recursal/Fanatic-Fandom huggingface dataset:
1st-Degree Droid Talent Tree

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

The following Droid Talents may be taken by any 1st-Degree Droid.

As a Full-Round Action, you can make a DC 15 Treat Injury check on an adjacent living creature to move it +1 step along the Condition Track.

#### **Interrogator**

You can create an aura of unliving, emotionless, menace that no biological creature can match, and combine it with the cruel application of medical knowledge. You can use your Treat Injury modifier on a Persuasion check made to change a creature's Attitude, or to Intimidate. You must be adjacent to your target to use this ability, in addition to the normal requirements for these uses of the Persuasion Skill.

#### **Medical Droid**

When you use a Medpac to perform First Aid with the Treat Injury skill, the creature gains 2 Hit Points for every point by which your check exceeds the DC (rather than the normal 1 Hit Point).

## Additional 1st-Degree Droid Talents

#### **Known Vulnerability**

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

*Prerequisite:* Trained in Knowledge (Life Sciences)

You know the vulnerable spots to hit on most Species. As a Free Action, you make a DC 15 Knowledge (Life Sciences) check (DC 25 for rare Species, DC 35 for unknown Species, both as determined by the Gamemaster). If the check is successful, until the end of the encounter, whenever you make a successful melee or Unarmed attack that deals damage against a target of that Species, your target takes a -2 penalty to attack rolls until the end of your next turn.

#### **Medical Analyzer**

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

*Prerequisites:* **Medical Droid**, Trained in Knowledge (Life Sciences)

You use your medical knowledge and advanced Droid processor to improve your treatment of medical conditions. When making a Treat Injury check to Treat Disease, Treat Poison, or Treat Radiation, you can also add your Intelligence modifier to your roll.

#### **Science Analyzer**

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

*Prerequisites:* Trained in Knowledge (Life Sciences) and Knowledge (Physical Sciences)

You use your extensive databanks to better analyze scientific data. You can add double your Intelligence modifier to your Knowledge (Life Sciences) and Knowledge (Physical Sciences) skill checks.

#### **Triage Scan**

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

*Prerequisites:* **Medical Droid**, Trained in Treat Injury

As a Standard Action, you can make a DC 20 Treat Injury check. If the check succeeds, you know if the organic characters within 6 squares and within your line of sight are below one half of their Hit Points and at what step they are along the Condition Track.
Abject Cowardice

*Homebrew Reference Book: Dark Forces Campaign Guide*

*See also: Feats*

You value survival over valor and are not afraid to run from a fight or beg for your life.

**Prerequisite:** Dodge

**Effect:** When you use a Full-Round Action to Run, you gain a +2 competence bonus to Reflex Defense until the beginning of your next turn. Additionally, you gain a +2 circumstance bonus on all Persuasion or Deception checks to beg for your life.

**Special:** Due to your cowardice, you are always treated as Helpless for the purposes of the Intimidate application of the Persuasion skill.
AT-RE/h

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Vehicles and Vessels*

Also known as the Clone Scout Walker, the AT-RE was designed to be deployed by an LAAT/c Gunship to allow a single Clone Trooper to perform a detailed survey of a region of a planet prior to engaging in combat operations. The walker was designed specifically for recon on worlds with extreme atmospheric conditions, where the walker's weight and sealed environment allowed it to easily withstand harsh winds, toxic rains, and more. Further, the walker was common for missions on worlds with dangerous wildlife or hostile, primitive locals.

The vehicles saw limited use early in the Clone Wars under the command of Jedi General Echuu Shen-Jon, who used the AT-RE in an anti-armor role. Unfortunately, the walker proved inadequate against the various Tank Droids of the Separatists. A much more heavily armored version, the AT-RE/h, was created a few months into the Clone Wars, helping it match up better against Confederate Forces.

Unfortunately, the AT-RE never saw widespread use; its scouting role was performed much more efficiently by Airspeeders, and there were plenty of vehicles much better suited to perform as anti-armor platforms. The AT-RE/h variant did see use as a VIP transport on hostile planets, but even then kept an escort of AT-RTs or Speeder Bikes.

### Capabilities

The AT-RE has an extensive cargo area for a vehicle of its size, designed to bring back samples of note from scouted planets. The passenger seat can be removed with little effort (a Full-Round Action) to make room for an additional 250 kg of cargo. Conversely, the cargo space can be converted to hold an additional two passenger seats, which is often done in the case of the VIP variant of the AT-RE/h to accommodate an additional bodyguard and a personal aide.

## AT-RE/h Statistics (CL 9)

Huge Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 25; +7 Armor, Vehicular Combat

Hit Points: 170; Damage Reduction: 15; Damage Threshold: 35

### Offense

**Speed:** 6 Squares; (Maximum Velocity 75 km/h)

**Ranged:** Heavy Laser Cannon +6 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +27

**Special Actions:** Battlefield Effects

### Abilities

Strength: 40, Dexterity: 14, Constitution: -, Intelligence: 14

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

### Ship Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** 3

**Cargo:** None; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Military; **Cost:** 55,000 (34,000 Used)

**Emplacement Points:** 0
Acrobatic Ally

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Feats*

You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss.

**Prerequisites:** Strength 13, Dexterity 13, Trained in Acrobatics

**Effect:** You can hoist or toss an ally of your size or smaller up to 2 squares. You and your ally must act on the same Initiative Count and start in adjacent squares. If you succeed on a DC 20 Acrobatics check as a Standard Action, your ally ends up in a square of your choosing up to 2 squares above or away from you. This counts as a Free Action for your ally and ends your turn. Your ally can then continue his or her turn. If you fail your check, both you and your ally immediately become Prone in your square. Your turn is ended, but your ally can take his or her turn normally.

**Special:** This Feat can provoke Attacks of Opportunity against either character.
Desnecessauro (série clássica)

**Desnecessauro** é uma web-série de comédia criada por Ronaldo de Azevedo em 2015, que faz tudo na série. a serie possui 8 episódios ao todo e um especial

## Sinopse

A história é focada em Desnecessauro e seu amigo Coitadossauro, que deseja apenas ter um pouco de paz, mas não pode, que deseja apenas ter um pouco de paz, mas não pode, porque seu amigo o distrai/irrita/atira laser,
A Bazarre Encounter (ZT)

*Zygerrian Takedown Adventure Module created by Jason Fry (Converted by Wikia user Darthauthor).*

*Main Page: Zygerrian Takedown*

*Preceded by Now Boarding*

After days of numbing travel aboard a creaky old transport, the heroes finally arrive at Bazarre, a space station currently located in the Mosu System, on the edge of The Outer Rim's Cademimu Sector. The centuries-old station, which is of unknown manufacture, is a vast market for all matter of goods. Most business transacted on Bazarre is perfectly legal: Starhoppers moor bulk-haulers to off load foodstuffs to importers from a host of nearby star systems, while the galaxy's idle rich dock yachts and go in search of rare trinkets and amusing ephemera. The station is the site of shadier dealings, though: private rooms are available for clandestine meetings, and some docking bays are reserved for quiet transfers of illicit goods.

The heroes are headed for Docking Bay 117 and a meeting with the courier, one Prit Kessek. (Their trip across the space station will likely be uneventful, though the GM is free to come up with an intriguing side encounter or two.)

Docking Bay 117 is a featureless oval with a small office and a cluster of fusion generators. The *Skinchanger*, a battered transport decorated in an apparently random pattern of faded colors, rests on its landing gear in the bay. Waiting in the office is what appears to be an old, scarred Klatooinian male- Prit's chosen form for this mission. Her second-in-command, a slow-witted but loyal Gran named Kloofus, is resting in his quarters aboard The *Skinchanger*.

Prit has met with bagmen from Junction several times, and as long as the heroes don't do anything strange, her guard will be down. (She will be alarmed, however, if more than three characters try to enter Bay 117: a security camera shows the area directly in front of and around the door.) The characters should be able to get the drop on her fairly easily. A struggle or firefight in the bay or the office will awaken Kloofus, who pipes an audio feed from the area into his quarters while he sleeps. He runs to The *Skinchanger's* cockpit to monitor the situation; if Prit has been killed, he opens up on the heroes with the transport's cannons (Damage 4d10x2). If Prit is alive, Kloofus follows her lead.

The Clawdite courier has no intention of getting killed and knows that Bay 117 isn't the place to make her stand. Unless the heroes give her no choice, she allows herself to be disarmed and takes them to Zygerria. What Prit doesn't do, if she can avoid it, is drop her Klatooinian guise and reveal herself as a shape-shifter. Nor does she tell the heroes anything about what awaits them above the slaver homeworld. She maintains that it's just a job and that she knows nothing beyond the basics.

*Continued in Slaver Showdown*
Anti-Aircraft Flak Pod

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

**Starship Systems Type:** Weapon Systems

**Damage:** 5d10x5

**Availability:** Military

The Flak Pod uses a rapid-loading system to launch dozens of Flak Missiles in a scatter pattern. These missiles use onboard targeting systems to home in on enemy ships. Firing an Anti-Aircraft Flak Pod is an Area Attack, even at Starship Scale: the Flak Pod Gunner must choose a 2x2-Square (Starship Scale) area within the pod's range and make an attack roll against a Reflex Defense of 10.

If successful, compare the result to the Reflex Defense of each ship in that area. If the attack roll hits a target, the Flak Missiles deal 5d10x5 damage to that ship; if the attack misses, the Flak Missiles deal half damage. Pilots with the **Vehicular Evasion** Talent cause their ship to take half damage from a hit or no damage on a miss.
Academic

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

*See also: Backgrounds*

**Background Occupation**

You were once involved in an academic field, dedicating yourself to the pursuit of knowledge. You might have been a teacher or an instructor in a university on a Core World, or perhaps you were a researcher working to advance the galaxy's knowledge of a particular subject.

**Relevant Skills:** Knowledge (Any), Persuasion, and Use Computer
Advanced Repositioning Techniques I

*Reference Book: Star Wars Saga Edition Web Enhancements (Customizing Star Wars Minis*)

So far, we've covered simple and moderate repositioning techniques. In this article, we'll look at an advanced method of repositioning, which can be used to pose an element in any direction imaginable. The method is called pinning, after the small metal pin that is used to help hold the pieces together. Pinned connections hold extremely well and are great for custom miniatures that will see a lot of game time. Most steps of the pinning method are similar to the cut-and-paste method and can be used to reinforce those types of repositions.

To begin pinning, you'll need the following tools: super glue, a hobby knife, a sculpting tool with a pointed end (or any tool that will poke a small hole), a hand drill, a pair of needle-nose pliers, and metal wire (I suggest using common staples).

First, determine where to cut the figure's elements apart, such as cutting the arm from the body at the shoulder. As before, determine the best new pose, but don't glue the pieces together yet. Instead, take the pointed end of the sculpting tool and make a guide hole in the center of each flat surface created when you cut the pieces apart. When making the guide holes, be careful not to go all the way through either piece.

Next, use the hand drill to drill out some of the plastic around each guide hole, making them larger. Again, be careful not to drill completely through. When you have some experience with this method, you'll be able to drill the holes without making guide holes first.

Use the metal wire cutter (located in the "Mouth" of the pliers) to cut one of the staples so that you have a pin of metal about 1/8 inch to 1/4 inch long. You'll want to use a pin that is appropriate for the size of the elements you're connecting. For larger elements, use a longer pin. You can always trim down the size of the pin if needed.

While holding the pin with the pliers, push one end into the drilled-out hole on the larger piece. Push the pin so that it's halfway into the hole. If the pin is too small, remove it and replace it with a longer pin. For small pieces, you might find it easier to hold the pin steady and push the element onto the pin.

Hold the smaller piece up to the other end of the pin. Does the end of the pin look too long, as if it might push out of the smaller piece when connected? If so, push the pin slightly farther into the hole of the larger piece, or just trim the end of the pin with the pliers' wire cutter.

Line up the pin with the hole on the smaller piece, and push the pin into the hole. Adjust the pin so that it's in the new position, and check to make sure that it looks right. Then remove the pin and place a small drop of super glue at the spot where the pin enters the piece. Reattach the piece, move it into its new position, and hold it there until the glue begins to set.

Once the reposition is completely dried and set, you can reposition other elements of the figure. When you're finished with the whole figure, touch up areas with paint as needed or just repaint the whole miniature.
AV-7 Antivehicle Cannon

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

Taim & Bak manufactures this large, semimobile antivehicle emplacement for the Republic after the Republic's leaders realize that defending a world means hunkering down and enduring constant threat of assault or invasion. The clone forces of the Republic use several of these antivehicle cannons to help secure the planet Christophsis.

## AV-7 Antivehicle Cannon Statistics (CL 6)

Huge Weapon Emplacement

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

### Defenses

Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 18; +3 Armor, Vehicular Combat

Hit Points: 80; Damage Reduction: 5; Damage Threshold: 28

### Offense

**Speed:** Immobile (Firing Mode), Fly 4 Squares (Hover Mode)

**Ranged:** Antivehicle Cannon +6 (See Below)

**Fighting Space:** 3x3 squares (Character Scale), 1 square (Starship Scale); +5**Cover Bonus**

**Base Attack Bonus:** +2; **Grapple:** +6

### Abilities

Strength: 26, Dexterity: 10, Constitution: -, Intelligence: 18

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

### Ship Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** None

**Availability:** Military; **Cost:** 14,000 (8,000 Used)
AAAT/h

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Vehicles and Vessels*

When the Republic entered the Clone Wars at the Battle of Geonosis, it was provided with a trial suite of weapon systems to serve its army of clones by the Kaminoans, as contracted out to Rothana Heavy Engineering. Because of the sudden nature of the war, the Republic had little time during the initial battles to shop weapons platforms, and simply placed orders with RHE for the vehicles included in their trial suite, which the Clone Troopers were already familiar with. Lessons learned by the losses at the Kaer Orbital Platform and at Sarapin showed that the Republic needed better mobile anti-air defense, and the result was the AAAT/h.

The AAAT/h variant boasts an additional launcher, as well as an incredibly sophisticated sensor pod between the launchers, allowing for better tracking and earlier detection. The hull was also bulked up, allowing a single Heavy Anti-Air Tank to take out an entire wing of Vulture Droids, if the enemy clustered tightly enough. The low price tag made the vehicle expendable, and many a republic commander would conceal a small unit of the tanks near an enemy airfield prior to a battle. Despite their usefulness, the Grand Army of the Republic maintained a preference for man-portable launchers, such as the PLX-1 Missile/Rocket Launcher and similar handheld units.

### Capabilities

The Republic AAAT features a proton torpedo tube connected to a sensitive array of air tracking sensors, allowing it to detect its intended targets and blow them out of the sky. It is much smaller and more maneuverable than similar designs employed by the Confederacy, and has a greater payload, as Proton Torpedoes are much smaller than bulky Concussion Missiles. The Proton Torpedoes of the AAAT are specifically of the anti-air design, conferring a bonus against airborne targets.

## AAAT/h Statistics (CL 10)

Huge Ground Vehicle (Speeder)

**Initiative:** +6; **Senses:** Perception +11

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 23; +11 Armor, Vehicular Combat

Hit Points: 100; Damage Reduction: 10; Damage Threshold: 33

### Offense

**Speed:** 10 Squares; (Maximum Velocity 120 km/h)

**Ranged:** Anti-Air Proton Torpedoes (2) +2 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +25

**Attack Options:** Fire-Link (Anti-Air Proton Torpedoes)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 36, Dexterity: 14, Constitution: -, Intelligence: 20

**Skills:** Initiative +6, Mechanics +6, Perception +11, Pilot +6, Use Computer +6 (+11 to Use Sensors)

### Ship Statistics

**Crew:** 2 (Skilled Crew Quality); **Passengers:** None

**Cargo:** 150 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Payload:** 12 Anti-Air Proton Torpedoes

**Availability:** Military; **Cost:** 80,000 (55,000 Used)

**Emplacement Points:** 1

### Weapon Systems

#### **Anti-Air** **Proton Torpedoes** **(Gunner)**

**Attack Bonus:** +2 (+8 vs Airspeeders and Starships), **Damage:** 9d10x2 (10d10x2 Fire-Linked), 4-Square Splash
5YQ-Series Protocol Droid

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

*Affiliations: General Units*

Built as a more affordable version of their popular 3PO-Series Protocol Droid, Cybot Galactica's 5YQ Protocol Droid is intended for The Mid Rim market, where expensive Droids do not sell well. Only a limited number are produced before legal action forces Cybot Galactica to cancel the line. Few 5YQs remain in service, but they are popular on The Outer Rim, where 3PO models are still exorbitantly expensive.

The 5YQs are also surprisingly popular among Droid "Kit" enthusiasts, who tear out most of the internal components and replace them with custom upgrades. One popular conversion is disabling the 5YQ's creative dampeners, which not only allows the normally scrupulous Droid to manufacture falsehoods but also enables it to form independent ideas and opinions.

5YQ-Series Protocol Droids can be played as Droid Heroes.

## 5YQ-Series Protocol Droid Statistics (CL 0)

Medium 3rd-Degree Droid Nonheroic 1

**Initiative:** +0; **Senses:** Perception +6

**Languages:** Basic, Binary, 3 Unassigned; Translator Unit (DC 10)

### Defenses

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 9, Will Defense: 11

Hit Points: 2, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed -1 (1d3-1)

**Ranged:** By Weapon +0

**Base Attack Bonus:** +0; **Grapple:** -1

### Base Stats

**Abilities:** Strength 8, Dexterity 10, Constitution -, Intelligence 12, Wisdom 12, Charisma 14

**Feats:** Linguist, Skill Focus (Persuasion), Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Galactic Lore))

**Skills:** Knowledge (Bureaucracy) +6, Knowledge (Galactic Lore) +6, Perception +6, Persuasion +12

**Droid Systems:** Walking Locomotion, Basic Processor, Translator Unit (DC 10), 2 Hand Appendages, Compartment Space (5 kg), Vocabulator

**Possessions:** Audio Recorder

**Availability:** Licensed; **Cost:** 1,460 credits
Ability Checks

*See also: Skills*

Sometimes you try to do something to which no specific Skill applies. In these cases, you make an Ability Check- roll 1d20 and apply the appropriate Ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one Ability against another. The character who rolls highest acts first.

In some cases, a test of one's Ability doesn't involve luck. Just as you wouldn't make a height check to see who is taller, you don't make a Strength check to see who is stronger. When two characters arm wrestle, for example, the stronger character simply wins. In the cases of identical scores, then make opposed Strength checks.
Aqualish Rebel Trooper

*Aqualish Rebel Trooper character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Rebel Alliance*

Rebel Troopers of the Alliance, Aqualish use their aquatic characterististics and tough bodies to strike against the Empire.

## Aqualish Rebel Trooper Statistics (CL 1)

Medium Aqualish Nonheroic 3

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

**Languages:** Aqualish, Basic

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 12, Will Defense: 9

Hit Points: 16, Damage Threshold: 12

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +2 (1d4)

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

**Ranged:** Frag Grenade (1) +3 (4d6, 2-Square Burst)

**Base Attack Bonus:** +2, **Grapple:** +3

**Species Traits (Aqualish):** Bonus Feat (Toughness), Breathe Underwater, Expert Swimmer

### Base Stats

**Abilities:** Strength 11, Dexterity 13, Constitution 14, Intelligence 9, Wisdom 8, Charisma 6

**Feats:** Armor Proficiency (Light), Toughness, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +7

**Possessions:** Blast Helmet and Vest (+2 Reflex), Blaster Pistol, Frag Grenade (1), Comlink (Short-Range, Encrypted)
Anarrian Epsis Sentry

*Anarrian Epsis Sentry character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Epsis*

The Epsis Sentries are a common sight in Epsis-controlled portions of Point Nadir. They possess no distinct uniform but regularly wear blue Combat Jumpsuits. Humans are the most common Species in Epsis' Sentry Corps, but other Species are also represented.

*This soldier is dressed in a blue Combat Jumpsuit that features no distinctive badges or marks. They carry a Force Pike in one hand, a slung Blaster Carbine, and a Blaster Pistol in a holster on their hip.*

## Anarrian Epsis Sentry Statistics (CL 2)

Medium Near-Human (Anarrian) Scout 1/Soldier 1

**Force Points:** 1

**Initiative:** +7; **Senses:** Perception +8

**Languages:** Anarrese, Basic, 1 Unassigned

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 14, Will Defense: 14; **Evasion**

Hit Points: 34, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +3 (1d4+2)

**Melee:** Force Pike +4 (2d8+2)

**Ranged:** Blaster Carbine +2 (3d8+1)

**Ranged:** Blaster Pistol +2 (3d6+1)

**Ranged:** Stun Grenade (1) +2 (4d6+1 (Stun), 2-Square Burst)

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

**Attack Options:** Autofire (Blaster Carbine)

**Special Actions:** Strength Surge

**Species Traits (Anarrian):** Strength Surge

### Base Stats

**Abilities:** Strength 15, Dexterity 12, Constitution 10, Intelligence 13, Wisdom 14, Charisma 8

**Talents:** **Armored Defense**, **Evasion**

**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, Mechanics +7, Perception +8, Use Computer +7

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Carbine, Blaster Pistol, Force Pike, Stun Grenade (1), Binder Cuffs, Comlink (Short-Range)
AAT-1

These heavily armored Vehicles use repulsorlifts to move about the battlefield. Although not maneuverable, they pack incredible firepower, and can safely transport small teams of troops into hostile territory. The Trade Federation uses AAT-1s propelled by heavy repulsorlifts on the front lines of a battlefield to soften up the enemy before deploying waves of B1-Series Battle Droids.

## AAT-1 Statistics (CL 8)

Huge Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 13), Fortitude Defense: 23; +5 Armor, Vehicular Combat

Hit Points: 180; Damage Reduction: 15; Damage Threshold: 33

**Weakness:** Ion Vulnerability

### Offense

**Speed:** 6 Squares (Character Scale); (Maximum Velocity 55 km/h)

**Ranged:** Heavy Laser Cannon +4 (See Below)

**Ranged:** Light Blaster Cannons +4 (See Below)

**Ranged:** Blaster Cannons, Repeating +4 (See Below)

**Ranged:** Missile Launcher +4 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover** (Crew), **No Crew Cover** (Passengers)

**Base Attack Bonus:** +2; **Grapple:** +25

**Attack Options:** Autofire (Blaster Cannons, Repeating)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 36, Dexterity: 16, Constitution: -, Intelligence: 14

**Skills:** Initiative +7, Mechanics +6, Perception +6, Pilot +7, Use Computer +6

### Ship Statistics

**Crew:** 4 (Skilled Crew Quality); **Passengers:** 6 (External)

**Cargo:** 500 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Payload:** 12 Missiles

**Availability:** Military; **Cost:** Not available for sale

### Weapon Systems

#### **Heavy Laser Cannon (Gunner)**

**Attack Bonus:** +4, **Damage:** 6d10x2, 2-Square Splash

#### **Blaster Cannons, Repeating (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 3d10x2

#### **Missile Launcher (Pilot)**

**Attack Bonus:** +4, **Damage:** 6d6, 2-Square Splash
Alpheridies

*Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide*

*See also: Galactic Gazetteer*

Alpheridies is a mountainous world of independent city-states and the homeworld of both the Miraluka and the Alpheridian.

### Alpheridies Statistics

**Region:** The Expansion Region

**Climate:** Cool

**Gravity:** Standard

**Moons:** None

**Length of Day:** 21 Standard Hours

**Length of Year:** 450 Local Days

**Sapient Species:** 90% Miraluka (Native), 7% Alpheridian (Native), 3% Other Species

**Government:** Oligarchy

**Capital:** None

**Major Exports:** None

**Major Imports:** None

Knowledge (Bureaucracy)
 20

Knowledge (Galactic Lore)
 15
 20
 25
Adegan Crystals

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

The most common Lightsaber Crystals in the days of the Old Republic, Adegan Crystals are harvested from the Outer Rim, specifically the Adegan System in the Auril Sector. These Crystals have been used by Jedi for thousands of years, and they come in a variety of colors. Before the discovery of Ilum, the vast majority of Lightsaber Crystals come from the Adegan System.

Adegan Lightsaber Crystals
 Mephite Crystal | Varies
 Pontite Crystal | Blue or Green
Angle Deflector Shields (Fleet Maneuver)

*Angle Deflector Shields Fleet Maneuver data created by d20radio user Wayne Basta.*

*See also: Fleet Maneuvers*

This Attack Pattern focuses deflector shields in a particular direction, making it easier to absorb incoming attacks from a certain angle.

**[*Attack Pattern*]**

**Time:** Swift Action

**Targets:** Self (special, see below)

**Crew:** System Operators

**Make a Use Computer check.** If you succeed on a DC 15 Use Computer check, you successfully activate this maneuver. While you are engaged in combat, choose a single other Vehicle as the target of *Angle Deflector Shields*. Your Shield Rating is considered double for the purpose of absorbing attacks originating from that particular target. However, your Shield Rating is considered halved (rounded down) for the purpose of absorbing attacks from all other opponents.

You may change the target of this Attack Pattern as a Swift Action.

**Special:** You may choose to deactivate this Attack Pattern with a Swift Action. This maneuver remains spent if you do so.

*GM Note: Very heavily used. Worked great since it's based off an existing ability. Can make a ship invulnerable in a one on one. So you always need to send two ships after your players.*
9000 Z004 Landspeeder

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

The Ubrikkian Industries 9000 Z004 Landspeeder is an all-Species adaptation of its 9000 Z001 Landspeeder model, which was designed for Ugors. It has the same spherical design and small frame of the Z001 but features greater interior comfort and more powerful engines, appealing to a much larger audience. Among young joyriders and fans of speed, the model has become known simply as the "Zeefour," and it sometimes appears in racing competitions that normally host only Swoop Racers and Speeder Bikes.

The Zeefour focuses on speed and stability over altitude or carrying capacity. It has a maximum ceiling of 1.5 meters off the ground and can manage speeds of up to 300 kilometers per hour with little chance of tipping. Not only is its design compact and stable, but its computer-enhanced navigational and steering systems also aid the Pilot in making difficult maneuvers (granting a +2 Equipment bonus to Pilot checks by a character Trained in that Skill).

Although the Zeefour is a major departure from traditional speeder design, it has proven successful enough to be imitated, and some scratch-modified 9000 Z001 Landspeeders have been created to match its capabilities. All official models of the Zeefour-type are civilian, but the enclosed capsule and high-powered engine lend themselves to paramilitary modifications, which typically include a layer of armor plating and a Heavy Blaster Rifle.

## 9000 Z004 Landspeeder Statistics (CL 2)

Large Ground Vehicle (Speeder)

**Initiative:** +7; **Senses:** Perception +5

### Defenses

Reflex Defense: 13 (Flat-Footed: 10), Fortitude Defense: 14; +1 Armor

Hit Points: 40; Damage Reduction: 5; Damage Threshold: 19

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 300 km/h)

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

**Base Attack Bonus:** +0; **Grapple:** +9

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 16, Constitution: -, Intelligence: 12

**Skills:** Initiative +7, Mechanics +5, Perception +5, Pilot +7, Use Computer +5

### Ship Statistics

**Crew:** 1 (Normal Crew Quality); **Passengers:** 1

**Cargo:** 30 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 8,000 (2,500 Used)
Ambusher

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

*Affiliations: General Units*

The ambusher are trained veterans who have been sent out to perform a job- kill the enemy- and they do their best to complete the mission. However, they are not supersoldiers or heartless fanatics.

*This Human solider is dressed in well-worn combat armor, covered with a Camouflage Poncho. Their face is painted to complement their uniform, and they wield their Blaster Rifle like a trained professional. They seems at most 20 years old, but their eyes show that they've seen more than their share of death and destruction.*

### Tactics

The Ambushers attempt to kill the heroes in the most efficient manner possible. If their line is encountered at either end, the opposite flank swings around to catch the heroes in a crossfire. If the Ambushers push the heroes back, they pursue the characters for a short distance before regrouping and returning to their base. On the other hand, if more than half the Ambushers are killed, of if the Ambusher Officer is killed, the remaining members retreat into the surrounding woods.

 Ambusher Statistics (CL 2)

Medium Human Nonheroic 6

**Initiative:** +4; **Senses:** Perception +8

**Languages:** Basic

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 11, Will Defense: 10

Hit Points: 21, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Rifle +5 (3d8)

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

**Ranged:** Frag Grenade (1) +5 (4d6, 2-Square Burst)

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

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

### Base Stats

**Abilities:** Strength 10, Dexterity 13, Constitution 12, Intelligence 12, Wisdom 11, Charisma 8

**Feats:** Armor Proficiency (Light), Point-Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +8, Stealth +14, Survival +8

**Possessions:** Blast Helmet and Vest (+4 Reflex) with Integrated Comlink, Blaster Pistol, Blaster Rifle, Frag Grenade (1), Camouflage Poncho, Utility Belt with Medpac
3D-4 Administrative Droid

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

*Affiliations: General Units*

To sidestep competition with its noted rival, Cybot Galactica, Genetech develops the 3D-4 Administrative Droid for administrative duties and systems management rather than direct diplomatic efforts. The 3D-4 is a common companion for business persons, ambassadors, and others requiring a Droid that can fill multiple roles.

The 3D-4 can handle basic negotiations and translate for its owner, and it carries an extensive database of data pertaining to business, trade, and law. Although the stock model comes unarmed, many owners refit their 3D-4s with hidden weaponry, in case negotiations become hostile.

3D-4 Administrative Droids can be played as Droid Heroes.

## 3D-4 Administrative Droid Statistics (CL 0)

Medium 3rd-Degree Droid Nonheroic 1

**Initiative:** +0; **Senses:** Perception +0

**Languages:** Basic, Binary, 1 Unassigned; Translator Unit (DC 10)

### Defenses

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 9, Will Defense: 10

Hit Points: 2, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed -1 (1d3-1)

**Ranged:** Hold-Out Blaster Pistol +0 (3d4)

**Base Attack Bonus:** +0; **Grapple:** +0

### Base Stats

**Abilities:** Strength 8, Dexterity 10, Constitution -, Intelligence 12, Wisdom 10, Charisma 12

**Feats:** Skill Focus (Knowledge (Bureaucracy)), Skill Focus (Persuasion), Skill Training (Persuasion), Weapon Proficiency (Pistols)

**Skills:** Knowledge (Bureaucracy) +11, Knowledge (Galactic Lore) +6, Persuasion +11

**Droid Systems:** Walking Locomotion, Basic Processor, Translator Unit (DC 10), 2 Hand Appendages, Compartment Space (5 kg), Internal Comlink (Encrypted), Vocabulator

**Possessions:** Hold-Out Blaster Pistol (Concealed), Audio Recorder, Video Recorder

**Availability:** Licensed; **Cost:** 7,320 credits
Advanced Melee Weapons

The most common Advanced Melee Weapons are bladed Vibro weapons, with ultrasonic generators built into their hilts or handles. A Vibro weapon's ultrasonic blade gives the weapon more cutting power with less effort.

The following Advanced Melee Weapons are available in the *Star Wars Saga Edition Core Rulebook*:

1: Can be Thrown

## Additional Advanced Melee Weapons

The below details all Advanced Melee Weapons found within the *Star Wars Saga Edition* Reference Books.

1: Can be Thrown

## Homebrew Advanced Melee Weapons

   The following are a collection of Tested Advanced Melee Weapons created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.

 Vibroarbir Blade | Small
Antivehicle Proton Mine

*Reference Book: Star Wars Saga Edition Web Enhancements (Star Wars Miniatures Previews)*

The Rebel Alliance created Antivehicle Proton Mines out of Proton Torpedo warheads, adding a simple proximity fuse to allow detonation at the approach of a large target, but other arms manufacturers created similar devices via less unorthodox (and much safer) means. When carefully emplaced (a Full-Round Action; see Handle Explosives), the Mine can also be hidden (Stealth check, adding +15 size modifier of the Mine) to reduce the likelihood that it is detected by enemy infantry or Vehicles. When emplacing the Mine, the Mine can be set to detonate only upon detecting a target of a minimum size and/or a target using repulsorlift engines.

The Antivehicle Proton Mine arms itself 6 seconds later, at the end of your next turn. The Mine will detonate if it detects an eligible target within 2 squares (Perception +10). Make an attack roll (1d20+10) against the Reflex Defense of every creature and object in the blast radius. (Any creature or object to which the mine is attached is hit automatically.) If the attack succeeds, the creature or object takes full damage. If the attack misses, the creature or object takes half damage.

An Antivehicle Proton Mine has a Burst radius of 4 squares.

**Weapon Type:** Mines

**Size:** Small

**Cost:** 2000

**Damage:** 8d6

**Weight:** 1.5 Kilograms

**Type:** Energy

**Availability:** Military
Acklay

*Affiliations: Beasts*

The most dangerous predator native to Geonosis is the savage Acklay, a monstrous arthropod with an armored exoskeleton, and slashing foreclaws.

 Acklay Statistics (CL 10)

Huge Beast 11

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 15), Fortitude Defense: 19, Will Defense: 10

Hit Points: 148, Damage Threshold: 29

### Offense

**Speed:** 8 Squares

**Melee:** Bite +11\* (2d6+18)

**Melee:** Claws (2) +11\* (1d8+18)

**Fighting Space:** 3x3 Squares; **Reach:** 2 Squares

**Base Attack Bonus:** +8, **Grapple:** +26

*\*Includes 5 points of Power Attack*

### Base Stats

**Abilities:** Strength 27, Dexterity 9, Constitution 29, Intelligence 2, Wisdom 11, Charisma 11

**Feats:** Cleave, Power Attack, Skill Training (Initiative), Skill Training (Perception)

**Skills:** Climb +18, Initiative +9, Perception +10
Airtight Garage (GN)

*Gun Nut Adventure Module created by Jeff Quick (Converted by Wikia user Darthauthor).*

*Main Page: Gun Nut*

*Preceded by Droidspeak*

If the heroes have gotten this far, they're in Essar's garage. The garage is a large space, with enough room to park and work on two good-sized land speeders. The room is 60 feet wide and 40 feet long, with two bay doors that open onto an urban alley. Essar sits in the far back corner and seems unarmed, although he can produce a standard Blaster Rifle and six Stun Grenades that he carries hidden on his body.

If the heroes posted a lookout, they know that six Stormtroopers have approached the building, and are not Surprised when a demolitions charge blows one of the doors off its hydraulics. Otherwise, the characters are Surprised when the door explodes and Stormtroopers begin firing into the enclosed space.

This might be overwhelming for the heroes if they didn't have an Assassin Droid fighting on their side. In addition, Essar's 3PO unit is armed with and programmed to use a Hold-Out Blaster Pistol. While the Translator Droid isn't a very good shot, it's better than nothing.

The Stormtroopers here are no longer in "Experimental" mode. Their blasters are set to kill. One fires at each hero, one at the 3PO unit, and two concentrate on the wildly dangerous Labor Droid that's busy tossing grenades.

While not inconsiderate of the heroes, Essar wants the Stormtroopers down and leads with his Stun Grenades. The Droid avoids catching the heroes in the blast if he can, but he doesn't sacrifice a good shot for it.

### When the Smoke Clears...

Essar quickly thanks the heroes for their assistance and escapes with the modified blasters if he can. The last Stormtrooper to fall would have called for reinforcements, if possible, so staying in the area is probably a poor choice.

*Continued in Cue End Credits*
Aleena Bridge Crew

*Aleena Bridge Crew character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

*This crew member looks exhausted and utterly frightened, but a steely determination is visible deep in his eyes.*

These five crewmembers represent the last of The *Resurgence's* Bridge Crew. They're tired and scared, but they trust Captain Verana to a fault. Each one is armed with a single Blaster Pistol. Though most are Human, one or two might be members of other Species at your option.

## Aleena Bridge Crew Statistics (CL 1)

Small Aleena Nonheroic 5

**Initiative:** +4; **Senses:** Perception +2

**Languages:** Aleena, Basic, Bocce, Mon Calamarian

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 10, Will Defense: 10; Vehicular Combat

Hit Points: 12, Damage Threshold: 10

### Offense

**Speed:** 4 Squares

**Melee:** Unarmed +3 (1d3)

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

**Base Attack Bonus:** +3, **Grapple:** +0

**Special Actions:** Energy Surge

**Species Traits (Aleena):** Energy Surge, Heightened Agility

### Base Stats

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

**Feats:** Skill Training (Knowledge (Physical Sciences)), Skill Training (Mechanics), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Galactic Lore) +9, Knowledge (Physical Sciences) +9, Mechanics +9, Pilot +9, Use Computer +9

**Possessions:** Blaster Pistol, Uniform
Antipersonnel Rocket

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

*See also: Wrist Rocket Ammunition, Wrist Rocket Launcher*

This style of Rocket functions like a Frag Grenade, but it does not affect multiple squares.

An Antipersonnel Rocket has a Burst radius of 1-square.

**Cost:** 400

**Damage:** 3d8

**Weight:** 0.25 Kilograms

**Type:** Slashing

**Availability:** Military

**Special:** This is an Area Attack Weapon.
ARC-9965 Blaster

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

The chosen Weapon of the Imperial Stormtrooper Corps, the ARC-9965 Blaster Rifle from BlasTech is a significant upgrade over the E-11 Blaster Rifles used by Stormtroopers during the Galactic Civil War. It is designed with accuracy in mind, with input from some of the galaxy's best sharpshooters.

The ARC-9965 is not without its flaws. The higher-accuracy blaster bolts consume more energy than a standard Blaster Rifle, lowering its ammunition capacity. Additionally, since the weapon is designed more for accuracy than for sprays of fire, each Autofire attack made with the Weapon consumes 10 shots.

An ARC-9965 Blaster requires a Power Pack to operate. After 40 shots, the Power Pack must be replaced. The ARC-9965 Blaster also has a Retractable Stock.

**Weapon Type:** Rifles

**Size:** Medium

**Cost:** 1,400

**Damage:** 3d8

**Stun Setting:** YES

**Rate of Fire:** Single-Shot, Autofire

**Weight:** 5 Kilograms

**Type:** Energy

**Availability:** Military

**Accurate:** This weapon takes no penalty when firing at targets at Short Range.
Arakyd Industries

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

*See also: Droid Manufacturers*

Bolstered by the rise of the Emperor and a skillful political strategy, Arakyd Industries is the primary producer of the Empire's Military Droids. The company's specialties are Exploration Droids and Probe Droids, but it also produces commercial units. Arakyd's market dominance enables it to supply The New Republic in later years, despite the company's Imperial dealings.

It also contracts with other major forces, such as planetary governments and The Sector Rangers. Arakyd utilizes Mechis III plants, among others.

### Manufacturer Traits

Arakyd units are well known for their intense mission focus, occasionally going beyond the expected limits of their programming to achieve a mission objective. When confronted with an action that it would normally not be able to perform due to its behavioral inhibitors, it can attempt (through twisting logic or reprogramming) to bypass the normal limitations.

* Once per day, an Arakyd Droid can make a Persuasion check or a Use Computer check against a DC equal to its own Will Defense. If the check is successful, the Droid's behavioral inhibitor allows it to take prohibited actions until the forbidden action is completed. After completion, the inhibitor returns to normal functioning.
A14 Repulsorlift Disk

*Aratech A14 Repulsorlift Disk data created by Wikia user DX-2052 (Converted from its Arms & Equipment Guide counterpart).*

A repulsorlift disk is not so much a vehicle as a tool. With a low speed, no room for cargo or passengers, and few safety features, a Repulsorlift Disk is not designed to carry its operator over long distances. Its main purpose is to allow workers to gain easy access to out-of-the-way locales, mostly in shipyards and large warehouses. On a few very civilized worlds, such disks are also used to allow peacekeepers to access and patrol the upper reaches of a city's towering buildings, but this usage is much less common.

The A14 is a simple disk with foot straps, under which a small repulsorlift generator and air jets are mounted. A safety ring and common panel are mounted 1.5 meters above the disk, and encircle the disk's operator. An A14 Repulsorlift Disk can carry 150 kilograms, which the weight of the pilot and the pilot's equipment counts against.

## A14 Repulsorlift Disk Statistics (CL 0)

Medium Airspeeder

**Initiative:** +0; **Senses:** Perception +0

### Defenses

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 12; +0 Armor

Hit Points: 20; Damage Reduction: 5; Damage Threshold: 12

### Offense

**Speed:** Fly 2 Squares (Character Scale)

**Fighting Space:** 1 Square (Character Scale); **No Crew Cover**

**Base Attack Bonus:** +0; **Grapple:** +2

**Special Actions:** Battlefield Effects

### Abilities

Strength: 14, Dexterity: 10, Constitution: -, Intelligence: 10

**Skills:** Initiative +5, Mechanics +5, Perception +5, Pilot +5, Use Computer +5

### Ship Statistics

**Crew:** 1 (Normal Crew Quality); **Passengers:** 0

**Cargo:** 150 Kilograms; **Consumables:** 12 Hours; **Carried Craft:** None

**Availability:** Common; **Cost:** 1,000 (400 Used)
Adjudicator Slugthrower

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

The Czerka Adjudicator remains one of the few slugthrower hold-out pistols still in production today. It shares a lot of the same attributes- such as its small size and ease of concealment- with its Hold-Out Blaster Pistol cousins.

The weapon is popular and useful when slugthrowers are more numerous than blasters. With its limited ammunition capacity and slow reload time, most owners use the Adjudicator as a backup weapon.

An Adjudicator Slugthrower utilizes ammunition clips of 4 shots each, after which it must be reloaded with a Full-Round Action.

**Weapon Type:** Pistols

**Size:** Tiny

**Cost:** 325

**Damage:** 2d4

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 0.5 Kilograms

**Type:** Piercing

**Availability:** Licensed