recursal/Fanatic-Fandom huggingface dataset:
Chazrach Warrior

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*Affiliations: The Yuuzhan Vong Empire*

Chazrach, known as Reptoids to The New Republic, are Yuuzhan Vong foot-soldiers. Which is a polite way of saying they’re cannon fodder. Yuuzhan Vong have no qualms about throwing hordes of Chazrach into battle to die, simply to soften up the opponent for the real warriors.

 Chazrach Warrior Statistics (CL 4)

Medium Chazrach Soldier 4

**Force Points****:** 4; **Dark Side Score:** 4

**Initiative:** +7; **Senses:** Darkvision, Perception +1

**Languages:** Yuuzhan Vong

### Defenses

Reflex Defense: 20 (Flat-Footed: 20), Fortitude Defense: 21, Will Defense: 13

Hit Points: 59, Damage Threshold: 21

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+3)

**Melee:** Amphistaff (Spear Form) +6 (2d8+3 (Amphistaff Poison)) with Mighty Swing

**Melee:** Amphistaff (Quarterstaff Form) -4 (1d6+3) and Amphistaff (Quarterstaff Form) -4 (1d6+3)

**Ranged:** Amphistaff (Spit Ability) +5 (Amphistaff Poison)

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

**Attack Options:** Coordinated Attack, Mighty Swing

**Special Actions:** **Harm's Way**

**Species Traits (Chazrach):** Darkvision, Limited Weapon Familiarity (Amphistaff), Natural Armor (+2), Primitive

### Base Stats

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Coordinated Attack, Mighty Swing, Toughness, Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +7, Initiative +7

**Possessions:** Vonduun Crabshell (+5 Reflex, +5 Fortitude), Amphistaff
Channel Rage

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

*See also: Feats*

You have learned to turn your Rage into pure will and focus.

**Prerequisite:** Rage Species Trait

**Effect:** Once per day, instead of entering into a Rage, you gain a +5 bonus to your Will Defense until the end of the encounter. This bonus counts as using your Rage ability for that day.
Chattza Legacy

*Chattza Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

Fierce hunters from Rodia, the Chattza Clan revel in the hunt and combat. The Chattza are powerful allies and opponents during war games, and a lifetime of honing their battle reflexes allowed members of the Chattza clan to enjoy a prosperous life as professional bounty hunters.

**Prerequisite:** Rodian

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action. For the rest of the encounter, you score a Critical Hit on a natural roll of 19 or 20.
Clone Blaze Trooper

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

*Affiliations: The Galactic Republic*

Specialized versions of the standard Clone Jet Trooper. Blaze Troopers wear heavier fire-resistant armor and wield wrist-mounted Flamethrowers attached to the Jet Packs on their backs. They break through enemy lines by scattering adversaries with concentrated blasts of fire.

 Clone Blaze Trooper Statistics (CL 5)

Medium Human Nonheroic 6/Soldier 3

**Force Points:** 3

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +5

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 20), Fortitude Defense: 20, Will Defense: 12

Hit Points: 43, Damage Reduction: 5 (Fire), Damage Threshold: 20

### Offense

**Speed:** 4 Squares (Walking), 4 Squares (Jet Pack); Charging Fire, Running Attack

**Melee:** Unarmed +8 (1d4+2)

**Ranged:** Blaster Pistol +8 (3d6+1)

**Ranged:** Flamethrower +10 (3d6+3 (Fire), 6-Square Cone)

**Base Attack Bonus:** +7, **Grapple:** +9

**Attack Options:** **Devastating Attack (Flamethrower)**

### Base Stats

**Abilities:** Strength 11, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 9, Charisma 8

**Talents:** **Devastating Attack (Flamethrower)**, **Weapon Specialization (Flamethrower)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Charging Fire, Exotic Weapon Proficiency (Flamethrower), Running Attack, Weapon Focus (Flamethrower), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +10, Pilot +10

**Possessions:** Fire-Resistant Clone Trooper Armor (+9 Reflex, +4 Fortitude; +2 Perception, Low-Light Vision; Damage Reduction 5 vs Fire), Blaster Pistol, Flamethrower (2, Wrist-Mounted; 10 Shots), Jet Pack
Chazrach Shock Trooper

*Chazrach Shock Trooper character data created by wizards forum user Darth\_Scorpion.*

*Affiliations: The Yuuzhan Vong Empire*

In battle, the Yuuzhan Vong use organic control vehicles to direct the Chazrach. While the control vehicle is present and operational, the Chazrach cannot retreat, surrender, or stop fighting. When the control vehicle is gone, however, the Chazrach go berserk, attacking anything in sight- including their Yuuzhan Vong masters and each other.

Chazrach Shock Troopers are typically deployed in large squads to hunt down, flush out, or draw out their enemies. In battle against these killers, many overconfident Jedi guardians charge against what they think are weak shock troops- only to find more powerful foes waiting for them nearby.

## Chazrach Shock Trooper Statistics (CL 0)

Medium Chazrach Nonheroic 1

**Dark Side Score:** 2

**Initiative:** +4; **Senses:** Darkvision, Perception: +5

**Languages:** Yuuzhan Vong

### Defenses

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

Hit Points: 4, Damage Threshold: 12

### Offense

**Speed:** 6 Squares

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

**Melee:** Amphistaff (Spear Form) +2 (1d8+2 (Amphistaff Poison))

**Melee:** Amphistaff (Quarterstaff Form) -8 (1d6+2) and Amphistaff (Quarterstaff Form) -8 (1d6+2)

**Ranged:** Amphistaff (Spit Ability) -1 (Amphistaff Poison)

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

**Species Traits (Chazrach):** Darkvision, Limited Weapon Familiarity (Amphistaff), Primitive, Natural Armor (+2)

### Base Stats

**Abilities:** Strength 14, Dexterity 8, Constitution 12, Intelligence 8, Wisdom 10, Charisma 9

**Feats:** Improved Defenses, Skill Training (Endurance), Skill Training (Perception), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +6, Initiative +4, Perception +5

**Possessions:** Amphistaff, Robeskin
Chain (Weapon)

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 2)*

A heavy length of chain, it can be used as a Garrote (requiring the Exotic Weapon Proficiency (Garrote) feat) or as a bludgeoning weapon. Sometimes chains have several links filed down to razor sharpness, changing its damage and type.

**Weapon Type:** Simple Weapons (Melee)

**Size:**Small

**Cost:** 15

**Damage:** 1d6 or 1d8 (Sharpened)

**Weight:** 3 Kilograms

**Type:** Bludgeoning or Slashing (Sharpened)
Clawed Subspecies

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

*See also: Feats, Species Feats*

You come from a Quarren subspecies that has sharp claws at the tips of its fingers.

**Prerequisite:** Quarren

**Effect:** You have Natural Weapons in the form of claws. When you make an Unarmed Attack, you can use your claws, dealing 1d6 points of Slashing damage with that attack instead of normal Unarmed damage. You are always considered armed with your Natural Weapons.
Cave-In

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*The cave quakes violently, causing heavy stones to crash down to the dusty floor.*

In tight underground quarters, a Cave-In can be especially dangerous. The Hazard might be triggered during a subterranean battle, or it could occur at an appropriate moment in a story arc. For example, the ceiling might come down as the heroes are about to reach their final destination, delaying their progress.

## Cave-In Statistics (CL 8)

**Keywords:** Natural

**Trigger:** A loud noise occurs within the area of the Hazard; targeting every being and object in the area.

**Attack:** +10 vs Reflex Defense

**Damage:** 4d6

**Recurrence:** Each round at the start of the target's turn, until the being escapes the Cave-In.

**Suggested Skills:** The following are suggested Skills for this Hazard:

* **Acrobatics (DC 28):** The character tumbles away from the debris, gaining a +5 circumstance bonus to Reflex Defense against the Hazard.
* **Perception (DC 23):** The character realizes that the rock ceiling might be weak enough to collapse if a loud sound occurs within the cavern.
Character Sheet

File:Character Sheet.pdf

File:Character Sheet(alt).pdf

*Special Note: Fandom prevents anonymous users from viewing wiki files (see here)*

## Homebrew Excel Spreadsheets

Various Excel spreadsheets have been created by user Old Benn. These contain an index of all official Feats, Talents, Force Powers, Species, and Equipment; and can be used to electronically record and update characters and Vehicles. These spreadsheets can be downloaded here.

Another popular spreadsheet using Excel with macros is the SagaForge character creator. Created by Ultramyth/NotLestat, SagaForge is one of the most comprehensive indexes in Saga Edition. SagaForge can be downloaded here.

## Homebrew Character Sheets

An electronic version of the Star Wars Saga Edition Character Sheet can be utilized for use on Roll20.net, having separate sheets for PCs, NPCs, and Vehicles. This Character Sheet was coded by GitHub user alicia86, and is based on the Madirishman fan-created Character Sheet, available below.

File:Character Sheet(MI).pdf

## Homebrew Starship Sheet

*Starship Sheet created by edoc user Tam.*

In addition to a player's character, most adventuring parties also acquire Starships are various kinds. While their bese statistics can be found in the respective Starship's description, those statistics do not reflect the characters' actual skills. When filling in this Starship Sheet, be sure to consult both the Vehicle Combat and SotG Starship Modifications pages.

File:Starship Sheet.pdf
Cato Neimoidia Origin

*Cato Neimoidia Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You grew up on one of the bridge-cities of Cato Neimoidia, learning the ins and outs of the world's cut-throat bureaucracy.

**Relevant Skills:** Climb, Deception, Knowledge (Bureaucracy)

**Bonus Language:** Pak Pak
Clone Heavy Trooper

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

*Affiliations: The Galactic Republic*

Among the millions of Clone Troopers engaging the Separatists throughout the galaxy are many units with specialized training. One commonly deployed unit is the Clone Heavy Trooper. Although very similar to a standard Clone Trooper in most respects, the Clone Heavy Trooper carries a much heavier weapon: the Light Repeating Blaster. The weapon's automatic fire allows the trooper to lay down a barrage of blaster fire in a small area, usually shredding any Droids in the process.

## Clone Heavy Trooper Statistics (CL 3)

Medium Human Nonheroic 9

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +10

**Languages:** Basic

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 13, Will Defense: 9

Hit Points: 41, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+1)

**Ranged:** Light Repeating Blaster +3 (3d8, 2-Square Autofire)

**Ranged:** Light Repeating Blaster (Braced) +6 (3d8, 2-Square Autofire)

**Ranged:** Light Repeating Blaster +3 (5d8) with Burst Fire

**Ranged:** Light Repeating Blaster (Braced) +6 (5d8) with Burst Fire

**Base Attack Bonus:** +6, **Grapple:** +7

**Attack Options:** Autofire (Light Repeating Blaster (Only)), Burst Fire, Point-Blank Shot

**Special Actions:** Coordinated Attack

### Base Stats

**Abilities:** Strength 13, Dexterity 12, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8

**Feats:** Armor Proficiency (Light), Burst Fire, Coordinated Attack, Point-Blank Shot, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +10, Perception +10

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Light Repeating Blaster, Comlink (Short-Range)
Cartao Origin

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

You hail from the relatively unknown world of Cartao, home to the Cranscoc. Nestled comfortably between the Vaathkree Trade Corridor and the Perlemian Trade Route, your world has the convenience of a Core World with the privacy of The Outer Rim. Cartao is best known for Spaarti Creations, a company utilizing the "fluid retooling" technique.

**Relevant Skills:** Knowledge (Technology), Perception, Persuasion

**Bonus Language:** Sy Bisti
Clone Commander (DMF)

*Homebrew Reference Book: DMF's Big List of SWSE NPCs*

*Affiliations: The Galactic Republic*

Trained to serve as field officers and aides to the Jedi Generals of the Grand Army of the Republic, the Clone Commander is able to get the most out of the Clone Troopers under their command, directing their combat efforts against Separatist forces.

Clone Commanders can't be bribed, blackmailed, or seduced. Any such attempt automatically fails.

### Use in Play

The Clone Commander's first action should always be to active **Born Leader** to ensure the Clone Troopers under their command are at their best before laying down as much repeat fire as possible.

### Build Options

* Exchange Weapon Focus (Rifles) for Dual Weapon Mastery I to make the Clone Commander more of a gunslinger than a marksman.
* Shift a point from Charisma to Intelligence and drop Coordinated Attack to give the Clone Commander an additional Trained Skill and a Feat to better reflect their role or experiences, such as training in Pilot and Vehicular Combat for a fighter squadron commander, or training in Stealth and Cunning Attack for a commander that focuses on ambushing their foes, or training in Knowledge (Social Sciences) and Informer for an urban commander.
* Trade Quick Draw and Rapid Shot for Coordinated Barrage and Rapport to grant an ally a boost to attack and damage, making the Clone Commander more of a support leader.

## Clone Commander Statistics (CL 6)

Medium Human Nonheroic 6/Soldier 2/Noble 1/Officer 1

**Force Points:** 3; **Dark Side Score:** 1

**Initiative:** +11, **Commander's Prerogative**; **Senses:** Low-Light Vision, Perception +12

**Languages:** Basic, 3 Unassigned

### Defenses

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

Hit Points: 45, Damage Threshold: 19

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Rifle +10 (3d8+2)

**Ranged:** Blaster Rifle +8 (4d8+2) with Rapid Shot

**Ranged:** Blaster Pistol +9 (3d6+2)

**Ranged:** Frag Grenade (2) +9 (4d6+2, 2-Square Burst)

**Ranged:** Ion Grenade (2) +9 (4d6+2 (Ion), 2-Square Burst)

**Base Attack Bonus:** +7, **Grapple:** +9

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

**Special Actions:** **Born Leader**, **Keep Them at Bay**, Quick Draw

### Base Stats

**Abilities:** Strength 13, Dexterity 15, Constitution 13, Intelligence 13, Wisdom 11, Charisma 13

**Talents:** **Born Leader**, **Commander's Prerogative**, **Keep Them at Bay**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Linguist, Point-Blank Shot, Quick Draw, Rapid Shot, Skill Training (Persuasion), Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11, Knowledge (Tactics) +11, Perception +12, Persuasion +11

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Blaster Rifle, Frag Grenade (2), Ion Grenade (2), Bracer Computer, Utility Belt with Comlink (Encrypted, Long-Range, Miniaturized, Holo Capability)
Citizen Battalion

*Citizen Battalion data created by unknown Wikia user.*

*Affiliations: General Units*

The heroes might come into contact with members of the local populace. Below are several Cato Neimoidian citizens to use as quick reference when the heroes begin moving about the city of Zarra. Each uses the typical statistics block below. Feel free to invent your own NPCs or introduce other characters here as well.

This is large mob, the size of Mass Combat Units. Such mobs can usually be seen during mass unrest, and are often the bulk of rioter's forces.

The statistics are derived by taking the basic statistics for the Citizen and applying the changes for a Unit in Mass Combat.

## Citizen Statistics (CL 6)

Colossal Ground Unit Nonheroic 1

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

**Languages:** Basic, Bocce

### Defenses

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

Hit Points: 8, Damage Threshold: 60, Damage Reduction: 15, Attrition 6/4/2

**Immune:** Non-Area Attacks/2 (Ground Unit)

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +0 (See Below)

**Ranged:** Blaster Pistol +0 (See Below)

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

### Base Stats

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

**Feats:** Skill Training (Perception), Skill Training (Persuasion), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +4, Knowledge (Galactic Lore) +6, Perception +6, Persuasion +4

**Possessions:** Blaster Pistol, Comlink (Short-Range), Various Personal Belongings, 20 credits
Castell

*Castell Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

The homeworld of the Gossam, Castell was gripped by a worldwide economic depression for decades. The Commerce Guild saw an opportunity and funneled money into Castell's economy by buying up huge tracts of land. Thousands of Gossams then went to work for the Commerce Guild just to be allowed to live on their ancestral lands. Shu Mai eventually purchased her homeworld from the Guild, but kept the taxes high. Castell was located on the edge of The Colonies region near The Core. Late in the Clone Wars, it fell to the Republic. As a result, many Gossam refugees fled to Felucia.

### Castell Statistics

**Region:** The Colonies

**Climate:** Temperate (Urban)

**Gravity:** Standard

**Moons:** 0

**Length of Day:** 23 Standard Hours

**Length of Year:** 320 Local Days

**Sapient Species:** 98% Gossam (Native), 2% Other Species

**Government:** Commerce Guild

**Capital:** None

**Major Exports:** Technology

**Major Imports:** Foodstuffs, Medical Goods
Chokoo Thool

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Core of Corruption)*

*Affiliations: The Fringe*

*The Rodian leader wears the tattered remains of a uniform from Rodia Consolidated Refineries, a defunct Works corporation once run by a Rodian conglomerate, before The Dark Times. He stands ready to negotiate, either by words or by blaster, and you don't think he cares much as to which.*

Chokoo Thool leads the Rodian Thieves with marginal success. The Empire hasn't captured them yet, but they are in desperate need of funds just to get by.

## Chokoo Thool Statistics (CL 7)

Medium Rodian Nonheroic 6/Noble 5

**Force Points:** 4; **Dark Side Score:** 5

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +15

**Languages:** Basic, Rodese

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 16, Will Defense: 17

Hit Points: 44, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +9 (1d4+4)

**Ranged:** Heavy Blaster Pistol +9 (3d8+2)

**Base Attack Bonus:** +7, **Grapple:** +9

**Attack Options:** Point-Blank Shot, Precise Shot

**Special Actions:** **Bolster Ally**, **Ignite Fervor**, **Inspire Confidence**

**Species Traits (Rodian):** Heightened Awareness, Low-Light Vision

### Base Stats

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

**Talents:** **Bolster Ally**, **Ignite Fervor**, **Inspire Confidence**

**Feats:** Improved Defenses, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Initiative), Skill Training (Persuasion), Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11, Perception +15 (may reroll, must take second result), Persuasion +16

**Possessions:** Heavy Blaster Pistol, Breath Mask, Credit Chip (100 credits)
Clam Clan

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

*See also: Backgrounds*

**Jedi Training Clan**

Members of the Clam Training Clan are often placed when they regularly exhibit persistence in achieving their goals or in the defense of others. Jedi who currently or previously belonged to the Clam Training Clan receive an additional +1 bonus to their Reflex Defense when using the Fight Defensively Action.

**Relevant Skills:** Persuasion, Survival, and Treat Injury
Chironian Resistance Leader (DMF)

*Chironian Resistance Leader character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Resistance, The Rebel Alliance*

Leaving behind their comfortably mundane existence to become a revolutionary, the Resistance Leader used their influence to form a resistance cell to oppose the despotic regime, struggling to liberate their homeworld from the grasp of tyrants.

As a key figure in the local resistance movement, it is their job to coordinate attack plans, ensuring their troops are in the right position to strike a telling blow against their oppressors.

### Use in Play

Whether fighting for a cause they believe in or just trying to get an oppressive system to leave them alone, the Resistance Leader isn't afraid to get their hands dirty, frequently getting directly involved in their group's operations.

### Build Options

* Give the Resistance Leader added tactical acumen by trading **Indomitable** for **Battle Analysis** and **Lead by Example** for **Tactical Savvy**.
* Trade Informer for Intimidator to give the Resistance Leader's words added sting.

## Chironian Resistance Leader Statistics (CL 5)

Large Chironian Nonheroic 3/Noble 3/Soldier 1

**Force Points:** 2

**Initiative:** +10; **Senses:** Perception +8

**Languages:** Basic, Chironian, 1 Unassigned

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 19, Will Defense: 17 (22 vs Deception and Persuasion); Stability

Hit Points: 37, Damage Threshold: 24

### Offense

**Speed:** 10 Squares; Deft Charge

**Melee:** Unarmed +6 (1d6+2)

**Melee:** Knife +6 (1d4+2)

**Ranged:** Blaster Pistol +7 (3d6+2)

**Fighting Space:** 2x2 Squares; **Reach:** 1 Square

**Base Attack Bonus:** +6, **Grapple:** +13

**Attack Options:** Point-Blank Shot

**Special Actions:** **Indomitable**, **Inspire Confidence**, **Lead by Example**

**Species Traits (Chironian):** Atypical Physiology, Bonus Feat (Deft Charge), Mental Fortitude, Stability

### Base Stats

**Abilities:** Strength 10, Dexterity 14, Constitution 14, Intelligence 14, Wisdom 11, Charisma 15

**Talents:** **Indomitable**, **Inspire Confidence**, **Lead by Example**

**Feats:** Deft Charge, Improved Defenses, Informer, Point-Blank Shot, Skill Focus (Persuasion), Skill Training (Deception), Skill Training (Persuasion), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +10, Gather Information +10, Initiative +10, Knowledge (Tactics) +10, Perception +8, Persuasion +15

**Possessions:** Blaster Pistol, Knife, Comlink (Short-Range), Fake ID
Chewbacca

*Affiliations: The Fringe, The Rebel Alliance, Han Solo*

The mighty Chewbacca fights in the Clone Wars to defend The Republic, working closely with Grand Master Yoda. When The Jedi are destroyed by the traitorous Clone Army, Chewbacca decides he is no longer interested in fighting for the Republic. After a brutal battle, he is captured by The Empire and rescued by a young Imperial officer named Han Solo. Moved by Solo's courage, Chewbacca decides that he owes Solo a Life Debt. He promptly attaches himself to Han Solo and follows him everywhere, becoming Solo's closest friend and sometimes conscious.

 Chewbacca Statistics (Episode VI) (CL 10)

Medium Wookiee Scout 6/Scoundrel 4

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

**Initiative:** +11; **Senses:** Perception +10

**Languages:** Basic (Understand only), Huttese (Understand only), Shyriiwook

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 26, Will Defense: 21

Hit Points: 110, Damage Threshold: 26; Extraordinary Recuperation, Shake It Off

### Offense

**Speed:** 6 Squares; Powerful Charge

**Melee:** Unarmed +11 (1d6+9)

**Melee:** Unarmed +15 (1d6+14) with Powerful Charge

**Ranged:** Bowcaster +8 (3d10+5)

**Ranged:** Bowcaster +6 (4d10+5) with Rapid Shot

**Ranged:** Bowcaster +9 (4d10+5) with Deadeye

**Base Attack Bonus:** +7, **Grapple:** +11; Crush, Pin

**Attack Options:** Careful Shot, Deadeye, Point-Blank Shot, Precise Shot, Rapid Shot, **Stellar Warrior**

**Special Actions:** **Extreme Effort**, Rage (2/Day)

**Species Traits (Wookiee):** Expert Climber, Extraordinary Recuperation, Intimidating Presence, Rage (2/Day), Weapon Familiarity (Bowcaster, Ryyk Blade)

### Base Stats

**Abilities:** Strength 19, Dexterity 13, Constitution 20, Intelligence 12, Wisdom 10, Charisma 10

**Talents:** **Acute Senses**, **Extreme Effort**, **Jury-Rigger**, **Spacehound**, **Stellar Warrior**

**Feats:** Careful Shot, Crush, Deadeye, Extra Rage, Martial Arts I, Pin, Point-Blank Shot, Powerful Charge, Precise Shot, Rapid Shot, Shake It Off, Skill Training (Use Computer), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +10 (May Take 10 when distracted), Endurance +15, Initiative +11, Mechanics +11 (May reroll to Jury-Rig, must take second result), Perception +10, Persuasion +10 (May reroll to Intimidate, must take second result), Pilot +11, Use Computer +11 (May reroll to Astrogate, may keep better result)

**Possessions:** Bowcaster, Bandolier, Tool Kit
Chirrut Îmwe

*Chirrut Îmwe character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Guardians of the Whills, Baze Malbus*

Deeply spiritual, Chirrut Îmwe believes all living things are connected through The Force. His sightless eyes do not prevent him from being a highly skilled warrior. Though he lacks Force abilities, this warrior monk has rigorously honed his body through intense physical and mental discipline.

Chirrut Îmwe can often be found in the company of Baze Malbus, his close friend and partner. When Jyn Erso arrived on Jedha in search or Saw Gerrera, Chirrut and Baze assisted her against a contingent of Stormtroopers. He would go on to become a member of Rogue I, one of the most important strike forces in the history of the Rebellion, during the Battle of Scarif.

## Chirrut Îmwe Statistics (CL 7)

Medium Human Force Prodigy 7

**Destiny Points:** 1; **Force Points:** 5

**Initiative:** +9, **Foresight**; **Senses:** **Feel the Force**, Use the Force +8

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 18, Will Defense: 22

Hit Points: 61, Damage Threshold: 18

**Weaknesses:** Permanent Blindness

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Quarterstaff +9 (1d6+9)

**Melee:** Quarterstaff +7 (2d6+9) with Rapid Strike

**Melee:** Quarterstaff +4 (3d6+9) with Improved Rapid Strike

**Melee:** Quarterstaff +4 (1d6+9) and Quarterstaff +4 (1d6+9)

**Melee:** Quarterstaff +2 (2d6+9) and Quarterstaff +2 (2d6+9) with Rapid Strike

**Melee:** Quarterstaff -1 (3d6+9) and Quarterstaff -1 (3d6+9) with Improved Rapid Strike

**Ranged:** Bowcaster +6 (3d10+3)

**Base Attack Bonus:** +5, **Grapple:** +8

**Attack Options:** Critical Strike, Improved Rapid Strike, Rapid Strike

**Special Actions:** **Aversion**

**Force Power Suite (Use the Force +8):** *Battle Strike* (3)

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 12, Intelligence 12, Wisdom 14, Charisma 11

**Talents:** **Aversion**, **Feel the Force**, **Force Perception**, **Foresight**

**Feats:** Critical Strike, Dual Weapon Mastery I, Exotic Weapon Proficiency (Bowcaster), Force Sensitivity, Force Training, Improved Rapid Strike, Rapid Strike, Running Attack, Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +9, Endurance +9, Initiative +9, Knowledge (Galactic Lore) +9, Treat Injury +10, Use the Force +8 (may substitute for Perception checks)

**Possessions:** Bowcaster, Quarterstaff, Guardian Robes
Climbing Harness

*Reference Book: Star Wars Saga Edition Unknown Regions*

**Equipment Type:** Survival Gear

**Cost:** 45

**Weight:**0.7 Kilograms

Providing a measure of safety for a wide array of climbing activities, the Climbing Harness secures the wearer to a climb line, reducing the chances of falling by providing several attachment points for anchor lines, as well as additional options for securing Equipment. A character using a Climbing Harness when making a Climb check falls only when he or she fails the check by 10 or more.
Chiss Starfighter Pilot

*Chiss Starfighter Pilot character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Although almost everyone in the civilized portions of the galaxy can drive an Airspeeder or steer a Vehicle through routine routes, pilots are the true experts. The Starfighter Pilot described here can represent anyone from a fighter pilot, to a ship captain, to a tank commander- as long as a Vehicle needs someone to do some tricky handling, the Starfighter Pilot is the one to do it. As a result, pilots are in high demand, especially for jobs that involve charting unknown territory or flying through hazardous regions.

Even the most conservative pilot is accustomed to taking risks and knows how to push their Vehicle to the edge if necessary. Many Starfighter Pilots, especially if they own their own Vehicles, are also capable mechanics and can lend a hand to ensure that their craft is working at its best. Starfighter Pilots are skilled at avoiding trouble and keeping their Vehicles, cargo, and passengers safe from harm.

## Chiss Starfighter Pilot Statistics (CL 5)

Medium Nonheroic 4/Scout 4

**Force Points:** 2

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +10

**Languages:** Basic, Cheunh

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 17, Will Defense: 15; **Deep-Space Gambit**, Dodge, Mobility, Vehicular Combat

Hit Points: 35, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

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

**Ranged:** Heavy Blaster Pistol +8 (3d8+2)

**Ranged:** Weapon System +8

**Base Attack Bonus:** +6, **Grapple:** +8

**Species Traits (Chiss):** Low-Light Vision

### Base Stats

**Abilities:** Strength 9, Dexterity 15, Constitution 12, Intelligence 12, Wisdom 12, Charisma 8

**Talents:** **Acute Senses**, **Deep-Space Gambit**

**Feats:** Armor Proficiency (Light), Dodge, Mobility, Skill Focus (Pilot), Skill Training (Initiative), Skill Training (Perception), Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)

**Skills:** Initiative +11, Knowledge (Tactics) +10, Mechanics +10, Perception +10 (may reroll, must take second result), Pilot +16

**Possessions:** Padded Flight Suit (+3 Reflex, +1 Fortitude), Heavy Blaster Pistol, Comlink (Short-Range), Tool Kit, R2-Series Astromech Droid, Vehicle or Starship
Clone Naval Officer

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

*Affiliations: The Galactic Republic*

Even among the clones of Jango Fett, there are a select number that prove themselves capable of understanding and executing naval strategy to a greater degree than their comrades. These clones are put into special training programs where they learn the technical and tactical aspects of naval command. Kaminoan scientists speculate that these clones' aptitude for space combat comes from Jango Fett's understanding of dogfighting tactics, and many of these clones eventually go on to become Clone Officers in the Republic Navy. Though most of these officers are lower-tier commanders and aides to nonclone superior officers, some Clone Naval Officers take command of small clone space units and may act as the executive officer for a squadron of V-19 Torrent Starfighter or ARC-170 Starfighter pilots. All Clone Naval Officers are also certified to pilot the V-19 Torrent Starfighter, the ARC-170 Starfighter, and the *Nu*-Class Attack Shuttle.

Most Clone Naval Officers are stationed aboard the Capital Ships used by the Republic. Despite their training, many believe that these clones are not particularly suited for the role of an officer, and tensions sometimes arise between the clones and the nonclone members of the Republic Navy.

 Clone Naval Officer Statistics (CL 3)

Medium Human Nonheroic 6/Noble 1

**Force Points:** 1

**Initiative:** +4; **Senses:** Perception +3

**Languages:** Basic, High Galactic

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 11, Will Defense: 13; Vehicular Combat

Hit Points: 19, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+2)

**Ranged:** Blaster Pistol +6 (3d6)

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

**Special Actions:** Coordinated Attack, **Inspire Confidence**

### Base Stats

**Abilities:** Strength 15, Dexterity 13, Constitution 10, Intelligence 13, Wisdom 10, Charisma 9

**Talents:** **Inspire Confidence**

**Feats:** Coordinated Attack, Skill Focus (Knowledge (Tactics)), Skill Focus (Persuasion), Skill Training (Pilot), Skill Training (Use Computer), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Galactic Lore) +9, Knowledge (Tactics) +14, Persuasion +12, Pilot +9, Use Computer +9

**Possessions:** Blaster Pistol, Code Cylinder, Comlink (Short-Range), Officer's Uniform
Chain Sickle

*Homebrew Reference Book: Dathomir Field Guide*

A sinister looking weapon, the Chain Sickle consists of a cylindrical handle from which extended a flexible cord that ended with a razor-sharp, bladed bludgeon. A second grip further up the cord allows the wielder to swing the Chain Sickle with accuracy and force, ending in a bludgeon studded with small spikes. The most lethal section of the weapon is a large scythe-shaped blade covering half of the bludgeon with two protruding smaller blades.

A Chain Sickle is a Melee Weapon with a reach of 2 squares. Also on a hit, you can choose to make a Grab attack (as a Free Action) against the target using the sickle, provided the target is no more than one size category larger than you. Unlike a normal Grab attack, you make a second attack roll at the normal attack bonus with the Chain Sickle, and you do not take a -5 penalty on the attack roll. If this second attack roll hits, the target is Grabbed.

If you have the Pin or Trip feats, you can choose to use those abilities instead of making a Grab attack. While Grabbing a target with the Chain Sickle, you cannot use the Weapon to make attacks against any other targets. Members of The Witches of Dathomir treat the Chain Sickle as a Simple Weapon (Melee).

**Weapon Type:** Exotic Weapons (Melee)

**Size:** Large

**Cost:** 8,000

**Damage:** 2d8

**Stun Setting:** NO

**Weight:** 2 Kilograms

**Type:** Slashing or Piercing

**Availability:** Rare
Chrysalis Rancor

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

*Affiliations: Beasts*

The following is an example of a Chrysalis Beast, created by adding the Chrysalis Beast Template to a Rancor.

 Chrysalis Ranchor Statistics (CL 13)

Gargantuan (Chrysalis Beast) Beast 12

**Initiative:** +7; **Senses:** Low-Light Vision, Perception +9

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 20, Will Defense: 8

Hit Points: 219, Damage Reduction: 5, Damage Threshold: 40; Fast Healing 5

### Offense

**Speed:** 10 Squares

**Melee:** Bite +16\* (3d6+25)

**Melee:** Claws (2) +16\* (2d8+25)

**Fighting Space:** 4x4 Squares; **Reach:** 3 Squares

**Base Attack Bonus:** +9, **Grapple:** +37; Crush, Pin

**Attack Options:** Cleave, Power Attack

**Special Actions:** Terrifying Presence

**Species Traits:** Fast Healing 5, Terrifying Presence

*\*Includes 6 points of Power Attack*

### Base Stats

**Abilities:** Strength 34, Dexterity 13, Constitution 31, Intelligence 2, Wisdom 7, Charisma 15

**Feats:** Cleave, Crush, Pin, Power Attack, Toughness

**Skills:** Perception +9

###  Abilities

**Fast Healing 5:** A Chrysalis Rancor automatically regains 5 Hit Points every round at the end of its turn, up to its normal maximum, until it is killed.

**Terrifying Presence:** Any enemy that starts its turn within 6 squares of one or more Chrysalis Rancors takes a -2 penalty on attack rolls. This is a Mind-Affecting Fear effect.
Carlist Rieekan, General

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

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

Carlist Rieekan is an early member of The Rebel Alliance, working with resistance forces in and around his homeworld of Alderaan. A mission to observe and inspect satellite transmitters near Delaya, also in the Alderaan System, saves his life when The Death Star arrives and obliterates Alderaan. He feels that if he had acted more quickly, he might have saved some of the population by beginning an evacuation upon the Death Star's arrival in the system. This guilt drives him to become acutely defensively minded, which serves him well on Hoth.

A dedicated Rebel and a fine officer, he rises to the rank of General while directing a variety of Alliance commands and operations. He becomes the commanding officer of the new Alliance main base on Hoth and successfully oversees the delaying action that allows many Rebels to escape the devastating Imperial attack. Rieekan survives the Galactic Civil War and becomes Minister of State of The New Republic.

## General Carlist Rieekan Statistics (CL 12)

Medium Human Noble 7/Officer 5

**Destiny Points:** 2; **Force Points:** 6

**Initiative:** +7; **Senses:** Perception +14

**Languages:** Basic, Huttese, Ithorese, Mon Calamarian, Shyriiwook (understand only), Sullustese

### Defenses

Reflex Defense: 26 (Flat-Footed: 25), Fortitude Defense: 24, Will Defense: 30

Hit Points: 74, Damage Threshold: 24

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d4+6)

**Ranged:** Blaster Pistol +12 (3d6+6)

**Base Attack Bonus:** +10, **Grapple:** +12

**Attack Options:** Point-Blank Shot, Precise Shot

**Special Actions:** **Born Leader**, Command Cover (+2), **Coordinate** (+1), **Deployment Tactics**, **Field Tactics**, **Inspire Confidence**, **Outmaneuver**, Share Talent (**Deployment Tactics**, **Inspire Confidence**), **Trust**

### Base Stats

**Abilities:** Strength 10, Dexterity 13, Constitution 12, Intelligence 15, Wisdom 16, Charisma 16

**Talents:** **Born Leader**, **Coordinate** (+1), **Deployment Tactics**, **Field Tactics**, **Inspire Confidence**, **Outmaneuver**, **Trust**

**Feats:** Armor Proficiency (Light), Improved Defenses, Linguist, Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Tactics)), Skill Focus (Persuasion), Weapon Focus (Pistols), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +14, Knowledge (Bureaucracy) +13, Knowledge (Galactic Lore) +13, Knowledge (Tactics) +18, Mechanics +13, Perception +14, Persuasion +19, Pilot +12, Use Computer +13

**Possessions:** Blaster Pistol, Comlink (Short-Range), Code Cylinder
Carrier Butterfly

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

*Affiliations: Beasts*

Found on Maridun as well as on many other worlds, the Carrier Butterfly is a colorful insect roughly the size of a Human hand. These simple creatures have two qualities that make them uncannily good at being communications devices: their strong verbal association memory, and their ability to replicate long sequences of sounds. As a result, Carrier Butterflies can be trained to recognize the commands of their masters, fly directly to specified locations or individuals, and replicate lengthy messages. Although they fly slowly, compared to instant communication by Comlink, Carrier Butterflies are so numerous in the wild that finding and intercepting a specific butterfly is nearly impossible. Thus, the Carrier Butterfly offers a secure, albeit slow, method of sending orders and intelligence across long distances.

 Carrier Butterfly Statistics (CL 0)

Diminutive Beast 1

**Initiative:** +4; **Senses:** Low-Light Vision, Perception +1

### Defenses

Reflex Defense: 19 (Flat-Footed: 15), Fortitude Defense: 8, Will Defense: 11

Hit Points: 2, Damage Threshold: 8

### Offense

**Speed:** 8 Squares (Flying)

**Fighting Space:** 1 Square; **Reach:** 1 Square

**Base Attack Bonus:** +0, **Grapple:** -11

**Species Traits:** Low-Light Vision, Mimicry

### Base Stats

**Abilities:** Strength 2, Dexterity 18, Constitution 6, Intelligence 2, Wisdom 13, Charisma 16

**Feats:** Skill Training (Deception)

**Skills:** Deception +8, Stealth +24

###  Unique Abilities

**Mimicry:** A Carrier Butterfly can perfectly mimic lengthy sequences of sounds (Such as a conversation or message). A Carrier Butterfly does not need to roll a Deception check to reproduce a sound, but it can only mimic noises exactly (Without alteration).
Choke Point

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

"Choke Point" is a mini-adventure designed for 8th-level heroes. The characters are ordered to invade and secure a heavily defended bunker complex and take any military and medical supplies that can be put to use.

### Adventure Outline

This mini-adventure is fairly self-contained and requires little exposition. Enemy forces have dug in along an established line, and the heroes' advance has begun. Scouts have reported the positions of several enemy choke points, the weakest of which is a bunker complex and two blaster emplacements. The entrance(s) to the bunker have yet to be found, but the guns have been far from silent. The heroes must proceed to the forward scouts' position, gain access to the bunker complex, and clear it out.

## Mission Briefing

*Main Article: Mission Briefing*

The commanding officer in charge of the heroes calls them in for a quick mission overview.

## On Hands and Knees

*Main Article: On Hands and Knees*

**SETUP:** This encounter serves as the climax of "Choke Point."

The map includes two main locations: the exterior area of the bunker, which includes the emplacements and the two concealed entrances, and the interior tunnels, including any portion of the bunker complex that is below ground.

## Conclusion

The bunker complex contains a number of weapons and medical supplies, but unless the heroes interrogate surviving enemies, they gain little intelligence about the complex. If the heroes neutralize the blasters or generators of the weapon emplacements, their forces will be able to move through the area safely.

If the characters clear out the bunker complex and capture supplies or prisoners, their commanding officer lauds them as true heroes. Returning to base, especially with one or more prisoners in tow, might be an adventure in itself.
Cleansing of Technology's Touch

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*See also: Vong Rituals*

All Yuuzhan Vong consider mechanical technology to be an abomination and an affront to the Gods. However, during the performance of one's duties, a Yuuzhan Vong may be required to handle such unclean devices. This ritual is used in the aftermath of such handling to cleanse body and spirit of the foul taint.

**Time:** 1 Hour

**Targets:** Self

**Requirements:** A vat of flesh-eating insects into which the tainted area of the body must be plunged.

**Make an Endurance check.** The result of the check determines the benefits of the ritual:

 20-24
 25+

**Special:** Performing this Vong Ritual inflicts (1d8+1) points of damage per limb to be cleansed. In the most extreme cases where the entire body needs cleansing at once, treat it as six limbs.
Clone Commando (Disambiguation)

**This article is a disambiguation page for Clone Commando (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 **Clone Commando:**

## Official

* Clone Commando (CL 8) from the *Clone Wars Campaign Guide*

## Homebrew

* Shinie Clone Commando (CL 7) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Veteran Clone Commando (CL 10) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Elite Clone Commando (CL 13) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Cloak

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

*See also: Force Powers*

You bend light around your body, rendering yourself invisible to anyone looking in your direction.

**Time:** Standard Action

**Targets:** Self

**Make a Use the Force check.** The result of the check determines the effect, if any:

 20
 25
 30

**Special:** You can maintain *Cloak* from round to round, extending the normal duration. Maintaining the *Cloak* Force Power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining *Cloak*, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the *Cloak*.

You can spend a Force Point to increase the bonus to your Stealth checks by +5.
Character Combat

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Vehicle Combat, Mass Combat*

The galaxy is a dangerous place, and sometimes you have to fight to survive. Whether the enemy takes the form of Battle Droids or Stormtroopers, a Dark Force-user or a rampaging Rancor, you need to be able to defend yourself. Using blasters, Vibroblades, and Lightsabers, heroes regularly get caught up in blazing firefights, wild cantina brawls, and mesmerizing duels.

You can try to bluff your way out of a tough situation, attempt to sneak away when your opponent is distracted, or even dazzle an enemy with your charming personality. But when all else fails, nothing beats having a good blaster at your side.

This article and tangential articles detail the combat rules, covering the basics first. The back end of the section looks at some of the more unusual strategies that heroes can employ, including using Vehicles in combat. Many special abilities and forms of damage that affect combat are covered in the Gamemastering section.

## Combat Sequence

Combat takes place in a series or rounds, with each character taking one turn each round.

* Combat Sequence
* The Combat Round
* Actions in Combat

## Combat Statistics

Several fundamental statistics determine how well you do in combat.

* Attacks
* Damage
* Defenses
* Speed
* Hit Points
* Conditions
* Initiative Order

## Special Combat Rules

This section describes various special rules that arise during combat. The rules are presented alphabetically by topic.

* Area Attacks
* Attacks of Opportunity
* Autofire
* Concealment
* Cover
* Damage Reduction
* Difficult Terrain
* Fighting Space
* Flanking
* Helpless Opponents
* Immobilized
* Ion Damage
* Line of Sight
* Maiming Foes
* Prone Targets
* Reach
* Shield Rating
* Shooting or Throwing into a Melee
* Special Initiative Actions
* Squeezing
* Stacking Bonuses
* Stun Damage
* Surprise
* The Order of Rerolls

## Homebrew User Guides

The below references are fan-made references to summarize specific rule sets into comprehensive compilations.

* Combat 101- A brief summary of common actions used within combat.
* Grappling 101- A compilation of the Grapple and Grab rules for easy reference by players.