recursal/Fanatic-Fandom huggingface dataset:
Adascorp

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

*See also: Old Republic Campaigns*

Officially known as the Adasca BioMechanical Corporation of Arkania, Adascorp is one of the largest Arkanian corporate dynasties. It is also the galaxy's largest bioengineering firm. It is owned by the House of Adasca and operated by current lord of the house, Lord Adasca. Although the Lord of Adasca is not the ruler of Arkania, outsiders are forgiven for assuming that is the case, given the extent of Adascorp's influence over the population.

Adascorp is famous for bioengineering and medical research advances. It is responsible for providing the galaxy with thousands of treatments and advancing medical knowledge at a tremendous pace. However, not all it's pursuits are as noble as some would hope. Some schemes are driven by pure economics, to enrich the corporation and expand its reach. Much of the galaxy would also be shocked to learn of Adascorp's persecution of Arkanian Offshoots and it's promotion of pure-blooded Arkanians as a superior Species.

For years, Adascorp headquarters is located on the massive Starship The *Arkanian Legacy*. However, the great ship is lost along with Lord Arkoh Adasca in his ill-fated attempt to secure galactic power through Operation Dark Harvest. Arkoh's scheme is to militarize massive Exogorths to enable them to decimate entire star systems. He tries to sell them in a bidding war between the Republic, The Mandalorians, and The Jedi. Unfortunately for Arkoh, the scheme falls apart when his lead researcher turns the Exogorths against The *Arkanian Legacy*. The loss of the ship and it's extensive archives and research facilities sets Adascorp research back by decades. Worse, with no explicit heir to Arkoh's controlling interest in the corporation, ownership remains contested and is unlikely to be settled for years. The situation is complicated by the fact that the Republic continues to conceal the events around Operation Dark Harvest, seeking to protect its own interests with the Arkanians.

 Adascorp Heroic Units

*See also: Heroic Units*

  Adascorp Vehicles

*See also: Vehicles*
3rd-Degree Droid Models

*See also: Droids*

A 3rd-Degree or Class Three Droid is a Droid programmed for interaction with organic beings in services such as childcare, diplomacy, interpreting, teaching, and the social sciences. Protocol Droids and Service Droids are 3rd-Degree Droids.

### 3rd-Degree Droid Traits

3rd-Degree Droids have the following traits:

* **Ability Modifiers:** All 3rd-Degree Droids receive +2 bonuses to both their Wisdom and Charisma, but suffer a -2 penalty to their Strength.
* **Behavioral Inhibitors:** 3rd-Degree Droids firstly cannot knowingly harm a sentient creature, unless another creature would be harmed due to inaction. 3rd-Degree Droids secondly obey orders from their designated owner (whether that be an actual owner or themselves).
* **Droid Traits:** All 3rd-Degree Droids posses Droid Traits.
* **Droid Talents:** All 3rd-Degree Droids can select Droid Talents from the 3rd-Degree Droid Talent Tree.

## Additional 3rd-Degree Droids

The below details all 3rd-Degree Droid Models found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

Droids play an important part in any Old Republic Campaign. Droids are just as prominent during the days of The Old Republic as they are in later years, and many models are the obvious predecessors of Droids used during the Galactic Civil War.

### Force Unleashed Campaign Guide

Though rarely used for true military purposes, 3rd-Degree Droids are often the face of the political forces behind combat forces. As a result, many models were as hated as the owners who sent them to inform local populations that an army was approaching and all buildings and possessions in the area were being confiscated. Although every major government and organization continues to use 3rd-Degree Droids to ease negotiations straight though the Clone Wars and in the years beyond, the attitude of many less powerful civilians toward Droids took a sour turn for many decades.

### Clone Wars Campaign Guide

The Clone Wars saw the rapid development of Droid technology, mainly due to the Separatists' heavy reliance on Droid military units. The Droids presented in this chapter are some of the models found in use in nonmilitary capacities.

### Rebellion Era Campaign Guide

Since the years of the Clone Wars, every major government and organization has used 3rd-Degree Droids to inform local populations of the impending arrival of troops (and the impending seizure of property and goods). As a result, most civilians greet the arrival of 3rd-Degree Droids with open hostility.

### Galaxy at War

Although soldiers are loath to admit it, Droids can be invaluable assets in battle, whether as support or as front-line combatants. Even in eras when Droids are less common or distrusted- such as The Dark Times- they are still utilized in some fashion.

## Homebrew 3rd-Degree Droids

The following are a collection of Tested 3rd-Degree Droid Models created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.
A-LT Utility Droid

*A-LT Utility Droid data created by Wikia user Max Waspace.*

*Affiliations: General Units*

A-LT Utility Droids are 2nd-Degree Droids designed as astromechs but often used for more menial tasks.

### Modification: Barrier Destroyer

Some A-LT units were modified to take down fortifications. Replace the Tool Kit with a Self-Destruct System or Miniaturized Self-Destruct System for destroying fortications. Add Locked Access to avoid being shut down.

A-LT Utility Droids placeholder be played as Droid Heroes.

## A-LT Utility Droid Statistics (CL 0)

Small 2nd-Degree Droid Nonheroic 2

**Initiative:** +3; **Senses:** Low-Light Vision, Perception +8

**Languages:** Basic (Understand only), Binary, 2 Unassigned

### Defense

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 10

Hit Points: 7, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 4 Squares (Tracked)

**Melee:** Electroshock Probe +0 (1d8 (Ion))

**Ranged:** By Weapon +3

**Base Attack Bonus****:** +1; **Grapple:** -2

### Base Stats

**Abilities:** Strength 9, Dexterity 14, Constitution -, Intelligence 15, Wisdom 10, Charisma 7

**Feats:** Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (Simple Weapons)

**Skills:** Mechanics +13 (+15 to Diagnose Problems), Perception +8, Pilot +8, Use Computer +13

**Droid Systems****:** Tracked Locomotion, Heuristic Processor, 1 Claw Appendage, 6 Tool Mounts, Compartment Space (2 kg), Diagnostics Package, Improved Sensor Package

**Possessions:** Electroshock Probe, Fire Extinguisher, Holorecorder, Tool Kit, Astrogation Buffer (Storage Device, 10 Memory Units), Circular Saw, Electric Arc Welder

**Availability:** Licensed; **Cost:** 4,500 credits
Alpha update fix 6

## Official Changelog

-balanced animals. We'll keep balance them.
-balanced starvation, freezing, dehidration rate.
-added game cursor.
-AI still work in progress. Working on it. Fixing bugs.
-added new hit animations while standing.
-added new hit animations while crouch.
-controller reworked(jumping, camera, weapons)
-new location added.
...and list of bugs catched and fixed!
If you'll catch one of them - let us know so we could immediately fix it!
Stay on touch!
There will be more soon.
TBG

## Changes

### Additions

* New animations
* New location

### Other

* Balancing of hostile creatures and environmental damage
* Controller rework
* General bug fixes
Abduction

*Reference Book: Star Wars Saga Edition Scum and Villainy*

*See also: Job Generator*

Abduction missions are usually about money- though, sometimes, someone just wants an inconvenient person out of the way for a while. The abductors must locate the target, bypass physical security (for example, locked doors), defeat bodyguards, and avoid attracting the attention of the authorities. They might also be required to communicate their ransom demands and collect the credits without being caught. To complicate matters even further, if the abductors wish to avoid murdering their target, they must ensure that the target cannot identify them of clues about their location.

The following section provides guidelines on creating Abduction missions at various challenge levels:

* **Ransom for the Target:** 3d6 x 1000 credits x Adventure CL
* **Heroes' Cut:** 20%
* **Target (Easy):** Nonheroic character, Level = Adventure CL
* **Target (Moderate):** Heroic character, Level = Adventure CL
* **Complication (Easy):** Security team (4 opponents, CL = Adventure CL, armed with Blaster Pistols and Stun Grenades).
* **Complication (Medium):** Witnesses (Nonheroic 1); heroes must make Medium Stealth checks to avoid Notice.
* **Complication (Moderate):** Security team (6 Soldiers, CL = Adventure CL, armed with Blaster Rifles and Stun Grenades).
* **Complication (Hard):** High security accommodations require a Moderate Gather Information check to locate and a Hard Mechanics check to breach.
Adaptable Talent

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

*See also: Feats*

You're a multitalented being, capable of pulling all kinds of tricks out of your sleeve.

**Effect:** Choose one Talent that you meet the prerequisites for, from a Class you possess. Once per day, after at least 6 hours of rest, you can choose to swap out one of your current Talents for the Talent you chose for this Feat. The Talent you swap out cannot be the prerequisite for any other Talent you have. You can swap back to your original Talent after at least 6 hours of rest.
1st-Degree Droid Models

*See also: Droids*

A 1st-Degree or Class One Droid is programmed for the mathematical, medical, or physical sciences. Subcategories of the 1st-Degree are Medical, Science, and Mathematics Droids.

### 1st-Degree Droid Traits

1st-Degree Droids have the following traits:

* **Ability Modifiers:** All 1st-Degree Droids receive +2 bonuses to both their Intelligence and Wisdom, but suffer a -2 penalty to their Strength.
* **Behavioral Inhibitors:** 1st-Degree Droids firstly cannot knowingly harm a sentient creature, unless another creature would be harmed due to inaction. 1st-Degree Droids secondly obey orders from their designated owner (whether that be an actual owner or themselves).
* **Droid Traits:** All 1st-Degree Droids posses Droid Traits.
* **Droid Talents:** All 1st-Degree Droids can select Droid Talents from the 1st-Degree Droid Talent Tree.

## Additional 1st-Degree Droids

The below details all 1st-Degree Droid Models found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

Droids play an important part in any Old Republic Campaign. Droids are just as prominent during the days of The Old Republic as they are in later years, and many models are the obvious predecessors of Droids used during the Galactic Civil War.

### Clone Wars Campaign Guide

The Clone Wars saw the rapid development of Droid technology, mainly due to the Separatists' heavy reliance on Droid military units. The Droids presented in this chapter are some of the models found in use in nonmilitary capacities.

### Legacy Era Campaign Guide

The following Droids are common sights across the galaxy during The Legacy Era.

### Rebellion Era Campaign Guide

The most common 1st-Degree Droids are medical models; civilians rarely encounter other types of 1st-Degree Droids. Newer models are very expensive and heavily licensed by the Empire, so most beings do with whatever older models they can keep running.

### Galaxy at War

Although soldiers are loath to admit it, Droids can be invaluable assets in battle, whether as support or as front-line combatants. Even in eras when Droids are less common or distrusted- such as The Dark Times- they are still utilized in some fashion.
Revolver Наrан

An image of a Revolver Наrан

## Appearance

The Revolver Наrан, or simply "Наrан", is a common pistol that has a wooden pistol grip and dull grey metal finish. The Revolver Наrан can have a Suppressor attached to it, however by the time Suppressors are available to the player the Наrан will likely be obsolete. The Revolver Наrан uses 9x18mm rounds and can hold a total of six in its cylinder.

## Location

The Revolver Наrан can be found in virtually every location except Cave and Bunker, usually within the top main drawer of wooden desks.

## Notes

* In game this weapon is referred to as Revolver "Наrан" (pronounced 'nagan') which is a Russian nickname for the Nagat M1895 Revolver.
* The real life Revolver Наrан or Nagat M1895 uses 7.62x38mmR rounds, not 9x18mm.
11-17-Series Mining Droid

*Reference Book: Star Wars Saga Edition Scum and Villainy*

*Affiliations: General Units*

Designed by Roche as a mining and tunneling Droid, the 11-17-Series is a staple of miners and prospectors across the galaxy. Despite its small size, it is capable of performing work that a unit twice its size would find daunting. The Droids are not fitted with Vocabulators and communicate by means of dedicated Comlinks. In situations where mine geography disrupts a direct signal, the 11-17-Series can "Bounce" a signal in a chain from Droid to Droid.

The 11-17 is equipped with a Heavy Plasma Jet for digging. The Plasma Jet fires a blast four squares long by two squares wide. A target hit by the Droid's Plasma Jet takes 3d10 damage and moves -2 steps along the Condition Track. In the event that the Plasma Jet misses, it deals only half damage and does not move the target along the Condition Track. The 11-17 also features a Saw and a Blowtorch for precision cutting and clearing obstacles. The Blowtorch counts as a ranged attack with a range of 1 square.

The Droids enjoy their work, intentionally working longer hours than normal to complete a job. They sometimes overwork themselves, occasionally putting off recharge and maintenance to their detriment.

*The small Droid is low to the ground, and moves confidently on a pair of noisy treads. A single plasma jet projector emerges from a mount on the unit's back.*

11-17-Series Mining Droids can't be played as Droid Heroes.

## 11-17-Series Mining Droid Statistics (CL 1)

Small 5th-Degree Droid Nonheroic 3

**Initiative:** +3; **Senses:** Darkvision, Perception +7

**Languages:** Basic (understand only), Binary, 1 Unassigned

### Defenses

Reflex Defense: 18 (Flat-Footed: 14), Fortitude Defense: 10, Will Defense: 9

Hit Points: 7, Damage Threshold: 10

**Immune:** Droid Traits

### Offense

**Speed:** 4 Squares (Tracked); Magnetic Feet

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

**Ranged:** Blowtorch +6 (2d6)

**Ranged:** Heavy Plasma Jet +7 (3d10, 4x2-Square Burst)

**Base Attack Bonus:** +2; **Grapple:** +1

### Base Stats

**Abilities:** Strength 16, Dexterity 18, Constitution -, Intelligence 12, Wisdom 8, Charisma 12

**Feats:** Skill Training (Perception), Skill Training (Use Computer), Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +9, Knowledge (Physical Sciences) +7, Perception +7, Use Computer +7

**Droid Systems:** Tracked Locomotion, Magnetic Feet, Basic Processor, 2 Tool Mounts (Telescopic Appendage), Darkvision, Improved Sensor Package, Internal Comlink

**Possessions:** Heavy Plasma Jet, Blowtorch, Saw, Fusion Lantern (2), Quadanium Shell (Droid Armor; +3 Reflex)

**Availability:** Licensed; **Cost:** 3,500 credits (2,650 Used)
Vehicle Gasoline

An image of a canister of gasoline

## Acquisition

Vehicle gas can be found in many of the same places as Car Batteries, those being gas stations, and in the factory complex in Factory; however, Vehicle gas cannot be found in the garages in Army.

When Vehicle gas spawns at a gas station, it will sometimes appear in bathtubs or toilets, so check the bathrooms of each gas station.

## Usage

Vehicle Gas is one of the the three components required to start vehicles, the other two being the Turnscrew and Acclamator.
ACP Repeater Gun

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

This charged particle submachine gun was commonplace among Trandoshan slavers and mercenaries during the era of the Clone Wars. It is a fairly unremarkable weapon except that the ammunition fired is more effective against penetrating deflector shields than standard blaster technology.

The ACP Repeater is an Autofire-only weapon and uses the Range increments of a standard Rifle, though it is an Inaccurate weapon, making it incapable of firing at long-range targets. With a successful attack against a target protected by shields, the ACP Repeater ignores the first 5 points of an enemy’s Shield Rating.

An ACP Repeater ammo cartridge holds 40 shots and must be replaced once it has been expended. Ammo clips cost 80 credits and weigh 0.5 kg.

**Weapon** **Type:** Rifles

**Size:** Medium

**Cost:** 1,200

**Damage:** 3d6

**Stun Setting:** NO

**Rate of Fire:** Autofire Only

**Weight:** 4.5 Kilograms

**Type:** Piercing

**Availability:** Restricted

**Inaccurate:** This weapon cannot fire at targets at Long Range.
"Bunker Buster" Torpedo

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

This Rocket Launcher was first put into service by Republic troops during the Clone Wars. The weapon fires a two-stage rocket-propelled torpedo that is specifically designed to penetrate the ground or walls of a bunker to eliminate the soft targets inside. Once fired, the torpedo slams into the barrier by detonating a series of thermal detonators, burrowing deep into the target structure until it reaches the inside. At that point, a second, more powerful proton charge explodes.

When the weapon is fired, make a Strength check for the torpedo with a +30 modifier. If the Strength check fails in beating the structure’s break DC, the torpedo crashes into the structure and detonates, dealing damage to the structure (see Attack an Object).

On a successful Strength check, the torpedo penetrates the bunker and detonates inside, and the wielder of the weapon makes a single attack roll which is compared to the Reflex Defense of all targets within the torpedo’s 6-Square Burst radius. Targets successfully hit by the blast take full damage, while missed targets take half damage. Targets with the **Evasion** Talent take half damage on a hit, and no damage on a miss.

**Weapon** **Type:** Heavy Weapons

**Size:** Large

**Cost:** 8,000

**Damage:** 4d6

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 12 Kilograms

**Type:** Energy

**Availability:** Military, Rare

**Special:** This is an Area Attack Weapon.
2nd-Degree Droid Talent Tree

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

The following Droid Talents may be taken by any 2nd-Degree Droid.

#### **Adept Assistant**

When you successfully Aid Another character on a Mechanics, Pilot, or Use Computer check, you add +5 to the check result (rather than the normal +2).

#### **Mechanics Mastery**

You can always Take 10 on a Mechanics check, even if distractions or hazardous circumstances would normally prevent you from doing so.

#### **Vehicle Mechanic**

Once per day you can spend three Swift Actions in successive rounds to make a DC 20 Mechanics check to restore 1d8 Hit Points to a Vehicle and move it +1 step along the Condition Track. You also restore 1 Hit Point to the Vehicle for every point by which you exceed the Mechanics DC.

## Additional 2nd-Degree Droid Talents

#### **Burst Transfer**

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

You can double the amount of data transferred with the Binary language in a single round when communicating with other Droids with **Burst Transfer**, and you can Access Information in half the time when making Use Computer checks to find general or specific information.

#### **On-Board System Link**

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

While aboard a Starship or Vehicle and plugged into the ship's systems by Scomp Link, Droid Socket, or basic data port, you can Reroute Power or Recharge Shields as two Swift Actions instead of three.

#### **Quick Astrogation**

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

*Prerequisite:* Trained in Use Computer

Your speedy electronic Astrogation-calculation routines allow you to cut calculation time in half. Additionally, when attempting a Use Computer check to Astrogate, you can make the calculation as a Standard Action instead of a Full-Round Action.

#### **Scomp Link Slicer**

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

*Prerequisites:* Any two Talents from the Slicer Talent Tree, **Burst Transfer** can be one of these Talents

Your inherent speed and advanced skill reduce the danger of slicing computer systems. You must be physically linked to the system you are slicing. You can use each of the following actions once per encounter:

* *Eradicate*: You can use Disable or Erase Program on a computer that is Friendly or Helpful to you. With this Talent, Disabling or Erasing a Program takes 5 minutes and requires a DC 15 Use Computer check.
* *Lockout*: If you succeed on an opposed Use Computer check when you Issue Routine Command to counteract another programmer's actions, you automatically lock the other programmer out of the system. He or she must succeed in an opposed Use Computer check against you to regain access to the system. You resist the attempt as a Reaction.
* *Untraceable*: As a Reaction, you automatically keep a Hostile computer from tracing your location if you fail a Use Computer check by 10 or less.
"Orphanmaker" Assault Gunship

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

Designed by House Pelagia engineers in the Tapani Sector, the Pelagia Duplex Command Assault Gunship- dubbed the "Orphanmaker" by its designers- defends Tapani space from the onslaught of the Sith during the Great Sith War. Boasting two cockpits and two gunnery pods, the Orphanmaker is a military vessel outfitted for use in the private fleets of the Lords of the Expanse. With the threat of the Great Sith War gone (for a time), House Pelagia has no qualms in selling these well-equipped gunships to outside buyers, and they significantly increase their family holdings with profits reaped from the Orphanmaker design.

The 30-meter-long "Orphanmaker" requires five crew members to operate at optimal functionality, though it can be flown effectively with only a Pilot and one other crew member. The Duplex Command Assault Gunship also features numerous built-in weapon mounts and power supply conduits, making it easier to install new Weapon Systems and upgrading existing weapons than any other ship of its size (granting a +5 Equipment bonus to Mechanics checks made to install Weapon Systems). A number of these ships are sold off just prior to the Mandalorian Wars and bought by wealthy individuals and bounty hunters, including the Moomo Brothers (whose heavily armed custom "Orphanmaker" is called The *Moomo Williwaw*).

## "Orphanmaker"Assault Gunship Statistics (CL 12)

Colossal Space Transport

**Initiative:** +0; **Senses:** Perception +8

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 26; +12 Armor, Vehicular Combat

Hit Points: 130; Damage Reduction: 15; Shield Rating: 20; Damage Threshold: 76

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 870 km/h)

**Ranged:** Heavy Laser Cannons (2) +8 (See Below)

**Ranged:** Laser Cannons (2) +8 (See Below)

**Fighting Space:** 8x8 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +5; **Grapple:** +41

**Attack Options:** Autofire (Heavy Laser Cannons, Laser Cannons)

### Abilities

Strength: 43, Dexterity: 14, Constitution: -, Intelligence: 16

**Skills:** Initiative +0, Mechanics +8, Perception +8, Pilot +0, Use Computer +8

### Ship Statistics

**Crew:** 5 (Expert Crew Quality); **Passengers:** 6

**Cargo:** 10 Tons; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Restricted; **Cost:** 525,000 (310,000 Used)

### Weapon Systems

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

**Attack Bonus:** +8 (+3 Autofire), **Damage:** 6d10x2

#### **Laser Cannons (Pilot and Copilot)**

**Attack Bonus:** +8 (+3 Autofire), **Damage:** 4d10x2
AT-AHT

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

In a galaxy torn apart by a struggle between three powerful factions, it comes as no surprise that Kuat Drive Yards would produce an upgraded heavy transport designed to up the ante in any ground engagement. The successor to the AT-AT, the AT-AHT is tougher, stronger, and more heavily armed than any other Walker in the Imperial arsenal. Primarily deployed on worlds where extreme temperatures, toxic atmospheres, or other conditions make using repulsor technology difficult, the AT-AHT has proven itself valuable in breaking through enemy defenses and scattering enemy troops.

## AT-AHT Statistics (CL 14)

Colossal Ground Vehicle (Walker)

**Initiative:** -2; **Senses:** Perception +8

### Defenses

Reflex Defense: 17 (Flat-Footed: 17), Fortitude Defense: 31; +17 Armor, Vehicular Combat

Hit Points: 350; Damage Reduction: 20; Damage Threshold: 81

### Offense

**Speed:** 6 Squares; (Maximum Velocity 80 km/h)

**Ranged:** Heavy Laser Cannons +8 (See Below)

**Ranged:** Heavy Blaster Cannons +8 (See Below)

**Fighting Space:** 6x12 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +5; **Grapple:** +46

**Special Actions:** Battlefield Effects

### Abilities

Strength: 53, Dexterity: 10, Constitution: -, Intelligence: 16

**Skills:** Initiative -2, Mechanics +8, Perception +8, Pilot -2, Use Computer +8

### Ship Statistics

**Crew:** 5 (Expert Crew Quality); **Passengers:** 60 (Troops)

**Cargo:** 2 Tons; **Consumables:** 1 Week; **Carried Craft:** 8 Kybuck Speeder Bikes or 2 AT-RCTs

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

### Weapon Systems

#### **Heavy Laser Cannons (Gunner)**

**Attack Bonus:** +8, **Damage:** 8d10x2, 2-Square Splash
Benedict Webb

clothier and inventor

Benedict Webb from Kingswood spent his life finding
new ways to improve cloth-making during the 1600s. He introduced new types of
woollen cloth from France, woven from different-coloured yarns; these became
highly fashionable in England. Later, he developed a method of using rapeseed
oil for cleaning wool. His discoveries revolutionised the west-country
wool-cloth trade, helping its survival after a period of decline by introducing
new types of cloth and processes.
74-M Speeder Bike

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Sword of the Empire)*

Simple consumer Speeder Bikes with very little firepower, the 74-M bikes permit the miners easy access through the long hallways. Down here, their Laser Cannons are not nearly as useful as their large headlights.

## 74-M Speeder Bike Statistics (CL 1)

Large Air Vehicle (Airspeeder)

**Initiative:** +12; **Senses:** Perception +6

### Defenses

Reflex Defense: 16 (Flat-Footed: 10), Fortitude Defense: 14; +1 Armor, Vehicular Combat

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

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 500 km/h)

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

**Fighting Space:** 2x2 Squares (Character Scale); **No Crew Cover**

**Base Attack Bonus:** +2; **Grapple:** +11

**Attack Options:** Autofire (Laser Cannon)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 24, Constitution: -, Intelligence: 14

**Skills:** Initiative +12, Mechanics +6, Perception +6, Pilot +12, Use Computer +6

### Ship Statistics

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

**Cargo:** 10 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

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

### Weapon Systems

#### **Laser Cannon (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 1d8x2
AAAT

*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 Statistics (CL 9)

Huge Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 23; +10 Armor, Vehicular Combat

Hit Points: 80; Damage Reduction: 10; Damage Threshold: 33

### Offense

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

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

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

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 36, Dexterity: 14, Constitution: -, Intelligence: 18

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

### Ship Statistics

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

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

**Payload:** 6 Anti-Air Proton Torpedoes

**Availability:** Military; **Cost:** 55,000 (30,000 Used)

**Emplacement Points:** 3

### Weapon Systems

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

**Attack Bonus:** +2 (+8 vs Airspeeders and Starships), **Damage:** 9d10x2, 4-Square Splash
Main Page

## Üdvözzelek az Öntevékeny Csoportok Irodája WIKI oldalán.

Szervezetünk több mint harminc éves múltra tekinthet vissza, ezen idők során számos kisebb-nagyobb mém, gondolat, találmány jött lére amit az utókornak érdemes megőrizni. Célunk az, hogy az Instruktoroknak egy átfogó képet mutassunk a szervezet gondolatvilágáról és történelméről egy hivatalos, hivatkozható módon.
181st TIE Interceptor

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

Let's look at an example of how a character designed for Vehicle Combat can affect a ship. Presented below are the statistics for a 181st Imperial Pilot from the Empire's elite 181st Fighter Squadron, along with statistics for a 181st TIE Interceptor with said pilot at the stick. Note that these statistics don't represent normal TIE Interceptor stats, but rather those for an elite starfighter far beyond the rest of the pilots in the Imperial Fleet.

## 181st TIE Interceptor Statistics (CL 16)

Huge Starfighter

**Initiative:** +24; **Senses:** Perception +9

### Defenses

Reflex Defense: 29 (Flat-Footed: 22), Fortitude Defense: 24; +3 Armor, Vehicular Combat, Vehicle Dodge (+2)

Hit Points: 90; Damage Reduction: 10; Damage Threshold: 34

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 5 Squares (Starship Scale); (Maximum Velocity 1,250 km/h)

**Ranged:** Laser Cannons +15 (See Below)

**Ranged:** Laser Cannons +13 with Rapid Shot (See Below)

**Ranged:** Laser Cannons +10 and Laser Cannons +10 with Double Attack (See Below)

**Ranged:** Laser Cannons +8 and Laser Cannons +8 with Double Attack and Rapid Shot (See Below)

**Fighting Space:** 3x3 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +10; **Grapple:** +31

**Attack Options:** Autofire (Laser Cannons), **Devastating Attack**, **Dogfight Gunner**, Double Attack, **Penetrating Attack**, Point-Blank Shot, Precise Shot, Rapid Shot

**Special Actions:** **Battle Analysis**

### Abilities

Strength: 38, Dexterity: 24, Constitution: -, Intelligence: 16

**Skills:** Initiative +24, Knowledge (Tactics) +12, Mechanics +12, Perception +9, Pilot +24, Use Computer +12

### Ship Statistics

**Crew:** 1 (181st Imperial Pilot); **Passengers:** None

**Cargo:** 75 Kilograms; **Consumables:** 2 Days; **Carried Craft:** None

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

### Weapon Systems

#### **Laser Cannons (Pilot)**

**Attack Bonus:** +15 (+10 Autofire), **Damage:** (6d10+9)x2

#### **Laser Cannons with Rapid Shot (Pilot)**

**Attack Bonus:** +13, **Damage:** (7d10+9)x2

#### **Laser Cannons with Double Attack (Pilot)**

**Attack Bonus:** +10 and +10, **Damage:** (6d10+9)x2 and (6d10+9)x2

#### **Laser Cannons with Double Attack and Rapid Shot (Pilot)**

**Attack Bonus:** +8 and +8, **Damage:** (7d10+9)x2 and (7d10+9)x2
ARC Trooper (Disambiguation)

**This article is a disambiguation page for ARC Trooper (Disambiguation)**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

There are few different versions of use for the term **ARC Trooper:**

## Official

* ARC Trooper (CL 8) from the *Saga Edition Core Rulebook*

## Homebrew

* ARC Trooper (CL 8) from *DMF's Big List of SWSE NPCs*
* ARC Trooper Sergeant (CL 8) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* ARC Trooper Captain (CL 10) from *DMF's Big List of SWSE NPCs*
* ARC Trooper Lieutenant (CL 12) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* ARC Trooper Captain (CL 12) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* ARC Trooper Armor from the *Clone Wars Saga Edition Fan Sourcebook - Equipment*
5-BT Threat Analysis Droid

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

*Affiliations: General Units*

Built by Arakyd Industries decades before some of its more notorious Droids, the 5-BT Threat Analysis Droid is the precursor to the Mark VII "Inquisitor" Seeker Droid and to other notorious models. The 5-BT is a tiny spherical Droid designed to accompany a VIP during assignments. A wide array of sensors scan for threats to its owner, including poisoned food or drink, eavesdropping devices, or hidden assassins. In addition, the 5-BT monitors a person's voice and nonverbal cues to detect stress- possibly indicating an impending attack- and dishonesty. New 5-BTs are sold with a bracelet that enables the Droid to warn its owner of a threat by sending a signal that causes the bracelet to vibrate discreetly. Alternatively, the Droid's warning can be directed to an Earbud Comlink. The 5-BT is also equipped with the equivalent of a Hold-Out Blaster Pistol, providing additional protection of its owner when warnings alone are insufficient.

5-BT Threat Analysis Droids can be played as Droid Heroes.

## 5-BT Threat Analysis Droid Statistics (CL 1)

Tiny 1st-Degree Droid Nonheroic 3

**Initiative:** +13; **Senses:** Darkvision, Perception +15

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 7, Will Defense: 12

Hit Points: 7, Damage Threshold: 7

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Hovering)

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

**Ranged:** Hold-Out Blaster Pistol +4 (3d4)

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

**Special Actions:** Coordinated Attack

### Base Stats

**Abilities:** Strength 4, Dexterity 14, Constitution -, Intelligence 13, Wisdom 15, Charisma 9

**Feats:** Coordinated Attack, Skill Focus (Initiative), Skill Focus (Perception), Skill Training (Initiative), Weapon Proficiency (Pistols)

**Skills:** Initiative +13, Knowledge (Tactics) +7, Perception +15

**Droid Systems:** Hovering Locomotion, Basic Processor, Translator Unit (DC 10), 1 Tool Mount, 1 Instrument Appendage, Darkvision, Improved Sensor Package, Locked Access, Vocabulator

**Possessions:** Hold-Out Blaster Pistol, Surveillance Detector, Toxin Detector, Veridicator

**Availability:** Restricted; **Cost:** 17,490 credits
A-1 Deluxe Floater

*Homebrew Reference Book: Corporate Sector Sourcebook*

A luxury landspeeder from Mobquet plagued by bad reviews, the A-1 Deluxe Floater suffers from poor ventilation and odd interior space, only offset by affordability and reliability of the luxury craft.

## Metrocab Landspeeder Statistics (CL 2)

Huge Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 10), Fortitude Defense: 14; +2 Armor

Hit Points: 40; Damage Reduction: 10; Damage Threshold: 24

### Offense

**Speed:** 8 Squares (Character Scale); (Maximum Velocity 160 km/h)

**Fighting Space:** 4x2 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +14

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 18, Constitution: -, Intelligence: 14

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

### Ship Statistics

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

**Cargo:** 10 Kilograms; **Consumables:** None; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 30,500 (8,250 Used)
Adama Maneuver

*Adama Maneuver Fleet Maneuver data created by d20radio user Wayne Basta.*

*See also: Fleet Maneuvers*

This maneuver has you make a short Hyperspace jump to place yourself behind enemy lines.

**Time:** Full-Round Action

**Targets:** Any square within line of sight.

**Crew:** All Hands

**Make a Use Computer check.** The result of the check determines the effects, if any:

 30
 35

After making your attacks, you may make a second Use Computer check to again move to a free square anywhere on the map within line of sight.

**Special:** If the Use Computer check fails by 5 or more, your ship is placed on the map randomly by the GM within 5 squares of your target. No further action can be taken by anyone on your ship. If the second Use Computer check fails by 5 or more you fail to re-enter Hyperspace.

If either Use Computer check fails by 5 or more, your Hyperdrive becomes disabled. Anything that would prevent you from going to Hyperspace causes this Fleet Maneuver to automatically fail.

*GM Note: None of my players ended up testing this one, so not sure how it plays in a game. But it was inspired by this and intended to be a really hard but really badass trick.*
AST

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

A smaller, nimbler version of the AAT-1, the AST is designed for scouting missions in environments where the STAP is not an efficient scouting platform. Dense forest and other areas with thick brush are no match for the AST and its ability to trample undergrowth. The units were used in a limited fashion at the Battle of Naboo, mostly to patrol Gungan swamp areas, though some commanders used them at checkpoints in urban areas where using an AAT-1 was not cost effective. The Vehicle was used during the Clone Wars as well, though it always remained a secondary scout vehicle to the STAP.

### Capabilities

Equipped with a Reinforced Chassis, the AST can mow down most brush and small trees without issue. This gives it a significant advantage in dense environment patrols over the STAP, which would have to fly above obstacles, potentially missing hidden targets. The AST is most often deployed in groups of three, back to back at checkpoints to maximize their protection, or in spearhead formations during scouting patrols, uprooting enemies, and leaving a wide path of flattened terrain for troops to follow behind.

## AST Statistics (CL 8)

Large Ground Vehicle (Speeder)

**Initiative:** +8; **Senses:** Perception +6

### Defenses

Reflex Defense: 17 (Flat-Footed: 14), Fortitude Defense: 20; +5 Armor, Vehicular Combat

Hit Points: 100; Damage Reduction: 5; Damage Threshold: 25; Reinforced Chassis

### Offense

**Speed:** 10 Squares; (Maximum Velocity 320 km/h)

**Ranged:** Light Laser Cannon, Double +6 (See Below)

**Fighting Space:** 2x2 Squares (Character Scale); **+5 Crew Cover**

**Base Attack Bonus:** +2; **Grapple:** +17

**Attack Options:** Autofire (Light Laser Cannon, Double)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 30, Dexterity: 16, Constitution: -, Intelligence: 14

**Skills:** Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6

### Ship Statistics

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

**Cargo:** 15 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Military; **Cost:** 15,000 (9,000 Used)

**Emplacement Points:** 1

### Weapon Systems

#### **Light Laser Cannon, Double (Pilot)**

**Attack Bonus:** +6 (+1 Autofire), **Damage:** 4d10x2
AT-RT

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

The All-Terrain Recon Transport, or AT-RT, is a single-trooper Vehicle designed for close infantry support and long-range reconnaissance. While its open cockpit provides excellent visibility for the driver, it also provides little cover.

Clone commanders frequently divide their force of AT-RTs into teams of three for patrols and recon. Equipped with a variety of scanners and sensors, AT-RTs can move quickly around the field of operations and transmit data back to the commander in the Forward Command Center.

AT-RTs also see extensive use in the civilian sector (as police patrol Vehicles) and are popular with the Clone Shocktroopers for the "Pacifying" effect their appearance has on unruly mobs. This civilian variant usually replaces the Repeating Blaster Cannon with a Mortar Launcher and a rack of two dozen shells (usually Stun Grenades, Ion Grenades, or Frag Grenades); its availability is Restricted and its cost is 25,000 credits (15,000 credits Used).

## AT-RT Statistics (CL 5)

Large Ground Vehicle (Walker)

**Initiative****:** +8; **Senses:** Perception +6

### Defenses

Reflex Defense: 16 (Flat-Footed: 13), Fortitude Defense: 16; +4 Armor, Vehicular Combat

Hit Points: 60; Damage Reduction: 5; Damage Threshold: 21

### Offense

**Speed:** 8 Squares (Character Scale); (Maximum Velocity 70 km/h)

**Ranged:** Repeating Blaster Cannon +5 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +13

**Attack Options:** Autofire (Repeating Blaster Cannon)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 22, Dexterity: 16, Constitution: -, Intelligence: 12

**Skills:** Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6

### Vehicle Statistics

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

**Cargo:** 20 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Military; **Cost:** 40,000 (24,000 Used)

### Weapon Systems

#### **Repeating Blaster Cannon (Pilot)**

**Attack Bonus**: +5 (0 Autofire), **Damage**: 3d10x2
AT-ST

The 8.5-meter-tall All Terrain Scout Transport (AT-ST) is a nimble, two-legged mobile weapons platform that rapidly moves across battlefields and through cramped urban environments, providing reconnaissance and quick-response fire support for ground troops.

## AT-ST Statistics (CL 8)

Huge Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 20; +4 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Damage Threshold: 30

### Offense

**Speed:** 6 Squares; (Maximum Velocity 90 km/h)

**Ranged:** Blaster Cannons, Twin +6 (See Below)

**Ranged:** Light Blaster Cannons, Twin +6 (See Below)

**Ranged:** Grenade Launcher +6 (See Below)

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

**Base Attack Bonus:** +5; **Grapple:** +25

**Attack Options:** Autofire (Light Blaster Cannons, Twin)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 30, Dexterity: 14, Constitution: -, Intelligence: 12

**Skills:** Initiative +8, Mechanics +8, Perception +8, Pilot +8, Use Computer +8

### Ship Statistics

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

**Cargo:** None; **Consumables:** 2 Days; **Carried Craft:** None

**Payload:** 12 Frag Grenades

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

### Weapon Systems

#### **Light Blaster Cannons, Twin (Copilot)**

**Attack Bonus:** +6 (+1 Autofire), **Damage:** 3d10x2

#### **Grenade Launcher (Copilot)**

**Attack Bonus:** +6, **Damage:** 4d6, 2-Square Burst
3-TLB Assault Transport

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

The Sabaoth Squadron Assault Transport was a modified NovaDrive 3-TLB Transport based on a licensed design from the Corellian Engineering Corporation. The mercenary group used these craft to ferry personnel and supplies between battleships and installations. Their powerful armor and shields also facilitated their use in extracting downed pilots from combat zones.

Lieutenant Bella used one such craft to escort her leader, Captain Cavik Toth, to wherever he commanded. Bella later flew an 3-TLB Assault Transport to escape a doomed fuel depot under attack by Nym, although she was roundly defeated by the Feeorin pirate.

### Capabilities

The 3-TLB Assault Transports used by Sabaoth Squadron have been uniformly modified by NovaDrive from their original Corellian design. They incorporate Laser Cannons and Ionized Cluster Missiles. The Hyperdrive has been modified to peak yet stable efficiency. The ship's shields are also augmented to provide a greater degree of protection. Finally, a small Medical Suite capable of administering emergency treatment to a single patient has been added into the passenger area.

The statistics given here assume a "typical" crew of Expert; if the ship is encountered with Lieutenant Bella or another character flying it, their abilities may be used rather than those of a generic crew.

## 3-TLB Assault Transport Statistics (CL 11)

Colossal Space Transport

**Initiative:** +0; **Senses:** Perception +8

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 28; +12 Armor, Vehicular Combat

Hit Points: 150; Damage Reduction: 15; Shield Rating: 60; Damage Threshold: 78

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 1,000 km/h)

**Ranged:** Light Laser Cannons, Fire-Linked (2) +9 (See Below)

**Ranged:** Ionized Cluster Missiles, Fire-Linked (2) +9 (See Below)

**Fighting Space:** 12x12 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +5; **Grapple:** +43

**Attack Options:** Autofire (Light Laser Cannons, Fire-Linked)

### Abilities

Strength: 46, Dexterity: 14, Constitution: -, Intelligence: 14

**Skills:** Initiative +0, Mechanics +8, Perception +8, Pilot +0, Use Computer +8

### Ship Statistics

**Crew:** 1 (Expert Crew Quality); **Passengers:** 8

**Cargo:** 2 Tons; **Consumables:** 1 Month; **Carried Craft:** None

**Hyperdrive:** Class 0.75, Navicomputer

**Availability:** Restricted; **Cost:** 675,000

**Emplacement Points:** 0

### Weapon Systems

#### **Light Laser Cannons, Fire-Linked (Pilot)**

**Attack Bonus:** +9 (+4 Autofire), **Damage:** 4d10x2

#### **Ionized Cluster Missiles, Fire-Linked (Pilot)**

**Attack Bonus:** +9, **Damage:** 8d10x2 (ignores 10 points of SR), 1-Square Splash