recursal/Fanatic-Fandom huggingface dataset:
Carida

*Carida Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

Though Carida, like Alderaan, eventually became one of the few worlds actually destroyed outright by one of the Emperor's superweapons (albeit at the hands of a disturbed Jedi apprentice), the planet maintained a peaceful existence within the Republic for thousands of years. A high gravity world populated by an intelligent Species with a thriving mercantile economy, Carida exported little to the rest of the galaxy but raw minerals and a few local food stuffs, and the rest of the galaxy rarely stopped by longer than it took to load a freighter.

Two centuries before Palpatine's rise, the Republic Senate passed legislation mandating a central academy for centralized training of the many separate planetary defense forces that kept security on most worlds. The Caridans were happy to oblige the Republic with vast acreage upon which to build the new academy, which soon began turning out graduates that raised the quality of defense forces throughout the Republic. The planet's heavier-than-normal gravity provided the perfect crucible for trainees, who emerged from the new Republic Defense Academy stronger and far more experienced in all forms of combat, crowd control, and survival.

Once the galaxy erupted into full-scale chaos, first with the Clone Wars and then the Rebellion conflict, the Empire formally took control of the Carida Academy. The rechristened Imperial Military Academy soon began churning out battle-hardened troops to replenish the voracious Imperial war machine.

### Carida Statistics

**Region:** The Colonies

**Climate:** Temperate

**Gravity:** High Standard (198%)

**Moons:** 2

**Length of Day:** 25 Standard Hours

**Length of Year:** 357 Local Days

**Sapient Species:** 75% Caridan (Native), 23% Human, 2% Other Species

**Government:** Commerce Guild

**Capital:** Merchant Council

**Major Exports:** Industrial Equipment, Technology

**Major Imports:** Foodstuffs
CWSB Bounty Hunters & Mercenaries (Part 1)

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

The Clone Wars were waged by more than just the warriors who fought for principles and politics of the Republic or Separatists. Many missions were carried out by bounty hunters and mercenaries, skilled sentient beings with colorful backgrounds and unique abilities that were preferable to Droids or Clones for many types of missions.

The following characters are combatants who worked for the highest bidder, either as mercenaries or bounty hunters.
CSS Species

*Homebrew Reference Book: Corporate Sector Sourcebook*

In a galaxy of countless worlds, the diversity of lifeforms is one of the great gifts of nature. Countless intelligent Species populate the galaxy, traveling from planet to planet, taking vital roles in the fabric of galactic civilization. The Corporate Sector is one of those areas where countless Species freely intermingle. While the Sector itself is nearly devoid of native intelligent life, countless representatives of other Species have come to the Sector seeking a better life.

While The Galactic Empire has a clear preference for Humans, in The Corporate Sector, all beings are treated equally. While the Sector's ruling bodies are dominated by Humans, all intelligent Species have equal privileges in the eyes of the Authority. It is this equality, lacking in so much of the Empire, which draws many enterprising aliens to the Sector. Here, they know that ability and talent will take them further than anywhere else, and this opportunity has given birth to hope for many who otherwise would have none.

This is not to make the Sector out to be an alien paradise. The Corporate Sector doesn't exist in a vacuum and many of its staffers and enforcers come from the Empire; many endorse its values. Still, when intolerance occurs, it is most often out of apathy or ignorance, not by state decrees of hatred. It is an area where tolerance is not preached, but not forbidden either. While this condition is far from ideal, it is a start, if nothing else.

## Corporate Sector Species

A player may choose any Species here as appropriate for a Corporate Sector campaign. Species in this book are appropriate in any era campaign, adjusted to fit the period as necessary.
CWSB The Dark Side

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

Before the Battle of Naboo, The Sith were thought to have been extinct for nearly a millennia, when in reality they had been living in shadows, plotting their revenge against The Jedi and The Galactic Republic that had nearly destroyed their Order so long ago. A thousand years earlier, forces of light were pitted against the forces of darkness in the New Sith War that culminated on the planet of Ruusan. Rather than admit defeat, the vengeful Sith used their dark arts to destroy themselves and take many of The Jedi with them. There was one survivor from the conflict; a Sith Lord by the name of Darth Bane. It was he who realized that The Sith would never succeed, let alone survive, if they were constantly squabbling amongst themselves for power. Armed with this insight, he created the Rule of Two, which stated that at any given time there could only be two Sith- a Master and an Apprentice.

The Sith grew in power in this manner for nearly a thousand years. Through cold manipulation the latest master of the Sith tradition, Darth Sidious, orchestrated a scheme of galactic proportions to exact his vengeance on The Jedi on behalf of The Sith. When his plan was set in motion, it brought about the creation of a Separatist movement that later evolved into The Confederacy of Independent Systems and subsequently sparked the conflict that was the Clone Wars. Over the course of these events, The Sith had managed to sway a great many followers to their cause, including several Jedi to serve as assassins, commanders and spies for the Separatist forces. The following is a chronicling of The Sith and those who would do their bidding.

### New Dark Side Talents:

* New Talents: Dark Side Talent Tree
	+ **Dark Side Maelstrom**
* New Talents: Lightsaber Forms Talent Tree
	+ **Dun Möch**

### New Lightsaber Form Powers:

* *Conjure Doubt*
* *Instill Turmoil*

### Dark Jedi Missions:

*Main Article: Dark Jedi Missions*

During the Clone Wars; Count Dooku utilized his Dark Jedi to perform a wide variety of tasks that were either too specialized for Droids or hired mercenaries, or too important to leave in the hands of normal Confederate Commanders.

### Dark Acolytes

*Main Article: Dark Acolytes*

The evil Count Dooku employed many lesser followers of The Dark Side to carry out his will and that of his master, Darth Sidious. The following is a short list of his known agents of darkness.
Cannon Enhancements

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

**Starship Systems Type:** Weapon Systems

 Advanced

It's possible to boost the damage output of a Blaster Cannon, a Laser Cannon (but not a Turbolaser), or an Ion Cannon with a series of modifications designed to increase power draw and the cohesion of the energy bolts. Enhanced power cyclers, high-volume gas feeds, and larger energization crystals (coupled with enhanced or redundant cooling packs and compressors) create multistage laser weapons that have significantly more stopping power. Advanced Cannon Enhancements are also available, but they are substantially more expensive.

Because these modifications create a multistage laser, such weapons are sometimes referred to as Turbolasers, but they are substantially weaker than the larger weapons mounted on Capital Ships.
Caarite Thug

*Caarite Thug character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Thugs are basic bruisers. They are street toughs aspiring to become swoop champions, grunts working for a local Crime Lord, security guards, or law enforcers prone to breaking heads and taking bribes.

## Caarite Thug Statistics (CL 0)

Small Caarite Nonheroic 2

**Dark Side Score:** 3

**Initiative:** +6; **Senses:** Perception +5

**Languages:** Basic, Caarimala

### Defenses

Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 10 (15 vs Extreme Heat), Will Defense: 9

Hit Points: 8, Damage Threshold: 10

### Offense

**Speed:** 4 Squares

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

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

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

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

**Species Traits (Caarite):** Heat Resistance, Natural Diplomat

### Base Stats

**Abilities:** Strength 13, Dexterity 11, Constitution 10, Intelligence 8, Wisdom 9, Charisma 12

**Feats:** Toughness, Weapon Proficiency (Advanced Melee Weapons), Weapon Focus (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +6

**Possessions:** Blaster Pistol, Dire Vibroblade
Caarite Soldier

*Caarite Soldier character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

*The Caarite Soldier is dressed in a dirty uniform and wields a well-maintained Blaster Carbine. Although they appear exhausted, they seem ready to fight and kill to defend themselves and their fellows.*

## Caarite Soldier Statistics (CL 3)

Small Caarite Nonheroic 3/Soldier 2

**Force Points:** 2

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

**Languages:** Basic, Caarimala

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 15 (20 vs Extreme Heat), Will Defense: 13

Hit Points: 23, Damage Threshold: 15

### Offense

**Speed:** 4 Squares

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

**Melee:** **Gun Club** +6 (1d6+3)

**Ranged:** Blaster Pistol +6 (3d6+1)

**Ranged:** Blaster Carbine +5 (3d8+1)

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

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

**Attack Options:** Autofire (Blaster Carbine), **Gun Club**, Point-Blank Shot

**Species Traits (Caarite):** Heat Resistance, Natural Diplomat

### Base Stats

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

**Talents:** **Gun Club**

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

**Skills:** Initiative +8, Perception +8

**Possessions:** Blaster Carbine, Blaster Pistol, Knife, Frag Grenade (1), Medpac (2)
CSS Equipment and Droids

*Homebrew Reference Book: Corporate Sector Sourcebook*

In a place as consumer-oriented as The Corporate Sector, you find a lot of things you don't find most other places. There's a tool for everything. To maintain its competitive edge, the Authority spends an enormous number of credits on research and development. They're not content to produce a useful knick-knack- they have to worry about things like "marketing" and "consumer appeal."

The Authority does a lot of field testing. It takes years for the finished product to hit the market. That's why you see a lot of new things in the Sector- some things will never be released to the larger galactic economy. Of course, new stuff isn't everywhere- the Authority shaves costs anytime it can get away with using older, second-rate goods- but this area of space is where you're most likely to find yourself facing the business end of a new prototype blaster.

## Ranged Weapons

In Corporate Sector Campaigns, residents and local threats utilize a variety of ranged weapons to deliver a lethal message. All of the below weapons are Area Attack weapons.

1: Is an Inaccurate Weapon

## Poisons and Toxins

Described here are several additional poisons, toxins, and dangerous chemicals that might find their way into a Corporate Sector Campaign.

 Blue Harvest | Contact

## Equipment

The following new pieces of Equipment are suitable for use by heroes in a Corporate Sector Campaign.

 Hover Chair | -
 Anticoncussion Fields | Equal to Starship Shields | N/A

## Droids

The following Droids are common sights across The Corporate Sector.
Caamas

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

Caamas is a highly populated world in The Core, home to pasifictic Caamasi. It is well known for the devastation it suffered after an Imperial orbital bombardment obliterated the local ecosystem.

### Caamas Statistics

**Region:** The Core

**Climate:** Temperate to Arctic

**Gravity:** Standard

**Moons:** 0

**Length of Day:** 25 Standard Hours

**Length of Year:** 375 Local Days

**Sapient Species:** None (After Imperial Orbital Bombardment)

**Government:** None

**Capital:** None

**Major Exports:** None

**Major Imports:** None

Knowledge (Galactic Lore)
 15
 20
 25

Knowledge (Life Sciences)
 15
 20

Knowledge (Social Sciences)
 15
Calo Nord

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

*Affiliations: The Fringe*

Calo Nord is a ruthless bounty hunter, known to work at various times for The Sith Empire, The Old Republic, and finally, for The Exchange. Thought originally to have been a slave, rumors suggest that he killed his original owners, his parents who had sold him, the bounty hunters who came after him, and even the slavers. He learns to become a lethal bounty hunter in his own right. Cold, menacing, and unapproachable, Nord fears no one.

Ultimately, it takes a person of equal power to defeat him, as Revan does when the bounty hunter tries to prevent their escape from Taris in The *Ebon Hawk*.

## Calo Nord Statistics (CL 13)

Medium Human Scout 3/Soldier 4/Bounty Hunter 4/Gunslinger 2

**Destiny Points:** 1; **Force Points:** 6; **Dark Side Score:** 6

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

**Languages:** Basic

### Defenses

Reflex Defense: 33 (Flat-Footed: 32), Fortitude Defense: 31, Will Defense: 26

Hit Points: 113, Damage Reduction: 10 (Ion Damage Only), Shield Rating: 25, Damage Threshold: 31; Shake It Off

### Offense

**Speed:** 4 Squares

**Melee:** Vibroblade +15 (2d6+9)

**Ranged:** Blaster Pistol +14 (3d6+7)

**Ranged:** Blaster Pistol +14 (3d6+7) and Blaster Pistol +14 (3d6+7)

**Ranged:** Stun Grenade (4) +14 (4d6+6 (Stun), 2-Square Burst)

**Ranged:** Thermal Detonator (2) +14 (8d6+6, 4-Square Burst)

**Base Attack Bonus:** +12, **Grapple:** +15

**Attack Options:** **Hunter's Mark**, **Keen Shot**, Point-Blank Shot, Power Blast, Precise Shot

**Special Actions:** Familiar Foe (+2), Quick Draw

### Base Stats

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

**Talents:** **Acute Senses**, **Armored Defense**, **Hunter's Mark**, **Improved Armored Defense**, **Keen Shot**, **Multiattack Proficiency (Pistols)**, **Notorious**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Dual Weapon Mastery I, Dual Weapon Mastery II, Point-Blank Shot, Power Blast, Precise Shot, Quick Draw, Shake It Off, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +13, Initiative +12, Perception +12 (may reroll, must take second result), Stealth +12, Survival +12, Treat Injury +12

**Possessions:** Heavy Battle Armor (+10 Reflex, +4 Fortitude), Heavy Energy Shields (SR 25; Verpine General Template, Prototype General Template), Blaster Pistol (2), Vibroblade, Stun Grenade (4), Thermal Detonator (2), Low-Light Goggles (Low-Light Vision), 2000 credits
CS-1 Cargo Sled

*Reference Book: Star Wars Saga Edition Web Enhancements (Message to Spacers)*

Not known for producing high-quality repulsorlift Vehicles, the designers at Loronar forged a partnership with a company that had a reputation for creating excellent Speeders: Mobquet Swoops and Speeders. The engineers from both companies assembled and jointly designed the CS-1 Cargo Sled, to be sold exclusively with the E-9 Explorer.

The CS-1, unlike many of Mobquet's Speeder Bikes and Swoops, focuses on power rather than speed. While the four-person cab positioned at the front of the Vehicle takes up the front quarter, the rest of the sled's 8-meter body is nothing more than a open-air bed dedicated to holding up to 1,000 kilograms of cargo. For most owners, the carrying capacity is enough to meet their needs. A few have tried to upgrade the repulsorlift unit to increase its strength but have had little luck doing so.

A few ingenious owners have even figured a way to install weaponry in the bed of the cargo sled and mounted a Blaster Cannon in the back to help defend their freight in less-civilized areas.

## CS-1 Cargo Sled Statistics (CL 1)

Huge Ground Vehicle (Speeder)

**Initiative:** +6; **Senses:** Perception +5

### Defenses

Reflex Defense: 12 (Flat-Footed: 10), Fortitude Defense: 15; +2 Armor

Hit Points: 70; Damage Reduction: 5; Damage Threshold: 25

### Offense

**Speed:** 8 Squares; (Maximum Velocity 225 km/h)

**Fighting Space:** 3x3 Squares (Character Scale); **+5 Crew Cover**

**Base Attack Bonus:** +0; **Grapple:** +20

**Special Actions:** Battlefield Effects

### Abilities

Strength: 20, Dexterity: 14, Constitution: -, Intelligence: 12

**Skills:** Initiative +6, Mechanics +5, Perception +5, Pilot +6, Use Computer +5

### Ship Statistics

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

**Cargo:** 1 Ton; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 12,000 (6,500 Used)
Charisma

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Abilities*

Every creature has a Charisma (Cha) score. Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality and force of presence, not merely how others perceive you in a social setting.

Charisma is most important for Nobles and Jedi.

You apply your Charisma modifier to:

* Deception, Gather Information, Persuasion, and Use the Force checks (the Skills with Charisma as the key ability).

## Other Prominent Applications

The following includes other prominent applications of your Charisma modifier:

* Melee attack rolls, with the **Noble Fencing Style** Talent.
* Will Defense, with the Force of Personality feat.
CL 2 Adventure Modules

*See also: Adventure Modules*

The below Adventure Modules include all Adventure Modules possessing a Challenge Level (CL) of 2:

 Shooting Trouble |  | In this scenario, the characters are hired to infiltrate a corrupt corporation's branch office to slice into its mainframe and locate incriminating evidence. Along the way, however, they learn that the organization they are working for might not have the best of intentions.
Chuba Poison

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

*See also: Poisons, Hazards*

Potentially causing a stroke in a creature that ingests it, Chuba Poison is derived from glands of the Gorg, a small amphibious creature found on swampy planets.

## Chuba Poison Statistics (CL 8)

**Keywords:** Ingested, Natural, Poison

**Trigger:** A creature ingests Chuba Poison.

**Attack:** +10 vs Fortitude Defense

**Damage:** - (-1 step on the Condition Track)

**Recurrence:** None.

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

* **Treat Injury (DC 20; Requires Medical Kit):** The character treats the Chuba Poison.

**Special:** If the attack beats the target's Fortitude Defense by 10 or more, they suffer instead from a Persistent Condition until three separate and successful DC 20 Treat Injury checks are made.
Ceremonial Armor

Ceremonial Armor blends practicality with ornate design. Republic Guards and Imperial Royal Guards wear different styles of Ceremonial Armor. A typical suit of Ceremonial Armor consists of a helmet, durable breast guard, shoulder guards, and articulated greaves for the arms and legs.

**Type:** Medium Armor

**Cost:** 5,000

**Bonus to Reflex Defense:** +7

**Maximum Dexterity Bonus:** +2

**Weight:** 13 Kilograms

**Availability:** Restricted
Cathar Sable Dawn Assassin

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

*Affiliations: The Sable Dawn*

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

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

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

## Cathar Sable Dawn Assassin Statistics (CL 9)

Medium Cathar Soldier 4/Scoundrel 3/Assassin 2

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

**Initiative:** +13; **Senses:** Perception +11

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 29 (Flat-Footed: 23), Fortitude Defense: 21, Will Defense: 22

Hit Points: 62, Damage Threshold: 21

### Offense

**Speed:** 8 Squares

**Melee:** Unarmed +7 (1d10+4)

**Ranged:** Blaster Rifle +11 (3d8+4)

**Ranged:** Blaster Pistol +11 (3d6+4)

**Base Attack Bonus:** +7, **Grapple:** +11

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

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

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

**Species Traits (Cathar):** Bonus Class Skills (Climb, Stealth), Natural Weapons, Reactive Claw

### Base Stats

**Abilities:** Strength 10, Dexterity 18, Constitution 10, Intelligence 10, Wisdom 15, Charisma 14

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

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

**Skills:** Initiative +13, Perception +11, Stealth +13, Use the Force +16

**Possessions:** Blaster Pistol, Blaster Rifle
Cannon, Double/Quad

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

**Starship Systems Type:** Weapon Systems

 Quad

Double and Quad versions of Blaster Cannons, Laser Cannons, Ion Cannons, and Turbolasers are available, creating reciprocating multibarrel weapons. A Double or Quad Cannon has the given availability, or the availability of it's base Weapon System, whichever is more restrictive.

#### **Autofire**

Double or Quad Blaster Cannons, Laser Cannons, Light Ion Cannons, and Light Turbolasers can fire normally or in Autofire mode, with a Swift Action required to switch between the two.

#### **Triple Cannons**

Some Starships also carry Triple Cannons. These are functionally identical to Double Cannons, using three cannons (with slightly less power individually) instead of two standard cannons.
Chrysalis Beast Template

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

*See also: Chrysalis Rancor*

Research into Sith Holocrons and archaeological expeditions to known Sith worlds such as Korriban have uncovered secrets about Chrysalides, or Chrysalis Beasts, originally though lost to time.

Among those Sith known to create and deploy Chrysalis Beasts is Emperor Palpatine. He did so at his Imperial citadel on Byss. Prior to this, Chrysalis Beasts were widely used in the early days of the Sith Empire as pets and guardians for high-ranking officers and powerful nobles. Although Palpatine transformed Rancors for his own use, finding tell of other creatures being changed through Sith Alchemy to become Chrysalis Beasts, including Gundarks, Katarns, and Vornskrs.

Observations of Chrysalis Beasts in action indicate that they are vicious predators that relentlessly attack anything in sight.

### Chrysalis Beast Statistics

To create a Chrysalis Beast, make the following changes to an existing creature (referred to as the base creature):

**Challenge Level:** Increase the base creature's Challenge Level by +2.

**Size:** Increase the Size of the base creature by one size category. Adjust the creature's Strength, Constitution, Reflex Defense, Stealth skill modifier, Damage Threshold, and Carrying Capacity accordingly, based on the Beast Creation rule-set. If the base creature is Colossal, its size category remains Colossal; however, increase its Strength and Constitution scores by +8, increase its Damage Threshold by 50, and double its height or length.

**Hit Points:** Increase the base creature's Hit Points by 25% (rounded down).

**Damage Reduction:** Increase the base creature's Damage Reduction by 4 or up to 10, whichever is higher.

**Speed:** Increase all of the base creature's speeds by 2 squares.

**Fighting Space:** Increase the base creature's Fighting Space based on its adjusted Size: Large, 2x2; Huge, 3x3; Gargantuan, 4x4; Colossal, 6x6.

**Reach:** Increase the base creature's Reach by 1 square.

**Special Qualities:** The Chrysalis Beast gains the following Special Qualities:

* *Vicious Natural Weapons:* Each of the base creature's Natural Weapons deals an extra die of damage.
* *Terrifying Presence:* Any enemy that starts its turn within 6 squares of one or more Chrysalis Beasts takes a -2 penalty on attack rolls. This is a Fear effect.
Clone Riot Trooper (Disambiguation)

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

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

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

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

## Official

* Clone Shocktrooper (CL 1) from the *Clone Wars Campaign Guide*
* Coruscant Guard (CL 5) from the *Force Unleashed Campaign Guide*
* Coruscant Guard Veteran (CL 8) from *Dawn of Defiance*

## Homebrew

* Clone Riot Trooper (CL 3) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Shock Trooper (CL 6) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Coruscant Guard (CL 9) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Riot Trooper Squad (CL 5) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Shock Trooper Squad (CL 8) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Coruscant Guard Squad (CL 11) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Chase Through the Clouds (BaCC)

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

*Main Page: Betrayal at Cloud City*

*Preceded by The Signing*

**SETUP:** This encounter serves as the climax of "Betrayal at Cloud City."

If the heroes comence The Chase Skill Challenge against Koon Odan, their pursuit begins on Cloud City's upper plaza. Read the following text aloud:

***Humans and Ugnaughts traverse the busy corridors of Cloud City's upper plaza. Koon Odan darts through the crowd, dodging passersby as she heads in the general direction of the Twin Star restaurant where you had dinner the evening before. A patron of a nearby dance hall stumbles out amid a blast of laser illuminations and pulse-pounding music and nearly trips Odan, who spins to avoid the collision and continues her flight.***

*Continued in Conclusion*

## Encounter Setup

The Chase Through the Clouds encounter has the following setup:

* Koon Odan
* 1 Assassin
* 10 Civilians

### Features of the Area

The Cloud City upper plaza has the following features:

**Illumination:** The battle takes place during the day, with no penalties for low light.

**Cover:** The corners and other structures in the corridors offer Cover for the heroes.

**Cantina:** A small synthtone cantina is next door to the Twin Star restaurant. Maneuvering through the cantina is considered difficult terrain.

**Civilians:** When the chase begins, civilians are walking the corridors. Some disperse or head inside businesses to avoid the confrontation, especially if blasters are fired.

**Computer Terminal:** The computer terminal is designed for public use. This object also provides Cover.

**Dance Hall:** A dance hall adjoins the building where the treaty is to be signed. When Koon Odan leaps out the window, she lands just outside the hall's entrance.

**Docking Pad:** The docking pad has a lone cloud car. If Koon Odan reaches the cloud car, she can use it to escape.

**Restaurant:** The Twin Star restaurant is one of the finer establishments in the upper plaza. Maneuvering through the restaurant is considered Difficult Terrain.

**Security:** If blasters are fired, Cloud City Wing Guards are likely to arrive on the scene.

**Window:** The heroes begin the encounter near the window of the meeting room, after Odan jumps out of it.
Catch a Second Wind (Mounts)

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Fighting from Mounts*

A Mount that has a Heroic Class or the Extra Second Wind feat can Catch a Second Wind once per day as a Swift Action.

This Action heals one-quarter of the Mount's full Hit Point total (rounded down) or a number of points equal to its Constitution score, whichever is greater.
Cleave

*See also: Feats*

You can follow through with a powerful melee attack.

**Prerequisites:** Strength 13, Power Attack Feat

**Effect:** If you deal an opponent enough damage to reduce its hit points to 0, you get an immediate extra melee attack against another opponent within your reach. The extra attack is with the same weapon and at the same attack bonus as the attack that dropped the previous opponent. You can use this ability once per round.

## Additional Cleave Effects

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

**Combined Feat (Follow Through):** If you have the Follow Through Feat, you can move up to your speed before making the extra melee attack granted by the Cleave Feat.
CWSB Clones

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

The backbone of the Grand Army of the Republic, Clone Troopers are the product of a secret decade-long Kaminoan cloning project. Clone Troopers, created from the DNA of bounty hunter Jango Fett, represented the Republic on the battlefields of the Clone Wars. Suborned to The Jedi Order and the Republic Senate, Clones know nothing but war, through either participation or preparation.

At the end of the galaxy-wide conflict, the Clone Army murders most of the Jedi leadership that had fought alongside them throughout countless battles, siding with former Chancellor Palpatine and his Galactic Empire.

## Armor

Created from the genetic code of a Mandalorian, the Republic soldiers held the same proclivity for armor as their "Father," Jango Fett. With assistance from Fett and the armorsmiths of Kamino, the clones made impressive use of body armor.

### New Injuries

The Clone Wars saw deployments of many new types of weaponry and firearms, inevitably leading to injuries within the organic personnel of both side of the conflict. In particular, Deafness frequently affected many on the battlefield.

* Partial Deafness
* Complete Deafness

### Armor-Integrated Equipment

Several different additions can be found in clone armor, often for specialized purposes.

* Blast Pauldron
* Commando Backpack
* Decibel Shielding
* Kama
* Mag Seals
* Magnatomic Boots
* Neck Guard
* Polarized Lenses

## Alternate Jet Packs

During the Clone Wars, the Republic Grand Army made frequent use of aerial troopers, deploying a number of different equipment loadouts and Rocketpacks for greater impact. Below are some of the more successful and prevalent models in use by Clone Jet Troopers.

## Alterations to Existing Weapons

During the Clone Wars, a number of devices and weapons had minor variant models that could perform their tasks in mildly different fashions. While not different enough to to have their own designations, those with particularly noteworthy variations are noted below.

1: Area Attack weapon.

### New Rules and Equipment

A number of different logistical issues were realized in the course of the Clone Wars, and many of its solutions are readily apparent in that era.

* Special Age Rules
* New Droid Manufacturer: Medtech Industries
* New Complication: Clone Madness
* New Complication: Dissociative Disorders
* New Tool: F-187 Fusion Cutter
* New Talent: **Aerial Maneuvers**
Chak

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

*Affiliations: The Fringe, Kee*

Chak is the Wookiee captain of The *Grinning Liar*, a smuggling ship of note in some circles. These days, he works with a young Devaronian named Kee. Chak has been around long enough to remember the Clone Wars and the subsequent enslavement of the Wookiees. He ran some legitimate supply runs to the Jedi Academy on Ossus, in the years before its destruction. Chak is unafraid of taking risks, particularly when the pay is good and he has a vested personal interest. He is known as a fiercely loyal friend, and an equally ferocious enemy.

## Chak Statistics (CL 8)

Medium Wookiee Scoundrel 5/Scout 3

**Destiny Points:** 1; **Force Points:** 4; **Dark Side Score:** 1

**Initiative:** +6; **Senses:** Perception +10

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

### Defenses

Reflex Defense: 23 (Flat-Footed: 20), Fortitude Defense: 20, Will Defense: 20; Mobility, Vehicular Combat

Hit Points: 54, Damage Threshold: 20; Extraordinary Recuperation

### Offense

**Speed:** 6 Squares; Running Attack, **Skirmisher**

**Melee:** Unarmed +9 (1d6+7)

**Ranged:** Hunting Blaster Carbine +8 (3d8+4)

**Base Attack Bonus:** +6, **Grapple:** +9; Throw, Trip

**Attack Options:** Point-Blank Shot

**Special Actions:** **Hyperdriven**, Rage (1/Day)

**Species Traits (Wookiee):** Expert Climber, Extraordinary Recuperation, Intimidating Presence, Rage (1/Day), Weapon Familiarity (Bowcaster, Ryyk Blade)

### Base Stats

**Abilities:** Strength 17, Dexterity 14, Constitution 13, Intelligence 11, Wisdom 12, Charisma 9

**Talents:** **Acute Senses**, **Hyperdriven**, **Skirmisher**

**Feats:** Martial Arts I, Mobility, Point-Blank Shot, Running Attack, Throw, Trip, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +9 (May Take 10 when distracted), Deception +8, Mechanics +9, Perception +10 (may reroll, must take second result), Pilot +11, Use Computer +9

**Possessions:** Hunting Blaster Carbine, Comlink (Short-Range), The *Grinning Liar*
Clone Commander

*Affiliations: The Galactic Republic*

Clone Commanders, also called Clone Trooper Commanders, are Clone Troopers bred on Kamino for leadership roles in the Grand Army of the Republic. They lead regiments of 2,304 Clone Troopers which are organized into 16 separate companies. Each legion of Clone Troopers only had one senior Clone Commander.

Sometimes, however, smaller regiments and battalions were led by Clone Commanders, like Commander Cody, who led the 212th Attack Battalion. When Jedi needed a group of Clone Troopers, no matter what size, a Clone Commander would usually join the group to assist the Jedi Generals.

## Clone Commander Statistics (CL 5)

Medium Human Nonheroic 6/Soldier 2/Officer 1

**Initiative:** +4; **Senses:** Low-Light Vision, Perception +11

**Languages:** Basic, High Galactic

### Defenses

Reflex Defense: 18 (Flat-Footed: 18), Fortitude Defense: 17, Will Defense: 17; Vehicular Combat

Hit Points: 30, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

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

**Ranged:** Heavy Blaster Rifle +8 (3d10+1)

**Ranged:** Frag Grenade (1) +7 (4d6+1, 2-Square Burst)

**Ranged:** Ion Grenade (1) +7 (4d6+1 (Ion), 2-Square Burst)

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

**Attack Options:** Autofire (Heavy Blaster Rifle), Coordinated Attack

**Special Actions:** **Assault Tactics**, **Battle Analysis**

### Base Stats

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

**Talents:** **Assault Tactics**, **Battle Analysis**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Point-Blank Shot, Skill Training (Perception), Skill Training (Pilot), Vehicular Combat, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Knowledge (Tactics) +10, Perception +11, Persuasion +10, Pilot +9

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Heavy Blaster Rifle, Frag Grenade (1), Ion Grenade (1), Comlink (Encrypted, Long-Range, Miniaturized, Holo Capability), Utility Belt with Medpac
Climbing Claws

**Droid System Type:**Appendages

**Cost:** Appendage Cost x 2

**Requires:** Hand or Claw Appendage

Claws designed to grip a surface can be added to any Droid with a Hand or Claw Appendage. Climbing Claws grant the Droid a climb speed equal to one-half of its base speed. In addition, a Droid equipped with Climbing Claws may reroll a failed Climb check (keeping the better result) and can Take 10 on Climb checks even when rushed or threatened. While in use, a Climbing Claw cannot be used for any other action. Climbing Claws double the cost of the Appendage.
Chata Hyoki

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 2)*

*Affiliations: The Fringe*

Fourteen months after the Battle of Geonosis, Chata Hyoki and colleague Robonino are hired by Count Dooku to violently intimidate key senators opposed to the Republic emergency spending bill to buy more clone troopers, including Onaconda Farr, who is vehemently opposed to the bill.

Hyoki and Robonino are next ordered to kill Padmé Amidala outside the home of Senator Christo, but Amidala alerts Police Droids and proves more resourceful than anticipated, forcing them to abandon the task. Instead, the two try to kill Senator Bail Organa before he can give a speech against the bill, but once again, a senator proves to be made of sterner stuff than either bounty hunter imagined.

Hyoki and Robonino are captured, though injuries suffered by Organa did prevent him from addressing the senate. Hyoki spends much of the Clone Wars imprisoned for the assaults against the senators.

## Chata Hyoki Statistics (CL 8)

Medium Selkath Scout 7/Bounty Hunter 1

**Force Points:** 6; **Dark Side Score:** 5

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

**Languages:** Basic, Selkath

### Defenses

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 19; **Evasion**

Hit Points: 78, Damage Threshold: 23; Shake It Off

### Offense

**Speed:** 4 Squares (Walking), 3 Squares (Swimming), 6 Squares (Jet Pack)

**Melee:** Unarmed +9 (1d6+7)

**Melee:** Vibrodagger +9 (2d4+7)

**Ranged:** Wrist Blaster +8 (3d4+4)

**Ranged:** Wrist Blaster +3 (3d4+4) and Wrist Blaster +3 (3d4+4)

**Base Attack Bonus:** +6, **Grapple:** +9

**Attack Options:** **Dastardly Strike**

**Special Actions:** Able Healers, **Extreme Effort**

**Species Traits (Selkath):** Able Healers, Breathe Underwater, Expert Swimmer

### Base Stats

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

**Talents:** **Acute Senses**, **Dastardly Strike**, **Evasion**, **Extreme Effort**, **Improved Initiative**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dual Weapon Mastery I, Martial Arts I, Shake It Off, Skill Training (Pilot), Toughness, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +11, Initiative +11 (may reroll, must take second result), Jump +12, Pilot +11, Stealth +11, Survival +10, Swim +12 (may reroll, must take second result; may Take 10 when distracted)

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude; Integrated Equipment (Jet Pack, Liquid Cable Dispenser), Weapon Mounts (Wrist Blaster (2))), Vibrodagger
Champala

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

*See also: Galactic Gazetteer*

Located on the Hydian Way between Nierport and Drearia, Champala is considered a water world, though it possess several small continents covered in jungles and rainforests, with the occasional high plateau. The tidal zones of Champala consist of long, thin strips of land.

### Champala Statistics

**Region:** The Inner Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 3

**Length of Day:** 27 Standard Hours

**Length of Year:** 318 Local Days

**Sapient Species:** 99% Chagrian, 1% Other Species

**Government:** "Democracy" (Under Imperial Rule)

**Capital:** Tidros

**Major Exports:** Luxury Goods

**Major Imports:** Technology

Knowledge (Galactic Lore)
 15
 20
 25
Castas

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

*Affiliations: The Bounty Hunters' Guild*

Castas has the undeserved reputation of a seasoned professional, and is well-respected as a bounty hunter during the Clone Wars; he manages to keep quiet that all his success came engineered through a series of lucky breaks and betrayals.

This reputation resulted in Castas being offered a spot on Aurra Sing's team assembled to kill Jedi Master Mace Windu. Despite warnings from Fong Do and a history of botched jobs with Sing, Castas signed on, joining Aurra Sing, Bossk, and Boba Fett.

## Castas Statistics (CL 8)

Medium Klatooinian Scout 6/Soldier 1/Bounty Hunter 1

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

**Initiative (Perception):** +14, Bad Feeling; **Senses:** Perception +14

**Languages:** Basic, Huttese

### Defenses

Reflex Defense: 23 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 20

Hit Points: 85, Damage Threshold: 23; Shake It Off, **Tough as Nails**

### Offense

**Speed:** 6 Squares

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

**Ranged:** Model 434 DeathHammer +6 (3d8+4)

**Ranged:** Model 434 DeathHammer +4 (4d8+4) with Rapid Shot

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

**Attack Options:** **Hunter's Mark**, **Keen Shot**, Rapid Shot (Hobbling Strike)

**Special Actions:** Conditioning

**Species Traits (Klatooinian):** Iron Will

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 16, Intelligence 12, Wisdom 10, Charisma 8

**Talents:** **Acute Senses**, **Hunter's Mark**, **Keen Shot**, **Tough as Nails**, **Watchful Step**

**Feats:** Armor Proficiency (Light), Bad Feeling, Conditioning, Hobbling Strike, Informer, Rapid Shot, Shake It Off, Skill Focus (Perception), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +12, Endurance +12, Knowledge (Tactics) +10, Perception +8 (may reroll, must take second result; may substitute for Gather Information and Initiative checks), Survival +9, Use Computer +10

**Possessions:** Model 434 DeathHammer, Bandolier
Chandrila

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

*See also: Galactic Gazetteer*

During The Dark Times, Chandrila remains a cooperative yet politically contentious Core World. It continually flirts with disaster as its outspoken and honest politicians voice their growing disapproval of Imperial policy despite a series of governors who tolerate the planet's heritage of political discourse. As a sign of respect for its longtime service to the Republic and its status as one of several key agricultural systems, the Imperial governors assigned to the planet allow the Chandrilans to retain their participatory democracy. They even allow the Chandrilan House, the world's governing body, to continue operating as before, with delegates opening and frankly debating the topics of the day. The Brionelle Academy, which trains officers for the planet's home defense fleet, remains in session at the governor's pleasure; Imperial military agents continue scouting its ranks for potential candidates to enroll in the Empire's academies elsewhere, though unbeknownst to them, recruiters for resistance movements throughout the Bormea Sector also seek to lure trainees into their own ranks to fight the Empire. An Imperial garrison established in Hanna City, Chandrila's capital, ensures that the Empire maintains a military presence in the system.

The planet continues to serve as a haven from the industrialization of its neighboring worlds in the Bormea Sector such as Corulag and Brentaal. The peaceful, idyllic planet continues maintaining its balanced ecosystem that encourages a burgeoning agricultural industry. Chandrila's candid political culture, however, eventually endangers its standing with the local Imperial administration and the Emperor himself. Later in The Dark Times, Chandrila's outspoken politicians bring trouble to the planet as they criticize Imperial policies and question Palpatine's rule. Mon Mothma's increasing condemnation of Imperial oppression and her covert involvement in growing resistance movements bring about her downfall in the Senate and her condemnation as a traitor of the Empire.

As Imperial tyranny increases throughout the galaxy, Chandrila becomes a recruiting ground for the resistance movements on nearby worlds. Responsible citizens start to use their connections and resources to aid those directly fighting the Empire, or they leave their privileged lives altogether to travel elsewhere and oppose injustice while avoiding any overt reprisals against their homeworld.

## Homebrew Chandrila Statistics

*Homebrew* *Chandrila Planet data created by Wikia users Lukewarner and Droidscotty.*

**Region:** The Core

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 20 Standard Hours

**Length of Year:** 368 Standard Days

**Sapient Species:** 96% Human, 4% Other Species

**Government:** Chandrilian House

**Capital:** Hanna City

**Major Exports:** Foodstuffs

**Major Imports:** High Technology

Knowledge (Galactic Lore)

Knowledge (Social Sciences)
 20
 25
Cathar Believer Zealot

*Cathar Believer Zealot character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*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.

## Cathar Believer Zealot Statistics (CL 6)

Medium Cathar Nonheroic 9/Soldier 3

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

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 19 (Flat-Footed: 16), Fortitude Defense: 19, Will Defense: 13

Hit Points: 50, Damage Threshold: 24

### Offense

**Speed:** 8 Squares; Powerful Charge

**Melee:** Unarmed +13 (1d6+8)

**Melee:** Spear +13 (1d8+8)

**Melee:** Spear +13\* (1d8+20) with Powerful Charge

**Ranged:** Spear +13 (1d8+1)

**Base Attack Bonus:** +9, **Grapple:** +12

**Attack Options:** Power Attack, Reactive Claw, **Stunning Strike**

**Species Traits (Cathar):** Bonus Class Skills (Climb, Stealth), Natural Weapons, Reactive Claw

*\*Includes 4 points of Power Attack*

### Base Stats

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

**Talents:** **Melee Smash**, **Stunning Strike**

**Feats:** Armor Proficiency (Light), Improved Damage Threshold, Improved Defenses, Power Attack, Powerful Charge, Skill Training (Perception), Skill Training (Persuasion), Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +10, Persuasion +13

**Possessions:** Cobbled-Together Armor (As Combat Jumpsuit (+4 Reflex)), Spear, Tattered Clothes