recursal/Fanatic-Fandom huggingface dataset:
Clone Officer

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

*Affiliations: The Galactic Republic*

Designed by the Kaminoans to serve as squad leaders, the Clone Officer differs from the standard Clone Trooper in that his genetics have been modified to support a greater degree of creativity and leadership qualities, not to mention having undergone more rigorous combat and tactical training.

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

### Use in Play

The Clone Officer's primary concern is defeating their foes with as few casualties as possible, and will often direct their squad's attacks to the most vulnerable targets; after all, the less an enemy can attack, the less risk they pose.

### Build Options

* Trade Grazing Shot and Weapon Focus (Rifles) for Dual Weapon Mastery I and Dual Weapon Mastery II and the Blaster Rifle for a pair of Heavy Blaster Pistols.
* If fighting alongside a Jedi, consider dropping Grazing Shot and taking Jedi Familiarity to make the Clone Officer just a bit more dangerous.

## Clone Officer Statistics (CL 4)

Medium Human Nonheroic 6/Soldier 2

**Force Points:** 1

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

**Languages:** Basic

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 17, Will Defense: 12

Hit Points: 35, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Rifle +8 (3d8+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:** +6, **Grapple:** +7

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

**Special Actions:** **Commanding Presence**

### Base Stats

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

**Talents:** **Commanding Presence**

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

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

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Frag Grenade (1), Ion Grenade (1), Utility Belt with Power Pack
Churhee's Riflemen

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

*Main Article: Churhee's Riflemen*

More than a mercenary force, Churhee's Riflemen is a tight-knit band of sharpshooters with high standards of membership- and zero tolerance for those who don't appreciate the purity of ranged combat.

Formed in the decade following the end of the Clone Wars, Churhee's Riflemen took advantage of the Empire's stranglehold over military operations at the sector and system level. With many planetary defense forces either disbanded or nationalized, the need for independent contractors was stronger than ever.

Vlaydm Churhee drew upon his heritage as a sharpshooter in the Army of the First Line on Ulda Frav to form a squad of for-hire soldiers. Churhee's Riflemen advertised its talents throughout the Outer Rim's Sarin and Parmel Sectors, first serving as a unit within larger mercenary armies, then accepting solo jobs as its reputation grew. Soon, Churhee's Riflemen was regularly engaged in rear-guard harassment of enemy lines, scouting troop movements, and assassinating opposing commanders from long-range cover.

Churhee's Riflemen accepted any assignments regardless of ideology, sometimes even switching allegiances in the middle of a battle. That changed after a debacle in the Y'Trella System. While on a job for The Galactic Empire, the group found itself pinned down by the enemy and abandoned by the Imperial forces that had promised to provide backup. Almost all the Riflemen perished, and their founder, Vlaydm Churhee, was among the dead.

The survivors regrouped on Turcan III under the leadership of Vlaydm's widow, Maydla Churhee. They agreed to rebuild the unit, but this time as a fiercely anti-Imperial organization. Churhee's Riflemen still accepted jobs from sector crime lords and neutral parties, but it poured the profits into beefing up intel on the Parmel Sector's Moff Tallis. This intel allowed them to solicit specialty work from local cells of The Rebel Alliance.

The Riflemen became such an irritant to the Empire that Moff Tallis eventually flattened Turcan III with a full-scale military assault. More than half the Riflemen died while fighting a rear-guard delaying action, but the remainder escaped offworld thanks to an airlift organized by the Alliance.

The Battle of Turcan III cemented the members of Churhee's Riflemen as heroes of the Rebellion and brought the group galaxywide fame. The Rebel Alliance (and later The New Republic) kept the Riflemen busy with lucrative, exclusive assignments, in part so that they could exploit the propaganda value of having the Riflemen among their ranks.

After The New Republic captured Coruscant, Churhee's Riflemen no longer felt comfortable working for those in the seat of galactic power. The group returned to Turcan III, but this time with the clout and freedom to be picky about the mercenary jobs it selected. Churhee's Riflemen continues to take work from free-market gangsters, but it has a hatred for despots of all stripes.
Cel N'ero

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

*Affiliations: The Fringe*

*This Twi'lek's face is a bit too ashen and a bit too thin to seem wholly healthy. His yellow eyes are dilated slightly, and he licks his lips nervously. He's dressed in fine robes that haven't seen a washing in some time. He drums his overly long fingernails on the booth tabletop impatiently.*

Cel N'ero is an associate of Barin Trevina. Though the two might call one another friends, neither is above hanging the other out to dry under the right circumstances. N'ero is a small-time dealer in black-market items and fraud. He fancies himself a high roller, but he is no better than most of the gorg-bait that wanders the streets of Mos Eisley.

## Cel N'ero Statistics (CL 3)

Medium Twi'lek Scoundrel 3

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

**Initiative:** +8; **Senses:** Low-Light Vision, Perception +4

**Languages:** Basic, Huttese, Ryl

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 17, Will Defense: 12

Hit Points: 31, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +4 (3d6+1)

**Base Attack Bonus:** +2, **Grapple:** +3

**Attack Options:** Melee Defense, Point-Blank Shot

**Special Actions:** **Fool's Luck**, **Fortune's Favor**, Quick Draw

**Species Traits (Twi'lek):** Deceptive, Great Fortitude, Low-Light Vision

### Base Stats

**Abilities:** Strength 12, Dexterity 14, Constitution 15, Intelligence 13, Wisdom 6, Charisma 12

**Talents:** **Fool's Luck**, **Fortune's Favor**

**Feats:** Melee Defense, Point-Blank Shot, Quick Draw, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +7 (may reroll, must take second result), Gather Information +7, Initiative +8, Knowledge (Bureaucracy) +7, Perception +4

**Possessions:** Blaster Pistol, Vibrodagger, Holster (Concealed), Datapad, Ryll (3 Doses), 325 credits
Clone Gunner (Disambiguation)

**This article is a disambiguation page for Clone Gunner (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 Engineer:**

## Homebrew

* Clone Emplacement Gunner (CL 1) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Gunnery Marksman (CL 4) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Emplacement Sharpshooter (CL 6) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Carnivorous Plants

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*A large plant uses its vinelike tentacles to consume living creatures.*

Beings that erect permanent installations in forests or jungles often place Carnivorous Plants along commonly used paths as natural guardians and as a first line of defense against interlopers. Some beings might even bring them indoors for extra security.

## Carnivorous Plants Statistics (CL 6)

**Keywords:** Natural

**Trigger:** A being enters a square within 3 squares of a Carnivorous Plant.

**Attack:** +8 vs Reflex Defense

**Damage:** 2d12

**Recurrence:** Each round at the end of the target's turn, while the being remains within 3 squares of the Carnivorous Plant.

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

* **Acrobatics (DC 22):** As a Reaction, the character avoids being Grabbed when attacked by the plant, but they still take damage.
* **Knowledge (Life Sciences) (DC 22):** The character identifies the Carnivorous Plant, and knows that it will attack if they get too close, gaining a +2 circumstance bonus to Reflex Defense against the Hazard.
* **Stealth (DC 27):** When the character begins their turn within 3 squares of the Carnivorous Plant, the character avoids being detected by the Hazard for 1 round.

**Special:** If the Hazard's attack roll exceeds the target's Reflex Defense by 5 or more, the target is Grabbed and pulled toward the plant at a rate of 1 square per round. If the target reaches the Carnivorous Plant, the target is swallowed and can be freed only by destroying the Carnivorous Plant (Reflex Defense 8, Fortitude Defense 14).
Citizen

*Reference Book: Star Wars Saga Edition Dawn of Defiance (A Wretched Hive)*

*Affiliations: General Units*

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

## Citizen Statistics (CL 0)

Medium Nonheroic 1

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

**Languages:** Basic, Bocce

### Defenses

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

Hit Points: 2, Damage Threshold: 10

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +0 (1d4)

**Ranged:** Blaster Pistol +0 (3d6)

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

### Base Stats

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

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

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

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

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

*See also: Hazards, Poisons*

Specifically designed to target the Republic's Jango Fett clones, this contaminant was an effort led by Uthan that was destroyed before it could be finished. However, it is possible that some samples of the early incarnations of this chemical escaped destruction. It can be contracted via airborne contamination.

## Clone-Killer Gas Statistics (CL 8)

**Keywords:** Inhaled, Poison

**Trigger:** A creature is exposed to the Clone-Killer Gas.

**Attack:** +10 vs Fortitude Defense

**Damage:** 3d8 (-2 Persistent steps on the Condition Track)

**Recurrence:** Hourly, until the Clone-Killer Gas is treated.

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

* **Treat Injury (DC 30; Requires Medical Kit):** The character treats the Clone-Killer Gas.

**Special:** This Disease is designed specifically to target Republic Clones. Attacks by the Clone-Killer Gas against other Species have only a +1 bonus to their attacks.
Clone Engineer (Disambiguation)

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

## Homebrew

* Clone Flight Crew (CL 1) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Technical Squad (CL 3) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Soft-Shell (CL 4) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Engineer (CL 7) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Cerean Rebel Trooper

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

*Affiliations: The Rebel Alliance*

Rebel Troopers of the Alliance, Cereans use their sharp reflexes and analytical minds to aid operations.

 Cerean Rebel Trooper Statistics (CL 1)

Medium Cerean Nonheroic 3

**Initiative:** +11; **Senses:** Perception +7

**Languages:** Basic, Cerean

### Defenses

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

Hit Points: 10, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

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

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

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

**Base Attack Bonus:** +2, **Grapple:** +3

**Species Traits (Cerean):** Conditional Bonus Feat (Skill Focus (Initiative)), Intuitive Initiative

### Base Stats

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

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

**Skills:** Initiative +11 (may reroll, must take second result)

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

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

*See also: Backgrounds*

**Background Planet of Origin**

Your home is the jungle world of Cerea. You were raised in a society where harmony exists between civilization and nature. You have learned to appreciate the natural world, and you leave few marks on the land you inhabit.

**Relevant Skills:** Acrobatics, Knowledge (Life Sciences), Survival

**Bonus Language:** Cerean
Chalactan Adept Talent Tree

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

The teachings and practices of The Chalactan Adepts give them amazing strength of will, providing them with immense discipline over adverse manipulation of the mind and body. You must be a member of The Chalactan Adepts Force Tradition to select any of the Talents described below.

#### **Chalactan Adept**

As a member of The Chalactan Adepts, you possess an unusually high degree of insight into the hearts and minds of others around you. You may choose to reroll any Perception check made to Sense Deception or Sense Influence, keeping the better result.

#### **Lesser Mark of Illumination**

Seekers of Chalactan Enlightenment possess an intense willpower, allowing them to add twice their Wisdom modifier (minimum of 1) to their Will Defense.

#### **Greater Mark of Illumination**

*Prerequisite:* **Lesser Mark of Illumination**

Those who have been illuminated can withstand immense physical pain and torture. You are granted a bonus to your Damage Threshold equal to your Wisdom modifier.

#### **Chalactan Enlightenment**

*Prerequisites:* **Lesser Mark of Illumination**, **Greater Mark of Illumination**

Achievers of Chalactan Enlightenment are masters of within. You may spend a Force Point to become immune to all Mind-Affecting effects for the remainder of the encounter.
Claw

*Reference Book: Star Wars Saga Edition Core Rulebook*

**Droid System Type:**Appendages

**Cost:** 20 x Cost Factor

**Weight:** (5 x Cost Factor) Kilograms

Claws are an intermediate step between Tools and Hands. They are useful for grabbing onto objects to be moved, but aren't very good for tasks that require fine manipulation. For example, while a Droid could easily carry a blaster in its Claw, it would have difficulty firing it. A Droid using a Claw to perform a task that normally requires a true hand must make a DC 15 Dexterity check to succeed at the task. If the check fails, the Droid drops the object it is attempting to manipulate.
Clone Covert Ops (Disambiguation)

**This article is a disambiguation page for Clone Covert Ops (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 Covert Ops:**

## Official

* Shadow Trooper (CL 3) from *Dawn of Defiance*
* Clone Shadow Trooper (CL 7) from the *Clone Wars Campaign Guide*

## Homebrew

* Clone Shadow Trooper (CL 7) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Covert Ops Hunter (CL 7) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Covert Ops Commando (CL 8) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Celegian Starfighter Pilot

*Celegian Starfighter Pilot character data created by Wikia user SunsetMage001.*

*Affiliations: General Units*

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

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

This Celegian has set their Vehicle's atmosphere to one that suits them, rather than using a cumbersome Celegian Life-Support Chamber. Celegian pilots that work with crewmates of other Species usually install Environmental Filters on their ship to support multiple atmosphere types.

## Celegian Starfighter Pilot Statistics (CL 5)

Medium Celegian Nonheroic 4/Scout 4

**Force Points:** 2

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

**Languages:** Basic (understand only), 1 Unassigned; Broadcast Telepathy

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 21, Will Defense: 15; **Deep-Space Gambit**, Dodge, Mobility, Vehicular Combat

Hit Points: 35, Damage Reduction: 10 (Celegian Life-Support Chamber), Damage Threshold: 21

### Offense

**Speed:** 8 Squares (Flying), 10 Squares (Swimming)

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

**Ranged:** Heavy Blaster Pistol +7 (3d8+2)

**Ranged:** Weapon System +7

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

**Species Traits (Celegian):** Broadcast Telepathy, Expert Swimmer, Special Equipment (Celegian Life-Support Chamber)

### Base Stats

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

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

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

**Skills:** Initiative +10, Mechanics +10, Perception +10 (may reroll, must take second result), Pilot +15

**Possessions:** Padded Flight Suit (+3 Reflex, +1 Fortitude), Celegian Life-Support Chamber (+5 Fortitude), Heavy Blaster Pistol, Comlink (Short-Range), Tool Kit, R2-Series Astromech Droid, Vehicle or Starship (Cyanogen Interior)
Chironian Shadow Academy Student, Junior

*Chironian Shadow Academy Student, Junior character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Galactic Empire, Brakiss, Tamith Kai*

One of Luke Skywalker's early failures as leader of the New Jedi Order is Brakiss. The young student's fall to The Dark Side of The Force forces him to leave the academy and pursue training elsewhere. With the assistance of a group of witches from the Nightsister clan of Dathomir, Brakiss establishes the Shadow Academy for the Second Imperium.

The Shadow Academy becomes The Dark Side equivalent of Skywalker's Jedi Praxeum on Yavin 4. Unlike the doctrines of the Nightsisters, the Shadow Academy allows both male and female members. The students undergo a rigorous training regime to push them toward graduating as full-fledged Dark Jedi, ready to fight and eliminate the Jedi under Skywalker's tutelage.

The students of the Shadow Academy serve to defend their school, much like the Jedi students on Yavin 4, as well as help achieve the goals of their masters, Brakiss and Tamith Kai. Time and again, Brakiss uses his students as pawns in his plans to eliminate The Jedi.

The students of the Shadow Academy harass Skywalker and his students for several years through one plan or another. However, much of the influence of the Shadow Academy comes to a close after the destruction of the space station where it is housed, and Brakiss's subsequent death aboard it. Many students survive the station's destruction by being elsewhere at the time and pursue the secrets of The Dark Side on their own.

### Shadow Academy Student Encounters

The students of the Shadow Academy provide a good supply of low-level Dark Jedi at throw at the heroes during The New Jedi Order Era and can provide a legitimate source of future villains in campaigns set during the Yuuzhan Vong Invasion and The Legacy Era (the period before, during, and after The Sith-Imperial War).

## Chironian Shadow Academy Student, Junior Statistics (CL 2)

Large Chironian Jedi 2

**Force Points:** 3; **Dark Side Score:** 4

**Initiative:** +2; **Senses:** Perception +0

**Languages:** Chironian

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 15, Will Defense: 12 (14 vs Deception and Persuasion); **Deflect**, Stability

Hit Points: 40, Damage Threshold: 20

### Offense

**Speed:** 10 Squares; Deft Charge

**Melee:** Lightsaber +3 (2d8+1)

**Ranged:** By Weapon +3

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

**Base Attack Bonus:** +2, **Grapple:** +7

**Force Power Suite (Use the Force +7):** *Battle Strike*

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

### Base Stats

**Abilities:** Strength 11, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 8, Charisma 12

**Talents:** **Deflect**

**Feats:** Deft Charge, Force Sensitivity, Force Training, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +7, Use the Force +7

**Possessions:** Lightsaber, Dark Jedi Robes
Chewbacca's Bowcaster

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

**Equipment Type:** Heirloom Items

**Base Item:** Bowcaster

**Heirloom Bonus:** Legendary Icon

The favored Weapon of the loyal and dedicated hero Chewbacca, this Bowcaster represents decades of battle prowess in the hands of one of the greatest Wookiees of all time.

Perhaps the Bowcaster is handed down after Chewbacca's death to his descendants, a hero worthy enough to carry on Chewbacca's legacy.

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

**Size:** Large

**Damage:** 3d10

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 8 Kilograms

**Type:** Energy and Piercing

**Legendary Icon:** When carrying this item in plain sight, you gain favorable circumstances on all Charisma-based Skill Checks (except Use the Force checks).

**Accurate:**This weapon takes no penalty when firing at targets at Short Range.
Cinnagaran General Template

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

**Template Type:** General Templates

**Manufactured By:** Empress Teta (Planet)

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

**Applicable To:** Any Armor, Any Ranged Energy Weapon

Cinnagaran Manufacture items are manufactured on the sprawling metropolis world of Empress Teta, which has been at the center of galactic wars for over a thousand years.

**Weapons:** Cinnagaran Weapons deal both Energy and Bludgeoning damage.

**Armors:** Cinnagaran Manufacture Armor and Shields grant Damage Reduction 5 against weapons that deal Sonic damage, but it's Maximum Dexterity Bonus is reduced by 1.
Cerean Gangster

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

*Affiliations: General Units*

While most Cereans fall within the common image of the contemplative scholar, some are far more prone to using their intellect and insights for criminal pursuits.

Frequently found working as members of a crime syndicate, the Cerean Gangster prefers to operate under the civilized veneer of a businessman dealing in the needs of others, although they are not the least bit hesitant to resort to violence to get things done.

### Use in Play

The Cerean Gangster tends to focus on words before resorting to firepower under most circumstances, but once the fight starts they aren't shy about using lethal force unless they need their victims alive.

### Build Options

* Trade Precise Shot for a Skill Training to broaden the Cerean Gangster's choice of Trained Skills.
* Give the gangster increased firepower by swapping Weapon Proficiency (Advanced Melee Weapons) for Weapon Proficiency (Rifles) and then trading the Vibrodagger and Heavy Blaster Pistol for either a Blaster Carbine or a Blaster Rifle.
* Swap **Connections** for one of **Demand Surrender**, **Intimidating Defense**, or **Weaken Resolve** to further enhance their ability to Intimidate opponents.
* To hinder opponents that rely on Skill Checks to hinder or oppose the Cerean Gangster's actions, replace **Oafish** with **Stymie** to make those skill checks much more difficult to accomplish.

## Cerean Gangster Statistics (CL 5)

Medium Cerean Scoundrel 2/Noble 3

**Dark Side Score:** 4

**Initiative:** +13; **Senses:** Perception +8

**Languages:** Basic, Cerean, Huttese, Ryl, 3 Unassigned

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 16, Will Defense: 18

Hit Points: 35, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4+3)

**Melee:** Vibrodagger +4 (2d4+3)

**Melee:** Stun Baton +4 (2d6+3 (Stun))

**Ranged:** Heavy Blaster Pistol +4 (3d8+2)

**Ranged:** Hold-Out Blaster Pistol +4 (3d4+2)

**Base Attack Bonus:** +3, **Grapple:** +4

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

**Special Actions:** **Connections**, **Oafish**, **Presence**, Quick Draw

**Species Traits (Cerean):** Conditional Bonus Feat (Skill Focus (Initiative)), Intuitive Initiative

### Base Stats

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

**Talents:** **Connections**, **Oafish**, **Presence**

**Feats:** Linguist, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Initiative), Skill Training (Gather Information), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Gather Information +9, Initiative +13 (may reroll, must take second result), Knowledge (Bureaucracy) +9, Knowledge (Galactic Lore) +9, Perception +8, Persuasion +9

**Possessions:** Heavy Blaster Pistol, Hold-Out Blaster Pistol, Stun Baton, Vibrodagger, Comlink (Short-Range), Holster (2; Concealed), Holster (2; Hip)
Grinning Ghost

**Threat Level** | Medium

Grinning Ghosts are fearsome Cheshire-like creatures of the Wastes, contributed by Prince Harlequin. They are humanoid in form, with wide-pointed teeth, oddly-coloured cat-eyes, and long claws. It is a variation, but not uncommon, of certain Ghosts to not have coloured eyes at all, instead having their entire eye colored white or black. Their form appears solid, but anything and everything can pass right through, and they can easily make their getaway via the shadows and evaporating. This species is capable of human speech.
Charge

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Actions in Combat*

As a Standard Action you can move your Speed (minimum 2 squares) in a straight line, and then make a melee attack at the end of your movement. You gain a +2 competence bonus on your attack roll, but take a -2 penalty to your Reflex Defense until the start of your next turn.

You cannot Charge through low objects or squares occupied by opponents (allies do not hinder your Charge), and Charging through Difficult Terrain costs twice as much per square as normal. You cannot Tumble during your movement as a part of a Charge.

After you resolve a Charge, you can take no further Actions this turn (although other Actions can be taken prior to the Charge).
Chiss Mercenary

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

*Affiliations: The Fringe, The Chiss Ascendancy*

The Chiss are not widely known until after Grand Admiral Thrawn’s reinvigoration of the Empire and his attacks on The New Republic. The Chiss later become embroiled in galactic politics. While Chiss Mercenaries are not often encountered, they are highly effective. This character may also be used for other Chiss military characters.

 Chiss Mercenary Statistics (CL 5)

Medium Chiss Nonheroic 6/Soldier 3

**Force Points:** 4

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +9

**Languages:** Cheunh

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 16, Will Defense: 13

Hit Points: 40, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Blaster Pistol +6 (4d6+1) with Rapid Shot

**Ranged:** Heavy Blaster Rifle +9 (3d10+2)

**Ranged:** Heavy Blaster Rifle +7 (4d10+2) with Rapid Shot

**Ranged:** Heavy Blaster Rifle +4 (5d10+2) with Burst Fire

**Base Attack Bonus:** +7, **Grapple:** +8

**Attack Options:** Autofire (Heavy Blaster Rifle), Burst Fire, **Devastating Attack (Rifles)**, Point-Blank Shot, Precise Shot, Rapid Shot

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

### Base Stats

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

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

**Feats:** Burst Fire, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Rifles), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Mechanics +9, Perception +9

**Possessions:** Blaster Pistol, Heavy Blaster Rifle, Comlink (Short-Range), Mercenary Uniform
Akuma

**Threat Level** | Medium

Akuma are gruesome creatures of the Wastes, contributed by Hikari Hoshi (Miki). It has no upper jaw, and bleeds heavily from its mouth. The tip of its horns are alight with blue flame, as its tail. It only has front legs, like Kyo's form in Fruit Basket, each one dotted with five eyes. It has a huge ribcage, whose bones are visable from the outside, as well as the top of its vertebrae. It has giant claws as well, which it uses to hunt and sate its appetite for human souls. It resides in the heart of the Marshes, but due to the Wastes' growth, it now wanders on the borders too.
Climbing Clamps

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

**Starship Systems Type:** Starship Accessories

**Emplacement Points:** 1

**Availability:**Licensed

**Size Restriction:** Ground Vehicle (Walker)

**Cost:**4000

Walkers are sometimes required to operate in mountainous terrain, and many are equipped with some method of scaling inclines that most other Ground Vehicles would consider impassable. Climbing Clamps can be achieved through a variety of means, though the most common method is a repulsorlift-ballast combined with traction fields, extrapolated from tractor beam technology.

Having Climbing Clamps allows a Walker to make a Climb check, using their Crew Quality skill modifier, the Walker's Strength modifier, and the Walker's size modifier. Walkers with Climbing Clamps are able to scale sheer surfaces at DC 30, but are unable to benefit from ropes or the ability to brace against an opposing wall or corner.

A Walker cannot have both Climbing Clamps and the Tall Walker Emplacement.
Citizen Mob

*Citizen Mob data created by unknown Wikia user.*

*Affiliations: General Units*

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

This is relatively small mob, the size of Squads. Sometimes those are groups gathered together for self-defense; sometimes these mobs form during riots.

The statistics are derived by taking the basic statistics for the Citizen and applying the changes for Squad rules.

## Small Citizen Mob Statistics (CL 2)

Large (Squad) Nonheroic 1

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

**Languages:** Basic, Bocce

### Defenses

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

Hit Points: 4, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4, Area Attack)

**Ranged:** Blaster Pistol +4 (3d6, 1-Square Splash)

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

### Base Stats

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

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

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

**Possessions:** Blaster Pistol, Comlink (Short-Range), Various Personal Belongings, 20 credits
Chatting up the Locals (HI)

*Horning In Adventure Module created by Jeff Quick (Converted by Wikia user Darthauthor).*

*Main Page: Horning In*

*Preceded by Customs Procedures*

The heroes won't have to ask around long before they get directions to the sunward strut of the station, where Roald Lasdal works the second shift as a construction foreman. Roald is a simple type. He's friendly and straightforward but doesn't like to talk out in the open. If the heroes approach him on the job, he greets them and introduces them to nearby crewmembers as "Friends of the family." Then he shoos them off, gives them directions to his family's home in the residential district, and tells them to meet him there after his shift.

Once they're alone at his home, Roald herds his three children into another room, sits the heroes down around his kitchen table, and fills them in on the local color.

***"Okay, here's what we know. The plans for the Quadronomic Fluxer were created by a team of Nessemite designers down planetside. Once the government got wind of what that was all about, they figured as soon as word got out, Nessem would be dead center of a big shooting war. They're probably right. Anyway, our government officials at work- in the interests of fair business- have decided to sell the plans to the highest bidder.***

***"Now, that's gonna happen tomorrow in a sealed-bid auction. It's very hush-hush. Not even the Imperial presence on the station knows about it, though some spies might show up. Only those with proper diplomatic credentials will be allowed to enter bids on the plans.***

***"In the meantime, the plans are being held on a recently completed capital ship on the sunward strut of the station. My crew just finished building it, in fact. It's a beauty. You might want to take a look at it while you're here.***

***"Anyway, anyone who tried to get those plans out of here before tomorrow would have to slink around in air ducts to find them and crack some electronic security on arrival. Coming in the front door would be pretty well near impossible, what with the Droid guards and all. And since I'm a front-door kind of guy, I don't reckon that's the kind of work I'd be up for."***

Roald is a bit of a political spitfire for a Nessemite, having sided so strongly with the Rebellion. However, like others of his culture, he prefers to cite facts and let people draw their own conclusions, rather than try to persuade anyone. If asked, Roald's only comment on his planet's political choices is, "Neutrality's an expensive commodity."

*Continued in Doing it the Hard Way or Doing it the Easy Way*
Shpagin Model 71

**Used By** | Rojyan Military, especially the Guards Divisions. Rojyan Constables also use it in small numbers. Some weapons have made it into the black market.

Two national catastrophes were contributed to the Rojyan enthusiasm for submachine guns. The first was during violent uprisings within cities years ago in an attempt to kill the Kyuketsuki, and the second was during the Second War of the Wastes when it was obvious that automatic weapons would be needed while fighting at close range in urban areas.

An urgent demand for a light and simple weapon capable of a high volume of fire soon arose, and the answer to that was the Shpagin Model 71, designed by engineers of the Rojyan Engineer Corps and chambered to fire the 7.62×25mm Tokarev pistol round. The rate of fire was high, but a rudimentary compensator helped to steady the climb of the muzzle.

There was never any doubt about the weapon's effectiveness. Stripping was simplicity itself, as the receiver hinged open to reveal the bolt and spring. There was no selector lever on some of the late models, which meant that the gun was capable of only automatic fire. The Shpagin had two magazines, one was the heavy 71 round barrel drum and the other was the lightweight 35 round magazine. The 71 round barrel drum was somewhat less reliable and usually only used by fortress guards or guardsmen of certain divisions.

About 5 million Shpahins guns had been made within two years, and it was much cheaper and quicker to make than the preceding models. The Rojyans adapted their infantry tactics to take full advantage of such huge numbers. It is common to see small squads to entire divisions use Shpagins en masse. However, with that much ammunition using the drum magazine and the wooden stock, it is impractical for specialists to be equipped with these, although a few still use the Shpagin anyway.
Celegian EduCorps Worker

*Celegian EduCorps Worker character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: EduCorps, The Jedi*

The Educational Corps instructs its recruits in the ways of imparting knowledge, teaching them not only to be effective instructors but also to show patience and compassion for their pupils. Above all, they need to understand that one cannot always rely on The Force to reach one's goal. The idea of forcing somebody to learn something through The Force violates the basic doctrines of The Jedi Order.

The EduCorps provides instruction to the disadvantaged on countless worlds across the galaxy. Armed with the philosophy that knowledge of the universe and those who dwell in it increases one's understanding of life in the galaxy, these EduCorps scholars strive to learn all they can within the first few years of membership to prepare themselves to teach that knowledge to their future students.

Members of the EduCorps also study the worlds and cultures they visit, recording their experiences in the libraries located within the Jedi Temple on Coruscant.

## Celegian EduCorps Worker Statistics (CL 3)

Medium Celegian Nonheroic 6/Jedi 1

**Force Points:** 2

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

**Languages:** Basic (understand only), High Galactic (understand only), 2 Unassigned; Broadcast Telepathy

### Defenses

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 17, Will Defense: 13

Hit Points: 20, Damage Reduction: 10 (Celegian Life-Support Chamber), Damage Threshold: 17

### Offense

**Speed:** 8 Squares (Flying), 10 Squares (Swimming)

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

**Ranged:** By Weapon +3

**Base Attack Bonus:** +5, **Grapple:** +4

**Special Actions:** **Skilled Advisor**

**Species Traits (Celegian):** Broadcast Telepathy, Expert Swimmer, Special Equipment (Celegian Life-Support Chamber)

### Base Stats

**Abilities:** Strength 8, Dexterity 7, Constitution 10, Intelligence 16, Wisdom 12, Charisma 11

**Talents:** **Skilled Advisor**

**Feats:** Force Sensitivity, Skill Focus (Knowledge (Physical Sciences)), Skill Focus (Knowledge (Social Sciences)), Skill Training (Knowledge (Galactic Lore)), Skill Training (Knowledge (Social Sciences)), Skill Training (Use the Force), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Galactic Lore) +11, Knowledge (Life Sciences) +11, Knowledge (Physical Sciences) +16, Knowledge (Social Sciences) +16, Perception +9, Persuasion +8, Use the Force +8

**Possessions:** Celegian Life-Support Chamber (+5 Fortitude), Datacards (5), Datapad
Citadel Watchman

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

*Affiliations: The Inquisitorius*

Special security agents trained by Imperial Intelligence, Citadel Watchmen wear red and black Stormtrooper Armor to match the colors of Inquisitor robes.

## Citadel Watchman Statistics (CL 9)

Medium Human Soldier 9

**Force Points:** 4; **Dark Side Score:** 3

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

**Languages:** Basic

### Defenses

Reflex Defense: 27 (Flat-Footed: 23), Fortitude Defense: 25, Will Defense: 19; Combat Reflexes, Dodge, Mobility

Hit Points: 92, Damage Threshold: 25; **Tough as Nails**

### Offense

**Speed:** 4 Squares; Charging Fire, Powerful Charge

**Melee:** Unarmed +11 (1d6+7)

**Melee:** Stun Baton +11 (2d6+7 (Stun))

**Ranged:** Blaster Rifle +13 (3d8+4)

**Ranged:** Heavy Blaster Pistol +12 (3d8+4)

**Ranged:** Stun Grenade (2) +12 (4d6+4 (Stun), 2-Square Burst)

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

**Attack Options:** Autofire (Blaster Rifle), Point-Blank Shot, Precise Shot, **Stunning Strike**

### Base Stats

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

**Talents:** **Armored Defense**, **Improved Armored Defense**, **Melee Smash**, **Stunning Strike**, **Tough as Nails**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Charging Fire, Combat Reflexes, Dodge, Martial Arts I, Mobility, Point-Blank Shot, Powerful Charge, Precise Shot, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +12, Knowledge (Tactics) +9, Mechanics +9, Perception +12

**Possessions:** Battle Armor with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Heavy Blaster Pistol, Stun Baton, Stun Grenade (2), Binder Cuffs, Comlink (Short-Range), Glow Rod, Medpac
Evelyn Luciole

**Evelyn Luciole** is a major character in Shattered Crown.

## Appearance

Evelyn is tall, about 5'10, and well-muscled with a narrow frame. Hunting on the edge of the Wastes is more grueling than any training she's experienced, and it shows in her appearance. Her face has a tense, severe appearance, all sharp points and straight edges, and she rarely smiles. She does, however, smirk - often.

She has dark hair that reaches her shoulder blades, and it's always tied back in a tail while she's on the job, completely pulled away from her face. Evelyn has stern, calm eyes, fitting for someone in her line of work, that are almost lavender in color.

## Personality

Evelyn is a reserved, analytical person who enjoys nothing more than a task done right. If it's important enough, she doesn't care how much planning and meticulous preparation it takes. She has an eye for detail, and a very low tolerance for indecision and laziness. She's decent at reining in her harsh, sarcastic attitude most of the time, but it's always present, and it isn't difficult to tick her off.

Anyone who stands between Evelyn and her goals will likely get a good look at her more ruthless side, and she can be downright threatening when she needs to be. She can, however, be shockingly caring when she senses genuine vulnerability in someone, as she's not a spiteful person and has picked up a sensitive streak from raising her painfully shy son, Gavin.

## Doctor

The secret police in Falcon's Reach are privy to a wealth of useful information, and Evelyn uses her position within this system to aid the rebellion behind the scenes. While she was at it, she also decided to get her revenge on the King and his men through strategic attacks and ominous threats. In order to protect her identity, she does this behind a disguise and a fearsome alternate persona known as "Doctor."

The people of Falcon's Reach gave rise to this name because of her disguise's appearance: a long black coat, gloves, and a beaked mask similar to those of the old plague doctors. This mask hides a functioning respirator, which serves to protect her from the deadly gases and spores she uses as her signature weapon.

## Quotes

* "*We bend the rules for a reason, kid.*"
* "*I don't know how you've survived this long with such poor judgment.*" (To Usami)
* "*You wanna pit your two, maybe three years of training against my lifetime of being pissed off?*"

## Trivia

* Evelyn is an INTJ on the Meyers Briggs type indicator
Chadra-Fan CSA Security Guard

*Chadra-Fan CSA Security Guard character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Corporate Sector Authority*

*The gray Combat Jumpsuits worn by these guards indicate that they are employed by The Corporate Sector Authority. They appear to be well equipped to put down minor resistance, but you doubt that they have the ability to do much more than that.*

These Security Guards represent the standard level of security for CSA mine complexes on Nyriaan. Although competent, they are by no means infallible. Most guards are bored, at least until a disturbance attracts their attention. They communicate openly over their Comlinks, and grow suspicious if any guards fail to respond.

If captured, they know little of the Deluge Experiment. Sure, they have heard of it, but it's way beyond their security clearance.

## Chadra-Fan CSA Security Guard Statistics (CL 2)

Small Chadra-Fan Nonheroic 6

**Initiative:** +6; **Senses:** Darkvision, Perception +9

**Languages:** Basic, Chadra-Fan

### Defenses

Reflex Defense: 18 (Flat-Footed: 15), Fortitude Defense: 11, Will Defense: 11

Hit Points: 21, Damage Threshold: 11

### Offense

**Speed:** 4 Squares

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

**Melee:** Stun Baton +6 (2d6+2 (Stun))

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

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

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

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

**Species Traits (Chadra-Fan):** Darkvision, Heightened Awareness, Quality Repairs

### Base Stats

**Abilities:** Strength 15, Dexterity 16, Constitution 12, Intelligence 10, Wisdom 12, Charisma 8

**Feats:** Armor Proficiency (Light), Pin, Point-Blank Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +9 (may reroll, must take second result)

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Carbine, Blaster Pistol, Stun Baton, Comlink (Short-Range)