recursal/Fanatic-Fandom huggingface dataset:
Anti-Surveillance Gauze

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Equipment*

**Equipment Type:** Detection and Surveillance Devices

**Cost:** 4,000/m2

**Weight:** 0.2 Kilograms

This is a sheer, cloth-like material that can be used to conceal objects. It is most commonly used to drape over windows to disguise the contents of a room from outside onlookers. By connecting the Anti-Surveillance Gauze to a Datapad, the device can display a stationary image that requires observers to make a DC 25 Perception check to realize the image is false. The gauze can also display video that can be much more convincing. With a successful DC 20 Use Computer check, the gauze displays a video that requires viewers to make a DC 40 Perception check to not be fooled by the representation.
Antivehicle Blaster Cannon

*Antivehicle Blaster Cannon weapon data created by Wikia user DX-2052.*

While more portable Blaster Cannons are designed to be usable both as anti-personnel weapons and for discouraging small Vehicles, an Antivehicle Blaster Cannon is specialized toward antivehicle use. While this gives it a chance of success against more armored targets, the concentrated, penetrating shots lack the area of effect that makes the standard version effective against infantry (an Antivehicle Blaster Cannon is *not* an Area Attack weapon) and inflicts comparatively minor damage on such "soft" targets, where its attacks simply create a small hole in the target with minimal tissue or structural damage.

An Antivehicle Blaster Cannon has Penetration 10, but attacks against targets of Large or smaller size suffer a -10 penalty to their attack rolls.

An Antivehicle Blaster Cannon requires a Power Pack to operate. After 1 shot, the Power Pack must be replaced.

**Weapon Type:** Heavy Weapons

**Size:** Large

**Cost:** 3,000

**Damage:** 4d8x2

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 18 Kilograms

**Type:** Energy

**Availability:** Military

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Antiquated Weapon Template

*Reference Book:* *Star Wars Saga Edition Legacy Era Campaign Guide*

**Template Type:** Weapon Templates

This Weapon Template can be applied to any weapon that doesn't appear in the *Saga Edition Core Rulebook* and represents pre-Legacy era technology. Most Antiquated Weapons are still fully functional but do not take advantage of the latest technological advancements.

**Manufactured By:** N/A

**Cost:** 10% credits more than base item

**Applicable To:** Any pre-Legacy era Powered Weapon, not including Weapons found in the *Star Wars Saga Edition Core Rulebook*

**Availability:** All Antiquated Weapons gain the Rare availability, if they do not already have it.

**Energy Cells and Power Packs:** Antiquated Energy Cells and Antiquated Power Packs for Antiquated Weapons cost 50% more than a standard Energy Cell or Power Pack. Unless otherwise specified, an Antiquated Weapon cannot use standard Energy Cells or Power Packs, only Antiquated Energy Cells or Antiquated Power Packs.

**Repairs:** Antiquated Weapons do not use modern technology and are likely to be unfamiliar to most weaponsmiths. An Antiquated Weapon increases the base DC of any Mechanics check made to build or repair the Weapon by +5.

**Refitting:** An Antiquated Weapon can be Refitted. Apply the Refitted Weapon Template to the base Weapon instead of the Antiquated Weapon Template.
4th-Degree Droid Talent Tree

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

The following Droid Talents may be taken by any 4th-Degree Droid.

#### **Combat Repairs**

Once per day, as a Full-Round Action, you can use the Mechanics Skill to repair yourself (using the Repair Droid application of the Skill), as opposed to the normal 1 hour.

#### **Droid Smash**

You can use your mechanical strength when wielding a melee weapon. You add 2 x your Strength bonus to melee damage rolls when wielding a weapon in one hand.

#### **Targeting Package**

You can take two consecutive Swift Actions in the same round to activate special targeting software. When you do so, you gain a +2 bonus on attack rolls and damage rolls on your next attack if your target is at Point-Blank Range (or within reach for melee attacks) and within line of sight. You lose the benefit of this Talent if you lose line of sight to your target or if you take any other action before making your attack. The effect of this Talent stacks with that of the Point-Blank Shot Feat.

## Additional 4th-Degree Droid Talents

#### **Just a Scratch**

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*Prerequisites:* Equipped with Medium Armor or Heavy Armor, Proficient with Armor equipped

Once per encounter, as a Reaction, you can reduce the damage from a single attack that targets your Reflex Defense by an amount equal to your Fortitude Defense.

#### **Target Acquisition**

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

Once per encounter, as a Swift Action, designate an enemy target within line of sight as an acquired target. You gain a +1 circumstance bonus to attack rolls and damage rolls for all attacks against that target until the end of the encounter, as long as the target remains within your line of sight.

#### **Target Lock**

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*Prerequisite:* **Target Acquisition**

You lock onto the target designated by the **Target Acquisition** Talent. If the target leaves your line of sight, you automatically reacquire the **Target Lock** as a Reaction if the target comes back within your line of sight. You also gain a +5 bonus to your Perception skill when opposing the target's Stealth checks.

#### **Weapons Power Surge**

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*Prerequisite:* Equipped with a Weapon Tool

Once per encounter, as a Free Action, you can increase the damage dealt by one of your weapons by 1 or 2 damage dice in exchange for moving -1 step down the Condition Track for each die increased. The weapon must be permanently mounted to your chassis (as a Tool), and it must use your internal power supply. Handheld weapons, such as Blaster Rifles, do not qualify for this Talent.
Aim

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Actions in Combat*

You can take two consecutive Swift Actions in the same round to more carefully line up a ranged attack. When you do so, you ignore all Cover bonuses to your target's Reflex Defense on your next attack. You still must have Line of Sight to the target, however.

You lose the benefits of Aiming if you lose line of sight to your target or if you take any other Action before making your attack. Aiming provides no benefit when making an Area Attack.

### Careful Shot

If you have the Careful Shot feat, you gain a +1 bonus on your ranged attack roll when you take the time to Aim first.

### Deadeye

If you have the Deadeye feat, you deal an extra die of damage when you take the time to Aim first.
Akk Dog Follower Template

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

*See also: Korunnai Adept Talent Tree, Followers, Akk Dog*

When a character gains an Akk Dog Follower, the Follower gains the Species Traits of the Akk Dog described below. Akk Dogs are considered Beasts.

**Ability Scores:** Akk Dogs have set Ability Scores. They use the following statistics: Strength 16, Dexterity 8, Constitution 12, Wisdom 10, Intelligence 2, Charisma 8.

**Large Size:** Akk Dogs take a -1 size penalty to their Reflex Defense and a -5 size penalty to Stealth checks. Their lifting and carrying capacities are double those of Medium creatures.

**Speed:** An Akk Dog has a base Speed of 6 squares.

**Natural Armor:** Akk Dogs gain a +2 Natural Armor bonus to their Reflex Defense.

**Natural Weapons:** When an Akk Dog makes an Unarmed attack, it can use it's Natural Weapons, dealing 1d6 points of Slashing damage (plus it's Strength modifier) with that attack instead of normal Unarmed damage.
Anzati Adept Assassin

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*

*Affiliations: Anzati Assassins*

Anzati Assassins are a secret order exclusive to the Anzati that has plied its trade across the galaxy for millennia. The order has no established leadership, and each master is free to operate as they see fit, though all must adhere to the Anzati Code of Honor. The Code forbids discussion of a contract, or even confirming there ever was such a contract. The Code also forbids the training of those unable to taste the "soup." Aside from those restrictions, masters are free to train who they like, how they like.

While many of the elder masters prefer to train students one-on-one, such as Master Akku Seii, others prefer to train in groups fewer than a dozen, such as Masters Anis and Rath Kelkko. All Anzati Assassins express a preference for using stealth to approach their victims and eliminating them with bladed weapons or by drinking their "soup." The assassins work alone or in small teams with equal comfort, adapting their strategy to the job at hand.

Known weapons for Anzati Assassins include metal claws, daggers, swords, and powered variants such as Vibroknucklers and Vibroswords. Gamemasters should feel free to substitute other appropriate Simple Weapons (Melee) or Advanced Melee Weapons, either used as single weapons or dual weapons as they see fit.

## Anzati Adept Assassin Statistics (CL 3)

Medium Anzati Scout 3

**Force Points:** 6; **Dark Side Score:** 3

**Initiative:** +8; **Senses:** Low-Light Vision, Perception +1

**Languages:** Anzat, Basic

### Defenses

Reflex Defense: 18 (Flat-Footed: 15), Fortitude Defense: 14, Will Defense: 13

Hit Points: 34, Damage Threshold: 14

### Offense

**Speed:** 6 Squares; **Hidden Movement**, Presence Sense

**Melee:** Unarmed +4 (1d6+3)

**Melee:** Vibroblade +4 (2d6+3)

**Melee:** Vibroblade -6 (2d6+3) and Vibroblade -6 (2d6+3)

**Melee:** Vibroknucklers +4 (1d6+6)

**Melee:** Vibroknucklers -6 (1d6+6) and Vibroknucklers -6 (1d6+6)

**Ranged:** By Weapon +4

**Base Attack Bonus:** +2, **Grapple:** +4; Energy Drain

**Special Actions:** Mesmerize

**Species Traits (Anzati):** Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

### Base Stats

**Abilities:** Strength 14, Dexterity 14, Constitution 10, Intelligence 11, Wisdom 11, Charisma 13

**Talents:** **Hidden Movement**, **Improved Stealth**

**Feats:** Covert Operatives, Martial Arts I, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +8, Initiative +8, Jump +8, Stealth +11 (Covert Operatives; may reroll, must take second result), Survival +6

**Possessions:** Vibroblade (2), Vibroknucklers (2)
Ajan Kloss

*Ajan Kloss Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

Originally scouted as a potential site for a Rebel Alliance base, at the behest of General Leia Organa Ajan Kloss served as a secluded outpost after the Battle of Endor, becoming a training ground for Luke Skywalker. Years later, it serves a similar function as home of Resistance fighters and a place for Rey to continue her training.

### Ajan Kloss Statistics

**Region:** The Outer Rim

**Climate:** Humid

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 24 Standard Hours

**Length of Year:** 364 Standard Days

**Sapient Species:** N/A

**Government:** None

**Capital:** None

**Major Exports:** None

**Major Imports:** None
ASP Labor Droid

*Affiliations: General Units*

ASP Series Labor Droids are common throughout the galaxy. They perform a variety of simple tasks, including maintenance, repair, sanitation, delivery, and simple hard labor. Cheap and effective, they are designed as "Entry-Level" droids for first time buyers. Many ASP owners modify the droids heavily instead of actually replacing them.

ASP's are built for strength and sturdiness, not intelligence. Since the main virtue of the ASP is versatility, it's programmed with only the most basic functions- leaving the owner to instruct the droid in its specific duties.

ASP Labor Droids can be played as Droid Heroes.

## ASP Labor Droid Statistics (CL 0)

Medium 5th-Degree Droid Nonheroic 2

**Initiative:** +2; **Senses:** Perception +1

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 13, Will Defense: 10

Hit Points: 5, Damage Threshold: 13

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +4 (1d4+3)

**Ranged:** By Weapon +2

**Base Attack Bonus:** +1; **Grapple:** +4

### Base Stats

**Abilities:** Strength 17, Dexterity 12, Constitution -, Intelligence 6, Wisdom 11, Charisma 5

**Feats:** Armor Proficiency (Light), Skill Focus (Endurance), Skill Training (Mechanics), 1 Unassigned

**Skills:** Endurance +11, Mechanics +4

**Droid Systems:** Walking Locomotion, Basic Processor, 2 Claw Appendages

**Possessions:** Durasteel Shell (Droid Armor; +4 Reflex)

**Availability:** Licensed; **Cost:** 4,000 credits

 ASP Labor Droid Protocol Format

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*See also: Protocol Format*

Medium 4th-Degree Droid

Hit Points: 5

Damage Threshold: 13

### System Actions

#### **Move (1 Swift Action, 2/Turn)**

The ASP Labor Droid moves 6 squares (Walking).

#### **Claw (1 Swift Action, 1/Turn)**

The ASP Labor Droid makes a melee attack at +4. If successful, the attack deals 1d4+3 points of damage.

#### **Long-Distance Haul (2 Swift Actions, 1/Turn)**

The ASP Labor Droid can move up to 24 squares in a single turn.

#### **Mechanical Assistance (1 Swift Action, 1/Turn)**

The ASP Labor Droid assists a character's Mechanics check, providing a +2 bonus to the check.

### Base Stats

**Skills:** Endurance +11, Mechanics +4

**Vital Systems:** 2 Claw Appendages
Aggressor-Series Battle Droid

*Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide*

*Affiliations: General Units*

Built on the home planet of the Farghul Species, the Aggressor-Series Battle Droid is a cheap Droid designed for mass production and distribution. To the surprise of many other Droid manufacturers, Farrfin Droidworks has managed to produce large numbers of the Aggressor Droids despite Imperial restrictions on the creation of combat models. Unlike most Combat Droids, the Aggressor-Series Battle Droid does not come standard with any ranged weapons. In fact, most of its programming is dedicated to melee combat, making it an unusual, unorthodox, and unexpected opponent. As a result of this change in combat programming philosophy, the Empire has allowed Farrfin Droidworks to mass-produce and sell the Droids to other worlds, believing the Droids would be ineffective against the Empire's best marksmen.

In truth, the Farghul designed the Aggressor Droids in response to the proliferation of Lightsaber-wielding Sith in the galaxy. Though the Droids' primitive combat programming keeps them from being much of a threat to The Sith, Farrfin Droidworks believes that the time will come when enough of its Droids are spread across the galaxy to challenge The Sith, at which point an upgrade to the Droids' programming will turn them into a significant and widespread threat. The Droids' headpieces are modeled after Farghul war masks, though few in the Empire are so in tune with Farghul traditions to realize this bold statement in the Droids' design.

Darth Krayt keeps several Aggressor-Series Battle Droids, using them as training Droids for his Sith underlings, including the training of Cade Skywalker.

Aggressor-Series Battle Droids can be played as Droid Heroes.

## Aggressor-Series Battle Droid Statistics (CL 1)

Medium 4th-Degree Droid Soldier 1

**Force Points:** 1

**Initiative:** +7; **Senses:** Perception +6

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 15, Will Defense: 12

Hit Points: 30, Damage Threshold: 15

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Dire Vibroblade +4 (2d6+4)

**Ranged:** By Weapon +3

**Base Attack Bonus:** +1; **Grapple:** +3

**Attack Options:** **Devastating Attack (Advanced Melee Weapons)**

### Base Stats

**Abilities:** Strength 15, Dexterity 14, Constitution -, Intelligence 10, Wisdom 13, Charisma 8

**Talents:** **Devastating Attack (Advanced Melee Weapons)**

**Feats:** Armor Proficiency (Light), Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons)\*, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +7, Knowledge (Tactics) +5, Perception +6

**Droid Systems:** Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Vocabulator

**Possessions:** Dire Vibroblade, Durasteel Shell (Droid Armor; +4 Reflex)

**Availability:** Restricted; **Cost:** 3,800 credits

*\*Reprogrammed*
Aing-Tii Monk Talent Tree

*Reference Book: Star Wars Saga Edition Jedi Academy Training Manual*

The Aing-Tii Monks have an understanding of The Force that is different from The Jedi and most other Force Traditions. The Force has many more aspects than just a Light Side and a Dark Side, and it is most useful for facilitating freedom of travel.

You must be a member of The Aing-Tii Monks Force Tradition to select any of the Talents described below.

#### **Aura of Freedom**

All allies within 6 squares of you gain a +5 Force bonus on Skill Checks or Grapple checks made to escape Grapples or other Immobilizing Hazards.

Additionally, whenever an ally within 6 squares of you is moved against its will (such as by the *Move Object* Force Power or the Bantha Rush feat), you can spend a Force Point as a Reaction to negate the forced movement entirely.

#### **Folded Space Mastery**

*Prerequisite:* *Fold Space*

While you are the Pilot of a Vehicle, you can use the *Fold Space* Force Power to move the Vehicle across long distances. If your Use the Force check to activate the Force Power is sufficient to move an object the same size as your Vehicle (or larger), you can use the Force Power to move your Vehicle and all of its occupants safely to the desired destination.

You can use your Use the Force check result instead of a Use Computer check, as though performing Astrogation. This otherwise uses the normal rules for Hyperspace travel, though travel is instantaneous and requires no Hyperdrive.

#### **Liberate**

*Prerequisite:* **Aura of Freedom**

You can spend a Force Point as a Swift Action to designate one ally within 12 squares of you and in your line of sight that is currently Grabbed, Grappled, or Immobilized; that target automatically escapes from the Grab or Grapple (or the Immobilization effect is removed), and the target can move up to half its Speed immediately as a Reaction.

This movement does not provoke Attacks of Opportunity.

#### **Many Shades of the Force**

*Prerequisite:* Force Training

Choose one Force Power with the [*Dark Side*] or [*Light Side*] descriptor in your Force Power Suite. That Force Power is no longer considered to have that descriptor for you.

#### **Spatial Integrity**

While you are aboard a Vehicle, you can spend a Force Point as a Reaction to the Vehicle taking damage; you make a Use the Force check and reduce the damage the Vehicle takes by the check result.

This reduction occurs after both DR and SR are applied to the damage.
Antipersonnel Mine

*Reference Book: Star Wars Saga Edition Galaxy at War*

An Antipersonnel Mine is a shaped Explosive that discharges shrapnel in a cone, rather than exploding over an area. Retractable magnetic spikes on the bottom of the Mine allow it to be securely placed in the ground or attached to a metallic object, such as a Vehicle or building. It can be detonated using a Timer, a Manual Trigger, or a tripwire. Setting up a tripwire requires a DC 10 Mechanics check. Any character, creature, Droid, or Vehicle moving into a wired square detonates the Mine. Multiple Antipersonnel Mines can be linked together with an additional DC 10 Mechanics check per Mine. When one Mine is activated, all the linked Mines detonate, each dealing separate damage to all targets within the area of effect.

An Antipersonnel Mine damages everything in a 6-square cone in a direction that is determined when the Mine is placed and activated.

**Weapon Type:** Mines

**Size:** Tiny

**Cost:** 500

**Damage:** 6d6

**Weight:** 1 Kilogram

**Type:** Piercing

**Availability:** Military
Aardman Animations

Aardman was founded in 1972 by Peter Lord and David

Sproxton, whose aim was to produce an animated motion picture. The partnership
produced a series of short animation ranging from ‘Vision On’ a BBC series for
deaf children to short pieces that were to inspire the clay character ‘Morph’. Aardman also supplied animation for the multiple-award
winning music video of Peter Gabriel’s song, Sledgehammer.

In 1989, Aardman animator Nick Park's short, ‘Creature Comforts’,was the first Aardman production to
win an Oscar. He also developed the famous ‘Wallace and Gromit’
characters; Wallace an eccentric English inventor with a love of Wensleydale
and his best friend, Gromit the dog. The Wallace and Gromit shorts include: ‘A
Grand Day Out’ in 1989, ‘The Wrong Trousers’ in 1993, and ‘A Close Shave’ in
1995 (the latter two winning Academy Awards) and later, ‘A Matter of Loaf and
Death’ in 2008.

Aardman have also produced a number of feature films such
as ‘Chicken Run’ in 1997, ‘Wallace & Gromit: The Curse of the Were-Rabbit’ in
2005, ‘Flushed Away’ in 2006, ‘Arthur Christmas’ in 2011, and ‘The Pirates! In
an Adventure with Scientists’ in 2012.

On 10 October 2005, a
serious fire at a storage facility used by Aardman and other Bristol-based
companies destroyed over 30 years of awards collected by the company as well as
props, models, and scenery often built by the Bristol-based design company, Cod
Steaks. Park was quoted as saying, "Even though it is a precious and
nostalgic collection and valuable to the company, in light of other tragedies,
today isn't a big deal."

Aardman is also known to
provide generous resources and training to young animators by providing awards
at various animation festivals such as the Aardman Award at the UK's Animex
Festival in Teesside. In 2013, Peter Lord (co-founder of Aardman
Animations) created a fundraising project to raise £75,000 to fund 12 new
episodes of Morph.
Antiarmor Unit

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

*See also: Mass Combat Units*

This Unit is trained and equipped to deal with tanks, Walkers, and other Ground Vehicles. Against nonflying Units and nonflying Vehicles, this Unit gains a +2 competence bonus on attack rolls and deals +1 die of damage.
Anti-Rad Dose

*Reference Book: Star Wars Saga Edition Galaxy at War*

**Equipment Type:** Medical Gear

**Cost:** 50

Exposure to Radiation is a fear of ship personnel and soldiers alike. An Anti-Rad Dose comes in a tough hypodermic syringe. The Anti-Rad Dose grants a +10 Equipment bonus to the target's Fortitude Defense against Radiation and grants a +5 Equipment bonus to Treat Injury checks to cure damage caused by Radiation.
Ahch-To

*Ahch-To Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

An uncharted world located deep in the galaxy's Unknown Regions, Ahch-To is the world where The Jedi Order was founded, and its sacred island is the site of the first Jedi Temple. Luke Skywalker discovered the lost world after a long search, and chose it as his place of exile- only to have Rey find her way to his lonely island.

### Ahch-To Statistics

**Region:** The Unknown Regions

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 24 Standard Hours

**Length of Year:** 364 Local Days

**Sapient Species:** 95% Lanai (Native), 5% Other Species

**Government:** Tribal

**Capital:** None

**Major Exports:** None

**Major Imports:** None
Aquatic Specialists

*Reference Book: Star Wars Saga Edition Galaxy at War*

*See also: Feats, Team Feats*

You and your allies have trained extensively in Underwater Combat and specialize in missions in aquatic environments.

**Prerequisite:** Trained in Swim

**Effect:** You gain a +3 competence bonus on Swim checks. At the time you make a check, for each ally within 12 squares of you who also has this Feat, the competence bonus increases by +1 (to a maximum of +7).

Additionally, when you Swim, you swim at half your speed as a Move Action (or you swim at your full speed as a Full-Round Action).
Drawing. Corner

In the PEOPLE gallery is the opportunity to be creative and produce a drawing. Visitors are invited to ' take a line for a walk. Drawing is fun and helps to properly look at things on display, to experiment, to think through ideas and to remember detail.

There is an extension to this activity leading visitors to try " Picture Interpretation " of paintings. Some easy questions prompt them to describe and spot clues as well as to attempt to see the story told in the painting.
Angled Throw

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

*See also: Feats*

Your amazing throws bounce Grenades off walls into open hatches or through congested battle zones.

**Prerequisite:** Dexterity 13

**Effect:** When throwing a Grenade or grenadelike weapon, you can attempt to bounce it off a wall or other surface close to your target. If you attack roll exceeds a Reflex Defense of 15, you ignore Cover and Improved Cover (but not Total Cover) with your attack.
Admiral Ackbar

*Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide*

*Affiliations: The Rebel Alliance, The New Republic, The Resistance*

Hero of The Rebel Alliance and of his own people, Admiral Ackbar serves as the head of the Rebel fleet for most of the Alliance's existence. A brilliant tactician and powerful leader, Ackbar is best known for victory over the Imperial fleet at the Battle of Endor. However, during the early years of the Rebellion, Ackbar is an Imperial slave, like the rest of the Mon Calamari. As Grand Moff Tarkin's slave, Ackbar gains considerable insight into Imperial tactics, weapons, and plans. After a Rebel attack on the Grand Moff frees Ackbar, he returns to Mon Calamari, where he convinces others to join the Rebel cause.

He oversees the Shantipole Project, which created the B-Wing Starfighter. Quickly rising through the Rebel ranks, he becomes an admiral and directs the Rebel's major fleet actions and other operations. He is instrumental in the acquisition of Mon Calamari MC80 Star Cruisers by the Rebels, and in the ships' conversion to full-scale military Capital Ships.

## Admiral Ackbar Statistics (CL 11)

Medium Mon Calamari Noble 5/Soldier 2/Officer 4

**Destiny Points:** 2; **Force Points:** 5

**Initiative:** +6; **Senses:** Low-Light Vision, Perception +17

**Languages:** Basic, Bothese, Durese, High Galactic, Mon Calamarian, Quarrenese, Shyriiwook (understand only)

### Defenses

Reflex Defense: 24 (Flat-Footed: 23), Fortitude Defense: 23, Will Defense: 27; Vehicular Combat

Hit Points: 61, Damage Threshold: 23

### Offense

**Speed:** 6 Squares (Walking), 4 Squares (Swimming)

**Melee:** Unarmed +9 (1d4+5)

**Ranged:** Blaster Pistol +10 (3d6+5)

**Base Attack Bonus:** +9, **Grapple:** +10

**Special Actions:** **Assault Tactics**, **Born Leader**, Command Cover (+2), **Deployment Tactics**, **Rally**, Share Talent (**Assault Tactics**, **Deployment Tactics**)

**Species Traits (Mon Calamari):** Breathe Underwater, Conditional Bonus Feat (Skill Focus (Perception)), Expert Swimmer, Low-Light Vision

### Base Stats

**Abilities:** Strength 10, Dexterity 12, Constitution 10, Intelligence 15, Wisdom 15, Charisma 14

**Talents:** **Armored Defense**, **Assault Tactics**, **Born Leader**, **Deployment Tactics**, **Distant Command**, **Rally**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Linguist, Skill Focus (Knowledge (Tactics)), Skill Focus (Perception), Skill Training (Knowledge (Tactics)), Vehicular Combat, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Galactic Lore) +12, Knowledge (Physical Sciences) +12, Knowledge (Tactics) +17, Knowledge (Technology) +12, Mechanics +12, Perception +17, Persuasion +12, Pilot +11, Use Computer +12

**Possessions:** Blaster Pistol, Comlink (Short-Range, Encrypted), Datapad
Altiri Sable Dawn Assassin

*Altiri Sable Dawn Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sable Dawn*

The assassins of The Sable Dawn come from all walks of life. The majority of the organization's rank and file membership lacks sensitivity to The Force. That said, the most prized of The Sable Dawn's operatives are aware of The Force and skilled in its use. Using a mixture of conventional and unconventional methods, these assassins pose a grave threat to anyone that has a Sable Dawn contract placed on their heads.

The Sable Dawn teaches its Force-using members that perfection is not attained easily or quickly. Therefore, they must constantly strive to test themselves, both to improve their skills as well as their pride and sense of self. With this self-realization comes the strength to take whatever they want, regardless of the moral trappings that might otherwise hold them at bay.

No single description applies to Sable Dawn Assassins. They come from all walks of life and can be members of any of a number of Species.

## Altiri Sable Dawn Assassin Statistics (CL 9)

Medium Near-Human (Altiri) Soldier 4/Scoundrel 3/Assassin 2

**Force Points:** 5; **Dark Side Score:** 9

**Initiative:** +12; **Senses:** Perception +11

**Languages:** Altirish, Basic, Rodese

### Defenses

Reflex Defense: 28 (Flat-Footed: 23), Fortitude Defense: 21, Will Defense: 22

Hit Points: 62, Damage Threshold: 21

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d8+4)

**Ranged:** Blaster Rifle +10 (3d8+4)

**Ranged:** Blaster Pistol +10 (3d6+4)

**Base Attack Bonus:** +7, **Grapple:** +10

**Attack Options:** Autofire (Blaster Rifle), **Dastardly Strike**, **Devastating Attack (Rifles)**, Far Shot, Point-Blank Shot, **Sneak Attack** (+1d6)

**Special Actions:** **Demolitionist**, **Ruthless**

**Force Power Suite (Use the Force +16):** *Force Grip*, *Force Lightning*, *Surge*

**Species Traits (Altiri):** Visually Striking

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 10, Intelligence 12, Wisdom 15, Charisma 14

**Talents:** **Dastardly Strike**, **Demolitionist**, **Devastating Attack (Rifles)**, **Ruthless**, **Sneak Attack** (+1d6)

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Far Shot, Force Sensitivity, Force Training, Martial Arts I, Martial Arts II, Point-Blank Shot, Skill Focus (Use the Force), Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Initiative +12, Mechanics +10, Perception +11, Stealth +12, Use the Force +16

**Possessions:** Blaster Pistol, Blaster Rifle
Annealing Rage

*Annealing Rage Feat data created by user Truefren88.*

*See also: Feats*

Your body has adapted to handle the strenuous aftermath of flying into a Rage.

**Prerequisite:** Rage Species Trait, Base Attack Bonus +5

**Effect:** Once per day upon ending a Rage of any kind, you may attempt a DC 15 Constitution check to ignore the -1 step down the Condition Track. Regardless of the result, you may not attempt the use Annealing Rage again, even if you are capable of Raging more than once per day (such as the Extra Rage Feat).
Aftermath (OK)

*Reference Book: Star Wars Saga Edition Galaxy of Intrigue*

*Main Page: Opportunity Knocks*

*Preceded by Assassination Ambush*

If the heroes escape the government building alive, they still must get out of the domed city. The Imperials pursue them on foot through the streets, but in what seems like a stroke of luck, the heroes manage to get away and reach their ship. Secretly, a homing beacon has been hidden aboard the vessel. The Emperor hopes that the heroes will lead his forces to a Rebel Alliance base.

After the heroes board their ship and begin the preflight sequence, a message from the Duro capital orders them to stand down and warns that their ship is not cleared for takeoff. However, the heroes are able to blast off without incident.

If the first Duro official aided the heroes earlier, he contacts them again. "This doesn't make any sense," he tells them. "I think they're allowing you to leave. Be safe, and may the Force be with you." If the heroes ask why he did not warn them about the ambush, he says that he had no knowledge of it (which is true) but that he is glad they survived. He is impressed with their skills and offers to aid them again if they ever need help.

If the heroes think to do so, they may complete the Disabling the Tracking Device Skill Challenge.

*Continued in Conclusion*
Advozse Gray Jedi Rogue

*Advozse Gray Jedi Rogue character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Knights of the Republic*

Seeking a deeper understanding of The Force, apart from the perceived restrictions of Jedi dogma, a Gray Jedi wanders the galaxy and often interacts with those deemed unsavory.

Whether this journey will lead to enlightenment or corruption, who can say?

## Advozse Gray Jedi Rogue Statistics (CL 9)

Medium Advozse Jedi 5/Scoundrel 3/Force Adept 1

**Force Points:** 6, Force Readiness; **Dark Side Score:** 3

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +12

**Languages:** Advb, Basic, Huttese

### Defenses

Reflex Defense: 23 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 26

Hit Points: 93, Damage Threshold: 23; **Force Recovery**, Recovering Surge

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Unarmed +8 (1d4+3)

**Melee:** Lightsaber +9 (2d8+3)

**Ranged:** Blaster Pistol +8 (3d6+4)

**Base Attack Bonus:** +7, **Grapple:** +8

**Attack Options:** **Sneak Attack** (+1d6), Weapon Finesse

**Special Actions:** **Adept Negotiator**, **Indomitable Will**, **Mystical Link**

**Force Power Suite (Use the Force +16):** *Cloak*, *Force Grip*, *Force Thrust* (2), *Ionize*, *Mind Trick*, *Negate Energy* (2)

**Species Traits (Advozse):** Heightened Awareness, Low-Light Vision, Natural Armor (+1)

### Base Stats

**Abilities:** Strength 8, Dexterity 13, Constitution 14, Intelligence 12, Wisdom 16, Charisma 15

**Talents:** **Adept Negotiator**, **Equilibrium**, **Force Recovery**, **Indomitable Will**, **Mystical Link**, **Sneak Attack** (+1d6)

**Feats:** Force Readiness, Force Sensitivity, Force Training (2), Recovering Surge, Running Attack, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Perception +12 (may reroll, must take second result), Use the Force +16

**Possessions:** Blaster Pistol, Lightsaber (Self-Built), Jedi Robes
Archaic Heavy Cruiser

*Reference Book: Star Wars Saga Edition Starships of the Galaxy*

The following is an example of an Archaic Heavy Cruiser, created by adding the Archaic Vehicle Template to a *Dreadnaught*-Class Heavy Cruiser.

## Archaic Heavy Cruiser Statistics (CL 12)

Colossal (Cruiser) Capital Ship (Archaic Vehicle Template)

**Initiative:** -4; **Senses:** Perception +6

### Defenses

Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 53; +13 Armor, Vehicular Combat

Hit Points: 1,680; Damage Reduction: 20; Shield Rating: 115 (50% failure chance if SR exceeded); Damage Threshold: 126

### Offense

**Speed:** Fly 1 Square (Starship Scale)

**Ranged:** Turbolaser, Batteries (2) +11\* (See Below)

**Ranged:** Light Turbolaser, Quad, Batteries (2) +11\* (See Below)

**Ranged:** Light Turbolasers (2) +3\* (See Below)

**Fighting Space:** 2x2 Squares (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +65

**Attack Options:** Focused Fire (2x2 Squares)

**Special Actions:** Tactical Fire (See Below)

*\*Apply a -20 penalty on attacks against targets smaller than Colossal size.*

### Abilities

Strength: 96, Dexterity: 10, Constitution: -, Intelligence: 16

**Skills:** Initiative -4, Mechanics +6, Perception +6, Pilot -4, Use Computer +6

### Ship Statistics

**Crew:** 16,210 (Skilled Crew Quality); **Passengers:** 3,000

**Cargo:** 9,000 Tons; **Consumables:** 2 Years; **Carried Craft:** 12 Starfighters

**Hyperdrive:** Class 2 (Backup Class 18), Navicomputer

**Availability:** Military; **Cost:** Not available for sale (Black Market value 17,777,500 Used)

### Weapon Systems

#### **Turbolaser, Battery (5 Gunners)**

**Attack Bonus:** +11 (-9 against targets smaller than Colossal size), **Damage:** 7d10x5

#### **Light Turbolaser, Quad, Battery (5 Gunners)**

**Attack Bonus:** +11 (-9 against targets smaller than Colossal size), **Damage:** 4d10x5

#### **Light Turbolasers (Gunner)**

**Attack Bonus:** +3 (-17 against targets smaller than Colossal size), **Damage:** 2d10x5

### Tactical Fire

Heavy Cruisers are designed to absorb damage intended for other, adjacent, Capital Ships by interposing itself between the target ship and it's attackers. As a Standard Action, an Archaic Heavy Cruiser can forgo all attacks to provide Tactical Fire to all squares in a 2-square radius around itself. Any attacks targeting allied ships of Colossal (Frigate) size or larger within that area are automatically directed at the Archaic Heavy Cruiser instead.
Antarian Ranger

*Homebrew Reference Book: Saga Edition NPC Archetypes*

*Affiliations: The Antarian Rangers*

The Antarian Rangers are a group of trained soldiers and scouts who specialize in providing support for The Jedi as field agents when they need resources beyond those provided by the Order. Though trained for combat, The Antarian Rangers also provide nonviolent support by offering Jedi transport services, supplies and other physical resources, and intelligence when working in the galaxy abroad. Though their efforts were not officially sanctioned or approved by the Jedi Council, many Jedi Knights trust The Antarian Rangers with their lives.

## Antarian Ranger Statistics (CL 6)

Medium Human Scout 3/Soldier 3

**Force Points:** 3

**Initiative:** +10; **Senses:** Perception +9

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 19, Will Defense: 17

Hit Points: 54, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; **Expert Tracker**

**Melee:** Unarmed +5 (1d4+3)

**Melee:** Bayonet +5 (1d8+3)

**Ranged:** Blaster Rifle +7 (3d8+3)

**Base Attack Bonus:** +5, **Grapple:** +7

**Attack Options:** Autofire (Blaster Rifle), Point-Blank Shot, Precise Shot, Sniper

**Special Actions:** Coordinated AttackH, **Battle Analysis**, **Draw Fire**

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 11, Dexterity 14, Constitution 12, Intelligence 13, Wisdom 12, Charisma 12

**Talents:** **Acute Senses**, **Battle Analysis**, **Draw Fire**, **Expert Tracker**

**Feats:** Armor Proficiency (Light), Coordinated AttackH, Point-Blank Shot, Precise Shot, Skill Focus (Survival), Skill Training (Pilot), Sniper, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +8, Endurance +9, Initiative +10, Knowledge (Tactics) +9H, Perception +9, Pilot +10, Stealth +10, Survival +14

**Possessions:** Blaster Rifle with Bayonet, Utility Belt, Explorer's Outfit

*H- Human bonus Feat or Trained Skill*
Antisecurity Blades

*Reference Book: Star Wars Saga Edition Threats of the Galaxy*

**Equipment Type:** Tools

These electronic devices allow a user to bypass force fields, and jam security devices with bursts of high-frequency harmonic interference waves. They function as a Security Kit, and grant a +2 Equipment bonus to Mechanics checks made to Disable Devices.
A Fateful Meeting (RaOM)

*Rendezvous at Ord Mantell Adventure Module created by Andy Collins (Converted by Wikia user Darthauthor).*

*Main Page: Rendezvous at Ord Mantell*

*Preceded by Getting Started*

The adventure opens as Tosh encounters the heroes in a spacer bar, where they've gathered to look for work, transport off-world, or perhaps even trouble. She needs their help to get her out of town and to recover (and repair) her ship.

Read or paraphrase the following text to the players:

***You're gathered together in Qexi's, an absolute dive of a bar filled with the dregs of the galaxy. Most of the customers are Human, though a number of Rodians, Sullustans, Bothans, and even a pair of Trandoshans are present as well.***

***A woman interrupts your peaceful afternoon by sliding into an open seat at your table. You didn't see her come in, and she isn't dressed like a local- in fact, her clothes look pretty expensive, though they're spotted with mud and torn in several places. You also notice some recent bruises and scrapes on her arms.***

***Before you can open your mouths, she puts a finger to her lips and glances furtively across the room. Then she turns back to you and says in a low voice, "Interested in helping out a girl in trouble?"***

Assuming the heroes are interested, Renci Tosh continues:

***"I'm a visitor to this world, and I seem to have fallen afoul of the local crime element. I could use some help getting back to my ship. I can't pay you anything now- I have no credits on me- but I can promise a reward of 500 credits apiece as soon as I get to my ship. "If you're interested, we need to get started right away. Can you help me?"***

Renci claims to be an explorer who experienced mechanical difficulties before crash-landing her Z-95 Headhunter in the wilderness a couple dozen kilometers from town. She says it'll take at least a couple of days to get there. If the heroes try to negotiate with Renci, a successful DC 15 Persuasion check gets her to raise her reward to 750 credits each (she's desperate), but she won't go any higher.

## Interrupted!

Just as the heroes complete the deal with Renci, two Goons wearing crude uniforms burst through the door into the bar and start looking around. Neither Renci nor the heroes are Surprised; however, roll Perception checks for the Goons to see Renci (DC 10). If either Goon fails, he is Surprised and can't act in the Surprise Round. (If no one is Surprised, roll Initiative and move directly into the first round.) If the heroes don't attack, the Goons rudely look for Renci until they find her, whether by spotting her or interrogating bar patrons.

When they find her, they attempt to drag her away. If the heroes try to stop them, they open fire. Renci doesn't have a weapon and is injured, so she takes Cover and tries to hide during the fight. If things go badly for the heroes, she tries to grab a weapon from a fallen character and defend herself. The rest of the bar's occupants avoid the fight. Assuming the heroes win, Renci insists that they get out of town as quickly as possible.

*Continued in Into the Wilderness*
Adventure Example: Planetary Assault

*Reference Book: Star Wars Saga Edition Galaxy at War*

*See also: GaW Military Campaigns*

The heroes, as part of an assault force, are to land ahead of the main force and neutralize a battery of anti-aircraft guns. The main force of the assault is scheduled to land at a predetermined time, and the heroes' success or failure has important repercussions for the main assault.

With the guns neutralized, the heroes are to wait for the main force to land so that they can regroup with their unit. They will then join an assault on a major starport, securing the ground facilities. The heroes' role in the starport assault is to capture an important fuel depot slated to be destroyed by the defenders.

With the starport safely under control, the heroes then advance into neighboring hamlets in search of enemy tanks that retreated from the starport. The tanks are hidden and dug in, and pose a threat to advancing troops. The players move in under the cover of darkness, locate the tanks, and neutralize them.

The following day, the main assault force moves through the hamlet and picks up the heroes. The final objective of the assault is the planetary capital, and the battle involves a large number of ground troops with Starfighter cover. Once more, the players are called on to precede the main assault force and knock out several shield generators so that the orbiting naval forces can bombard the capital's military component prior to the assault.

With the shield generators destroyed, the bombardment commences. The heroes again join the primary force as it moves into the city, and they participate in an attack on the planet's government center, attempting to capture the system's president. Success results in total victory for the player's forces, while failure might prolong the planetary fighting for weeks or months.

In essence, this adventure can be reduced to four minor missions- neutralizing the anti-aircraft guns, capturing the fuel depot, destroying the hidden tanks, and blowing up the shield generators- and one major mission- capturing the planetary leader. Together, they form a chain of adventures that cumulates in either victory or defeat. Every success or failure should affect the campaign as a whole. This gives the players a sense of the importance of their actions and their contributions to the war.

For example, if the anti-aircraft guns are not destroyed, then scores of their fellow troopers might die en route to the planet's surface. If the fuel depot is not captured, then allied Ground Vehicles might not have enough fuel, slowing their advance. If the enemy tanks are not located and destroyed, they wreak havoc on advancing allied armor, costing time and lives. And of course, if the shield generators are not blown up, then the Orbital Bombardment of the planetary capital cannot reduce the effectiveness of the enemy defenders, further hampering the progress of the war.
Aid Another (Mass Combat)

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

*See also: Mass Combat, Characters in Units*

As a Standard Action, your Unit can aid an attack roll or supress an enemy.

## Aiding an Attack Roll

You can aid the attack roll of another Unit or Vehicle by adding your Unit's firepower to the attack.

A Commander or First Officer can make a DC 10 Knowledge (Tactics) check to grant a single adjacent allied Unit or Vehicle a +2 bonus on it's next attack roll made before the beginning of the Commander's next turn.

An Attack Leader selects a target within the range of their unit's weapons, and the unit makes an attack roll against a Reflex Defense of 10 (applying all Range penalties as though the unit is attacking the designated target).

If this attack is successful, the Attack Leader grants a single adjacent allied unit or vehicle a +2 bonus on its next attack roll made against that target before the beginning of the attack leader's next turn.

## Suppress an Enemy

You can suppress the attack of an enemy Unit or Vehicle by bombarding the target with fire. An Attack Leader can select a target within the range of their unit's weapons, and the unit makes an attack roll against a Reflex Defense of 10 (applying all Range penalties as though the unit is attacking the designated target).

If this attack is successful, the Attack Leader causes the target Unit or Vehicle to take a -2 penalty on its next attack roll.
Aiming Accuracy

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*See also: Feats*

When you have time to analyze your shot, your shooting accuracy has a precision that only a machine can achieve.

**Prerequisites:** Droid, Point-Blank Shot, Precise Shot

**Effect:** If you Aim at a target as a Full-Round Action (instead of two Swift Actions), you gain a +5 bonus to your next attack made with a weapon with which you are proficient in the following round against that target. The target must remain in your line of sight.