recursal/Fanatic-Fandom huggingface dataset:
C-B3 Cortosis Battle Droid

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

*Affiliations: The Confederacy of Independent Systems*

Constructed specifically to counteract the Republic's force of Jedi Knights and at an extraordinarily high price for Droids- C-B3 Cortosis Battle Droids are plated with a cortosis-durasteel alloy that shrugs off hits from a Lightsaber, in addition to stopping most small-arms fire.

Their offensive capability, while limited to a pair of portable laser cannons (Built on the Droideka template), is still highly effective, especially when C-B3s appear in numbers and can concentrate their fire. Every second that Cortosis Battle Droids can delay a Jedi, the more time their reinforcements have to join the fray. Eventually, the sheer number of incoming blast bolts can overwhelm even a Jedi Master- especially when their attacks are nowhere near as effective as they are against standard B2-Series Super Battle Droids.

C-B3 Cortosis Battle Droids can't be played as Droid Heroes.

## C-B3 Cortosis Battle Droid Statistics (CL 5)

Medium 4th-Degree Droid Nonheroic 6/Soldier 3

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

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 19 (Flat-Footed: 19), Fortitude Defense: 17, Will Defense: 13

Hit Points: 40, Damage Reduction: 5 (Lightsabers), Damage Threshold: 17

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +9 (1d3+3)

**Ranged:** Wrist Blasters +7 (3d8+1)

**Ranged:** Wrist Blasters +5 (4d8+1) with Rapid Shot

**Ranged:** Wrist Blasters +2 (5d8+1) with Burst Fire

**Ranged:** Wrist Blasters +2 (3d8+1) and Wrist Blasters +2 (3d8+1)

**Ranged:** Wrist Blasters +0 (4d8+1) and Wrist Blasters +0 (4d8+1) with Rapid Shot

**Ranged:** Wrist Blasters -3 (5d8+1) and Wrist Blasters -3 (5d8+1) with Burst Fire

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

**Attack Options:** Autofire (Wrist Blasters), Burst Fire, Charging Fire, **Devastating Attack (Rifles)**, **Penetrating Attack (Rifles)**, Rapid Shot

**Special Actions:** Synchronized Fire Circuits

### Base Stats

**Abilities:** Strength 14, Dexterity 11, Constitution -, Intelligence 10, Wisdom 11, Charisma 7

**Talents:** **Devastating Attack (Rifles)**, **Penetrating Attack (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Charging Fire, Dual Weapon Mastery I, Rapid Shot, Toughness, Weapon Proficiency (Rifles)

**Skills:** Perception +9

**Droid Systems:** Walking Locomotion, Remote Receiver, Backup Processor, Synchronized Fire Circuits, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Wrist Blasters (2; as Blaster Rifle), Durasteel Battle Armor (Droid Armor; +8 Reflex, (Cortosis Weave/Phrik Alloy General Template)

**Availability:** Military; **Cost:** 25,000 credits
Brawler

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

*Affiliations: General Units*

A Brawler focuses on Unarmed combat. Inexperienced Brawlers might be little more than local toughs found in cantinas and back allies, but more experienced Brawlers are often fighters in illegal (or at least shadowy) fighting sports or enforcers for mid-level criminals. Professional sport fighters are less common, and such Brawlers might learn ancient forms of Unarmed combat, developed by mysterious orders that have left behind little more than a few Datacards and the occasional abandoned temple ruin.

Many people discount Brawlers as irrelevant in a world of vibroweapons and blasters, but it's worth noting that a Brawler doesn't need to draw, or even carry, a weapon to be dangerous. This makes them popular bodyguards in worlds with strong weapon regulations.

## Brawler Statistics (CL 5)

Medium Human Soldier 5

**Force Points:** 4

**Initiative:** +9; **Senses:** Perception +3

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 16), Fortitude Defense: 19, Will Defense: 16

Hit Points: 62, Damage Threshold: 19

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +9 (1d8+7)

**Melee:** Combat Gloves +9 (2d8+7) with Mighty Swing

**Ranged:** Hold-Out Blaster Pistol +7 (3d4+2)

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

**Attack Options:** Desperate GambitH, **Experienced Brawler**, Mighty Swing, **Stunning Strike**

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 16, Dexterity 14, Constitution 14, Intelligence 8, Wisdom 12, Charisma 10

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Desperate GambitH, Martial Arts I, Martial Arts II, Mighty Swing, Weapon Focus (Simple Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Initiative +9, Jump +10H

**Possessions:** Combat Gloves, Hold-Out Blaster Pistol, Comlink (Short-Range)

*H- Human bonus Feat or Trained Skill*
Blue Harvest

*Homebrew Reference Book: Corporate Sector Sourcebook*

*See also: Poisons, Hazards*

Blue Harvest is an Illegal and highly concentrated derivative of the FEX-M3 Nerve Toxin. It is so powerful that contact with the skin is enough to cause a massive systemic overload that could shut down the body. The sweet and exotic smell of Blue Harvest is its only identifying feature.

The Imperial assassin Cabe used Blue Harvest to kill the New Republic Senator Luralon Odaay and later, the prostitute who had witnessed his death, Kandi. A dose of Blue Harvest costs 3,000 credits.

## Blue Harvest Statistics (CL 8)

**Keywords:** Artificial, Contact, Poison

**Trigger:** A creature is exposed to Blue Harvest.

**Attack:** +10 vs Fortitude Defense

**Damage:** - (-3 steps on the Condition Track; -1 step on the Condition Track on Miss)

**Recurrence:** Each round at the start of the target's turn, until the Blue Harvest is treated.

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

* **Treat Injury (DC 30; Requires Medical Kit):** The character treats the Blue Harvest.
Bracers

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

**Equipment Type:** Weapon and Armor Accessories

**Cost:** 200

**Weight:**3 Kilograms

Armored forearms have been popular with warriors of countless cultures for millennia. Bracers are a versatile piece of defensive weaponry that can be used to parry attacks. More modern soldiers often fit their Bracers with Comlinks, tactical computers, or control signals for detonators.

Modern Bracers are angled specifically to deflect blaster energy away when the wearer is shooting. If you are wearing Bracers and draw an Attack of Opportunity while aiming a ranged weapon, you gain a +2 Equipment bonus to Reflex Defense against the attack. Alternately, if you are Unarmed, or wielding a light melee weapon, you gain a +2 Equipment bonus to any attempt to negate an enemy attack (**Deflect**, **Block**, **Primitive Block**, etc.).

Although Bracers are considered Equipment, they can integrate an additional piece or pieces of Equipment that weigh a combined total of 3 kg or less per Bracer, as a Tech Specialist Trait.
Boba Fett, Bounty Hunter

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

*Affiliations: The Fringe*

The trauma of his early life forced Boba Fett to become a cold-hearted mercenary and bounty hunter with a deadly reputation that quickly grew infamous throughout the galaxy. Boba began working largely for The Hutt Kajidics, and developed a rivalry with smuggler Han Solo; for years the two would engage in games of tabagaand-vrelt, but Solo always seemed to ultimately emerge the victor, either by luck or the timely intervention of allies.

## Boba Fett, Bounty Hunter Statistics (CL 7)

Medium Human Soldier 4/Scout 3

**Destiny Points:** 6; **Force Points:** 8; **Dark Side Score:** 3

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +12

**Languages:** Basic, Huttese, Mando'a

### Defenses

Reflex Defense: 22 (Flat-Footed: 20), Fortitude Defense: 21, Will Defense: 20; Dodge, Vehicular Combat

Hit Points: 69, Damage Threshold: 21

### Offense

**Speed:** 6 Squares (Walking), 6 Squares (Jet Pack); **Jet Pack Training**

**Melee:** Combat Gloves +7 (1d6+5)

**Ranged:** Ion Pistol +8 (3d6+3 (Ion))

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

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

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

**Ranged:** Velocity-7 Dart Pistol +3 (1d4+3) or (2d8+3 (Stun)) or (1d4+3 (Saberdart Poison))

**Ranged:** Wrist Rocket Launcher +1 (Varies) and Wrist Rocket Launcher +1 (Varies)

**Ranged:** Stokhli Spray Stick +3 (3d8+3 (Stun)) and +2 (Grab)

**Ranged:** Missile Launcher +3 (6d6+3, 2-Square Burst)

**Ranged:** Whipcord +8 (Grab)

**Ranged:** CryoBan Grenade (1) +8 (3d6+3, 2-Square Burst)

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

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

### Base Stats

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

**Talents:** **Acute Senses**, **Armored Defense**, **Improved Initiative**, **Jet Pack Training**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Improved Defenses, Martial Arts I, Skill Training (Knowledge (Tactics)), Skill Training (Stealth), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Knowledge (Tactics) +10, Knowledge (Technology) +10, Perception +12 (+17 to Eavesdrop; may reroll, must take second result), Pilot +10, Stealth +10, Survival +10, Use Computer +10

**Possessions:** Medium Beskar'gam with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision; Integrated Equipment (Ambient Aural Amplifier, Electrobinoculars, Jet Pack), Weapon Mounts (Missile Launcher, Whipcord, Wrist Rocket Launcher (2))), Blaster Carbine, Blaster Pistol (2), Ion Pistol, Stokhli Spray Stick, Velocity-7 Dart Pistol, Tool Kit, *Slave I*

### Heroic Traits

**The Legacy Destiny (Fett Legacy):** Boba Fett is part of the legendary Fett Family. He may spend a Destiny Point as a Free Action to score Critical Hits on a natural roll of 19 or 20 for the rest of the encounter.
Bronzium Cast Armor Template

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

**Template Type:** Armor Templates

**Manufactured By:** N/A

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

**Applicable To:** Any Armor

An extremely solid and durable metal, Bronzium can be used in the production of Armor that can protect the wearer from suffering great harm.

**Armor:** Once per encounter, the wearer of a suit of Bronzium Cast Armor can redirect the damage from a successful incoming attack to the armor; the Bronzium Cast Armor takes the damage from the attack (armor has the same DR, Hit Points, Damage Threshold, and break DC as a weapon of the same size category as the wearer (see Attack an Object)).

If the Bronzium Cast Armor is disabled or destroyed, it no longer provides any bonuses to the wearer. A suit of armor pushed down the Condition Track imposes its condition penalties to the wearer's Reflex Defense only.
Bosso Weex

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

A spice-lord in The Outer Rim, Bosso Weex has a long-standing feud with Zygerrian Slaver Queen Miraj Scintel. He launches several attacks on the Queen, hoping to assassinate her and open up the slave trade to his shipping infrastructure.
Bounty Hunter (Character)

*Affiliations: The Bounty Hunters' Guild*

Bounty Hunters track and recover sentient beings to bring them to "Justice"- even if that's little more than a Hutt's personal vendetta. Before The Empire, most Bounty Hunters were members of a galaxywide guild that worked openly, taking contracts to hunt down criminals for various authorities.

During the Emperor's reign, the guild fragmented, leaving a large number of independent operatives. Though they occasionally band together to tackle particularly difficult targets, most of the time they work alone, vying against each other to collect the largest rewards. Bounty Hunters differ from assassins in that they usually seek to capture their targets, not kill them.

## Bounty Hunter Statistics (CL 7)

Medium Human Nonheroic 4/Scout 3/Bounty Hunter 3

**Force Points:** 2; **Dark Side Score:** 4

**Initiative:** +8; **Senses:** Low-Light Vision, Perception +14

**Languages:** Basic

### Defenses

Reflex Defense: 24 (Flat-Footed: 21), Fortitude Defense: 20, Will Defense: 18

Hit Points: 64, Damage Threshold: 20

### Offense

**Speed:** 4 Squares; **Expert Tracker**

**Melee:** Unarmed +10 (1d4+7)

**Melee:** Vibrobayonet +10 (2d6+7)

**Melee:** Vibrobayonet +10 (3d6+7) with Mighty Swing

**Ranged:** Blaster Carbine +11 (3d8+3)

**Ranged:** Blaster Carbine +9 (4d8+3) with Rapid Shot

**Ranged:** Stun Grenade (2) +11 (4d6+3 (Stun), 2-Square Burst)

**Base Attack Bonus:** +8, **Grapple:** +11

**Attack Options:** Autofire (Blaster Carbine), **Hunter's Mark**, Mighty Swing, Point-Blank Shot, Precise ShotH, Rapid Shot

**Special Actions:** Familiar Foe (+1), **Hunter's Target**

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 15, Dexterity 16, Constitution 14, Intelligence 8, Wisdom 14, Charisma 10

**Talents:** **Acute Senses**, **Expert Tracker**, **Hunter's Mark**, **Hunter's Target**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Mighty Swing, Point-Blank Shot, Precise ShotH, Rapid Shot, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +14H (may reroll, must take second result), Survival +12

**Possessions:** Corellian Powersuit with Helmet Package (+7 Reflex; +2 Perception, Low-Light Vision), Blaster Carbine, Vibrobayonet, Stun Grenade (2), Datapad, Utility Belt with Medpac, Bounty Hunter's License

*H- Human bonus Feat or Trained Skill*
Bothan Rebel Trooper

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

*Affiliations: The Rebel Alliance*

Rebel Troopers of the Alliance, Bothans use their sharp minds and quick reflexes to great effect.

 Bothan Rebel Trooper Statistics (CL 1)

Medium Bothan Nonheroic 3

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

**Languages:** Basic, Bothese

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 10, Will Defense: 12

Hit Points: 7, Damage Threshold: 10

### Offense

**Speed:** 6 Squares

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

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

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

**Base Attack Bonus:** +2, **Grapple:** +4

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

### Base Stats

**Abilities:** Strength 11, Dexterity 15, Constitution 10, Intelligence 9, Wisdom 10, Charisma 8

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

**Skills:** Initiative +7

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

*Homebrew Reference Book: Dathomir Field Guide*

*Affiliations: Beasts*

Brackaset are docile creatures native to Dathomir. They have an almost identical appearance to the Falumpaset of Naboo, but can be distinguished by their skin folds that resemble armored plating.

## Brackaset Statistics (CL 3)

Medium Beast 4

**Initiative:** +5; **Senses:** Perception +9

### Defenses

Reflex Defense: 14 (Flat-Footed: 11), Fortitude Defense: 11, Will Defense: 12

Hit Points: 22, Damage Threshold: 11

### Offense

**Speed:** 8 Squares; Powerful Charge

**Melee:** Bite +5 (1d6+4)

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

**Base Attack Bonus:** +3, **Grapple:** +6

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 12, Intelligence 2, Wisdom 15, Charisma 8

**Feats:** Powerful Charge, Skill Training (Perception)

**Skills:** Perception +9, Stealth +10
Bondar Crystal

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

Bondar Crystals convert the energy of a Lightsaber blade into a different form of energy. A Lightsaber constructed with a Bondar Crystal deals Stun damage instead of normal damage. Training Lightsabers are usually made with Bondar Crystals.
CLL-6 Binary Load Lifter

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

*Affiliations: General Units*

So cognitively slow that it barely qualifies as a Droid, the Binary Load Lifter serves one purpose only: to lift and stack cargo containers in industrial warehouses all over the galaxy. The most basic of processors keeps this Droid moving and carrying out its orders. Only the slightest level of self-awareness prevents CLL-6 Droids from being considered nonthinking machines.

The Binary Load Lifter is one of the oldest and simplest Droid models in the galaxy. The boxy Droid stands 3 meters tall and appears to be carrying two trays at the end of its arms. In fact, the Droid has no manipulators at all and uses the "Trays" to lift cargo palettes and deliver them to their destinations. Each leg is reinforced with industrial grade durasteel and powered by a heavy-duty hydraulic system to support the Droid's bulk as well as the burden of its load.

Although the CLL-6 can understand and take orders in Basic, it can speak only in Binary. When it takes orders, the Droid takes them literally, much to the regret of frustrated owners who eventually decide to invest in a Protocol Droid to deliver orders for them. With the Binary Load Lifter's low cost, those owners are not set back much when they do so.

CLL-6 Binary Load Lifters can't be played as Droid Heroes.

 CLL-6 Binary Load Lifter Statistics (CL 0)

Large 5th-Degree Droid Nonheroic 1

**Initiative:** +0; **Senses:** Perception +10

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

### Defenses

Reflex Defense: 9 (Flat-Footed: 9), Fortitude Defense: 19, Will Defense: 10

Hit Points: 23, Damage Threshold: 24

**Immune:** Droid Traits

### Offense

**Speed:** 8 Squares (Walking)

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

**Ranged:** By Weapon +0

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

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

### Base Stats

**Abilities:** Strength 28, Dexterity 10, Constitution -, Intelligence 8, Wisdom 10, Charisma 5

**Feats:** Skill Focus (Endurance), Skill Focus (Perception), Skill Training (Perception), 1 Unassigned

**Skills:** Endurance +19, Perception +10

**Droid Systems:** Walking Locomotion, Basic Processor, 2 Tool Appendages

**Availability:** Licensed; **Cost:** 4,200 credits (Used)
Boma

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

Bomas are ravenous beasts native to Onderon and its moon Dxun. Although most Bomas are generally small (see Boma, Young), there are some that were extremely large in size, as experienced by The Exile and her companions while exploring the moon. They are dangerous predators and known to kill Mandalorians, but they themselves are preyed upon by the Zakkeg.

 Boma Statistics (CL 8)

Large Jungle Beast 9

**Initiative:** +5; **Senses:** Low-Light Vision, Scent, Perception +11

### Defenses

Reflex Defense: 19 (Flat-Footed: 18), Fortitude Defense: 19, Will Defense: 12

Hit Points: 160, Damage Reduction: 5, Damage Threshold: 24

### Offense

**Speed:** 6 Squares; Powerful Charge, Ramming Attack

**Melee:** Bite +15 (1d8+13)

**Melee:** Slam +15 (1d6+13)

**Melee:** Slam +15 (2d6+13) with Mighty Swing

**Melee:** Slam +19 (1d6+17) with Powerful Charge and Ramming Attack

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

**Base Attack Bonus:** +6, **Grapple:** +20

**Attack Options:** Mighty Swing

**Species Traits:** Damage Reduction 5, Jungle, Low-Light Vision, Natural Armor (+9), Ramming Attack, Scent

### Base Stats

**Abilities:** Strength 28, Dexterity 13, Constitution 28, Intelligence 2, Wisdom 14, Charisma 10

**Feats:** Mighty Swing, Powerful Charge, Skill Training (Endurance), Toughness

**Skills:** Endurance +18, Perception +11

### Abilities

**Ramming Attack:** When a Boma makes a successful Slam attack at the end of a Charge, compare the attack result to the target's Fortitude Defense. If it succeeds, the target falls Prone. This only works if the target is Large-sized or smaller.

**Scent:** Bomas ignore Concealment and Cover when making Perception checks to Notice Targets within 10 squares, and they take no penalty from poor visibility when Tracking.
Blue Max

*Homebrew Reference Book: Corporate Sector Sourcebook*

*Affiliations: Doc's Mod Ring*

Even those who are adept at slicing often find that using Droids can greatly improve their chances. When the outlaw tech Doc wanted to expand his data manipulating services, he had a few of his assistant techs get their hands on such a powerful computer system. They got an ex-Imperial model, an experimental unit crammed with more memory than most Starship computers and blessed with the skills to put that memory to good use. After some reprogramming, the chock-full-of-data computer interface was ready to face the universe.

Doc and his techs nicknamed him Blue Max. Since Max's movement was limited, they found one of their older Droids, Bollux, more than willing to be custom modified to accept the little fellow. They have been buddies since then. Blue Max can be described in one word: perky. His chipper, high-pitched voice can often be heard making extraneous comments in the worst of situations; of course, since he often proves instrumental in getting out of those situations, most people don't begrudge him his remarks.

## Blue Max Statistics (CL 3)

Tiny 2nd-Degree Droid Nonheroic 1/Scoundrel 3

**Force Points:** 6

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

**Languages:** Basic, Binary, 7 Unassigned

### Defenses

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 8, Will Defense: 23

Hit Points: 2, Damage Threshold: 8

**Immune:** Droid Traits

### Offense

**Speed:** Immobile

**Base Attack Bonus:** +2, **Grapple:** -13

**Special Actions:** **Gimmick**

### Base Stats

**Abilities:** Strength 1, Dexterity 1, Constitution -, Intelligence 24, Wisdom 13, Charisma 11

**Talents:** **Gimmick**, **Master Slicer**

**Feats:** Skill Focus (Deception), Skill Focus (Gather Information), Skill Focus (Knowledge (Bureaucracy)), Skill Focus (Knowledge (Physical Sciences)), Skill Focus (Knowledge (Technology)), Skill Focus (Use Computer), Skill Training (Knowledge (Physical Sciences))

**Skills:** Deception +12, Gather Information +12, Knowledge (Bureaucracy) +19, Knowledge (Galactic Lore) +14, Knowledge (Physical Sciences) +19, Knowledge (Tactics) +14, Knowledge (Technology) +19, Mechanics +14, Use Computer +19 (may reroll to Improve Access, may keep better result)

**Droid Systems:** Heuristic Processor, Locked Access, Vocabulator
Bogey

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

The Kessel Bogey is a strange glittering conglomeration of dazzling lights which speeds through the spice tunnels, humming and chittering as it comes, setting off a shower of sparks as it activates the Glitterstim veins in the walls. From time to time, it bounces from wall to wall, seemingly at random, and eventually plunges into the rock when it hits a stretch of rock bereft of spice.

Sighting a Bogey is a rare occurrence, and thus far, they have only been seen in the deeper natural tunnels. None of Kessel's creatures have been discovered in the man-made tunnels. Some miners theorize that the Bogey is tied to Kessel's complex spice-generation ecology. It is certain that they serve as a food source for the Spice Spiders.

 Bogey Statistics (CL 0)

Medium Beast 1

**Initiative:** +5, Bad Feeling; **Senses:** Darkvision, Perception +1

### Defenses

Reflex Defense: 15 (Flat-Footed: 10), Fortitude Defense: 10, Will Defense: 6

Hit Points: 7, Damage Threshold: 10

### Offense

**Speed:** 6 Squares (Flying)

**Melee:** Electrical Discharge +0 (2d4)

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

**Base Attack Bonus:** +0, **Grapple:** +5

**Species Traits:** Darkvision, Electrical Discharge

### Base Stats

**Abilities:** Strength 1, Dexterity 20, Constitution 10, Intelligence 1, Wisdom 2, Charisma 2

**Feats:** Bad Feeling

**Skills:** Perception +1
Booming Voice

*Booming Voice Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

Your commands can be heard clearly despite obstruction.

**Prerequisite:** Chagrian

**Effect:** Any Talent you possess that affects allies within your line of sight, may also apply to allies within 6 squares (or the specified range, if lower), even without line of sight.
CIS-Advanced Starfighter

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

Stolen from a secret weapons factory on Diado by Jedi Master Saesee Tiin, the CIS-Advanced Starfighter is a prototype that never sees actual battlefield use except in a few trials. However, many of the systemic innovations are borrowed by Republic engineers for inclusion on Republic Starships such as the Eta-2 *Actis* Interceptor developed by Kuat Systems Engineering specifically for Jedi fighter pilots.

Very few CIS-Advanced Starfighters are built, and most of those are constructed by the Republic for use in training Clone Fighter Pilots. The one Saesee Tiin steals is the only one the Separatists have, and the plans are vaporized when Master Tiin destroys the weapons factory building the prototype.

## CIS-Advanced Starfighter Statistics (CL 9)

Huge Starfighter

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 12), Fortitude Defense: 24; +4 Armor, Vehicular Combat

Hit Points: 90; Damage Reduction: 10; Shield Rating: 25; Damage Threshold: 34

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 5 Squares (Starship Scale); (Maximum Velocity 1,300 km/h)

**Ranged:** Heavy Blaster Cannons +7 (See Below)

**Ranged:** Proton Torpedoes +7 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +26

**Attack Options:** Autofire (Heavy Blaster Cannons)

### Abilities

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

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

### Ship Statistics

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

**Cargo:** 190 Kilograms; **Consumables:** 2 Days; **Carried Craft:** None

**Payload:** 24 Proton Torpedoes

**Hyperdrive:** Class 6, Navicomputer

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

### Weapon Systems

#### **Heavy Blaster Cannons (Pilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 6d10x2

#### **Proton Torpedoes (Pilot)**

**Attack Bonus:** +7, **Damage:** 9d10x2, 4-Square Splash
Boltrunian

*Homebrew Reference Book: Dark Forces Campaign Guide*

Boltrunians are a Near-Human Species that developed on the Outer Rim world, Boltrunia. The planet's High Gravity forced the Boltrunians to develop massive strength and endurance in order to survive and flourish. As a result, Boltrunian society is a perfect example of survival of the fittest, creating a people who respect pure strength and disdain weakness. Boltrunians have little compassion for those who cannot pull their weight and will often leave weak and infirm to their deaths.

### Boltrunian Characteristics

**Personality:** Boltrunians are a powerful Species, owing their strength to the High Gravity environment of their homeworld. They tend to be a cold and practical people with little use for compassion or sentimentality.

**Physical Description:** Every inch of a Boltrunian's body is pure, rippling muscle designed to withstand the pressures of their High Gravity homeworld. They have humanoid builds, but are characterized by a sharp set of bottom teeth, heavy brow ridges and their hairless and craggy skin. There are two subspecies of Boltrunian- one with green-hued skin and large ears and the other with beige skin and without external ears.

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

**Homeworld:** Boltrunia, a harsh and High Gravity world in The Outer Rim.

**Languages:** Boltrunians have their own guttural language which they use amongst their own kind. Most Boltrunians also speak Basic, which they use when addressing non-Boltrunians.

**Example Names:** Maw, Shabba, Warto.

**Adventurers:** Boltrunians are renowned for their strength and their coarse nature. Boltrunians often leave their inhospitable homeworld looking for a better life but their bold and bossy nature rarely endears them to other sentients. Boltrunians are often employed as thugs, mercenaries, or other violent professions. However, many Boltrunians are happy to make an honest credit working as a freight loader or other profession where their strength is an asset. Most are just happy to be rid of their harsh homeworld.

### Boltrunian Species Traits

Boltrunians share the following Species Traits:

* **Ability Modifiers:** All Boltrunians receive a +2 bonus to their Strength, but suffer a -2 penalty to their Dexterity. Due to the High Gravity of their homeworld, Boltrunian physiques tend to be sluggish and powerful.
* **Medium Size:** As Medium creatures, Boltrunians have no special bonuses or penalties due to their size.
* **Speed:** Boltrunians have a base speed of 6 squares.
* **Bonus Feat:** Boltrunians receive the Extra Second Wind Feat at 1st level as a bonus Feat.
* **High-Gravity Native:** Being native to a High Gravity world, Boltrunians do not suffer any penalties to attack rolls in a High Gravity environment.
* **Physically Intimidating:** Boltrunians use their Strength modifier instead of their Charisma modifier for Persuasion checks made to Intimidate others.
* **Automatic Languages:** All Boltrunians can speak, read, and write both Basic and Boltrunian.
CAV PX-10

*Reference Book: Star Wars Saga Edition Unknown Regions*

First used by the Imperial army, the CAV PX-10 is a one-person land-based surveillance vehicle for use on worlds that are too remote to warrant full occupation but are too valuable to neglect. especially during the Galactic Civil War when The Galactic Empire seeks to deny The Rebel Alliance every resource it can. Rebel forces soon learn that a lone CAV indicates that a particular world lacks a significant Imperial presence.

The PX-10 is small for a military vehicle, and it relies on agility more than armor plating to survive combat. The vehicle's susceptibility to sensor jamming and its light armament keep it from gaining widespread acceptance outside the ranks of the Imperial military. However, its utility and its ability to easily traverse a wide variety of terrain makes it a popular choice with scouts who expect to travel into territory occupied by hostile natives.

## CAV PX-10 Statistics (CL 7)

Large Ground Vehicle (Tracked Vehicle)

**Initiative:** +9; **Senses:** Perception +8

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 21; +5 Armor, Vehicular Combat

Hit Points: 110; Damage Reduction: 5; Damage Threshold: 26

### Offense

**Speed:** 8 Squares; (Maximum Velocity 260 km/h)

**Ranged:** Medium Blaster Cannon +9 (See Below)

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

**Base Attack Bonus:** +5; **Grapple:** +21

**Special Actions:** Battlefield Effects

### Abilities

Strength: 32, Dexterity: 14, Constitution: -, Intelligence: 16

**Skills:** Initiative +9, Mechanics +8, Perception +8, Pilot +9, Use Computer +8

### Ship Statistics

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

**Cargo:** 100 Kilograms; **Consumables:** 2 Weeks; **Carried Craft:** None

**Availability:** Military; **Cost:** Not available for sale (Black Market 25,000)
Brentaal IV

*Brentaal IV Planet data created by Wikia user Droidscotty.*

*See also: Galactic Gazetteer*

*"Both sides want to use Brentaal to show that Endor was a fluke, and that they've recovered."*

*"And Brentaal IV is the key to the Bormea Sector, which we want because Mon Mothma's homeworld Chandrila is here."*

*-Wedge Antilles and Avan Beruss*

Brentaal IV is a prominent world acting as a gateway between several major sectors of space. The world intersects both the Perlemian Trade Route and the Hydian Way, and is a jumping off point for freighters and transports from The Core into The Colonies.

### Brentaal IV Statistics

**Region:** The Core

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 23 Standard Hours

**Length of Year:** 342 Standard Days

**Sapient Species:** 88% Human, 12% Other Species

**Government:** Trade Guilds

**Capital:** Cormond

**Major Exports:** Manufactured Goods, Financial Services

**Major Imports:** Foodstuffs, Manufactured Goods

Knowledge (Bureaucracy)
 15
 20

Knowledge (Galactic Lore)
 15
 20
Bulldog Rocket Launching Rifle

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

This pistol-sized missile launcher was developed for use during the Clone Wars, primarily by General Grievous’ personal IG-100 MagnaGuards. It carries six miniature rockets in an ammo clip and can be fired in one of two ways. The first mode is a standard “Dumb-Fire” setting that can be used at a fire rate typical of most blaster rifles.

The second mode provides a guidance-based target lock, which allows Aiming using a single Swift Action. The RLR functions like a normal ranged projectile weapon but carries with it a 1-Square Splash radius.

The Bulldog RLR uses a specialized weapon clip that requires a Full-Round Action to reload (each costing 200 credits and weighing 0.5 kg).

**Weapon** **Type:** Heavy Weapons

**Size:** Medium

**Cost:** 1,800

**Damage:** 4d6

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 6 Kilograms

**Type:** Energy

**Availability:** Military

**Special:** This is an Area Attack Weapon.
Bloodthirsty (Feat)

*Bloodthirsty Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

Your Species have earned themselves a reputation for being among the most aggressive civilisations in the galaxy.

**Prerequisite:** Aqualish

**Effect:** When you hit with a melee attack against a target that is reduced to half their maximum Hit Points or less, you deal an additional 1d6 points of damage.
Building Decompression

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*One crack, and suddenly the entire wall blows outward, sucking anyone and anything nearby into the vacuum.*

Stray blaster bolts and sabotage are two of the most dangerous things the people of Iol must face. Since each of the buildings on the surface of Iol is pressurized and sealed, any breach in the hull of a surface building usually results in immediate and violent decompression. Even the tiniest crack in a transparisteel window can cause an entire wall to blow out of a building, taking anyone in the room out as well before emergency forcefields can snap into place and restabilize the pressure and atmosphere within a building.

## Building Decompression Statistics (CL 14)

**Keywords:** Natural

**Trigger:** A transparisteel window or a wall takes at least 20 points of damage; targets all creatures within a room or corridor where the damaged section is located.

**Attack:** +16 vs Reflex Defense

**Damage:** - (Moved 20 Squares in damaged direction; moved 10 Squares in damaged direction on miss)

**Recurrence:** On Trigger

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

* **Climb (DC 27):** The character grabs a stable object as a Reaction and negates the forced movement. Alternately, if the character is already secured, he or she can grab an adjacent creature and prevent it from being moved by the Building Decompression.

**Special:** Any creature pulled into the same square as the damaged wall or window is sucked out into the vacuum by this Hazard, and must then face the Vacuum Hazard.
Bothan Skull Squadron Pilot

*Bothan Skull Squadron Pilot character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Galactic Empire, Skull Squadron*

The pilots of Skull Squadron are among the most dedicated pilots in the galaxy. Skull Squadron's mission- the defense of Coruscant and all of its Imperial assets- keeps their skills honed, as they must maintain the security of one of the most heavily populated worlds in the galaxy. The pilots of Skull Squadron are handpicked for service by the squadron's commander and serve for as long as they are able to demonstrate their superior piloting skills. Though slip-ups usually result in pilot deaths, a few pilots have lived long enough to retire from Skull Squadron and go on to greater things, including Moff Rulf Yage.

Though primarily a planetary defense force, the pilots of Skull Squadron are no strangers to engagements above other worlds and in the depths of space. However, Skull Squadron pilots spend countless hours performing maneuvers and training above Coruscant, learning to fly and fight between the towering skyscrapers found across the planet. A pilot in Skull Squadron must learn to maneuver between artificial structures, dodge Airspeeders and incoming space traffic, and still pinpoint and destroy their prey. Flying in an urban environment can be extremely challenging, and that is why the members of Skull Squadron must have the quickest reflexes and the sharpest instincts.

## Bothan Skull Squadron Pilot Statistics (CL 8)

Medium Bothan Soldier 7/Ace Pilot 1

**Force Points:** 7; **Dark Side Score:** 1

**Initiative:** +8; **Senses:** Perception +11

**Languages:** Basic, Bothese

### Defenses

Reflex Defense: 26 (Flat-Footed: 21), Fortitude Defense: 23, Will Defense: 22; **Elusive Dogfighter**, Vehicular Combat

Hit Points: 83, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d4+5)

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

**Ranged:** Blaster Pistol +9 (4d6+4) with Rapid Shot

**Ranged:** Weapon System +11 (+2)

**Ranged:** Weapon System +9 (+1d\_+2) with Rapid Shot

**Base Attack Bonus:** +7, **Grapple:** +10

**Attack Options:** **Devastating Attack (Heavy Weapons)**, **Penetrating Attack (Heavy Weapons)**, Point-Blank Shot, Rapid Shot

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

### Base Stats

**Abilities:** Strength 12, Dexterity 18, Constitution 12, Intelligence 10, Wisdom 14, Charisma 10

**Talents:** **Armored Defense**, **Devastating Attack (Heavy Weapons)**, **Elusive Dogfighter**, **Penetrating Attack (Heavy Weapons)**, **Weapon Specialization (Heavy Weapons)**

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

**Skills:** Mechanics +9, Perception +11, Pilot +18, Use Computer +9

**Possessions:** Armored Flight Suit (+5 Reflex, +2 Fortitude), Blaster Pistol, Comlink (Short-Range)
Borgo Prime

*Borgo Prime Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A remote shadow port located on the Hydian Way, Borgo Prime is a perfect heaven for pirates, scoundrels and other outlaws.

### Borgo Prime Statistics

**Region:** The Outer Rim

**Climate:** Artificial (Asteroid Habitats)

**Gravity:** Standard (Artificial)

**Moons:** N/A

**Length of Day:** 24 Standard Hours (Artificial)

**Length of Year:** 368 Local Days (Artificial)

**Sapient Species:** 50% Human, 45% Ranat, 3% Hutt, 2% Other Species

**Government:** Crime Syndicate

**Capital:** None

**Major Exports:** Entertainment, Information, Starship Components

**Major Imports:** Consumer Goods, Foodstuffs, Fuel, Parts
Bowcaster

The Bowcaster is crafted exclusively by the Wookiees of Kashyyyk. A fusion of modern and ancient technologies, the weapon hurls an explosive energy quarrel at incredible speed, much like an archaic rail gun.

Wookiees treat Bowcasters as Rifles, not Exotic Weapons (Ranged). Bowcasters are treated as Rifles for the purposes of determining weapon Range.

A quiver of 10 quarrels costs 50 credits and weighs 1kg.

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

**Size:** Large

**Cost:** 1,500

**Damage:** 3d10

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 8 Kilograms

**Type:** Energy and Piercing

**Availability:** Licensed, Rare

**Accurate:** This weapon takes no penalty when firing at targets at Short Range.
Boba Fett

*Affiliations: The Mandalorians, The Fringe*

The most feared bounty hunter of his time, Boba Fett racks up an unheard-of number of successful bounties that earns him a reputation as a force to be reckoned with. His name fills outlaws and criminals with dread. Boba Fett seems bereft of conscience. It means nothing to him to accept help from someone, then minutes later turn that person in for a bounty.

## Boba Fett Statistics (CL 15)

Medium Human Scout 3/Soldier 5/Bounty Hunter 5/Elite Trooper 2

**Destiny Points:** 3; **Force Points:** 6; **Dark Side Score:** 7

**Initiative:** +16; **Senses:** Low-Light Vision, Perception +16

**Languages:** Basic, Huttese, Mando'a

### Defenses

Reflex Defense: 36 (Flat-Footed: 33), Fortitude Defense: 33, Will Defense: 27

Hit Points: 137, Damage Reduction: 1, Damage Threshold: 33

### Offense

**Speed:** 6 Squares (Walking), 6 Squares (Jet Pack); **Juggernaut**, Running Attack

**Melee:** Unarmed +16 (1d6+9)

**Ranged:** Blaster Carbine +18 (3d8+7)

**Ranged:** Blaster Carbine +15 (3d8+7) and Blaster Carbine +15 (3d8+7) with Double Attack

**Ranged:** Flamethrower +18 (3d6+7 (Fire), 6-Square Cone)

**Ranged:** Missile Launcher +18 (6d6+7, 2-Square Splash)

**Ranged:** Grenade Launcher (4) +18 (4d6+7 (Stun), 2-Square Burst)

**Ranged:** Whipcord (See Below) +18 (Grab)

**Base Attack Bonus:** +14, **Grapple:** +18

**Attack Options:** Double Attack (Rifles), **Hunter's Mark**, **Keen Shot**, Point-Blank Shot, Precise Shot

**Special Actions:** Familiar Foe (+2), **Hunter's Target**, Quick Draw

### Base Stats

**Abilities:** Strength 15, Dexterity 18, Constitution 15, Intelligence 14, Wisdom 14, Charisma 13

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Double Attack (Rifles), Exotic Weapon Proficiency (Flamethrower), Martial Arts I, Point-Blank Shot, Precise Shot, Quick Draw, Running Attack, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +13, Endurance +14, Initiative +16, Knowledge (Tactics) +14, Perception +16 (May reroll, must take second result), Persuasion +13 (May reroll to Intimidate, may keep better result), Pilot +16, Stealth +16, Survival +14

**Possessions:** Mandalorian Armor (As Battle Armor with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision)), Blaster Carbine with Grenade Launcher, Blaster Gauntlet (As Hold-Out Blaster Pistol), Flamethrower, Missile Launcher (4 Missiles), Whipcord (As Net), Stun Grenade (4), Jet Pack (10 Charges), Utility Belt with Medpac, *Slave I*
Blaster Cannon (Vehicles)

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

**Starship Systems Type:** Weapon Systems

 Medium
 Heavy

Blaster Cannons are more commonly found on Airspeeders and Ground Vehicles than on Starships, but they are frequently mounted on Starfighters. Blaster Cannons are somewhat less expensive than Laser Cannons, but they have a more limited range.

Blaster Cannon Ranges
 0-120 Squares
Borotavi Syndrome

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Masters (Part 2)*

*See also: Hazards, Diseases*

*A rare and often fatal disease, Borotavi Syndrome causes the internal organs to deteriorate and hemorrhage over time. It is often contracted through ingestion of contaminated foods.*

## Borotavi Syndrome Statistics (CL 15)

**Keywords:** Disease, Ingested

**Trigger:** A creature is exposed to Borotavi Syndrome.

**Attack:** +15 vs Fortitude Defense

**Damage:** 1d6 (-1 Constitution)

**Recurrence:** Whenever the creature moves down the Condition Track.

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

* **Constitution (DC 20):** If the attack fails when the creature's Constitution and Strength scores aren't penalized by the Borotavi Syndrome, the creature can attempt a Constitution check (one attempt per day, cannot Take 10 or Take 20) to permanently treat their Borotavi Syndrome.
* **Endurance (DC Varies):** The character checks their roll against the attack roll to become immune for 24 hours, after which time the creature moves -1 step down the Condition Track. If the creature has had a full eight hours of sleep prior to making the check, it may Take 20.

**Special:** If the attack exceeds the creature's Fortitude Defense by 5 or more, the creature's Constitution score is instead reduced by 2. If the attack instead exceeds the creature's Fortitude Defense by 10 or more, the creature's Constitution score is reduced by 2, and its Strength score is reduced by 1. If at any time the creature’s Strength or Constitution scores are reduced to 0, the creature dies.

If the attack fails by 5 or more, after eight hours of rest, the character regains 1 point of their Constitution score, up to their normal maximum. If the attack fails by 10 or more, after eight hours of rest the creature regains 1 point of their Strength and Constitution scores, up to their normal maximum.
Blaster Carbine

This small Blaster Rifle has a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Some Blaster Carbines, such as the E-5 used by B1-Series Battle Droids, have a Retractable Stock. A Blaster Carbine without a Retractable Stock costs 850 credits (instead of 900 credits).

Because of its compact design, a Blaster Carbine can always be used to make an Attack of Opportunity, even if its stock is not folded. A Blaster Carbine requires a Power Pack to operate. After 50 shots, the Power Pack must be replaced.

**Weapon Type:** Rifles

**Size:** Medium

**Cost:** 900

**Damage:** 3d8

**Stun Setting:** YES

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

**Weight:** 2.2 Kilograms

**Type:** Energy

**Availability:** Restricted

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Blue Legacy

*Blue Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

You are descended from the Blue family, a free-spirited lineage of Zeltrons. Unlike others of your Species, your family has held a deep-seated sense of wanderlust, often traveling the galaxy throughout their entire lifespan. To that end, your relatives have taught you to best create and maintain the tools needed to survive in the galaxy, and you have learned these skills well.

**Prerequisite:** Zeltron

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to automatically treat your next Mechanics check as though you had rolled a 20 on the check.