recursal/Fanatic-Fandom huggingface dataset:
Bellicose-Class Heavy Lifter

Bellicose*-Class Heavy Lifter Starship data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

A heavy duty lifter from Hoersch-Kessel Drive, the *Bellicose*-Class Heavy Lifter carries significant space, initially meant to quickly transport and deploy Assault Droids during the Clone Wars. Doctor Aphra modified a *Bellicose*-Class Heavy Lifter named The *Ark Angel* during The Dark Times.

## *Bellicose*-Class Heavy Lifter Statistics (CL 11)

Colossal (Frigate) Space Transport

**Initiative:** -3; **Senses:** Perception +6

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 32; +13 Armor, Vehicular Combat

Hit Points: 375; Damage Reduction: 15; Shield Rating: 20; Damage Threshold: 132

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 950 km/h)

**Ranged:** Heavy Laser Cannons, Double (2) +4 (See Below)

**Ranged:** Concussion Missiles, Fire-Linked +4 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +49

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

### Abilities

Strength: 55, Dexterity: 12, Constitution: -, Intelligence: 14

**Skills:** Initiative -3, Mechanics +6, Perception +6, Pilot -3, Use Computer +6

### Ship Statistics

**Crew:** 4 (Skilled Crew Quality); **Passengers:** 5

**Cargo:** 600 Tons; **Consumables:** 3 Months; **Carried Craft:** None

**Hyperdrive:** Class 2 (Backup Class 12), Navicomputer

**Availability:** Restricted; **Cost:** 525,000

**Emplacement Points:** 2

### Weapon Systems

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

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

#### **Concussion Missiles, Fire-Linked (Pilot)**

**Attack Bonus:** +4, **Damage:** 8d10x2, 4-Square Splash
Bail Antilles

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

*Affiliations: The Galactic Alliance*

Bail Antilles comes from a family dedicated to governmental service. His family name combined with his personal charisma and connections allow him to rise through the Galactic Government and ultimately be voted in as a member of the Triumvirate. He is known to carefully consider all options, and is not beholden to any specific policy or organization. He is level headed and often provides the swing vote between the other two members of the Triumvirate, Gial Gahan and Nu Toreena.

Bail casts the deciding vote to engage the Empire at the Battle of Caamas. He hopes that a quick victory over the Empire might stop member worlds from leaving The Galactic Alliance. The Imperial victory forces The Galactic Alliance to surrender, and Bail has no choice but to go along. Like the other members of the Triumvirate, he is replaced by an administrator loyal to Emperor Roan Fel.

 Bail Antilles Statistics (CL 10)

Medium Human Nonheroic 6/Noble 8

**Destiny Points:** 1; **Force Points:** 4

**Initiative:** +6; **Senses:** Perception +19

**Languages:** Basic, Durese, High Galactic, Mon Calamarian, Sullustese, 2 Unassigned

### Defenses

Reflex Defense: 19 (Flat-Footed: 19), Fortitude Defense: 19, Will Defense: 24

Hit Points: 43, Damage Threshold: 19

### Offense

**Speed:** 6 Squares

**Melee:** Vibrodagger +9 (2d4+3)

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

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

**Attack Options:** Coordinated Attack

**Special Actions:** **Coordinate** (+1), **Inspire Confidence**, **Inspire Haste**, **Presence**

### Base Stats

**Abilities:** Strength 8, Dexterity 8, Constitution 10, Intelligence 16, Wisdom 15, Charisma 16

**Talents:** **Coordinate** (+1), **Inspire Confidence**, **Inspire Haste**, **Presence**

**Feats:** Coordinated Attack, Improved Defenses, Linguist, Skill Focus (Deception), Skill Focus (Knowledge (Bureaucracy)), Skill Focus (Knowledge (Galactic Lore)), Skill Focus (Knowledge (Social Sciences)), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Knowledge (Social Sciences)), Weapon Focus (Pistols), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +20, Knowledge (Bureaucracy) +19, Knowledge (Galactic Lore) +19, Knowledge (Social Sciences) +19, Perception +19, Persuasion +20

**Possessions:** Blaster Pistol, Vibrodagger, Comlink (Short-Range, Encrypted), Datapad, Fine Clothing
Bandolier

**Equipment Type:** Weapon and Armor Accessories

**Cost:** 100

**Weight:**2 Kilograms

Since there are so many types of weapons, there are an equally large number of ammunition types. Depending upon the weapon the wearer carries, a Bandolier may contain any number or form of ammunition.

A Bandolier has 12 slots that can each hold a single Tiny weapon (such as a Grenade or knife), or single piece of Equipment weighing up to 0.5 kg. Any item on the Bandolier can be retrieved as a Move Action.

No items come stocked on a standard Bandolier, as they do with the Utility Belt.
Bantha Rush

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Feats*

You can shove your opponents around the battlefield to gain a tactical advantage.

**Prerequisites:** Strength 13, Base Attack Bonus +1

**Effect:** After making a successful melee attack against an opponent up to one size category larger than you, you can choose to move that opponent 1 square in any direction as a Free Action. You can't Bantha Rush an opponent that's being Grabbed or Grappled, and you can't Bantha Rush your opponent into a solid object or another creature's Fighting Space.
Bearers of the Claatuvac

*Bearers of the Claatuvac affiliation data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

The Claatuvac stacks are portable copies of the data that was once held by The Claatuvac Guild on Kashyyyk. The stacks were entrusted to a small band of Wookiees who swore to keep the knowledge secret until such a time as Wookiee culture could be revived. The information on the stacks combines to give the most comprehensive star charts and hyperroute maps in existence.

Bearers of the Claatuvac are sought by all manner of bounty hunters and mercenaries, and will not reveal themselves lightly. However, if such a Wookiee were to learn of explorers who had gained knowledge that could be added to the stacks, they might just be curious enough to get in touch.
Beasts

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Nonheroic Units, Beast, Mounts*

All animals and other non-sentient life forms have levels in the Beast class. In the *Star Wars* universe, Beasts are usually encountered as threats (such as Acklays, Rancors, and Wampas) or as Mounts (such as Dewbacks and Tauntauns).

### Beasts

This section contains sample Beasts from the *Star Wars* feature films. Each description includes statistics for a typical member of the Beast.

## Additional Beasts

The below Beasts include all Beasts found throughout the *Star Wars Saga Edition* addons.

### Knights of the Old Republic Campaign Guide

These Beasts are just a small sample of the strange creatures found throughout the galaxy, and represent some of the biggest threats encountered by heroes in this time.

### Force Unleashed Campaign Guide

Though the Empire is the greatest threat during The Dark Times, many heroes have met their end at the hands (or claws) of a dangerous creature native to alien worlds. The following Beasts, each native to the fungal world of Felucia, can be used in a Dark Times Campaign to provide new challenges for the heroes to face while in any wilderness setting.

### Clone Wars Campaign Guide

All worlds have nonsentient life forms that occasionally present threats to civilization. Some of these **Beasts** can be domesticated and used as pets or mounts, while others are untamable. A couple **Beasts** of note are presented below.

### Legacy Era Campaign Guide

In The Legacy Era, there are threats beyond the Empire and the Sith, beyond the criminal syndicates and bounty hunter guilds. Predators lurk on every world, among them primitive Beasts that hunt to survive.

### Jedi Academy Training Manual

The following section presents a menagerie of dangerous Beasts, all of which have some connection to The Force (and, in many cases, The Dark Side). The Gamemaster can use these creatures to populate worlds and locations visited by the heroes during their adventures. The Beasts included here are designed to challenge heroes of every level.

Although some Beasts, such as the Dxun Tomb Beast and the Shyrack, are associated with specific locations, a Gamemaster need only change a Beast's name to use it anywhere he or she wants. For example, a Dxun Tomb Beast could be renamed the "Shadow Stalker" and encountered in a ruin in the planet Ossus or anywhere else the Gamemaster wishes.

### Galaxy at War

Many armies use living creatures as Mounts, beasts of burden, or even as living weapons. In the right circumstances, creatures can be superior to conventional Vehicles. Mounts are typically quieter than Vehicles and do not show up on sensors that are set to scan for Vehicles.

Mounts must be fed and watered, but they obviously do not require power cells, so mounted scouts and troopers can range far and remain in the field for weeks without supply. Of course, most creatures are considerably slower than Vehicles and far more vulnerable to attack. Nevertheless, some beings raise and train creatures to serve on the battlefield, wither as aggressive predators or as guard beasts.
Blackguard Wilder

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

*Affiliations: The Blackguard*

By slaying a Sher Kar, a Blackguard Minion rises to the rank of Wilder. Dedicated warriors of The Blackguard, these Wilders fall into three specialized ranks to perform their duties: Ravager, Marauder, and Trinity Assassin. Ravagers are the most common Wilders, serving as guards of the Southern Ruins on Mustafar. They are dedicated defenders of the sanctuary, and the first and last line of defense.

Marauders are the most peaceful of the three specialization, traveling away from Mustafar to study other Force Traditions and their lore. This knowledge is used to better The Blackguard, with new techniques and powers to protect their home. Finally, Trinity Assassins serve the most dangerous of tasks, the elimination of Blackguard enemies. These enemies range in importance from nosey archaeologists, to zealous Jedi Sentinels.

### Blackguard Wilder Encounters

The Blackguard is found almost exclusively on Mustafar in or near the Southern Jedi Ruins, but a few are occasionally located wandering between the ruins and the planet's only remaining city of Fralideja. Blackguard Wilders exist and act more as squad leaders, giving evidence that The Blackguard might be better organization than most people think possible of a Dark Side cult.

## Blackguard Wilder Statistics (CL 4)

Medium Human Nonheroic 3/Jedi 3

**Force Points:** 3; **Dark Side Score:** 8

**Initiative:** +4; **Senses:** Perception +9

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 14, Will Defense: 15; **Block**

Hit Points: 28, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

**Melee:** Lightsaber +7 (2d8+2)

**Ranged:** By Weapon +6

**Base Attack Bonus:** +5, **Grapple:** +6

**Attack Options:** **Power of the Dark Side**

**Force Power Suite (Use the Force +10):** *Battle Strike*, *Dark Rage*

### Base Stats

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

**Talents:** **Block**, **Power of the Dark Side**

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training, Skill Training (Endurance), Skill Training (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols)H, Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +9, Endurance +7, Perception +9, Survival +9H, Use the Force +10

**Possessions:** Lightsaber, Black Robes

*H- Human bonus Feat or Trained Skill*
Bargain on Barab I (SR)

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

*Main Page: Smugglers' Rendezvous*

Even though the heroes are aware of the lost shipment of blaster rifles on Barab I, they have never had an opportunity- or the spare funds- to pick them up. Now, though, they should make enough from the sale to afford some needed repairs on their ship- maybe even some upgrades.

When the heroes arrive on Barab I, they can locate the warehouse and speak to the foreman, a Barabel named Tolkar. Tolkar knows that the cargo container holds 65 blaster rifles, each worth 1,000 credits, but because they are taking up valuable space in his already overflowing warehouse, Tolkar is willing to sell them for 75% of cost: 48,750 credits for the lot.

The heroes can bargain with Tolkar, but his price does not drop much. With a successful opposed Persuasion check (against Tolkar's modifier of +20), the heroes can convince Tolkar to let the blaster rifles go for 70% of cost: a total of 45,500 credits. If they beat his check by 5 or more, he drops the price down to 65%, for a total of 42,250 credits. Tolkar goes no lower than 650 credits per blaster rifle.

*Continued in Journey to Phinel's Folly*
Battlefield Effects

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

*See also: GaW Hardware*

Vehicles can be difficult challenges for heroes. Unless the characters pack serious firepower, most Vehicles can easily shrug off the damage caused by hand-held blasters. In addition, Weapon Systems are usually able to mow down an entire adventuring group in short order.

The rules provided here transform Vehicles from killing machines into more manageable terrain objects that can augment an encounter rather than derail it. These effects can be offensive or defensive and can be used by the Gamemaster either to help or to hinder the heroes.

Battlefield Effects are special auras that can be applied to any nonstarship Vehicle that meets the prerequisites. A Battlefield Effect lasts until the end of the Vehicle's next turn. A Vehicle can only have one Battlefield Effect at a time, and the effect is determined prior to an encounter. Giving a Battlefield Effect to a Vehicle requires no modifications to its weapons, armor, or other systems.

To use a Battlefield Effect, the Commander of the Vehicle takes a Standard Action and the Vehicle can make no attacks until the start of the Commander's next turn. This produces an area of effect as described in each Battlefield Effect's description. Characters or Vehicles must be completely within the area of effect to be affected by the Battlefield Effect.
Blade Lock

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

*See also: Lightsaber Construction*

This simple Lightsaber Modification is usually added only to Lightsabers whose wielders frequently Throw the Lightsaber as a ranged weapon. As a Swift Action, the wielder can lock the blade in place; when doing so, this prevents the Lightsaber from being accidentally deactivated when the weapon is jarred, such as during the impact of being Thrown. A Swift Action unlocks the blade, meaning that it takes two Swift Actions to deactivate a locked Lightsaber blade.
Believer Cultist Leader

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Echoes of the Jedi)*

*Affiliations: The Believers*

The Believers are a group of Sith worshippers that got its start in the Cularin System. They are males and females of different humanoid Species, and they come from all walks of life. Some are even trained in The Force. They were aided in their organization by the Sith scholar Murk Lundi, and they had grown into a formidable force by the time of the Clone Wars.

The ones encountered on this sublevel have been driven mad by repeated attacks from the T'salak. They are encountered in small groups, though, since two large groups of Believers in the same room would kill each other. Many Believers have fallen victim to their crazed companions.

## Believer Cultist Leader Statistics (CL 6)

Medium Human Scout 6

**Force Points:** 1; **Dark Side Score:** 8

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

**Languages:** Basic, 2 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 18, Will Defense: 16; Combat Reflexes, Dodge

Hit Points: 50, Damage Threshold: 23; Shake It Off

### Offense

**Speed:** 6 Squares; Powerful Charge

**Melee:** Unarmed +5 (1d4+4)

**Melee:** Knife +5 (1d4+4)

**Melee:** Electrostaff +5 (2d8+4)

**Melee:** Electrostaff -5 (2d8+4) and Electrostaff -5 (2d8+4)

**Ranged:** By Weapon +6

**Base Attack Bonus:** +4, **Grapple:** +6

**Special Actions:** Melee DefenseH, **Power of the Dark Side**

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 12, Dexterity 15, Constitution 13, Intelligence 14, Wisdom 11, Charisma 10

**Talents:** **Improved Initiative**, **Improved Stealth**, **Power of the Dark Side**

**Feats:** Combat Reflexes, Dodge, Force Sensitivity, Improved Damage Threshold, Melee DefenseH, Powerful Charge, Shake It Off, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +9, Endurance +9, Initiative +10 (may reroll, must take second result), Knowledge (Galactic Lore) +10, Perception +8, Pilot +10H, Stealth +10 (may reroll, must take second result), Use the Force +8

**Possessions:** Electrostaff, Knife, Tattered Clothing

*H- Human bonus Feat or Trained Skill*
Bimm

*Homebrew Reference Book: New Republic Campaign Guide*

*See also: Bimm (Near-Human)*

The planet Bimmisaari is home to two distinct sapient Species. They each refer to themselves as Bimms, and so do the rest of the peoples of the galaxy. Although they are not cross-fertile, the two Species are both mild-tempered and peaceful, and have coexisted for nearly all their recorded history.

The furred Bimm are though to have evolved naturally on the planet.

Bimms dwell side-by-side in picturesque cities that dot their homeworld, surrounded by thick forests. Alien visitors to these towns (or Bimm enclaves on other worlds) are always treated as honored guests.

### Bimm Characteristics

**Personality:** Both Species of Bimm are mild-mannered and cordial. The furry, humanoid Bimms are born merchants, hagglers, and shoppers. They love the "Art of the Deal" and do not consider a day complete if they haven't engaged in a spirited round of haggling or found a good deal at a wholesaler or market outlet. They consider fair dealing a point of honor, and stealing and shoplifting is viewed as a crime on the magnitude of murder. All Bimms hold The Jedi in especially high regard.

**Physical Description:** The furry Bimms are small beings, standing 1 to 1.6 meters tall, with females slightly taller than males on average. They are floppy-eared humanoids covered in short fur that ranges in color from tan to a deep black. Their faces feature elongated muzzles and tiny black eyes. They have three long fingers and an opposable thumb on each hand. They favor the color yellow and are often clad in shades of that color.

**Age Groups:** Bimms age at the following stages:

**Homeworld:** Bimmisaari, a temperate and densely forested planet located in the outer reaches of The Mid Rim.

**Languages:** The two Species of Bimms share the same language, spoken as a harmonious singsong that sounds more like a collection of ballads than a standard form of communication.

**Example Names:** Ginder, Roki Morjara, Sindee, Toki Tollivar.

**Adventurers:** Bimm adventurers are typically Scoundrels who work their way into the wealthy lives of Nobles. Bimms of both types became Jedi in the days of The Old Republic.

### Bimm Species Traits

Bimm share the following Species Traits:

* **Ability Modifiers:** All Bimm receive a +2 bonus to their Intelligence and Charisma; but they suffer a -2 penalty to their Strength. Bimm are talkative and friendly, but physically weak.
* **Small Size:** As Small creatures, Bimm gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
* **Speed:** Bimm have a base speed of 4 squares.
* **Natural Diplomat:** A Bimm gains a +5 Species bonus to Persuasion checks made to Haggle. Additionally, Persuasion is always a Class Skill for Bimms.
* **Straight Dealer:** A Bimm is a hard, but fair haggler in a merchant deal. A Bimm can reroll an opposed Perception check to Sense Deception, keeping the better of the two results.
* **Automatic Languages:** All Bimm can speak, read, and write both Basic and Bimm.
Bergruutfa

*Reference Book: Star Wars Saga Edition Unknown Regions*

Best known as the mounts of the Teloc hunters, Bergruutfas are enormous beasts with hides that are thick enough to stop blaster bolts and thicker plates of armor covering their heads. Although their natural habitats are the plains and jungles of their homeworld, Bergruutfas are exported to other planets because they are mild-tempered and easily domesticated. However, when angered, a Bergruutfa becomes dangerous and difficult to stop without causing lasting harm to the beast.

Rebel SpecForce commandos occasionally use Bergruutfas as riding beasts during the Galactic Civil War, and Weequays are known to capture and sacrifice Bergruutfas to Quay when away from Sriluur.

## Bergruutfa Statistics (CL 5)

Huge Mount (Beast 6)

**Initiative:** +1; **Senses:** Perception +9

### Defenses

Reflex Defense: 4 (Flat-Footed: 4), Fortitude Defense: 18, Will Defense: 11

Hit Points: 81, Damage Reduction: 5, Damage Threshold: 33

### Offense

**Speed:** 10 Squares

**Melee:** Slam +9\* (1d8+14)

**Fighting Space:** 3x3 Squares; **Reach:** 1 Square

**Base Attack Bonus:** +4, **Grapple:** +22

**Attack Options:** Head Butt, Power Attack

*\*Includes 3 points of Power Attack*

### Base Stats

**Abilities:** Strength 26, Dexterity 6, Constitution 27, Intelligence 2, Wisdom 12, Charisma 5

**Feats:** Improved Damage Threshold, Power Attack, Toughness

**Skills:** Perception +9

### Abilities

**Head Butt:** When a Bergruutfa makes a successful melee attack against an adjacent target, it makes an immediate opposed Grapple check. If the check is successful, the target is moved back 1 square for every 5 points by which it failed the check. This movement does not provoke an Attack of Opportunity. A Bergruutfa receives a +5 circumstance bonus to its Grapple check if it Charges prior to making the attack.
Beam Splitter

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

**Equipment Type:** Weapon and Armor Accessories

**Upgrade Type:** Weapon Upgrade

**Cost:** 1200

**Upgrade Point Cost:** 2

**Availability:** Common

A Weapon Accessory made only to Pistols, Rifles, Heavy Weapons, and Exotic Weapons (Ranged) that deal Energy damage, the Beam Splitter Weapon Accessory makes it easier to fire a powerful energy bolt by increasing the size of the bolt fired. Once per encounter, the wielder of a weapon with a Beam Splitter that uses the Power Blast Feat to modify an attack roll deals 2 points of damage for every 1 point subtracted from the attack bonus.
Bastion

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

*See Also: Galactic Gazetteer*

In 137 ABY, Emperor Roan Fel claims Bastion as a base of operations against the usurper to the Imperial throne, Darth Krayt. He draws loyalist forces to the planet, in order to further ensure its protection against Sith attack. The planet's nigh impenetrable defense systems make Bastion as well defended as Coruscant, which prevents any direct assault on the planet.

###  Bastion Statistics

**Region:** The Outer Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 24 Standard Hours

**Length of Year:** 363 Local Days

**Sapient Species:** 94% Human, 6% Other Species

**Government:** The Fel Empire

**Capital:** Sartinaynian City

**Major Exports:** Military Supplies

**Major Imports:** Foodstuffs, High Technology, Luxury Goods

Knowledge (Galactic Lore)
 15
 20
 25

Knowledge (Tactics)
 25
Bane Back Spider

*Homebrew Reference Book: Dathomir Field Guide*

*Affiliations: Beasts*

The Bane Back Spider is a huge arachnid predator native to Dathomir. Bane Back Spiders primarily live in camouflaged holes and use quick, swift attacks using their extreme agility to jump back short distances. Its carapace serves as a prized trophy among The Witches of Dathomir.

## Bane Black Spider Statistics (CL 6)

Huge Beast 7

**Initiative:** +3; **Senses:** Low-Light Vision, Perception +4

### Defenses

Reflex Defense: 15 (Flat-Footed: 15), Fortitude Defense: 24, Will Defense: 11

Hit Points: 96, Damage Threshold: 34

### Offense

**Speed:** 6 Squares

**Melee:** Bite +15 (2d6+10)

**Melee:** Claws (2) +15 (1d8+10) plus Poison

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

**Base Attack Bonus:** +5, **Grapple:** +25; Crush, Pin

**Attack Options:** Poison

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

### Base Stats

**Abilities:** Strength 26, Dexterity 10, Constitution 24, Intelligence 2, Wisdom 12, Charisma 10

**Feats:** Crush, Pin, Skill Focus (Climb)

**Skills:** Climb +21

### Abilities

**Poison:** If the Claw of a Bane Black Spider deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the target's Fortitude Defense, the target moves -1 step along the Condition Track. A target moved to the end of the Condition Track by the poison is Immobilized, but not unconscious. The Poison attacks each round until cured with a successful DC 15 Treat Injury check.
Bantha-II Cargo Skiff

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

The Bantha-II is a typical heavy cargo speeder, little more than a platform with a railing around it. Though slow by the standards of most Speeders, its simple controls and heavy lifting capacity make it effective as a cargo carrier and mid-range transport. The skiff's open deck makes it easy to load, and its long, lean frame allows it to move into tight spaces and close to loading docks. However, the skiff's large maneuvering vanes, which are easy to damage, make the Bantha-II unpopular for use in crowded cities and on industrialized planets. (The vanes grant anyone not Trained in the Pilot Skill a +2 Equipment bonus to Pilot checks with a Bantha-II.)

   Due to its delicate nature, a Bantha-II always moves -2 steps on the Condition Track the first time it takes damage greater than its Damage Threshold. Although the skiffs lack the armor and durability to serve as true military Vehicles, they can be used as troop carriers, moving infantry close to a battle without coming directly under fire. Some crime lords and gangs mount defensive plates and heavy weapons on their skiffs for intimidation purposes (reducing the top speed to 200 kilometers per hour), but these modified skiffs are effective only in nonmilitary conflicts, such as providing cover for smuggler operations or threatening lightly armed civilians. More creative crime lords sometimes add theatrical enhancements, such as extending planks for executions and imposing mastheads of mythical creatures.

Modified versions of the Bantha-II adapt the skiff to the environments of specific worlds. On planets with toxic fumes or dangerous plant life, the skiffs might have enclosed pilothouses and decks to grant life support to passengers. Aquatic skiffs can float on the surface of a lake or river even when unpowered and feature spray-screens to keep passengers dry in a downpour or in whitewater rapids. Skiffs used on desert worlds are equipped with screens and cooling vents to keep them operational during sandstorms.

## Bantha-II Cargo Skiff Statistics (CL 3)

Huge Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 22; +3 Armor

Hit Points: 60; Damage Reduction: 5; Damage Threshold: 32

### Offense

**Speed:** 10 Squares (Character Scale), 1 Square (Starship Scale); (Maximum Velocity 250 km/h)

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

**Base Attack Bonus:** +0; **Grapple:** +22

**Special Actions:** Battlefield Effects

### Abilities

Strength: 34, Dexterity: 14, Constitution: -, Intelligence: 12

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

### Ship Statistics

**Crew:** 1 (Normal Crew Quality); **Passengers:** 16

**Cargo:** 135 Tons; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Restricted; **Cost:** 8,000 (3,000 Used)
Binary Mind

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

*See also: Feats, Species Feats*

The dual nature of your mind makes it difficult for others to influence you.

**Prerequisite:** Cerean

**Effect:** Whenever an enemy tries to use a Mind-Affecting effect against you, the enemy must roll twice and take the lower result.
BT7-Series Valet Droid

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

*Affiliations: General Units*

As part of the long line of personal Assistant Droids produced by Serv-O-Droid, the BT-Series Valet Droids have frequently been marketed and priced as an alternative to the Cybot Galactica series of Protocol Droids, having much the same programming without the perceived prissiness.

Quite popular with up-and-coming business execs and the newly wealthy, the BT7 Valet Droid is a dependable aide, able to track a full day's itinerary while providing useful advice on a number of social mores that their owners might otherwise be unaware of. Sadly, the aggressive pricing gives the BT7 a negative reputation amidst the old money crowds such as The Core World Nobles and The Tapani Noble Houses.

### Use in Play

The Valet Droid is a very capable substitute for a Protocol Droid at half the cost. It makes a fine assistant for an NPC that is either low-level or low on funds, and can be a helpful acquisition for a group of rough-and-tumble heroes that need some cheap help in ensuring they don't offend the local high-rollers too much.

### Build Options

* Replace training in Pilot with training in Deception to enable the Valet Droid to provide a believable cover story for any unseemly behaviors its owner might be up to.

BT7-Series Valet Droid can't be played as Droid Heroes.

## BT7-Series Valet Droid Statistics (CL 1)

Medium 3rd-Degree Droid Nonheroic 4

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

**Languages:** Basic, Binary, High Galactic, 2 Unassigned; Translator Unit (DC 10)

### Defenses

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

Hit Points: 10, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +2 (1d3-1)

**Ranged:** By Weapon +3

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

### Base Stats

**Abilities:** Strength 9, Dexterity 11, Constitution -, Intelligence 14, Wisdom 12, Charisma 13

**Feats:** Linguist, Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Social Sciences)), Skill Training (Pilot)

**Skills:** Knowledge (Bureaucracy) +8, Knowledge (Galactic Lore) +9, Knowledge (Social Sciences) +9, Perception +8, Persuasion +8, Pilot +7

**Droid Systems:** Walking Locomotion, Basic Processor, Translator Unit (DC 10), 2 Hand Appendages, Compartment Space (4 kg), Courier Compartments, Internal Comlink, Vocabulator

**Possessions:** Audio Recorder

**Availability:** Licensed; **Cost:** 1,500 credits
Behemoth Junk Droid

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

*Affiliations: General Units*

As the Clone Wars ravaged the galaxy, the debris of battle built up at the same time, and material for high-tech items became scarce. Inevitably, numerous groups turned to recycling, repurposing, and just rebuilding broken bits of technology to suit their needs. This was particularly common on worlds ravaged by ground fighting in major cities, and worlds filled with junk, such as Raxus Prime. When such jury-rigged efforts were turned to creating automatons, the results were cobbled-together "Junk" Droids.

Although Junk Droids could conceivably be built out of any spare Droid and vehicle parts and set to any needed task, the majority fall into three broad groups: standard Junk Droids, Brute Junk Droids, and Behemoth Junk Droids. Regular Junk Droids were approximately Human size and shape and generally used for common labor tasks. Because they were fairly fragile, they were often equipped with a shield or blocking limb to help prevent damage in the course of their duties. Brute Junk Droids are larger and more likely to be quadrupeds, built to be strong and solid rather than flexible. They are used as beasts of burden and brute-force guards. Behemoth Junk Droids are always specialty-built, often to serve as walking power plants or armored carriers. Many have a storage space to carry a Small creature safely within.

Because Junk Droids have mashed-together programming, they are considered dangerous by most civilized people. They might go on a rampage, confuse orders, or even start building more of their own kind if there's junk enough to do so. Although they were fairly common just after the Clone Wars, as the supply of high-tech components decreased, so did the popularity of Junk Droids.

Behemoth Junk Droids can't be played as Droid Heroes.

## Behemoth Junk Droid Statistics (CL 4)

Huge 4th-Degree Droid Nonheroic 12

**Initiative:** +5; **Senses:** Perception +11

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

### Defenses

Reflex Defense: 10 (Flat-Footed: 9), Fortitude Defense: 23, Will Defense: 11

Hit Points: 63, Damage Threshold: 33

**Immune:** Droid Traits

### Offense

**Speed:** 8 Squares (Walking); Bantha Rush, Powerful Charge

**Melee:** Unarmed +12\* (1d8+21)

**Melee:** Unarmed +16\* (1d8+27) with Powerful Charge

**Ranged:** By Weapon +10

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

**Base Attack Bonus:** +9; **Grapple:** +31

**Attack Options:** Power Attack

*\*Includes 9 points of Power Attack*

### Base Stats

**Abilities:** Strength 34, Dexterity 12, Constitution -, Intelligence 10, Wisdom 11, Charisma 8

**Feats:** Bantha Rush, Improved Defenses, Power Attack, Powerful Charge, Skill Training (Climb), Skill Training (Jump), Skill Training (Perception), Toughness

**Skills:** Climb +23, Jump +23, Mechanics +11, Perception +11

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

**Availability:** Rare; **Cost:** Not available for salve (Estimated cost 5,000 credits)
Biel Ductavis

*Biel Ductavis character data created by TheSagaContinues user ZehnWaters.*

*Affiliations: The Old Republic, The Jedi*

The Pius Dea, a humanocentric cult, at one point control all of The Old Republic through violence and zealitism. This movement causes much of the galaxy to unite against them, including that of Grand Master Biel Ductavis, who rallies The Jedi against this existential threat.

The Jedi are able to seize the Pius Dea Supreme Chancellor on the bridge of The *Flame of Sinthara*; trying and imprisoning him on Caamas, denied all contact with his dwindling followers. Meanwhile, Biel Ductavis works to rebuild the Senate and Republic, serving simultaneously as the Supreme Chancellor and the Jedi Grand Master.

## Biel Ductavis Statistics (CL 19)

Medium Pau'an Jedi 9/Noble 2/Jedi Knight 4/Jedi Master 4

**Destiny Points:** 2; **Force Points:** 8, Force Boon

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +17

**Languages:** Basic, Caamasi, Durese, Herglic, High Galactic, Huttese, Utapese

### Defenses

Reflex Defense: 33 (Flat-Footed: 32), Fortitude Defense: 32, Will Defense: 35; **At Peace**, Indomitable Personality

Hit Points: 138, Damage Threshold: 32

**Immune:** Fear effects

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +19 (1d4+10)

**Melee:** Jedi Sword +21 (1d8+11)

**Melee:** Jedi Sword +19 (2d8+11) with Rapid Strike

**Ranged:** By Weapon +19

**Base Attack Bonus:** +18, **Grapple:** +19

**Attack Options:** Coordinated Attack, Demoralizing Strike, Rapid Strike, Swarm

**Special Actions:** **Improved Battle Meditation**, **Inspire Confidence**, Intimidator, **Jedi Battle Commander**, **Master Advisor**, **Master Negotiator**, Serenity

**Force Power Suite (Use the Force +23):** *Enlighten*, *Farseeing*, *Force Disarm*, *Force Stun*, *Force Thrust*, *Mind Trick*, *Move Object*, *Prescience*

**Force Secrets:** Distant Power, Enlarged Power, Quicken Power

**Force Techniques:** Force Point Recovery, Improved Mind Trick

**Species Traits (Pau'an):** Authority, Conditional Bonus Feat (Skill Focus (Persuasion)), Low-Light Vision

### Base Stats

**Abilities:** Strength 12, Dexterity 12, Constitution 10, Intelligence 15, Wisdom 16, Charisma 18

**Talents:** **Adept Negotiator**, **At Peace**, **Battle Meditation**, **Greater Weapon Focus (Lightsabers)**, **Improved Battle Meditation**, **Inspire Confidence**, **Jedi Battle Commander**, **Master Advisor**, **Master Negotiator**, **Skilled Advisor**

**Feats:** Coordinated Attack, Demoralizing Strike, Force Boon, Force Sensitivity, Force Training (2), Indomitable Personality, Intimidator, Linguist, Rapid Strike, Skill Focus (Knowledge (Bureaucracy)), Skill Focus (Persuasion), Skill Focus (Use the Force), Swarm, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +18, Gather Information +18, Knowledge (Bureaucracy) +21, Perception +17, Persuasion +23, Use the Force +23

**Possessions:** Jedi Sword (May add Force Point roll to damage)
Battering Attack

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

*See also: Feats*

You know how to use your strength to batter an opponent to the ground, knocking him or her Prone.

**Prerequisites:** Bantha Rush, Trip

**Effect:** Whenever you successfully move a creature with the Bantha Rush Feat, you also knock that target Prone.
Blast Cannon

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

The Golan Arms Blast Cannon, colloquially known as the "Blaster Shotgun," is a devastating close-quarters Weapon often issued to Imperial Gunners and engineers to aid them in repelling an attack on their positions. It fires multiple individual blaster shots in a spread with a single pull of the trigger. At very close ranges, all of these shots will usually hit the same target (with devastating results), and at larger ranges, the spread of the shots deals damage to multiple targets.

Although the Blast Cannon has the same Range as a Pistol, its wielder does not take penalties on the attack roll due to Range. Instead, apply Range penalties to damage rolls. Against an adjacent target, the Golan Arms Blast Cannon does an extra 1d8 points of damage due to having so many blaster shots concentrated in such a small space.

In addition, because this weapon produces a spread of multiple individual blaster shots, it functions as a Splash Weapon (1-Square radius) whenever it is used against a nonadjacent target. A Blast Cannon requires a Power Pack to operate. After 5 shots, the Power Pack must be replaced.

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

**Size:** Large

**Cost:** 2,000

**Damage:** 3d8 (See Above)

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 6 Kilograms

**Type:** Energy

**Availability:** Military, Rare
Bestine IV

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

*See also: Galactic Gazetteer*

As the Empire spreads its military might throughout the galaxy- and as increasing resistance at all levels requires a greater show of strength- the Imperial Navy establishes support, deployment, and repair bases everywhere, Bestine IV falls victim to this military escalation, in part because of its central location in its portion of The Inner Rim. Many speculate that Palpatine chooses the world to punish its independent-minded citizens for joining the Separatists during the Clone Wars, albeit in a small support role as a medium-sized Starship repair facility. Long known for their aquacultural and Starship construction industries, the people of Bestine accept an offer from the Empire; Palpatine shows leniency for their role in the Clone Wars and promises to relocate the settlers to another suitable world in exchange for Imperial control over the planet and its surface shipyard. Most of the citizens abandon their island spire settlements or floating aquaculture installations, only to find themselves dumped in the galaxy's slums with no means of support.

A handful of Bestine citizens remain on their planet, clinging to life in island spires fortified against attack and in well-armed floating settlements. They operate beneath Imperial sensors, posing little threat despite their occasional raids on surface patrols. These renegades remain too weak to directly attack the expanded and well-defended Imperial shipyard. Heavy Imperial Navy traffic in the system prevents regular starfaring contact with the outside, but occasional blockade runners manage to fight their way to and from the planet. The outlaw Bestine settlements provide a breeding ground for resistance fighters and small bases for insurgent cells operating in The Inner Rim.

Bestine's expatriate population also helps to fuel resistance movements elsewhere on planets where those individuals resettled. Angered by the Empire's betrayal and their loss of an idyllic homeworld, many join underground political groups or resistance cells in other systems and devote their lives to fighting the Empire and freeing their homeworld.

## Homebrew Bestine IV Statistics

*Homebrew* *Bestine IV Planet data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

**Region:** The Inner Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 26 Standard Hours

**Length of Year:** 680 Local Days

**Sapient Species:** 97% Human, 3% Other Species

**Government:** Informal Council

**Capital:** Barlata

**Major Exports:** None

**Major Imports:** Raw Materials, Technology
Blackguard Wilder Talent Tree

*Blackguard Wilder Talent Tree created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

Dedicated warriors of The Blackguard, Blackguard Wilders specialize into different roles to perform their duties. You must be a member of The Blackguard Force Tradition to select any of the Talents described below.

#### **Blackguard Initiate**

You have been trained balance The Force within yourself, holding the quaking power within you. As a Standard Action, you can grant yourself a bonus to your attack rolls equal to your Dark Side Score or Wisdom modifier (whichever is lower). However, while this effect is active, you suffer a penalty to your Defenses equal to your Dark Side Score.

This effect lasts a number of rounds equal to your Wisdom modifier (minimum 1 round).

#### **Wilder Marauder**

*Prerequisite:* **Blackguard Initiate**

You have learned to utilize the abilities of the Force Traditions you study. Select one Force Power; you may spend a Swift Action to replace a power in your Force Power Suite (that has not been expended) with the chosen Force Power. If you do not spend this Force Power before the end of the encounter, it is lost and the replaced power returns to your Force Power Suite. You may activate this Talent a number of times per encounter equal to your Wisdom modifier (minimum 1).

This Talent may be selected multiple times. Each time you select this Talent, you must choose a different Force Power.

#### **Wilder Ravager**

*Prerequisite:* **Blackguard Initiate**

You are a stalwart defender of The Blackguard. As a Standard Action, you can grant yourself a bonus to your Defenses equal to your Dark Side Score or Wisdom modifier (whichever is lower). However, while this effect is active, you suffer a penalty to your attack rolls equal to your Dark Side Score.

This effect lasts a number of rounds equal to your Wisdom modifier (minimum 1 round).

#### **Wilder Trinity Assassin**

*Prerequisite:* **Blackguard Initiate**, **Sneak Attack**

When you would normally deal additional damage through the **Sneak Attack** Talent, you may choose to forgo the additional d6 of damage to instead add +4 to the damage total. The ability may be used multiple times per attack. (For example, a character that has two instances of the **Sneak Attack** may choose to deal +8 points of damage instead of rolling an additional 2d6.)
Baragwin Weapon Template

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

**Template Type:** Weapon Templates

**Manufactured By:** The Baragwin (Species)

**Cost:** 10% or 1,000 credits more (whichever is higher) than base item

**Applicable To:** Any Weapon

Weapons manufactured by the Baragwin can be nasty, because the Species has perfected the creation of deadly Weapons through centuries of serving as galactic arms dealers.

**Weapons:** On a successful Critical Hit, Baragwin Manufacture Weapons grant their wielders +1 die of damage (after multiplying for the Critical Hit). However, Baragwin Manufacture Weapons are considered Illegal.
Bacca Legacy

*Bacca Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

Descendants of the Great Bacca, your family has come to symbolize leadership among your people. You have grown up surrounded by honorable warriors and protectors on Kashyyyk, and have as well learned to lead and help your friends and allies.

**Prerequisite:** Wookiee

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to grant all allies within your line of sight a +5 Destiny bonus to Will Defense until the end of the encounter.
Binder Cuffs

**Equipment Type:** Tools

**Cost:** 50

**Weight:**0.5 Kilograms

Binder Cuffs are Durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists or ankles, but it is possible to lock one arm to one leg or use the Binder Cuffs to hook a prisoner to a tree. The cuffs have a Damage Reduction score of 10, 20 hit points, and a Strength score of 40. Breaking them requires a DC 30 Strength check, and removing them without the seven-digit release code requires a DC 25 Mechanics check. The Binder Cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.