

The TIE fighter is the unforgettable symbol of the Imperial fleet. Carried aboard Star Destroyers and battle stations, TIE fighters were single-pilot vehicles designed for fastpaced dogfights with Rebel X-wings and other starfighters. Tiny fighter Speed 10; Maneuverability good (turn 1) AC 15; TL 13 HP 35; DT n/a; CT 7 Shields None (forward 0, port 0, starboard 0, aft 0) Attack (Forward) two linked light laser cannons (4d4) Power Core(s) Micron Light (50 PCU); Drift Engine None; Systems basic short-range sensors, mk 2 armor, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +2 Computers, +1 Piloting; Complement 1 CREW Pilot gunnery +8, Piloting +11 (1 rank)

TIE INTERCEPTOR (TIER 1/2)

The TIE/IN interceptor, also known as TIE Interceptor, was a type of TIE fighter used by the Galactic Empire, most notably during the Battle of Endor. It was identifiable by the addition of four arrow-shaped panels tipped with laser cannons. Tiny interceptor Speed 14; Maneuverability perfect (turn 0); Drift 1 AC 16; TL 17 HP 30; DT n/a; CT 6 Shields Basic 10 (forward 3, port 2, starboard 2, aft 3) Attack (Forward) two linked light laser cannons (4d4) Attack (Forward) two linked light laser cannons (4d4) Power Core(s) Micron Heavy (70 PCU); Drift Engine Signal Basic; Systems basic short-range sensors, mk 2 armor, mk 3 defences, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +2 Computers; Complement 1 CREW Pilot gunnery +9, Piloting +12 (2 ranks) Special: A Fire at Will gunnery action done with all four laser cannons can be taken at a -3 instead of a -4.

TIE TACTICAL BOMBER (TIER 1)

The TIE/sa bomber, also known as the TIE bomber, was a bombing variant of the TIE line used by the Galactic Empire, and was their main source of anti-emplacement air-support. Tiny fighter Speed 10; Maneuverability good (turn 1) AC 16; TL 14 HP 35; DT n/a; CT 7 Shields Basic 10 (forward 3, port 2, starboard 2, aft 3) Attack (Forward) two linked agile laser cannons (2d8), or high explosive missile launcher (4d8) Attack (Ventral Chute) proton bomb (10d8) Limited Ammo 16 Power Core(s) Micron Heavy (70 PCU); Drift Engine None; Systems basic short-range sensors, mk 3 armor, mk 1 defences, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +2 Computers, +1 Piloting; Complement 1 CREW Pilot gunnery +10, Piloting +10 (1 rank); Co-Pilot

TIE DEFENDER (TIER 3)

The TIE Defender, was an advanced experimental TIE line starfighter manufactured by Sienar Fleet Systems for the Imperial Navy of the Galactic Empire. Unlike previous TIE models, the starfighter featured a hyperdrive as well as deflector shields, and was easily recognized by its three wings mounted around an aft section of the cockpit. These specifications made the fighter much more difficult to destroy than standard TIE fighters. Tiny fighter Speed 12; Maneuverability good (turn 1); Drift 1 AC 19; TL 17 HP 35; DT n/a; CT 7 Shields Medium 90 (forward 23, port 22, starboard 22, aft 23) Attack (Forward) six linked light laser cannons (2d4) or Light EMP cannon or Concussion missile launcher (3d8) Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems basic short-range sensors, mk 4 armor, mk 2 defences, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +2 Computers; Complement 1 CREW Pilot gunnery +11, Piloting +13 (3 ranks)

LAMBDA-CLASS T-4A SHUTTLE (TIER 3)

The Lambda-class T-4a shuttle, also known as the Imperial Shuttle, was a multi-purpose transport with a trihedral foil design used by the Galactic Empire during the Galactic Civil War, and was considered an elegant departure from the standards of brutish Imperial engineering. Small shuttle Speed 10; Maneuverability perfect (turn 0); Drift 1 AC 18; TL 16 HP 35; DT n/a; CT 7 Shields Basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) two linked light blaster cannons (2d6) or linked light laser cannons (4d4) Attack (Aft) two linked light blaster cannons (2d6) Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (common), mk 4 armor, mk 2 defences, mk 1 mononode computer (tier 1); Security anti-hacking systems mk 1 (DC +1); Expansion Bays cargo hold, passenger seating Modifiers +1 any one check per round, +2 Piloting; Complement 1 CREW Pilot gunnery +11, Piloting +13 (3 ranks)

GOZANTI-CLASS CRUISER (TIER 4)

The Gozanti-Class Cruiser was a transport used by the Galactic Empire, among other factions throughout the galaxy. They were capable of carrying four TIE Fighters on their hull, as well as AT-DPs which could be deployed directly from the freighter to a planet's surface. Medium explorer Speed 8; Maneuverability good (turn 1); Drift 1 AC 21; TL 15 HP 65; DT n/a; CT 13 Shields Light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) light plasma torpedo launcher (3d8) Attack (Port and Starboard) two heavy laser cannons (4d8) Attack (Dorsal and Ventral) quad laser cannon (5d8) Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters (common), mk 7 armor, mk 2 defences, mk 1 trinode computer (tier 2); Expansion Bays cargo hold Modifiers +1 any three checks per round, +2 Computers, +1 Piloting; Complement 5 Starfighter Complement: 4 starfighters CREW Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks), gunnery +10, Intimidate +15 (4 ranks), Piloting +10 (4 ranks) Engineer Engineering +15 (4 ranks) Gunner gunnery +15 Pilot gunnery +10, Piloting +15 (4 ranks) Science Officer Computers +12 (4 ranks)

ARQUITENS-CLASS COMMAND CRUISER (TIER 10)

The Imperial Light Cruiser was faster and smaller than the Empire's main warships, and were used as light reinforcements, and communication ships, among other roles. Large heavy freighter Speed 10; Maneuverability average (turn 2); Drift 2 AC 26; TL 21 HP 160; DT n/a; CT 32 Shields Medium 120 (forward 30, port 30, starboard 30, aft 30) Attack (Forward) high explosive missile launcher (4d8) Attack (Port) two quad laser cannon (5d8) or two light turbolasers (7d6) Attack (Starboard) two quad laser cannon (5d8) or two light turbolasers (7d6) Attack (Ventral) heavy laser cannon (4d8) Power Core(s) Pulse Prismatic (300 PCU); Drift Engine Signal Booster; Systems advanced longrange sensors, crew quarters (common), mk 7 armor, mk 3 defences, mk 2 mononode computer (tier 5); Security antihacking systems mk 1 (DC +1); Expansion Bays guest quarters (common) Modifiers +2 any one check per round, +4 Computers Ship’s Complement: 750 officers, pilots, and enlisted crew Starfighter Complement: 3 starfighters Passenger Capacity: 100

CREW Captain Bluff +24 (10 ranks), Computers +23 (10 ranks), Diplomacy +24 (10 ranks), Engineering +19 (10 ranks), gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10 ranks) Engineer Engineering +24 (10 ranks) Gunner gunnery +24 Pilot Piloting +24 (10 ranks) Science Officer Computers +23 (10 ranks)

IMPERIAL INTERDICTOR (TIER 10)

The Imperial Interdictor was an experimental Interdictor cruiser of the Imperial Navy which was constructed with gravity well projectors designed to pull ships from hyperspace and/or prevent them making the jump to lightspeed. Huge cruiser Speed 6; Maneuverability average (turn 2); Drift 2 AC 24; TL 17 HP 230; DT 5; CT 46 Shields Medium 160 (forward 40, port 40, starboard 40, aft 40) Attack (Dorsal) five quad laser cannon (5d8) Attack (Ventral) five quad laser cannon (5d8) Attack (Port) four quad laser cannon (5d8) Attack (Starboard) four quad laser cannon (5d8) Attack (Aft) two quad laser cannon (5d8) Power Core(s) Gateway Light (300 PCU); Drift Engine Signal Booster; Systems advanced long-range sensors, crew quarters (common), mk 6 armor, mk 3 duonode computer (tier 5); Gravity Well Projector; Expansion Bays shuttle bay Modifiers +3 any two checks per round, +4 Computers, +1 Piloting; Ship’s Complement: 2,807 officers, pilots, and enlisted crew Starfighter Complement: 24 starfighters Passenger Capacity: 80 troops

CREW Captain Bluff +24 (10 ranks), Computers +23 (10 ranks), Diplomacy +24 (10 ranks), Engineering +19 (10 ranks), gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10 ranks) Engineer (1 officer, 20 crew) Engineering +24 (10 ranks) Gunner (3 officers, 10 crew each) gunnery +24 (10 ranks) Pilot (1 officer, 9 crew) Piloting +21 (10 ranks) Science Officer (3 officers, 12 crew each) Computers +25 (10 ranks) Special: The Interdictor generates a gravity bubble centered on the ship out to extreme range (40 hexes). Nothing within the bubble can enter hyperspace. Also, if a ship is in hyperspace it is immediately pulled out.

IMPERIAL I-CLASS STAR DESTROYER (TIER 16)

The Imperial I-class Star Destroyer, also referred to as an Imperial-class Star Destroyer or Star Destroyer, was a model of Imperial-class Star Destroyer in the service of the Imperial Navy. A wedge-shaped capital ship, it bristled with weapons emplacements, assault troops, boarding craft, and TIE fighters. Gargantuan battleship Speed 6; Maneuverability average (turn 4); Drift 1 AC 34; TL 26 HP 440; DT 10; CT 88 Shields Heavy 240 (forward 60, port 60, starboard 60, aft 60) Attack (Forward) ten light turbolasers (7d6) Attack (Dorsal) ten heavy turbolaser batteries (9d6) Attack (Ventral) ten heavy EMP cannons or Gravity cannon Attack (Port) ten heavy turbolaser batteries (9d6) or ten light turbolasers (7d6) or ten heavy EMP cannons Attack (Starboard) ten heavy turbolaser batteries (9d6) or ten light turbolasers (7d6) or ten heavy EMP cannons

Power Core(s) Gateway Ultra (500 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (common), mk 12 armor, mk 7 defences, mk 3 tetranode computer (tier 8); Security anti-hacking systems mk 4 (DC +4); Expansion Bays cargo hold, hangar bay, shuttle bay; Modifiers +3 any four checks per round, +4 Computers, +1 Piloting; Complement: 37,085 officers, pilots, and enlisted crew Starfighter Complement: 72 starfighters Passenger Capacity: 9,700 troops CREW Captain Diplomacy +33 (16 ranks), Engineering +33 (16 ranks), gunnery +28, Intimidate +35 (16 ranks), Piloting +30 (16 ranks) Engineer (3 officers, 45 crew each) Engineering +33 (16 ranks) Gunner (5 officers, 25 crew each) gunnery +33 Pilot (1 officer, 12 crew) Piloting +30 (16 ranks) Science Officer (2 officers, 8 crew each) Computers +28 (16 ranks)

Rebel Ships T-65B X-WING (TIER 1)

The X-wing is a versatile Rebel Alliance starfighter that balances speed with firepower. Armed with four laser cannons and two proton torpedo launchers, the X-wing can take on anything the Empire throws at it. Tiny fighter Speed 12; Maneuverability good (turn 1); Drift 1 AC 18; TL 16 HP 35; DT n/a; CT 7 Shields Basic 30 (forward 8, port 7, starboard 7, aft 8) Attack (Forward) 2 linked light laser cannons (4d4) Attack (Forward) 2 linked light laser cannons (4d4) Attack (Forward) light torpedo launcher (4d8) Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal Basic; Systems basic short-range sensors, mk 5 armor, mk 4 defenses, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +2 Computers; Complement 1 CREW Pilot gunnery +5, Piloting +11 (1 rank) Astromech Droid Special: A Fire at Will gunnery action done with all four laser cannons can be taken at a -3 instead of a -4.

BTL-A4 Y-WING (TIER 1)

The Y-wing is a workhorse starfighter has been in use since the Clone Wars. Used for dogfights and for bombing runs against capital ships and ground targets, Y-wings are often overshadowed by newer models such as the X-wing and the A-wing. Tiny fighter Speed 10; Maneuverability good (turn 1); Drift 1 AC 16; TL 13 HP 35; DT n/a; CT 7 Shields Basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) linked light laser cannons (4d4) or photon torpedo launcher (4d8) or Light EMP cannon

Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal Basic; Systems budget long-range sensors, mk 3 armor, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +1 Piloting; Complement 1 CREW Pilot gunnery +5, Piloting +11 (1 rank) Astromech Droid

RZ-1 A-WING (TIER 1)

With its sleek arrowhead shape, streamlined cockpit, and massive twin engines, the A-wing starfighter suggests raw speed even when parked within Alliance hangar bays. Faster than even the TIE interceptor, the A-wing is well suited for lightning strikes. It sports a pair of pivoting laser cannons on each wingtip. The starfighters of Green Squadron, which flew in the Battle of Endor, were made up of A-wing starfighters. Tiny interceptor Speed 14; Maneuverability perfect (turn 0); Drift 1 AC 15; TL 18 HP 30; DT n/a; CT 6 Shields Basic 20 (forward 5, port 5, starboard 5, aft 5) Attack (Forward) linked agile laser cannons (2d8) or concussion missile launcher (3d8) Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, mk 2 armor, mk 5 defences, mk 2 duonode computer (tier 1) Modifiers +2 any two checks per round, +2 Computers; Complement 1 CREW Pilot gunnery +8, Piloting +10 (1 rank) Special The A-Wing comes equiped with a signal jammer (DC 15 + tier) to block sensors within range.

B-WING (TIER 3)

Designed by Admiral Ackbar, the B-Wing Starfighter is a mobile weapons platform designed to provide heavy assault support to the Rebel fleet. Possessing a unique design that includes folding S-foils and a cockpit that rotates within it's housing in the starfighter's superstructure, the B-Wing is a difficult craft to master. Heavily armed with a variety of weapons, the B-Wing can deliver a punishing blow to slower targets (Particularly Capital Ships), though it lacks the maneuverability of other contemporary Starfighters, such as the X-Wing or the A-Wing. Tiny fighter Speed 12; Maneuverability good (turn 1); Drift 1 AC 19; TL 17 HP 35; DT n/a; CT 7 Shields Medium 90 (forward 23, port 22, starboard 22, aft 23) Attack (Forward) heavy laser cannon (4d8) or Light EMP cannon or two linked heavy missile launchers (8d8) or laser guided proton bombs (10d8) Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems basic short-range sensors, mk 4 armor, mk 2 defences, mk 1 duonode computer (tier 1) Modifiers +1 any two checks per round, +2 Computers; Complement 1 CREW Pilot gunnery +11, Piloting +13 (3 ranks) Copilot gunnery +13

UT-60D U-WING STARFIGHTER (TIER 3)

The U-wing, was a transport/gunship model manufactured by Incom Corporation and used by the Alliance to Restore the Republic during the Galactic Civil War. Used to drop troops into battle, and provide cover fire for them, U-wings were pivotal in transport and protection of the Rebel Alliance's ground forces during the Battle of Scarif. Small shuttle Speed 10; Maneuverability perfect (turn 0); Drift 1 AC 18; TL 16 HP 35; DT n/a; CT 7 Shields Light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) linked light plasma cannons (4d12) Attack (Starboard and Port) hard point for infantry-based heavy weapon Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (common), mk 4 armor, mk 2 defences, mk 1 mononode computer (tier 1); Security anti-hacking systems mk 1 (DC +1), anti-personnel weapon (artillery laser, azimuth); Expansion Bays cargo hold, passenger seating Modifiers +1 any one check per round, +2 Computers, +2 Piloting; Ship’s Complement: (2) pilot and co-pilot Passenger Capacity: 8 seats CREW Pilot gunnery +11, Piloting +13 (3 ranks)

YT-1300 LIGHT FREIGHTER “Millennium Falcon” (TIER 4)

The YT-1300 light freighter, also known as the YT-1300 Corellian freighter, was a type of light freighter manufactured by the Corellian Engineering Corporation that saw operation in the galaxy during the final days of the Galactic Republic and the reign of the Galactic Empire. By the year 0 BBY, it was considered an outdated model. The Millennium Falcon, a smuggling vessel that became part of the Rebel Alliance fleet, was a YT-1300 of the YT-1300f variety. Small light freighter Speed 8; Maneuverability good (turn 1); Drift 4 AC 19; TL 18 HP 50; DT n/a; CT 10 Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Attack (Dorsal) turret-mounted linked agile laser cannons (2d8) Attack (Ventral) turret-mounted linked agile laser cannons (2d8) Power Core(s) Pulse Blue (200 PCU); Drift Engine Signal Superior; Systems basic short-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 1 tetranode computer (tier 2); Security anti-hacking systems mk 1 (DC +1); Expansion Bays smuggler compartment (dc 25), cargo hold, guest quarters (common) Modifiers +1 any four checks per round, +2 Computers, +1 Piloting; CREW Captain Bluff +15 (4 ranks), Computers +12 (4 ranks), Diplomacy +15 (4 ranks), Engineering +12 (4 ranks), gunnery +10, Piloting +15 (4 ranks) Engineer Engineering +12 (4 ranks) Gunner gunnery +15 Pilot Piloting +15 (4 ranks) Science Officer Computers +12 (4 ranks)

VCX-100 LIGHT FREIGHTER "THE GHOST" (TIER 4)

The VCX-100 light freighter was one of the Corellian Engineering Corporation's freighter designs. A most notable example of this model was the Ghost, a modified VCX-100. Even more so than the majority of Corellian freighters, the ship is easily and extensively modifiable, and can easily be configured to an individual crew's needs, whether it be combat, mass transport, or even sneaking past Imperial sensors. Small light freighter Speed 8; Maneuverability good (turn 1); Drift 2 AC 20; TL 18 HP 50; DT n/a; CT 10 Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Attack (Forward) linked light laser cannons (4d4) Attack (Aft) linked agile laser cannons (2d8) Attack (Dorsal) turret-mounted linked agile laser cannons (2d8) Power Core(s) Pulse Gray (100 PCU); Drift Engine Signal Booster; Systems advanced short-range sensors, crew quarters (good), mk 5 armor, mk 4 defences, mk 1 tetranode computer (tier 2); Security anti-hacking systems mk 2 (DC +2); Expansion Bays cargo hold, guest quarters (common), recreation suite (hac) Modifiers +1 any four checks per round, +4 Computers, +1 Piloting; Passenger Capacity: 6 CREW Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks), gunnery +10, Intimidate +12 (4 ranks), Piloting +15 (4 ranks) Engineer Engineering +15 (4 ranks) Gunner gunnery +15 Pilot gunnery +10, Piloting +15 (4 ranks) Science Officer Computers +12 (4 ranks)

CR90 CORVETTE (TIER 7)

The CR90 Corvette, better known as the Corellian Corvette, is possibly the most versatile light warship in existence. Able to be modified to fit almost any mission profile, there is no end to the variation noticeable from ship to ship. Corellian Corvettes are commonly used as escorts, cargo transports, diplomatic couriers, and even frontline warships. Medium transport Speed 8; Maneuverability average (turn 2); Drift 2 AC 24; TL 20 HP 85; DT n/a; CT 17 Shields Medium 100 (forward 25, port 25, starboard 25, aft 25) Attack (Dorsal and Ventral) turret mounted linked light trubolaser batteries (14d6) Attack (Port) turret mounted light trubolaser batteries (7d6) Attack (Starboard) turret mounted light trubolaser batteries (7d6) Power Core(s) Nova Light (150 PCU); Drift Engine Signal Booster; Systems basic long-range sensors, crew quarters (good), mk 7 armor, mk 4 defences, mk 2 mononode computer (tier 3); Security anti-hacking systems mk 1 (DC +1); Expansion Bays guest quarters (good), medical bay, passenger seating, cargo hold

Modifiers +2 any one check per round, +2 Computers; Ship’s Complement: 165 crew Passenger Capacity: 600 CREW Captain Bluff +19 (7 ranks), Computers +16 (7 ranks), Diplomacy +19 (7 ranks), Engineering +15 (7 ranks), Intimidate +19 (7 ranks), Piloting +14 (7 ranks) Engineer Engineering +19 (7 ranks) Gunner gunnery +19 Pilot Piloting +19 (7 ranks) Science Officer Computers +17 (7 ranks)

EF76 NEBULON-B ESCORT FRIGATE (TIER 10)

The Nebulon-B was an escort frigate manufactured with a highly versatile design platform that allowed it to function in several different capacities as part of a fleet. Large heavy freighter Speed 8; Maneuverability average (turn 2); Drift 2 AC 26; TL 21 HP 160; DT n/a; CT 32 Shields Medium 120 (forward 30, port 30, starboard 30, aft 30) Attack (Forward) three agile laser cannons (1d8) or three Gravity guns Attack (Port) six turret mounted light trubolaser batteries (7d6) or three agile laser cannons (1d8) Attack (Starboard) six turret mounted light trubolaser batteries (7d6) or three agile laser cannons (1d8) Attack (Aft) three agile laser cannons (1d8) Power Core(s) Pulse Prismatic (300 PCU); Drift Engine Signal Booster; Systems basic long-range sensors, crew quarters (common), mk 7 armor, mk 3 defences, mk 3 mononode computer (tier 5); Security anti-hacking systems mk 1 (DC +1); Expansion Bays guest quarters (common)

Modifiers +3 any one check per round, +2 Computers Complement: 854 officers, pilots, and enlisted crew Starfighter Complement: 24 starfighters Passenger Capacity: 75 troops CREW Captain Bluff +24 (10 ranks), Computers +21 (10 ranks), Diplomacy +24 (10 ranks), Engineering +19 (10 ranks), gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10 ranks) Engineer Engineering +24 (10 ranks) Gunner gunnery +24 Pilot Piloting +24 (10 ranks) Science Officer Computers +21 (10 ranks)

Other Ships DELTA-7 AETHERSPRITE INTERCEPTOR (TIER 3)

The Delta-7B Aethersprite-class light interceptor was a shortrange light starfighter used by the Jedi Order during the Clone Wars. Tiny interceptor Speed 14; Maneuverability perfect (turn 0) AC 15; TL 17 HP 30; DT n/a; CT 6 Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Attack (Forward) (Forward) 2 linked light laser cannons (4d4) Power Core(s) Pulse Brown (90 PCU); Drift Engine None; Systems basic short-range sensors, mk 3 armor, mk 5 defences, mk 3 duonode computer (tier 1); Security antihacking systems mk 1 (DC +1) Modifiers +3 any two checks per round, +2 Computers; Complement 1 CREW Pilot Computers +14 (3 ranks), gunnery +11 Astromech Droid

KOM'RK-CLASS FIGHTER (TIER 3)

The Kom'rk-class fighter/transport was a starship designed by rogue members of the MandalMotors corporation for use by the violent Mandalorian splinter-group known as the Death Watch. Small shuttle Speed 10; Maneuverability perfect (turn 0); Drift 2 AC 20; TL 17 HP 35; DT n/a; CT 7 Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Attack (Forward) linked light laser cannons (4d4) Attack (Aft) linked light laser cannons (4d4) Power Core(s) Pulse White (140 PCU); Drift Engine Signal Booster; Systems basic medium-range sensors, crew quarters (common), mk 6 armor, mk 4 defences, mk 1 duonode computer (tier 1); Security anti-hacking systems mk 1 (DC +1); Expansion Bays passenger seating, cargo hold Modifiers +1 any two checks per round, +2 Computers, +2 Piloting;

Ship’s Complement: 5 crew members Passenger Capacity: 24 CREW Captain Computers +11 (3 ranks), Diplomacy +8 (3 ranks), gunnery +11, Intimidate +13 (3 ranks), Piloting +11 (3 ranks) Engineer Engineering +13 (3 ranks) Gunner gunnery +13 Pilot gunnery +9, Piloting +13 (3 ranks) Science Officer Computers +13 (3 ranks)

FIRESPRAY-31 SYSTEM PATROL CRAFT "SLAVE 1" (TIER 4)

Slave I was a modified Firespray-31-class patrol and attack craft used by the infamous bounty hunter Jango Fett before the Clone Wars. Jango outfitted the craft with a number of weapons, including laser cannons, projectile launchers, and seismic charges. Small shuttle Speed 10; Maneuverability perfect (turn 0); Drift 2 AC 19; TL 18 HP 40; DT n/a; CT 8 Shields Basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) linked light laser cannons (4d4) or Concussion missile launcher (3d8) or Gravity gun (6d6) Power Core(s) Pulse White (140 PCU); Drift Engine Signal Booster; Systems advanced short-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 2 mononode computer (tier 2); Security anti-hacking systems mk 1 (DC +1); Expansion Bays cargo hold, guest quarters (good), smuggler compartment (DC 30) Modifiers +2 any one check per round, +4 Computers, +2 Piloting; Ship’s Complement: 1 pilot, up to 2 co-pilots or gunners Passenger Capacity: 2 CREW Gunner gunnery +15 Pilot gunnery +15, Piloting +15 (4 ranks)

Shields Light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) heavy laser cannon (4d8) or light laser cannon (2d4) Attack (Aft) heavy laser cannon (4d8) Attack (Port) gravity gun (6d6) Attack (Starboard) light emp cannon (Special) Power Core(s) Nova Heavy (200 PCU); Drift Engine Signal Booster; Systems basic medium-range sensors, crew quarters (luxurious), mk 4 armor, mk 1 defences, mk 1 duonode computer (tier 4); Security anti-hacking systems mk 1 (DC +1); Expansion Bays guest quarters (luxurious) (2), recreation suite (trivid den), recreation suite (hac) Modifiers +1 any two checks per round, +2 Computers, +1 Piloting; Ship’s Complement: 30 Passenger Capacity: 75 CREW Captain Bluff +21 (8 ranks), Diplomacy +21 (8 ranks), Intimidate +21 (8 ranks), Piloting +18 (8 ranks) Engineer Engineering +21 (8 ranks) Gunner (1 officer, 2 crew) gunnery +18 Pilot Piloting +18 (8 ranks) MINSTREL-CLASS SPACE YACHT (TIER 8)

Jabba Desilijic Tiure kept a personal luxury space yacht as a space cruiser customized for personal business trips. The vessel, named Star Jewel, operated as a flying fortress, and became infamous for its gaudy appearance and the sordid dealings and "social activities" carried out within. Large heavy freighter Speed 6; Maneuverability average (turn 2); Drift 2 AC 21; TL 18 HP 160; DT n/a; CT 32

Vehicles Airspeeder or Starship? The line between airspeeders and spacecraft is sometimes difficult to discern. The most meaningful distinction is does it have a pressurized cockpit and an ion drives. Those two are a luxury in airspeeders but the absolute baseline for a starship.

Large land Vehicle Speed 80 ft, full 4,500 ft., 500 mph (repulsor lift) EAC 14; KAC 15; Cover none HP 24 (12); Hardness 5 Attack Collision (5d4 B, DC 11) Ship Statistics Modifiers +0 Piloting, –2 attack (–4 at full speed) Crew: 1; Passengers: None

TIE STRIKER (TIER 1/3)

The TIE striker, was a streamlined variant of the TIE line starfighters used by the Galactic Empire, most notably during the Battle of Scarif. Specialized for in-atmosphere missions, the atmospheric fighter was identifiable by its horizontal high-speed wings and large central pod. Tiny racer Speed 14; Maneuverability perfect (turn 0) AC 14; TL 13 HP 20; DT n/a; CT 4 Shields None (forward 0, port 0, starboard 0, aft 0) Attack (Forward) linked light laser cannons (2d4) Power Core(s) Micron Ultra (80 PCU); Drift Engine None; Systems budget short-range sensors, mk 1 armor, basic computer (tier 1), Modifiers ; Complement 1 CREW Pilot gunnery +8, Piloting +11 (1 rank)

BASIC PODRACER [LEVEL 2]

Podracers were repulsorcraft that were built as racing vehicles. Capable of achieving speeds over 700 kilometers per hour, podracers were used in the similarly named sport of Podracing.[1] Podracers came in various shapes and sizes, although the general construction of a Podracer was a oneman cockpit that pulled along by two engines which were attached to the cockpit via two cables. Adaptation After the Galactic Empire outlawed podracing, swoop racing became the favored alternative. A swoop, also known as a swoop bike, was a type of repulsorlift vehicle similar to a speeder bike; in fact, it was in essence simply an overpowered version and described as "an engine with a seat." Swoops are to speeder bikes what airspeeders are to landspeeders. Swoops were often used by gangs and criminals, and such organizations bore the mantle of swoop gang.

74-Z SPEEDER BIKE [LEVEL 4]

The 74-Z is a basic Speeder Bike designed for military scouting and urban patrol missions. It consists of a powerful repulsorlift engine with two small thrust engines, a long forward control vane, and a small blaster cannon in a rotating forward mount. It is designed for a single Pilot, but has room for a passenger as well- both straddling the engine block of the Vehicle. Large land Vehicle Speed 60 ft, full 2,640 ft., 300 mph (repulsor lift) EAC 17; KAC 19; Cover none HP 50 (25); Hardness 7 Attack (Front) light blaster cannon (1d6; or 1d6x10 versus personnel DC 13) Attack Collision (5d6 B, DC 13) Ship Statistics Modifiers +2 Piloting, –2 attack (–4 at full speed) Crew: 1; Passengers: None SPECIAL ABILITIES The 74-Z Speeder bike is equiped with a starship scale weapon. This weapon ignores the hardness of other vehicles and does x10 damage to personnel.

LAAT/i GUNSHIP (TIER 9)

ALLIANCE T-47 AIR SPEEDER (TIER 4)

The Incom Corporation T-47 airspeeder was an airspeeder that became famous during the Galactic Civil War for its use by the Alliance to Restore the Republic as a military fighter known as the snowspeeder. Tiny fighter Speed 12; Maneuverability good (turn 1) AC 20; TL 20 HP 40; DT n/a; CT 8 Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Attack (Forward) linked light laser cannons (4d4) Attack (Aft) turret-mounted electomagnetic harpoon Power Core(s) Arcus Light (75 PCU); Drift Engine None; Systems basic medium-range sensors, mk 4 armor, mk 4 defences, mk 1 duonode computer (tier 2) Modifiers +1 any two checks per round, +2 Computers; Complement 2 CREW Pilot gunnery +12, Piloting +15 (4 ranks) Gunner gunnery +15

The LAAT/i Attack Gunship, first deployed at the Battle of Geonosis, is an example of a combat space transport designed to carry combat troops directly into the heat of battle. It's weapons are used to clear a landing zone and lay down suppressing fire as the troops exit the Vehicle. Small shuttle Speed 10; Maneuverability perfect (turn 0) AC 23; TL 22; Cover Total Cover (Crew), No Cover (Passengers when doors are open) HP 50; DT n/a; CT 8 Shields Light 80 (forward 20, port 20, starboard 20, aft 20) Attack (Forward) linked light laser cannon (4d4), Mass Driver Missile Launchers (4d8) Attack (Port and Starboard) Composite-Beam Laser Turret (3d10+9) personal scale Power Core(s) Arcus Maximum (200 PCU); Drift Engine None; Systems advanced medium-range sensors, crew quarters (common), mk 7 armor, mk 7 defences, mk 1 tetranode computer (tier 2); Security anti-hacking systems mk 1 (DC +1); Expansion Bays passenger seating, cargo hold Modifiers +1 any four checks per round, +4 Computers, +2 Piloting; Complement 2 Crew: 6 (Expert Crew Quality) Passengers: 30 CREW Pilot gunnery +20, Piloting +22 (9 ranks) Gunner gunnery +22

ALL TERRAIN SCOUT TRANSPORT  (Level 8)

The 8.5-meter-tall All Terrain Scout Transport (AT-ST) is a nimble, two-legged mobile weapons platform that rapidly moves across battlefields and through cramped urban environments, providing reconnaissance and quick-response fore support for ground troops. Huge Ground Vehicle Speed 20 ft, full 500 ft., 55 mph EAC 21; KAC 23; Cover total cover HP 140 (70); Hardness 25 Attack (Pilot) Heavy Blaster Cannons, Twin +19 (1d10; or 1d10x10 versus personnel reflex DC 16) Attack (Copilot) Light Blaster Cannons, Twin +19 (1d6; or 1d6x10 versus personnel reflex DC 16) Attack (Copilot) Grenade Launcher +19 (See Below) Attack Trample (7d10 B, DC 16) Ship Statistics Modifiers +0 Piloting, –2 attack (–4 at full speed) Crew: 2 (Piloting +21 [Rank 8]); Passengers: None Cargo: None; Consumables: 2 Days; Carried Craft: None Payload: 12 Frag Grenades III - Explode (4d6 P) SPECIAL ABILITIES The 74-Z Speeder bike is equiped with a starship scale weapon. This weapon ignores the hardness of other vehicles and does x10 damage to personnel.

ALL TERRAIN ARMORED TRANSPORT (Level 14)

The 15.5-meter-tall All Terrain Armored Transport (AT-AT) is an imposing, four-legged behemoth that shakes the ground as it plods toward enemy fortifications. (The Empire used ATATs to overwhelm Rebel forces both on Hoth in Episode V and on Scarif in Rogue One.) Colossal land Vehicle Speed 20 ft., full 200 ft., 35 mph EAC 28; KAC 30; Cover total cover HP 300 (150); Hardness 40 Attack Heavy Laser Cannons (4d8; or 4d8x10 vs personnel DC 20) Attack Blaster Cannons (1d6; or 1d6x10 vs personnel DC 20) Attack Trample (14d10 B, DC 20) Ship Statistics Modifiers –4 Piloting, –3 attack (–6 at full speed) Systems autopilot (Piloting +10), planetary comm unit Crew: 5 (Piloting +30 [Rank 14]); Passengers: 40 Cargo: 1 Ton; Consumables: 1 Week; Carried Craft: 5 Aratech 74-Z Speeder Bikes or 2 AT-STs SPECIAL ABILITIES The 74-Z Speeder bike is equiped with a starship scale weapon. This weapon ignores the hardness of other vehicles and does x10 damage to personnel.

                   Character Options

Species Homeworld: Ando, a Mid Rim water planet dotted with swampy islands and rocky outcroppings on which the Quara, Ualaq, and Aquala make their homes. Languages: Aqualish speak, read, and write both Basic and Aqualish. The Quara, Ualaq, and Aquala have slightly different dialects of Aqualish, but have no trouble understanding one another. Example Names: Calfta, Bongi, Carn'ar, Gondara, Gunda Mabin, Korai-tae, Po Nudo, Ponda Baba, Undra Lagor, Yada Munda. Adventurers: Aqualish heroes are typically Operatives or Soldiers. Force-using Aqualish are rare. RACIAL TRAITS Ability Adjustments: +2 Str, +2 Con, -2 Cha Hit Points: 6

Aqualish

The Aqualish are amphibious humanoids native to the Mid Rim world of Ando. Three breeds of Aqualish exist- the Aquala (Widely considered the "Baseline" Aqualish), the Quara, and the Ualaq. The three strains are generally similar in appearance and in all their traits, but the Quara and Ualaq have claw-like hands with five digits whereas the Aquala have fins. The Ualaq are set apart by the fact that they have four eyes instead of two. The Aqualish hold no beings in greater contempt than those who belong to a different subspecies than themselvesAquala hate the Quara and the Ualaq, the Quara hate the Aquala and Ualaq, and the Ualaq hate the Aquala and the Quara. Each strain views the others as inferior and weak. Since Quara and Ualaq can more easily use Equipment designed for the general galactic population, they are more frequently encountered away from Ando than the Aquala. Species Characteristics

Personality: The Aqualish admire strength and are openly contemptuous and hostile toward the weak. It is customary and accepted social behavior for an Aqualish to be pushy and belligerent toward people he or she is interacting with for the first time. If the individual does not stand up to them, the Aqualish assumes the other being is weak and continues to bully him or her. Physical Description: Aqualish are tusked, walrus-faced humanoids with skin ranging in color from dark green or blue to deep russet or black. Members of the Ualaq subspecies have four eyes instead of two. Adult Aqualish stand between 1.8 and 2 meters tall.

Size and Type: Aqualish are Medium humanoids with the Aqualish subtype. Amphibious: Aqualish may breathe underwater without penalty and never suffer movement penalties for traveling through water. Expert Swimmer: An Aqualish gains a swim speed of 50 feet and Athletics DCs are decreased by 5 when swimming. In addition, a Aqualish can take 10 on an athletics check when swimming even while distracted or threatened. Resilient: Rugged and resilient, Aqualish gain a +1 racial bonus to Fortitude saves.

Bothan

Native to Bothawui, these short, fur-covered humanoids have had hyperspace travel for thousands of years. Bothans use information as a measure of wealth and power, even wielding it as a weapon when necessary. The Bothan SpyNet, one of the largest intelligence agencies during most eras, plays an important role in the Galactic Civil War. Culturally, Bothans don't believe in direct conflict because it destroys people, material, and even information. They prefer behind-the-scenes manipulation, watching and waiting for information that they can use to gain status and influence. This attitude makes espionage a natural part of their culture. While others often find Bothans to be manipulative and irritating, no one wants to lose access to their SpyNet. As a result, nearly all groups have at least some contact with the Bothans. Species Characteristics

Personality: Bothans are curious, manipulative, crafty, suspicious, and even a bit paranoid. They can be irritating, but they are also loyal and brave. Physical Description: Bothans are covered with fur that ripples in response to their emotional state. They have tapered ears, and both male and female Bothans sport beards. They average about 1.6 meters tall and have a maturity rate and life span slightly greater than Humans. Homeworld: The industrial world of Bothawui is the birthplace of the Bothans, along with various colony worlds throughout the Mid Rim territories. Languages: Bothans speak, read, and write both Bothese and Basic. Example Names: Borsk Fey'lya, Karka Kre'fey, Koth Melan, Tav Breil'lya, Tereb Ab'lon. Adventurers: Bothan adventures, often SpyNet operatives, engage in daring missions at great personal risk. In addition, many Bothan heroes serve as Soldiers and Envoys. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Int, -2 Con Hit Points: 2 Size and Type: Bothan are Medium humanoids with the Bothan subtype. Investigator The DC to Gather Information is decreased by 5. Conditional Bonus Feat: Bothans are natural spies and investigators. A Bothan with Diplomacy as a Trained Skill gains Skill Focus (Diplomacy) as a bonus Feat. Iron Will: Bothans have above-average willpower and gain a +1 Species bonus to their Will saves.

Cerean

Cereans are a sophisticated and cultured humanoid Species native to Cerea, a world on the fringes of known space. Their elongated heads distinguish the, from most other humanoid Species. Cereans established contact with the rest of the galaxy shortly before the Galactic Republic was transformed into the Empire, swiftly gaining fame as expert astrogators, cryptographers, and economists. Few patterns or trends escape the notice of a Cerean. Cerean society is matriarchal, and the Cerean culture's traditional values emphasize living in harmony with nature and minimizing any impact on the environment from technology. The peaceful philosophies of the Jedi appeal to Cereals, and many join the Order. Species Characteristics

Personality: Cereans tend to be calm, rational, and extremely logical. Physical Description: Cereans average about 2 meters tall, with elongated craniums housing binary brains. They have a maturity rate and life span similar to those of Humans. Homeworld: The blissful planet Cerea. Languages: Cereans speak, read, and write both Cerean and Basic. Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.

Adventurers: Cereans who become adventurers do so in spite of their peaceful traditions. Still, when a cause or situation leads down this path, a Cerean tries to keep these traditions intact, avoiding aggression when possible. The binary brain allows a Cerean to constantly weigh both sides in any disagreement and give two points of view equal consideration. This ability extends even to issues surrounding The Force, and a Cerean Jedi or Force Prodigy often contemplates the Light Side and the Dark Side simultaneously. RACIAL TRAITS Ability Adjustments: +2 Int, +2 Wis, -2 Dex Hit Points: 2 Size and Type: Cerean are Medium humanoids with the Cerean subtype. Intuitive Initiative Once per day, A Cerean may choose to reroll an Initiative check but the result of the reroll must be accepted even if it is worse. Despite their general lack of coordination, Cereans' reaction speed is superior to that of most other species. Historian: Due to their in-depth historical training and the wideranging academic background knowledge they possess, Cerean receive a +2 racial bonus to Culture checks. Student: Cerean's love to learn, and they may choose any with which a Knowledge check can be made and receive a +2 racial bonus to that skill.

Chagrian

The amphibious Chagrians are comfortable both on land and in water. The coastal cities of their homeworld are constructed to allow the rising tides to flood the buildings. When this takes place, Chagrians swim from place to place, or use speeders, which are adapted for aquatic use. The pleasant tropical climate of Champala, coupled with the exotic architecture of it's cities makes the Chagrian homeworld a popular destination for galactic tourists. Unlike cities, spaceports on Champala are built high above sea level, on the direst parcels of land. Although juvenile Chagrians possess a weak sense of taste, this sense fades as they mature into adults. The end result is that Chagrians rarely, if ever, enjoy consuming food and drink, and do so solely to fuel their bodies. Dining activities are traditionally viewed as a nuisance, and a waste of time, so most Chagrians choose to consume nutrient capsules in order to maintain bodily heath and energy levels. When traveling, most Chagrians carry portable scanners that allow them to determine the relative nutrient value of the food they eat. Although they are unable to taste the food they eat, Chagrians view dining as an opportunity to socialize with members of other Species that do not share their sensory deficiencies. Society on Champala is peaceful and highly structured, although Chagrian legal systems are complex and often daunting to outsiders. As a rule, Chagrians are law-abiding and obedient toward figures of authority. Chagrian government ensures that every citizen is cared for, and the standard of living for even the poorest Chagrian is quite high when compared to the impoverished members of other Species. Chagrians have inherited an innate resistance to Radiation due to instability in Champala's primary star. Their blue skin is a direct result of this evolutionary step, and modern Chagrians continue to enjoy protection from myriad forms of Radiation as a side effect. Species Characteristics

Personality: Chagrians are, by and large, even-tempered and accepting of others. They appreciate law, order, and welldefined social structures. On their homeworld, they want for little, and so Chagrians are rarely selfish or greedy individuals. Due to their accepting natures, Chagrians enjoy interacting with members of many different Species. Given their loyalty, they make excellent companions and friends. Physical Description: Chagrians possess thick skin that ranges in color from light blue to dark indigo. Horns (Known as Lethorns) stem from a pair of fleshy growths that protrude from the sides of their heads. Male Chagrians also develop a pair of sharp horns on the tops of their heads, and these are known to get quite long. Homeworld: Champala, a tropical water world in the Inner Rim. Languages: Chagri is the native language of the Champala. Chagrians who leave their homeworld readily learn Basic in order to communicate with the rest of the galactic community. Example Names: Mas Amedda, Belar Tasseva, Myn Seda, Shiran Vallendri, Ketrias Gorran.

Adventurers: Given their predisposition in dealing well with others, Chagrians make excellent Envoys and Jedi. Less scrupulous Chagrians gravitate toward the Operative class, while Chagrian Soldiers are not unheard of.

RACIAL TRAITS Ability Adjustments: +2 Str, +2 Con, -2 Dex Hit Points: 6 Size and Type: Chagrian are Medium humanoids with the Chagrian subtype. Amphibious: Aqualish may breathe underwater without penalty and never suffer movement penalties for traveling through water. Low-Light Vision: Chagrians can see in dim light as if it were normal light. Radiation Resistance: Chagrians gain a +5 bonus to their Fortitude saves against Radiation damage.

The Chiss are technologically advanced, keenly interested in art and science, and skilled at mathematics. Though logical in their mindset, they are also appreciative of philosophy, and interested in other cultures. Given their xenophobic tendencies, it comes as no surprise that the Chiss use their understanding of non-Chiss cultures to gain a tactical advantage over potential adversaries. Chiss society is highly ordered and structured. Rule of law is controlled and enforced by a small number of ruling "Families." These ruling families, also known as clans or houses, are more akin to different branches of government than to actual familial units. As a rule, a Chiss will never knowingly do anything to bring shame upon his or her family, for entire lines have been exiled for the actions of a single family member. The culture of the Chiss is based on a strict code of conduct. As a rule, they do not attack an opponent unless they are attacked first. Thrawn ignores this imperative when he sizes control of the Imperial remnants, and consequently he is exiled from his people. Although most Chiss are peaceful, once embroiled in military conflict, they do not relent until their opponents are either totally destroyed, or completely subjugated. Species Characteristics

Chiss

Originating on the cold world of Csilla in The Unknown Regions, the Chiss are largely unknown to the greater galactic community until five years after the Battle of Yavin, when a Chiss known as Grand Admiral Thrawn rallies the Imperial remnants and goes to war against the New Republic. Even then, the Chiss remain an enigmatic, secretive Species. Their origins are largely unknown, even to the Chiss themselves, though some scientists believe they are descended from an isolated Human colony lost to time.

Personality: Many of the galaxy's perceptions of the Chiss and how they behave is initially based on the personality of Grand Admiral Thrawn. As the years pass, it becomes increasingly obvious that all Chiss are individuals, and that Thrawn was an exceptional member of his Species in a number of ways. As such, the impression of the Chiss held by the galaxy at large is that they are arrogant, aloof, and calculating individuals. While this may be true in some instances, Chiss personalities are as varied as those of any other Species. In general, they tend to be well-educated, artistic, and cautious in their dealings with strangers. Physical Description: Chiss have deep blue skin and red glowing eyes. The shade of their skin and the crimson of their eyes deepens with the amount of oxygen in the atmosphere that they breathe. They tend to have black hair, though some individuals, especially female Chiss, develop grey hair as they age. Homeworld: The frigid world of Csilla, in The Unknown Regions. Languages: Cheunh is the complex and nuance-laden language of the Chiss. Most non-Chiss have difficulty learning the intricacies of Cheunh. Chiss on the other hand, have little difficulty mastering Basic, though most of them are unfamiliar with it. Example Names: Chiss traditionally have long, tripartite names. When dealing with non-Chiss, these names are abbreviated. Examples of abbreviated Chiss names include Deel, Prakk, Karyce, Lev, Sorn, Szardra, Thrawn, Voss, and Zilvad. Adventurers: Their keen mental acuity allows the Chiss the excel at nearly any occupation they choose to pursue. However, there are no known Chiss Jedi, and it is currently unknown whether Chiss society is home to any Force Traditions.

RACIAL TRAITS Ability Adjustments: +2 Int, +2 Cha, -2 Str Hit Points: 4 Size and Type: Chiss are Medium humanoids with the Chiss subtype. Exceptional Vision: Chiss have low-light vision and infravision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet using the infrared spectrum. Keen Senses: Chiss receive a +2 racial bonus to Perception skill checks. Historian: Due to their in-depth historical training and the wideranging academic background knowledge they possess, Chiss receive a +2 racial bonus to Culture checks. Student: Chiss love to learn, and they receive a +2 racial bonus to any two skills of their choice.

Clawdite

A specially bred offshoot of Zolanders, Clawdites were genetically engineered to withstand the unsafe levels of Radiation generated by an unstable sun. However, Clawdites developed an unexpected mutation- the ability to shapechange. The Zolanders deemed the Clawdites a dire threat- a devious subspecies filled with wickedness. Therefore, to guard against Clawdite treachery, the Zolanders sequester them in wretched ghettos, where they live as second-class citizens under the watchful eyes of their captors. The Clawdites chafe under the tyrannical yoke placed upon them, and those who can, flee, but more languish on their homeworld, struggling to find some way to be free. Count Dooku and the Separatist Movement offered the Clawdites the freedom they craved from the Zolanders, so many enlisted to support Count Dooku's war effort in exchange for his promise. The aid was short lived, for the Separatist Movement unraveled with Count Dooku's death. Only after the fall of the Empire did the Clawdites finally rise up against the Zolanders, fighting a brutal civil war that consumed the world in violence. The Clawdites eventually gained control of the planet, and in victory, they assert themselves as the dominant Species. Free, the Clawdites courted the New Republic, and threw their support behind Alliance Intelligence organizations, using their unique talents to infiltrate the Yuuzhan Vong, and sabotaged equipment, gathered intelligence, and assassinated critical targets. The Clawdites took on this dangerous work because they are driven to support the cause of liberty, and for them, the end always justifies the means. Species Characteristics

Personality: Clawdites are staunchly committed to freedom and detest opposition in it's forms. Independent spirits, they go their own way, following their hearts rather than abide by a set of rules imposed on them. Above all, Clawdites hate bigotry and prejudice, and do not tolerate bullies. The more violent Clawdites are sure to make examples of those they encounter. Physical Description: In their natural forms, Clawdites are distinctly reptilian, their thick hides having a green or ochre cast. Their catlike eyes are yellow, set in a face that could pass for Human. Clawdites can alter their appearance in subtle ways when young, and as they age and practice their skills, they can assume the appearance of similarly sized Species, even masking their equipment when it is held close to their bodies. Homeworld: Clawdites originate from Zolan, a planet awash with intense Radiation from it's sun. Languages: Clawdites speak Basic and Clawdite (A modified version of the world's native tongue of Zolanese). Example Names: Durbat, Renneyn, Rolsat Noviee, Torsayn, Zam Wesell. Adventurers: Clawdites who leave Zolan find work as county hunters, assassins, or spies. Their unique nature makes them especially adept Operatives.

RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Cha, -2 Str Hit Points: 2 Size and Type: Clawdites are Medium humanoids with the Clawdite subtype. Shapeshift: Clawdites can alter its appearance at will. They can assume the appearance of a humanoid form of the same age and sex. A Clawdite in humanoid form gains a +10 racial bonus on Disguise checks. Changing shape is a standard action that consumes 1 Resolve Point. Cold-Blooded: Clawdites receive a +2 racial bonus on saving throws against mind-affecting effects and poisons. Low-Light Vision: A Clawdite can see in dim light as if it were normal light.

The basic Republic Clone is bred for obedience and military discipline. This can stifle players who want more free will. Instead, the player could choose to play an ARC Trooper or a Republic Clone Commando, both unit types are Clones based on the original Jango Fett template, but they have more of Fett's personality and fewer behavioral restrictions than standard Clone Troopers. They receive special training better suited to heroic careers, and many have Destinies that stretch out beyond the Clone Wars. For Republic Clone heroes, characters receive a variant of the basic Human template (See below). Species Characteristics

Personality: Though often viewed as the "Flesh and blood" equivalent of Battle Droids, Clones possessed a limited capacity for individuality. They were bred for no other purpose than combat, but nevertheless they developed as individuals under the guidance of their Jedi officers. The Jedi's unique abilities and leadership prowess earned them the admiration and respect of the Clones who served under them. Physical Description: Republic Clones are genetic replicas of the Human Species. Specifically, they are based off of the bounty hunter Jango Fett, which results in they being almost indistinguishable from one another. All Republic Clones reach a height of 1.83 Meters, and unless put through particularly unusual training, they weigh 80 Kilograms. Homeworld: The vast majority of Republic Clones are created on Kamino by the Kaminoans. Languages: Republic Clones all learn Basic, and several also the the ancient language of The Mandalorians, Mando'a. Example Names: When a Republic Clone is created, they are assigned a two letter and four digit identification tag, although those that survive multiple deployments tend to take up a moniker to better identify themselves. Adventurers: All Republic Clones received basic training in core military skills, such as weapons handling, marksmanship, drill, and other essentials. As such, the vast majority of Republic Clones become Soldiers, with a rare few becoming Operatives and Mechanics. RACIAL TRAITS Starting Stats: Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 10 Ability Adjustments: +2 to any 1 ability Hit Points: 4

Clone

Given the prominence of Clones in the story of the Clone Wars, Gamemasters should not be surprised if players wish to play Clone characters. Clone Trooper heroes can be interesting and present exciting story opportunities, especially for a Gamemaster who plans to use Order 66 in the campaign finale. Gamemasters should allow players to play Clone Trooper heroes who stand out from the rank-andfile Clone Troopers.

Size and Type: Clones are Medium humanoids with the Human subtype based on the Jango Fett template. Weapon Familiarity: Clones are trained to be proficient with small and longarm weapons and gain weapon specialization with those at 3rd level. Bonus Feat: Human Clones gain a bonus feat at 1st level. Bonus Trained Skill: Clones are trained to be versatile and accomplished at many tasks. They may choose 1 additional trained skill at 1st level.

Homeworld: Devaron, a world of low mountains and deep valleys linked by thousands of rivers. Languages: Devaronians speak, read, and write both Devaronese and Basic. Their speech is low, guttural, and full of snarling consonants. Example Names: Dmaynel Kiph, Elassar Targon, Jubal, Kapp Dendo, Tyrn Jiton, Lak Jit, Oxbel, Saricia, Sires Vant, Trynic, Ulicx Vinaq, Vilmarh Grahrk. Adventurers: Male Devaronian are found in occupations that allow them freedom to travel whenever and wherever they wish. Due to the oppressive nature of the Empire, many Devaronian males joined the Rebellion- not because of politics, but because they were annoyed that their freedom to travel was being curtailed. Any female Devaronian hero found elsewhere is already an exceptional individual who has decided to challenge the traditions of her culture. Such Devaronians may be of any class or role. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Int, -2 Cha Hit Points: 4 Size and Type: Devaronians are Medium humanoids with the Devaronian subtype. Resilient: Devaronians receive a +1 racial bonus to Fortitude saving throws. This bonus increases to +3 against poisons and disease. Self-Sufficient: Devaronians receive a +2 racial bonus to Survival skill checks. Adaptability: Devaronians receive Skill Focus as a bonus feat at 1st level.

Devaronian

Devaronians are among the first Species in the galaxy to develop interstellar travel, and the males of the species have been common sights in spaceports throughout the galaxy for thousands of years. After reaching middle age, Devaronian males are driven by an urge to wander. As such, they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, and as such, raise the young and run the government of Devaron. The males send as much money as they can back to their families on Devaron, but they seldom return to the homeworld. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life. Species Characteristics

Personality: Devaronian males are bold, daring, bull-headed, rash, terse, unscrupulous, and stingy with their credits. They love being the masters of their own destinies. Female Devaronians are generally bright, wise, scrupulous, and sharp-tongued. Physical Description: Devaronian males are hairless with red-tinted skin, sharp incisors, and a pair of large horns growing from their foreheads. Their appearance is not unlike the devils of a thousand myths. Female Devaronians are covered in thick fur that ranges in color from brown to white. Females are hornless and have prominent canine teeth. Devaronians stand 1.6 to 1.8 meters tall.

Duros

Tall, hairless humanoids from the Duro System, Duros were one of the first Species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Duros astrogators calculating the coordinates for supposedly impossible jumps in their heads. Although not as numerous as Humans, the Duros are almost as omnipresent; all but the smallest settlements in known space feature Duros populations. The Duros Species has existed on other worlds in isolation from the rest of their kind, evolving in slight different directions from the baseline Species. The most populous and well-known near-Duros Species are the Neimoidians, a people rarely encountered during the Rebellion era. Species Characteristics

Personality: A Duros tends to be intense and adventurous, always seeking to learn what's at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness. Physical Description: Duros average about 1.8 meters tall. They are hairless, with large eyes and wide, lipless mouths. Skin color ranges from blue-gray to deep azure. Homeworld: The orbiting cities of the Duro System. Languages: Duros speak, read, and write both Durese and Basic. Example Names: Baniss Keeg, Elior, Kadlo, Kir Vantai, Lai Nootka, Monnda Tebbo. Adventurers: Duros adventurers include hyperspace explorers, star charters, and spacers of all descriptions. They also tend to gravitate toward the sciences, including engineering and astrogation as Mechanics. Some Duros shun exploration in favor of smuggling and trading as Operatives, and a small number go into diplomatic professions as Envoys. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Int, -2 Con Hit Points: 2 Size and Type: Duros are Medium humanoids with the Duros subtype. Expert Pilot: Duros receive a +2 racial bonus to Piloting. In addition to this, Duros treat a ship's maneuverability as one category better when piloting. Intuitive Navigation: Duros reduce the DC of any Computer or Piloting skill checks made to Navigate by 5. Skilled: Duros gain an additional skill rank at 1st level and each level thereafter.

Ewok

Intelligent omnivores native to one of the moons orbiting Endor, Ewoks are almost unknown prior to the battle of Endor. Ewoks live in tree-dwelling tribes with gender-based division of labor; males hunt, forage, and make weapons, while females raise young and handle other domestic tasks. Ewok culture revolves around complex animistic beliefs involving the giant trees of the forest moon. Although technologically primitive, Ewoks are clever, inquisitive, and inventive. Skittish and wary when first introduced to machines, their curiosity soon overcomes fear. Species Characteristics

Personality: Ewoks tend to be curious, superstitious, and courageous, though they can be fearful around things that are strange or new. Physical Description: Ewoks average about 1 meter tall. Their fur color and pattern varies widely. Homeworld: The forest moon of Endor. Languages: Ewoks speak Ewokese. They have no written form of their language. They can learn to speak Basic. Example Names: Asha, Chirpa, Deej, Kneesaa, Latara, Logray, Malani, Nippet, Paploo, Shodu, Teebo, Wicket, Wiley. Adventurers: An Ewok adventurer may be motivated by a love of excitement, a natural inquisitiveness, or a warrior's quest. Collecting powerful "Magic" items from fallen opponents is a sure way to earn the respect of the tribe.

Gran RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Cha, -2 Str Hit Points: 2 Size and Type: Ewoks are Small humanoids with the Ewok subtype. Sneaky: Ewoks receive a +2 racial bonus to Stealth checks. In addition, Ewoks reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. Sure-Footed: Ewoks receive a +2 racial bonus to Acrobatics and Athletics skill checks. Keen Smell: Ewoks receive a +2 racial bonus to Perception skill checks made to smell. Ewok Resilience: Ewoks receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects. Primitive: Ewoks do not gain Weapon Proficiency with small arms, long arms, grenades, or advanced melee weapons as starting feats at 1st level even if their class normal grants them.

Gran originally came from the world and system of Kinyen in the Expansion Region. They are longtime members of galactic society, with numerous colonies. Although most of these colonies are peaceful, their colony on Malastare quickly became embroiled in a bitter conflict with the native Dugs, forcing the Gran to act aggressively to protect themselves. Gran place society over self, and they receive training that complements both their personal talents and society's needs. The desire to maintain balance within society caused the Gran to establish alien-only areas of Kinyen. This was intended to restrict alien influence and avoid trouble between Species, such as what happened on Malastare. During the Dark Times, the Empire has pushed the Gran leadership to grant access to all areas. When the Gran refused, Kinyen was subjected to orbital bombardment. The Kinyen Gran relented, but the incident inspired many Gran to resist the new Empire. Species Characteristics

Personality: Gran are highly social and unable to stand solitude, or isolation from other Gran, for any length of time. Most are talkative, friendly, and hospitable. They are slow to anger. Gran friendships are for life. Gran from Malastare and other colonies follow looser social codes than those from the homeworld . Physical Description: The beige-skinned Gran have three distinctive eye stalks with pitch-black eyes, ahead of small horns and large, triangular ears. Males and females have similar builds. Homeworlds: Kinyen, with colonies on many other worlds, including Hok and Malastare. Languages: Gran speak, read, and write their own language of Gran, as well as Basic. Example Names: Ainlee Teem, Aks Moe, Ask Aak, Baskol Yeesrim, Cera Vixe, Cruegar, Kea R- Lan, Mawhonic, Nadin Paal, Ree-Yees, Vee Naaq. Adventurers: Heroic Gran are often Envoys, Operatives, Soldiers, and bounty hunters. Prior to the Dark Times, Gran Jedi consulars were common, and it is possible that some survived the initial Jedi purge. After the bombardment of Kinyen, individualistic Gran find themselves open to other methods of serving society, looking for new ways to resist the Empire. RACIAL TRAITS Ability Adjustments: +2 Wis, +2 Cha, -2 Int Hit Points: 4 Size and Type: Gran are Medium humanoids with the Gran subtype. Enhanced Vision: Gran decrease the DC of perception checks to Notice based on sight by 5. Low Light Vision: Gran can see in dim light as if it were normal light. Adept Negotiator: Gran receive a +2 racial bonus to Diplomacy and Sense Motive checks.

Adventurers: Kel Dor commonly become diplomats (Envoys), bounty hunters, and Jedi. Given their altruism and sense of justice, many enter law enforcement. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Wis, -2 Con Hit Points: 4 Size and Type: Kel Dor are Medium humanoids with the Kel Dor subtype. Heightened Spiritually: Kel Dors receive a +2 racial bonus to Mysticism. In addition, they receive a +2 racial bonus to caster level checks to overcome Spell resistance. Darkvision: Kel Dors can see up to 60 feet in the dark. Vigilant: Kel Dors receive a +1 racial bonus to Reflex saving throws. Atmospheric Requirement: Kel Dors suffer limitations outside their native atmosphere. Without protective goggles, a Kel Dor is considered Blind. Without an Antiox Breath Mask, a Kel Dor begins to Suffocate. However, Kel Dors may survive in a vacuum for up to 5 minutes before suffering its effects.

Kel Dor

The Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas that is unique to that world. As such, Kel Dor cannot breathe on planets with common nitrogen/oxygen atmospheres. Conversely, Dorin's atmosphere is toxic to most nonnative life. On other planets, Kel Dor dwellings provide their native atmosphere (Stored in large tanks). When outside, Kel Dor must wear breath masks and goggles. They can neither see nor breathe without these devices. Most Kel Dor breath masks include vocoders that amplify the wearer's speech; while their vocal cords function normally in their native atmosphere, Kel Dor must shout to provide sound in other environments. Their eyesight however, is enhanced when they are away from Dorin. Species Characteristics

Personality: Calm and kind, the Kel Dor never turn away a being in need. Still, most believe in quick, simple justice (Even engaging in vigilantism). Physical Description: The average Kel Dor stands between 1.6 and 2 meters tall. Their skin ranges from peach to deep red, and most have black eyes. Homeworld: The technological planet of Dorin. Languages: The Kel Dor can speak, read, and write both Basic and Kel Dor. Example Names: Dorn Tlo, Plo Koon, Torin Dol.

Ithorian

Ithorians are tall humanoids whose appearance leads many to refer to them colloquially as "Hammerheads." Peaceful and gentile, Ithorians are widely recognized as talented artists, brilliant agricultural engineers, and skilled diplomats.

Ithorians are perhaps the greatest ecologists in the galaxy, devoting their technology to preserving the natural beauty of their homeworld's jungles. They live in "Herds," dwelling in cities that hover above the surface of their planet and striving to maintain the ecological balance in the "Mother Jungle." Ithorians also travel the galaxy in massive "Herd Ships," masterpieces of environmental engineering that carry a perfect replica of their native jungle. Many look forward to trading for the exotic wares the Ithorians bring from distant planets. Species Characteristics

Personality: Ithorians tend to be calm, peaceful, tranquil, and gentile. Physical Description: Ithorians are humanoid, ranging in height from 1.8 to 2.3 meters tall, with long necks that curl forward and end in dome-shaped heads. They have two mouths, one on each side of their neck, producing a stereo effect when they talk. Homeworld: The jungle world of Ithor, or a specific Herd Ship. Language: Ithorians can read and write both Basic and Ithor. When they speak the languages, they speak in a stereophonic voice. Example Names: Fandomar, Momaw, Oraltor, Tomia, Trangle, Umwaw. Adventurers: Ithorians tend to concentrate on peaceful professions. They love to meet new beings and see new places. Often, wanderlust leads them to explore the greater galaxy, before they eventually return home. RACIAL TRAITS Ability Adjustments: +2 Wis, +2 Cha, -2 Dex Hit Points: 4 Size and Type: Ithorians are Medium humanoids with the Ithorian subtype. Bellow: As a Standard Action, an Ithorian can open all four of it's throats and emit a terrible subsonic bellow. The Ithorian makes a special attack, all creatures and unattended objects within a 30 ft. cone must succeed on a Fortitude saving throw to resist its effects, the DC is equal to 10 + your character level + your key ability modifier. A successful hit deals 3d6 points of sonic damage; on a failed save the target takes half damage instead. Ithorians gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their bellow. Each use of this ability requires spending a Resolve Point. Survival Instinct: Ithorian receive a +2 racial bonus to Survival. Nature Affinity: Ithorians love of nature gives them a +2 racial bonus to Life Science and decreases the DC to identify creatures with Life Science by 5.

Mandalorian

Mandalorians were a predominantly human ethnolinguistic cultural group who originated on the planet Mandalore. Mandalorians had a particularly unique role in galactic history as legendary warriors, and could be commonly found not only on the Mandalorian homeworld and its moon, Concordia, but across Mandalorian Space and the galaxy at large on worlds such as Kalevala, Krownest, and Concord Dawn. Mandalore had a largely martial history, but by the time of the Clone Wars the pacifist and reformist New Mandalorian political faction controlled Mandalore's government, led by Duchess Satine Kryze. This led to internal conflict with other Mandalorian groups like Death Watch, who wanted to maintain the warrior ways of their Mandalorian heritage. Species Characteristics

Personality: Mandalorian clan structure was like a pyramid, with the ruler, or Mand'alor, at the top and the Protectors enforcing their rule. Below them were the political factions known as Houses, made up of family clans.One example was House Vizsla, which was comprised of Clan Vizsla and Clan Wren. Under the rule of Duchess Satine Kryze and the New Mandalorian government during the Clone Wars, the Mandalorians had mostly rejected their martial ancestral ways, but maintained a police force and secret service, who wielded electropoles and shields. Homeworld: Mandalorians had a particularly unique role in galactic history as legendary warriors, and could be commonly found not only on the Mandalorian homeworld of Mandalore and its moon, Concordia, but across Mandalorian Space and the galaxy at large on worlds such as Kalevala, Krownest, and Concord Dawn. Languages: As well as Galactic Basic, Mandalorians spoke Mando'a, whose written form was also known as Mandalorian. Example Names: Satine Kryze, Gar Saxon, Pre Vizsla, Sabine Wren

Adventurers: Mandalorians were some of the most feared warriors in the galaxy. As prideful warriors, single combat was integral to the culture and spirit of the Mandalorians, and they had a strong code of honor. Mandalorians adventure for the same reasons as most humanoid races, though they do so with a tenacity. Mandolorians are often Operatives or Soldiers, though some do become Envoys. RACIAL TRAITS Ability Adjustments: +2 to any 1 Ability Hit Points: 4 Size and Type: Mandalorians are Medium humans with the Mandalorian subtype. Armor Savant: Mandalorians use armor in a way that complements their physique. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal. Weapon Familiarity: Mandalorians are proficient with small and longarm weapons and gain weapon specialization with those at 3rd level. Bonus Feat: Mandalorians gain a bonus feat at 1st level.

Mirialan

Mirialans are a Species of Near-Humans native to the planet Mirial. They are devoted and skillful people who have long practiced a religion centering on an understanding of The Force through individual actions shaping destinies. They are easily spotted by their traditional geometric pattern tattoos which indicate when a Mirialan has completed a specific task or achieved a goal. Species Characteristics

Personality: Mirialans are a focused race, spending their time perfecting whatever path they choose to pursue. Mirialans also tend to be determined individuals, rarely backing down from their decisions once they have made them. Physical Description: Mirialans appear very similar to stock Humans save that their skin color ranges from yellowgreen to more human coloration and can at times show as a pale blue-green. Their eyes are usually blue or green, with orange more rarely; and their hair is typically black or brown. They average the same heights as Humans, though they tend to be slightly lighter and they have lifespans comparable to Humans. Homeworld: The planet of Mirial, a frigid desert world in the Outer Rim. Mirial has repeatedly left The Republic throughout history, notably jointing the Sith Empire during the Jedi Civil War and the Confederacy of Independent Systems during the Clone Wars. Languages: Mirialans practice their own intricate language of Mirialan. Example Names: Bariss Offee, Luminara, Unduli, Arwen Cohl, Hylo Visz, Fortris Gall, Teela Kaarz Adventurers: Mirialans adventure for the same reasons as most humanoid races, though they do so with a tenacity not found in most Species. Mirialans are often Operatives, though some do become Soldiers. Mirialans have long practiced a primitive Force-based religion, and some have taken the mantle of Jedi. Mirialan Jedi are often renowned for their skill and their dangerous agility in combat. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Wis, -2 Int Hit Points: 4 Size and Type: Mirialans are Medium humanoids with the Mirialan subtype. Disciplined: Mirialans receive a +1 racial bonus to Will saving throws. This bonus increases to +3 against fear effects. Heightened Spiritually: Mirialans receive a +2 racial bonus to Mysticism. In addition, they receive a +2 racial bonus to caster level checks to overcome Spell resistance. Mirialan swiftness: Mirialan move faster than other humanoids, they have a base speed of 35 feet.

RACIAL TRAITS Ability Adjustments: +2 Int, +2 Wis, -2 Con Hit Points: 2 Size and Type: Mon Calamari are Medium humanoids with the Mon Calamari subtype. Amphibious: Mon Calamari may breathe underwater without penalty and never suffer movement penalties for traveling through water. Expert Swimmer: An Mon Calamari gains a swim speed of 50 feet and Athletics DCs are decreased by 5 when swimming. In addition, a Mon Calamari can take 10 on an athletics check when swimming even while distracted or threatened. Weathered: Mon Calamari have cold resistance 5, which stacks with one other source of cold resistance.

Mon Calamari

Amphibious land-dwellers, the Mon Calamari share their Outer Rim homeworld with the aquatic Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari suffered under great oppression under the Galactic Empire; thus, it was one of the first worlds to declare support for the Rebel Alliance. Mon Calamari are widely recognized for their keen analytical and organizational abilities, and they have developed a reputation as being among the foremost ship designers in the galaxy. They see everything they create as a work of art, not just a tool or weapon. Species Characteristics

Personality: Creative, quiet, and inquisitive, the Mon Calamari are dreamers who cherish peace, but aren't afraid to fight for the causes they believe in. Physical Description: The average Mon Calamari stands 1.8 meters tall. They have high-domed heads, large eyes, and smooth, mottled skin. Homeworld: The watery world of Mon Calamari. Languages: The Mon Calamari can speak, read, and write both Mon Calamarian and Basic. Most tend to also learn Quarrenese as well. Example Names: Ackbar, Bant, Cilhal, Ibtisam, Jesmin, Oro, Perit, Rekara. Adventurers: Mon Calamari seek their dreams among the stars. They are idealistic and daring, often attaching themselves to causes that seem hopeless or lost right from the start. They strive to prove that even thinkers and dreamers can be brave and daring when the need arises.

Nautolan

Nautolans are one of the sentient Species native to the planet Glee Anselm. Their language, Nautila, evolved underwater and is heavily tied to pheromones. Out of water, Nautila loses much of it's meaning. As a result, Nautolans learn another language, typically either Basic or Anselmian, the language of the Anselmi people, who are native to Glee Anselm's land masses.

Even though they are aquatic, Nautolans have little difficulty living in climates that would be uncomfortable for other amphibians. They are a hardy Species, due in part to the extra cartilage that supports their skeletal structures. Given their aquatic origins, they are excellent swimmers. Species Characteristics

Personality: Nautolans are loyal and steadfast companions. They wear their moods on their proverbial sleeves, expressing both joy and despair with equal zeal. Though polite and civilized under most circumstances, Nautolans tend to reflect the moods of others around them. The tendrils on their heads sense the pheromones released by others. This can inadvertently affect a Nautolan's disposition- for better or for worse. Despite their peaceful nature, Nautolans are not above defending themselves. Physical Description: Nautolans have thick green skin that is covered in dark, mottled spots. Their large, black eyes allow them to see well in dim light. Each Nautolan's head is crowned by long, tentaclelike tendrils, which the Nautolan decorates with leather bands, metal rings, or beaded ties. Homeworld: The oceanic world of Glee Anselm, located in the Mid Rim. Languages: Nautolans speak their native language of Nautila, an underwater language reliant on pheromones as much as sound. Out of water, most Nautolans speak Basic or Anselmian. Example Names: Hiskar Dorset, Kit Fisto, Ploss Niklos, Renko Losa, Pin Mako, Setel Yast. Adventurers: Nautolans crave adventure and are as likely to be Envoys, Operatives, or Mechanics as they are to be Soldiers. There have also been several notable Nautolan Jedi and Force Prodigies. RACIAL TRAITS Ability Adjustments: +2 Str, +2 Con, -2 Wis Hit Points: 6 Size and Type: Nautolans are Medium humanoids with the Nautolan subtype. Amphibious: Nautolans may breathe underwater without penalty and never suffer movement penalties for traveling through water. Nautolan Movement: A Nautolan has a base speed of 40 feet and a swim speed of 30 feet. Natural Athlete: Nautolans receive a +2 racial bonus to athletics. Weathered: Nautolans have cold resistance 5, which stacks with one other source of cold resistance.

Quarren

The Quarren hail from the distant Outer Rim planet of Mon Calamari, sharing the world with the sentient humanoid Species of the same name. The Mon Calamari live on the surface of the world, while the more isolationist Quarren dwell in oxygen-filled cities in the deep recesses of the oceans. Offworld, Quarren generally stay clear of galactic politics. Instead, they often become involved with shadowy occupations such as pirates, smugglers, and spy networks. Many Quarren blame both the Empire and the Rebels (Even more than the Mon Calamari) for their homeworld's devastation during the Galactic Civil War. Species Characteristics

Personality: Practical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism. Physical Description: The average Quarren stands 1.8 meters tall. They have leathery skin and heads that resemble four-tentacled squids, hence the name "Squid Head" sometimes used by others. Homeworld: The watery planet Mon Calamari. Languages: Quarren speak, read, and write Quarrenese and Basic. They tend to also learn Mon Calamarian as well. Example Names: Kelmut, Seggor, Tessek, Tsillin, Vekker, Vuhlg. Adventurers: Quarren leave their homeworld to escape their dependency on the Mon Calamari. They tend to seek out the fringes of society, operating as Operatives or Envoys in criminal organizations.

Rodian RACIAL TRAITS Ability Adjustments: +2 Str, +2 Con, -2 Charisma Hit Points: 6 Size and Type: Quarren are Medium humanoids with the Quarren subtype. Amphibious: Quarren may breathe underwater without penalty and never suffer movement penalties for traveling through water. Expert Swimmer: An Quarren gains a swim speed of 50 feet and Athletics DCs are decreased by 5 when swimming. In addition, a Quarren can take 10 on an athletics check when swimming even while distracted or threatened. Conditional Bonus Feat: Adept traders and negotiators, Quarren with Diplomacy as a Trained Skill gains Skill Focus (Diplomacy) as a bonus Feat.

Rodians hail from the Tyrius star system in the Mid Rim, their homeworld humid and choked with heavy rain forests teeming with dangerous life forms. In this hostile environment, the Rodians evolved into brutal hunters and killers to survive. As a result, Rodian culture centers around the concept of "The Hunt." Their art glorifies violence and the art of stalking prey. The more intelligent and dangerous a hunter's prey, the more honorable the hunt. Rodians have numerous annual festivals that exists solely to honor such activities. Since joining the rest of the galaxy's spacefaring Species, the Rodians have come to view bounty hunting as the most honorable profession in existence, and many have found great success in this field. Species Characteristics

Personality: Rodians tend to be violent, tenacious, and dedicated. Physical Description: Rodians are humanoid, with multifaceted eyes, a tapered snout, and deep green skin, the average Rodian stands 1.6 meters tall. Homeworld: The industrial world of Rodia. Languages: Rodians speak, read, and write both Rodese and Basic, and many learn to speak Huttese as well. Example Names: Andoorni, Beedo, Chido, Doda, Greedo, Greeata, Kelko, Navik, Neela, Neesh, Wald. Adventurers: Rodian adventurers leave their homeworld to improve their skills, hoping to one day return and claim the title of Hunt Master. To this end, they take on roles that allow them to flex their hunting skills and increase their battle prowess, most commonly working as bounty hunters or mercenaries as Soldiers. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Wis, -2 Cha Hit Points: 4 Size and Type: Rodian are Medium humanoids with the Rodian subtype. Survivalist: Rodians receive a +2 racial bonus to Survival and Perception. Expert Tracker: Rodians decrease the DC of any Survival skill check made to track by 5. Low Light Vision: Rodians can see in dim light as if it were normal light. Skilled: Rodians gain an additional skill rank at 1st level and each level thereafter.

Adventurers: Sullustan adventurers enjoy exploring the galaxy, conducting business as Envoys, and pulling pranks as Operatives to see how others react. They are inquisitive and love to discover things through personal experience, sometimes being a bit reckless. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Wis, -2 Con Hit Points: 2 Size and Type: Sullustans are Medium humanoids with the Sullustan subtype. Darkvision Sullustans can see up to 60 feet in the dark. Natural Climber: Sullustans gain a +2 racial bonus to athletics. They have a climb speed of 15 feet. In addition to this, they may choose to take 10 on athletics checks when climbing even when distracted or threatened. Heightened Awareness: Sullustans receive a +2 racial bonus to Perception skill checks.

Sullustan

To survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet's numerous caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come from all over the galaxy to visit them. Living underground helped the Sullustans to develop acute senses, and they are renowned for their navigational and piloting skills. This friendly, gregarious species enjoys interacting with unique, unusual, and interesting beings. When Old Republic scouts first visited their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest non-Human-owned interstellar corporations in the galaxy. In fact, the company was so powerful that it has become the official government of Sullust, and more than half the plant's population is on it's payroll. Species Characteristics

Personality: Sullustans tend to be pragmatic, pleasant, and fond of practical jokes. Physical Description: Sullustans are humanoid with large eyes, big ears, and jowls. The average Sullustan stands 1.5 meters tall. Homeworld: The volcanic, technological world of Sullust. Languages: Sullustans speak, read, and write Sullustese and Basic. Example Names: Aril Nunb, Dllr Nep, Nien Nunb, Sian Tevv, Syub Snunb.

Togruta

Togruta are natives of the planet Shili, a world of dense forests, wild scublands, and ever-growing urban areas. The most striking features of Togruta are their brightly colored horns, head, head-tails, and skin. These patterns serve as a sort of camouflage that helps them stalk prey through the red and white, meter-tall turu-grass of the scrublands.

Togruta are natural pack hunters and work effectively in large groups. Individualism is generally discouraged, but despite this fact, most Togruta leaders gain power and prestige through expressions of individuality. Outsiders often believe that Togruta are venomous. Although no one knows how the rumor was started, Togruta do use their sharp incisors to kill one of their favorite meals, the small, rodentlike Thimiars. Species Characteristics

Personality: Togruta are social, outspoken, perceptive, and attentive. They prefer to work in groups and are adept at complex social interaction within a known group. Physical Description: A Togruta has an oval face flanked by striped, curved horns and a long head tail. Elaborate red and white patterns adorn the face, while a Togruta's body and limbs display red and white strips. Homeworld: Shili in the Expansion Region, a planet featuring small communities within dense forests and hidden valleys. Languages: Togruta are taught their species language of Togruti, and most later learn Basic. Example Names: Ashla, Raana Tey, Codi Ty, Creev Zrgaat, Dyani Zaan, Jir Taalan, Qusak Laal, Shaak Ti, Vika Saaris, Ahsoka Tano. Adventurers: Strong-willed, highly independent Togruta leave their homeworld to "Hunt among the stars." Togruta are often Envoys, Operatives, or Soldiers, or may become Force Prodigies, but can belong to any Class. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Cha, -2 Con Hit Points: 4 Size and Type: Togrutas are Medium humanoids with the Togruta subtype. Communalism: Togrutas are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result. Pack Instinct: When performing an aid another, covering fire, or harrying fire action, Togrutas grant that creature a +4 bonus instead of a +2. Cooperative: Togrutas spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A Togruta gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. Keen Senses: Togrutas receive a +2 racial bonus to Perception skill checks.

Trandoshan

The reptilian Trandoshans are known for their great strength, and warlike natures. Many of these beings dedicate themselves to martial training, and some follow the path of the hunter on their native world. A few have even become renowned (Or infamous) bounty hunters in galactic society. Trandoshans have a long-standing enmity with Wookiees, and the two Species have fought often over the centuries. Trandoshans (Who refer to themselves as "T'doshok") have supersensitive eyes that can see into the infrared range. They shed their skin several times in the span of their lives and can even regenerate lost limbs, but their clawed hands have difficulty with fine manipulation of objects. Species Characteristics

Personality: Violent, brutal, and driven, Trandoshans love to compete but can show compassion and mercy as the situation warrants. Physical Description: Trandoshans range from 1.8 to 2.1 meters tall. Their scaly hides offer additional defense against attacks. Homeworld: The jungle world of Trandosha. Languages: Trandoshans speak, read, and write both Dosh and Basic. Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk. Adventurers: A Trandoshan adventurer craves the thrill of battle. Some leave Trandosha to become bodyguards or mercenaries. Others set out to find new places to hunt and explore. A few use their warrior traditions to become Soldiers, some even developing into Bounty Hunters as time goes by.

RACIAL TRAITS Ability Adjustments: +2 Str, +2 Con, -2 Dex Hit Points: 6 Size and Type: Trandoshans are Medium humanoids with the Trandoshan subtype. Regeneration: Trandoshans regain hit points naturally at twice the normal rate (2 hit points per character level with 8 hours rest or 4 hit points per character level with 24 hours rest). They can regrow limbs, but takes a month. Natural Weapons: Trandoshans are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Trandoshans gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). Natural Armor: Trandoshans have thick scales that provide a +1 racial bonus to AC. Low-Light Vision: A Trandoshans can see in dim light as if it were normal light.

Twi’lek

From the dry, rocky world of Ryloth, Twi'leks have made a place for themselves along the Galaxy. These tall, thin humanoids include a variety of distinct subraces, but all are instantly recognizable by the tentacular "Head-Tails" (Called Lekku) that protrude from the backs of their heads. Sly, calculating beings, Twi'leks prefer to avoid trouble and stick to the shadows until an opportunity to act without undue danger to themselves presents itself. Their entrepreneurial spirit frequently leads them to positions of influence, and Twi'lek corporate executives and ambassadors are no less common than unscrupulous Twi'lek freighter captains and crime lords. Species Characteristics

Personality: Twi'leks are calculating, pragmatic, and charismatic people. Generally, they try to avoid being swept up in open conflict, preferring instead to duck into the shadows where they can observe, plan, and prepare to profit from the outcome. Physical Description: Twi'leks are humanoids with long head-tails. The average Twi'lek stands between 1.6 and 2 meters tall, with skin tones ranging between white, green, blue, red, and orange, as well as a variety of others. Homeworld: The rocky world of Ryloth. Languages: Twi'leks speak, read, and write Ryl and Basic. They can also communicate with one another using their Lekku (A form of sign language). Many others also learn Huttese. Example Names: Bib Fortuna, Deel Surool, Firith Olan, Koyi Komad, Lyn Me, Oola, Tott Doneeta. Adventurers: Twi'lek adventures generally prefer to work behind the scenes as Operatives, letting others stand in the full light of day. Many wind up in businesses (Whether legal or illegal), performing as entertainers, or even serving as diplomats as Envoys. RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Cha, -2 Wis Hit Points: 4 Size and Type: Twi’leks are Medium humanoids with the Twi’lek subtype. Desert Stride: Twi’leks can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed. Survivor: A Twi'lek can go without water for 3 days plus a number of hours equal to her Constitution score before needing to attempt Constitution checks to avoid nonlethal damage. They also gain a +3 racial bonus to resist disease and poisons. Low-Light Vision: Twi’leks can see in dim light as if it were normal light. Persuasive: Twi’leks receive a +2 racial bonus to Diplomacy and Bluff checks.

Species Characteristics

Personality: Weequay are bullying, brooding, and superstitious by nature, Their culture does not assign names to individuals, as all Weequay are considered to be part of the same whole. They maintain a sinister silence, refusing to speak in the presence of non-Weequay, preferring instead to use trusted intermediaries to do their talking for them. Those raised apart from traditional values find their own voices and seldom integrate well back into Weequay society. Physical Description: Weequay are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with flat noses and a well-defined frill along each of their jowls. Males grow their black hair into long braids, while females are bald. Homeworld: The arid planet of Sriluur in the Outer Rim. Languages: A Weequay relies on pheromones to communicate with other members of his or her tribe. Communication between tribes involves the spoken language of Sriluurian, which consists of whispers, hisses, and throaty mumbles. Written Sriluurian involves a multitude of complex hieroglyphics and pictograms. Example Names: Weequay do not take names within their own society, though members of other Species often give individual Weequay nicknames. Examples of such monikers include: Adazian Liebke, Ak-buz, Ak-rev, Diergu-Rea Duhnes'rd, Fyg, Grimorg, Labansat, Nort Toom, Plaan, QueMars Redath-Gom, Solum'ke, Sora Bulq, and Tas Kee. Adventurers: Weequay are so attached to their tribes that it is rare for an individual to venture into the galaxy alone. It is far more common for bands of like-minded Weequay to ply their martial skills and propensity for violence as a group. Their quiet nature and ability to work as a team make them particularly attractive to the Hutts and various criminal syndicates as guards and enforcers. Thus, Weequay Operatives and Soldiers are quite common.

Weequay

The Weequay are well-known throughout the galaxy for their violent tendencies and lack of individuality. Deeply spiritual, they worship a broad pantheon of deities, the most senior of which is known as Quay. Zealous Weequay perform ritual sacrifices in Quay's honor, at times resorting to murder. Such incidents have done little to dispel their violent reputation. Each Weequay carries a spherical totem through which Quay allegedly speaks. The totem is used in times of great need to guide the Weequay, providing spiritual answers to individual questions. In practice, the Weequay asks a question, shakes the device, and waits for the answer to appear. A Weequay treats the totem's advice seriously and becomes angry and violent is such advice is questioned or ridiculed. Male Weequay ply the galaxy as thugs, mercenaries, and hired assassins, while female Weequay rarely, if ever, leave Sriluur. A Male Weequay who leaves Sriluur grows and cultivates a long braid, which is then shorn off upon his return to the homeworld in celebration. Weequay who are born off-world or adopted into other societies at an early age often develop more individualistic personalities than their deep-rooted cousins.

RACIAL TRAITS Ability Adjustments: +2 Dex, +2 Con, -2 Int, -2 Cha Hit Points: 4 Size and Type: Weequay are Medium humanoids with the Weequay subtype. Survival Instinct: Weequay have learned to survive the harsh conditions on Sriluur. A Weequay receives a +2 racial bonus to Survival. Natural Armor: Weequay posses a thick, leathery hide that provides a +1 racial bonus to AC. A Natural Armor bonus stacks with an Armor bonus to KAC and EAC. Pheromones: Weequay communicate silently with other members of their tribe by emitting complex pheromones. This form of communication has a maximum range of 100 ft. Species with the Scent ability can detect Weequay pheromones by smell, but this does not allow them to understand what the Weequay are communicating.

RACIAL TRAITS Ability Adjustments: +4 Str, +2 Con, -2 Dex, -2 Wis Hit Points: 6 Size and Type: Wookiees are Medium humanoids with the Wookiee subtype. Extraordinary Recuperation: Wookiees regain hit points naturally at twice the normal rate (2 hit points per character level with 8 hours rest or 4 hit points per character level with 24 hours rest). Wookie Rage: Once per day, a Wookie can fly into a rage that gains +2 racial bonus on attacks and damage for melee attacks, -2 to AC, and 2 temporary hit points per character level. The Rage lasts until the end of the encounter. A Wookie can end the rage as a free action, and after the rage ends is fatigued until they take a rest to recover stamina points. Natural Climber: Wookiees gain a +2 racial bonus to athletics. They have a climb speed of 15 feet. In addition to this, they may choose to take 10 on athletics checks when climbing even when distracted or threatened.

Wookiee

Wookiees are widely recognized as one of the strongest and fiercest intelligent Species in the galaxy. Wookiees have many customs and traditions that revolve around honor and loyalty, including the special bond called the honor family and the sacred pledge called the Life Dept. A Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness. Species Characteristics

Personality: Wookiees tend to be honorable, rash, loyal, and short-tempered. Physical Description: Wookiees are large furry bipeds, ranging in height from 2 to 2.3 meters. Homeworld: The forest world of Kashyyyk. Languages: Wookiees speak Shyriiwook, consisting of complex grunts and growls. They understand Basic but lack the ability to speak it. Example Names: Chewbacca, Gorwooken, Groznik, Lowbacca, Ralrra, Rorworr, Salporin. Adventurers: Wookiee adventurers usually start out as wanderers or explorers, but some find this path by forming an honor family with (Or owning a Life Dept to) other adventurers.

Zabrak

The Zabrak are an early spacefaring race distinguished by patterns of vestigial horns on their heads. Zabrak hail from many worlds and have been spacefarers for so long that they define themselves and each other according to their colony of origin. The harshness of Iridonia, their homeworld, forged in the Zabrak an iron will to survive. Driven to escape their world, they sought to obtain the knowledge of space flight. When Duros scouts began exploring the Mid Rim Territories, they encountered Zabrak in eight sovereign colonies in five different systems. Though subjugated under the harsh rule of the Empire, the Zabrak colonies eventually regained their independence. Zabrak posses a great amount of confidence, and they believe that there is nothing they can't accomplish. While this innate attribute could lead to feelings of superiority, most Zabrak don't look down on others. They believe in themselves and are proud and strong, but they rarely project any negativity toward those of other Species. Species Characteristics

Personality: Zabrak tend to be dedicated, intense, and focused, sometimes appearing obsessive and single-minded to other Species. Physical Description: Zabraks are humanoid, distinguished by patterns of vestigial horns atop their heads. The average Zabrak stands 1.8 meters tall. Homeworld: The barren world of Iridonia, or one of the eight colonies in the Mid Rim region of space. Languages: Zabraks speak, read, and write both Zabrak and Basic. Example Names: Aagh Odok, Eeth Koth, Kooth Aan. Adventurers: Zabrak adventurers love to explore the galaxy. No challenge is too big to deter a Zabrak. They range from Operatives on distant colony worlds, to Envoy diplomats and merchants, to Soldiers, and even Jedi. RACIAL TRAITS Ability Adjustments: +2 to any 1 Ability Hit Points: 6 Size and Type: Zabraks are Medium humanoids with the Zabrak subtype. Bonus Feat: Zabraks gain a bonus feat at 1st level. Heightened Awareness: Zabraks receive a +2 racial bonus to Perception skill checks. Fearsome Countenance: Zabraks receive a +2 racial bonus to Intimidate skill checks.

Archetypes Bounty Hunter

The nature of their work requires Bounty Hunters to associate with the scum of the universe. You are among the finest Bounty Hunters in the galaxy, relying on the element of surprise and your hunter's instincts to catch your prey.

Hunter’s Mark [2nd]

Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. If you have the Bounty Hunter Theme the penalty lasts for 1d4 days instead. While hunting that target, you gain a +2 circumstance bonus to Perception checks against your target and a +2 circumstance bonus to Survival checks when you Track your target. You also ignore the penalty for making ranged attacks against the target within your second range increment.

Ruthless Negotiator [4th]

Once per day, when haggling over the price of a bounty, you can reroll your Diplomacy check, keeping the better result.

Debilitate Target [6th]

When you hit an opponent you've designated as your Hunter's Mark (See Hunter's Mark, above) with a ranged or melee attack, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy until the beginning of your next turn. You can choose to make the target deafened, flat-footed, or offtarget, or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your character level + your Dexterity modifier). If you have the Debilitating Trick or Debilitating Attack class abilities the DC of those attacks are reduced by 2 instead.

Nowhere to Hide [9th]

You may spend a Resolve Point to reroll any Diplomacy checks made to Gather Information on your Hunter's Mark, but you must accept the result of the reroll, even if it is worse.

Indomitable [12th]

This ability applies only to an opponent you've designated as your Hunter's Mark (See Hunter's Mark, above). You receive a +2 bonus on saves against any attack originating from that target.

Force Adept

The Force Adept is strong in the Force, but follows a different path from that of the Jedi. To the Force Adept, the Force is more mysterious and more supernatural, and the aid it provides has a magical quality. A Force Adept comes from a different tradition, with different beliefs and codes of conduct from those of the Jedi. This Archtype benefits from using the materials in the Jedi Class document.

Force Intuition [2nd]

You learn 2 Force Powers and gain a Force Rating of 1. All Force powers you learn draw from the same pool of uses which starts at three times per day. They Force powers are considered a Spell-Like ability, using your character level as your caster level and the key ability score is Charisma.

Force Power Adept [4th]

The DC of Force Powers you cast increases by 1. At 11th level, the DC of your Force Powers instead increases by 2, and at 17th level, the DC of Force Powers you cast instead increases by 3. Your pool of uses increases by 2.

The Force is my Ally [6th]

You can use a Force Power as a move action. You can spend 2 Resolve Points to cast a quickened Force Rating 0 power or 4 Resolve Points to use a quickened Force Rating 1 power. You can quicken only Force Powers with a casting time of 1 full action or shorter. At 16th level, you can spend 6 Resolve Points to use a quickened Force Rating 2 power. Your pool of uses increases by 2.

Deepened Sensitivity [12th]

Your connection to the Force has deepened so significantly that you are sensitive to even more subtle currents. You gain +1 to you force rating, showing your further sensitivity to the Force. Your pool of uses increases by 2.

Imperial Inquisitor

The Imperial Inquisitors are a special group of Dark Jedi who work for the Empire. Trained to hunt down and destroy the remaining Jedi whenever they are found, Imperial Inquisitors are steeped in the lore of the Dark Side. A character must be a member of the Imperial Inquisitors and have a Dark Side Score of 1+ to take this Archetype. This Archtype benefits from using the materials in the Jedi Class document.

Force Interrogation 2nd

When you deal damage to one or more creatures by using a Force Power, you can immediately make a Intimidate check as a Swift Action to Demoralize a single target you damaged.

Inquisition 4th

You are particularly adept at dealing with Force-sensitive foes. You gain a +1 bonus on attack rolls and deal +4 damage against targets that have a Force Rating of 1 or higher.

Cower Enemies 6th

When you use the Intimidate Skill to Demoralize, you can Intimidate all targets in a 30 foot cone instead of Intimidating a single target. All other limitations to the Intimidation Skill still apply.

Unsettling Presence 9th

You can spend a Resolve Point as part of an attack or as a move action to create an aura of unsettling discomfort around you. Anyone entering within a 30 radius of you must make a Will Save DC equal to 10 + half your level + your Charisma modifier. On a failed save, that target is Shaken while within the aura up. This aura lasts for the remainder of the encounter and essentially works like frightful presence.

Mandalorian Warrior

The Mandalorians are talented and ferocious warriors. Their skillful training, warrior culture, and advanced combat abilities make them formidable foes in any era. The following Talents are particularly suited to the Knights of the Old Republic era.

Armored Mandalorian 2nd

Mandalorians wear armor constantly and are routinely making improvements to upgrade their armor. You reduce the Dexterity penalty by 1 and gain an extra Armor Upgrade slot for any armor you wear. In addition to this, in typical settlements, you can find and purchase armor upgrades with an item level up to your character level +2.

Mandalorian Advance 4th

Mandalorians know how to move on the battlefield whether it is in heavy armor or with a jetpack. You choose one feat: Opening Volley or Jetpack Training. You gain this as a bonus feat.

Mandalorian Glory 6th

Above everything else, Mandalorians fight for glory in battle. Once per encounter, when you reduce an opponent's hit points to 0, you gain a +5 morale bonus on your next attack during the same encounter.

Mandalorian Ferocity 9th

Mandalorians can be ferocious fighters. Select one Weapon Group or Special Weapon you are proficient with; once per encounter, when making more than one attack in a round, you can add +2 damage to each successful hit with the selected weapon group or Exotic Weapon.

Military Officer

Officers study old battles, looking for historical examples of good military tactics. You are an expert at leading troops into battle, and using the battlefield to your advantage.

Thorough Assessment 2nd

You understand culture as a way to study of military tactics, warfare, and opponent cultural weaknesses. You gain Culture as a class skills. If this skill is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with Culture twice and take the best result. Additionally, when you succeed on a knowledge check with any skill in which you are trained, you learn one more useful piece of information about a creature, terrain, vehicle, world, star system, etc. than normal. At level 11, you learn two more pieces of useful information than normal.

Coordinate 4th

An officer with this ability has a knack for getting people to work together. When you use Coordinate as a Standard Action, all allies within your line of sight grant an additional +1 bonus when they use the Aid Another Action until the start of your next turn. The bonus granted by the coordinate ability increases by 1 every four levels.

Tactical Savvy 6th

When an ally whom you can see spends a Resolve Point to activate an ability, as a Reaction you can make a Culture check to recall knowledge of tactics with a DC 15. If the check succeeds, you can spend an additional Resolve Point to reduce the cost of the allies by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points.

Field Tactics 9th

You know how to use existing terrain to your best advantage. Using a Move Action, you can make a Culture check to recall knowledge of tactics with a DC equal to the 10 + the encounter CR. If the check succeeds, you and all allies within 60 feet of you can use whatever cover is available to gain a +2 bonus to cover AC and reflex saves (this bonus stacks with their current cover). Allies must be able to hear and understand you to gain this benefit, and the bonus lasts until the start of your next turn. This ability provides no benefit to anyone who doesn't have cover. This is a Mind-Affecting effect. At level 14, this can be used as a swift action.

Outmaneuver 12th

An Officer learns to counter the tactics of their enemies. As a Standard Action, you can make a Culture check to recall knowledge of tactics with a DC equal to the 15 + the encounter CR. If the check succeeds, opponents in your line of sight lose all competence, insight, and morale bonuses on attack rolls, as well as any bonuses to AC, until the start of your next turn. If one or more enemy Officers are within your line of sight, the highest level Officer among them can attempt to Oppose your Culture check as a Reaction. If their Skill Check result is higher than yours, your attempt to Outmaneuver your opponents fails.

Rebel Recruiter

You have learned that many enemies can be considered potential allies instead. You can recognize the telltale signs of a potential ally, and, rather than killing your enemy, you can bring him or her over to your side.

Inspiring Rhetoric 2nd

You gain Diplomacy as a class skills. If this skill is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with Diplomacy twice and take the best result. Additionally, when you use diplomacy to sway crowds or individuals to your cause decrease the check by 5.

Recruit Enemy 4th

Once per encounter, when you deal damage to a living creature that is equal to or greater than the target's current Hit Points (That is, when you deal enough damage to kill the target), you can use this ability. Make a Diplomacy check with a DC equal to either 10 + your opponent’s total Diplomacy skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is higher. On a successful result, instead of dealing full damage, you deal half damage to the target. In addition, the target becomes your ally, and it's Attitude toward you immediately shifts to Helpful. The target fights on your side until the end of the encounter, at which point it departs (Or, if the GM wishes, the target might become your ally permanently and join your party). Anyone Hostile to you becomes Hostile to the target. This is a Mind-Affecting effect. If the target is a higher level than you, it gains a +5 bonus to it's Will Save. Enemies that cannot be bribed, blackmailed, or seduced (Such as Stormtroopers) are immune to this effect.

Bolstered Numbers 6th

Whenever you successfully use Recruit Enemy on a target, you and all allies within line of sight gain a +2 morale bonus to attack rolls until the end of the encounter.

Team Recruiting 12th

You can use Recruit Enemy whenever you or an ally would deal enough damage to kill a target, instead of only when you do.

Squadron Leader

You are an expert at leading a squadron of smaller Vehicles into combat as a unit.

Field Commander 2nd

You can form a squadron that includes any Airspeeder, Starfighter, or Space Transport you pilot, plus a maximum number of Vehicles equal to your half your level plus your Charisma modifier (Minimum one other Vehicle). Vehicles must be able to communicate with you to gain the benefits of your Squadron Leader abilities, and you must designate which Vehicles are in your squadron at the beginning of your first turn as a Free Action. All vehicles in your squadron must be a tier equal to or less than your vehicle. During a battle, as long as the action only involves speech, you may take a Captain action during any phase that you also take a Pilot or a Gunnery action. If your role is solely that of Captain, the DC of any Captain actions you take are reduced by 2.

Form on Me 4th

Attempt a Piloting check (DC = 15 + 1–1/2 × your starship’s tier) on a successful check, until the end of your next turn, the target does not gain the benefits of any evasive stunts, and the squadron does not suffer any penalties.

Combined Fire 6th

As a Swift Action, you designate a single creature, Vehicle or object within your line of sight as the target of Combined Fire. When using the Combined Fire Action against that target, Vehicles in your squadron gain a +2 bonus on their attack rolls. You can grant this bonus by succeeding at a Diplomacy check (DC 15). You may have only one target designated at a time.

It's a Trap! 9th

You are skilled at sensing the plans of enemy naval Officers, and counteracting them. Once per encounter as a Reaction, you can spend 2 Resolve Points to grant the Pilot of any single Vehicle within line of sight (Including a Vehicle you are commanding) an immediate Move Action.

Master Starhopper 12th

You adept at making astrogation calculations, you reduce the time it takes to astrogate by one step. For example the usual 10 minutes it takes to make an astrogate check is reduced to 1 minute. In addition to this, you may spend 1 Resolve Point to reduce the DC of the check to astrogate by 5.

Fleet Tactics 18th

As a Captain action, you may designate a single Vehicle as the target of a large-scale assault. If you succeed on a Diplomacy check (DC = 15 + 1–1/2 × your starship’s tier), all allied Gunners within you squadron deal +4 additional damage to the target with each successful ranged attack until the start of your next turn. This is a Mind-Affecting effect.

New Feats Bad Feeling (Combat)

Benefit: You can always take a move action during a surprise round, even if you are surprised. If you are not surprised, you can take this move action in addition to any other actions you are normally allowed to take in the surprise round. Burst Fire (Combat)

Prerequisite: Weapon Proficiency (Longarms or Heavy Weapons) Benefit: When using a ranged weapon with the Automatic special property, and that you are Proficient with, you may fire a short burst as a standard action against a single target. You take a cumulative -5 penalty on your attack roll, but deal extra damage equal to the item’s level. Special: Firing a Burst expends 5 charges, and can only be done if the weapon has at least 5 charges remaining. Charged Bolts (Combat)

Jetpack Combat Maneuvers (Combat)

Prerequisite: Jet pack training and Acrobatics Rank 5 Benefit: Gain a +2 circumstance bonus to a combat maneuver (this applies to bull rush, disarm, sunder, or trip combat maneuvers) when you spend one charge of your jetpack. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Jetpack Training

Prerequisite: Acrobatics Rank 2 Benefit: You always use the proper trajectories to maximize the efficiency of your rocket-pack burn rates. You gain a +2 bonus to acrobatics when hovering and changing from normal flight to cruising flight or vice versa is a move action for you. Normal: Changing from normal flight to cruising flight or vice versa is a standard action.

Benefit: When using a weapon with the boost ability you know how to get the most out of that weapon. Boosting in this way expends charges from the weapon equal to double its usage value. This adds an extra amount of damage equal to half the item’s level.

Priming Shot (Combat)

Droid Hunter (Combat)

Rapid Reload (Combat)

Benefit: While wielding a weapon with which you are proficient, you gain a +2 bonus on damage rolls against enemies with the technological subtype, or +4 if you are using a weapon that has the lockdown special property. Echani Martial Arts (Combat)

Prerequisite: Base Attack Bonus +3, Improved Unarmed Strike Benefit: You have trained the Echani style of martial arts. Your unarmed strikes deal lethal damage, don’t count as archaic, and gain a unique weapon specialization that adds 11/2 × character level to damage. Flash and Clear (Combat)

Benefit: When you damage a target using a weapon with the explode special property, you gain total concealment against that target until the beginning of your next turn. Friends in Low Places

Prerequisite: Trained in Diplomacy Benefit: Whenever you would acquire a license for a restricted or military object, you can make a Diplomacy check with a DC equal to 20 + the item level to gather information about the item. Reduce the black-market cost of the item by 10%. Jedi Familiarity

Benefit: Once per encounter, when you are targeted or affected by a Force power or Force talent originating from an ally, you gain one temporary Resolve Point, which must be spent before the end of the encounter or it goes away. The Force power must benefit you; if the Force power or Force talent damages you, you do not gain the benefit of this feat.

Benefit: When you take the attack or full attack action with a ranged weapon, you can take a –2 penalty to your attack roll. If you hit, the next missile, rocket, or grenade you use gets a +2 circumstance bonus to attack. Benefit: You can retrieve a stored Energy Cell or ammo for a weapon that weighs 1 bulk or less and reload that weapon as a single Swift Action. Normal: You can only reload as a move action unless otherwise specified. Rapid Shot (Combat)

Prerequisite: Base Attack Bonus +4, Proficient with ranged weapon Benefit: You can make two quick shots with a ranged weapon as a single attack. When using a ranged weapon with which you are proficient, you may fire two shots as a standard action against a single target. You take a -5 penalty on your attack rolls for both shots. You roll the damage once, but with two successful attacks all variable, numeric effects are increased by one-half. Special: Using this Feat fires two shots and can only be done on if the weapon has sufficient ammunition remaining. If you do not have a Strength score of 13 or higher, increase the penalty to attacks to -6 when using this Feat.

Force User Feats Battle Strike (Combat)

Prerequisite: Force Rating 1 Benefit: You use the Force to enhance your battle prowess. As a standard action, you can make a deadly attack (melee or ranged), using the Force to guide you. Just before making your attack, attempt a Mysticism check with a DC equal to 20 + your target’s CR. If you succeed at the check, add your Force Rating as a divine bonus to the attack and deal an additional 1d6 damage per Force Rating. Special: You can spend a Resolve Point to double your Force Rating to attack and add an extra 1d6 to the damage. Channel Force

Benefit: You understand that the Force manifests in many forms, some magical and some divine. You can draw on this magical or divine energy to cast Force Powers with spell slots you have from any spell casting classes. When casting a Force Power, you may sacrifice a spell slot and to use a Force Power of the same level without tapping into your Force Power pool. Force Affinity

Prerequisite: Force Sensitivity, Character Level 8 Benefit: Your Force Rating increases by +1 and the number of times per day you can use a Force Power increases by 2. This does not put you above Force Rating 3. Force Endurance

Prerequisite: Character Level 5 Benefit: You add 3 additional uses to the number of uses in your Force Power pool.

Force Expertise

Prerequisite: Force Affinity, Character Level 16 Benefit: Your Force Rating increases by +1 and the number of times per day you can use a Force Power increases by 2. This does not put you above Force Rating 5. Force Sensitivity

Prerequisite: Character Level 5 Benefit: You learn 1 Force Power and gain a +1 to your Force Rating (this does not put you above Force Rating 2). If you do not have a Force Rating yet, your Force Rating is 1. All Force powers draw from the same pool and are usable once per day for every 3 character levels you have starting at level 1. Your caster level equals your character level and the key ability score for these spells is Charisma. Force Training

Prerequisite: Force Sensitivity Benefit: You learn 2 additional Force Powers. This feat can be taken multiple times, each time you learn 2 new Force Powers. Minor Force Sensitivity

Benefit: You learn two level-0 Force Powers as a spell-like ability. All Force powers draw from the same pool and are usable once per day for every 3 character levels you have starting at level 1. Mystic Duelist (Combat)

Prerequisite: 1 rank Mysticism, Force Rating 1 Benefit: You tap into the force during battle by harnessing your emotions or being at peace. For attacks made with a melee weapon, you can spend a Resolve Point to add your Force Rating as a divine bonus to the attack for 1 minute. This does not stack with any sources that provide bonuses to attack based on your Force Rating.

New Skill Uses Computers

Mysticism

Improve Access (Trained Only)

Force Trance (Trained Only)

As a Full-Round Action, you can make a Computer check to adjust the attitude of a computer in order to gain access to it's programs and information. You must be able to communicate with the computer either through a direct interface or by connecting to it through an appropriate network. Apply a modifier on the standard Computers check based on the computer's current attitude toward you: Hostile +10, Unfriendly +5, Indifferent +0, Friendly -5. On a successful check, the computer's attitude shifts one step in your favor. If you fail, the computer's attitude does not change. If you fail by 5 or more, the computer's attitude becomes one step worse and the computer notifies the computer's administrator of the access attempt. A Hostile computer can be dangerous. If the computer becomes Hostile or you fail any Computer check made to improve access to a Hostile computer, it traces your exact location, notifies the nearest security personnel, and activates any additional countermeasures.

Astrogate (Trained Only)

You can plot a safe course through hyperspace. Doing so usually requires 1 to 10 minutes, at the end of which you must succeed on a Computer check. Various factors influence the DC of the check. Moving from a given location to a desired destination through Hyperspace requires a successful Computer check. Because every object in the galaxy is constantly in motion, the precise path between two locations changes from day to day. If the Astrogator uses current data (One day old at most), they can plot a safe course. Doing so takes ten minutes and requires a successful DC 10 Computer check. If an Astrogator has no data with which to plot a jump through Hyperspace, the base DC for the Computer check is 30, and the Astrogator must spend 1 hour calculating coordinates and vectors before attempting the check. As a general rule, data for a particular route through Hyperspace is available to anyone with access to the HoloNet- although that data might be outdated if the route in question is not frequently traveled by other ships. Certain situations or circumstances can also modify the check, as shown in the table below. The lack of a Nav Computer (Or, failing that, an Astromech Droid with stored coordinates) makes the task much more difficult. If time is of the essence, the Astrogator can perform the check as a 1 minute Action by taking a -10 or a Full-Round Action by taking a -20 penalty on their Computer check. Astrogation DC Modifiers

As a Full-Round Action, you can enter a Force Trance with a DC 10 Mysticism check. In this state, you remain fully aware of your surroundings. You can emerge from the trance as a Swift Action. If you remain in a Force trance for 4 consecutive hours, you emerge from the trance fully rested (as though you'd rested for 8 hours). While you're in a Force trance, you can go ten times as long as normal without air, food, or water (see the Endurance skill).

Move Light Object (Trained Only)

As a move action, you can use The Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Mysticism check allows you to move an object weighing up to 1 Bulk a distance of 30 feet in any direction. As a Standard Action, you can use the object as a projectile weapon, but the DC equal to 20 + your target’s CR. If your Mysticism check succeeds, the object hits and deals 1d4 points of bludgeoning damage. Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of talents and feats that interact with ranged attacks.

Sense Surroundings

As a Swift Action, you can make a DC 15 Mysticism check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets until the start of your next turn. Increase the DC by 5 if this ability is used against targets with Total Cover.

Telepathy

As a Standard Action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as "Go!", "Help!", or "Danger!" The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC (see below). Against an unwilling target, you must make a Mysticism with a DC equal to 15 + your target’s CR; if the check fails, you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one. Telepathy Distance

DC

Same planet

15

Same system

20

Situtation

Check Modifier

Same region/quadrant of the galaxy

25

Using Nav Computer

+5

Different region/quadrant of the galaxy

30

No Nav Computer Used

-10

No HoloNet Access

-5

Attempt to make the check in 1 minute

-10

Attempt to make the check in 1 round

-20

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