recursal/Fanatic-Fandom huggingface dataset:
Automated Weapon Emplacement

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

**Starship Systems Type:** Weapon Systems

 Advanced

Using localized targeting computers tied into the ship’s sensor array, it is possible integrate an automated firing mode onto Weapon Systems. The System Operator activates or deactivates the system with a Swift Action. There are two different types of Automated Weapon Emplacements- Basic and Advanced. These two systems operate in very different ways.

A Basic Automated Weapon Emplacement is essentially a dumb fire system that must be preprogrammed. The System Operator can select any square or cluster of squares (number of squares equal to the Vehicle’s Cost Modifier) within the weapon’s range and firing arc (or merely within range if the weapon is a turret). Once per round, if any target moves into or through this square, the weapon opens fire as a Reaction. The targeted square can be changed once per round as an additional Swift Action. A Basic Automated Weapon effectively has an attack bonus equal to the ship’s Intelligence modifier. Friends can be distinguished and excluded from the systems’ firing solution, which requires one Swift Action per target from the System Operator (this is performed automatically if the ship has an IFF Transponder installed).

An Advanced Automated Weapon Emplacement is capable of operating in dumb fire mode, but uses a Droid Brain integrated into the weapon to also enable a smart fire system. Once activated, the system will intelligently select and fire on perceived threats to the ship. A stock Advanced Automated Weapon Emplacement costs 8,000 credits times the craft’s Cost Modifier and functions as if controlled by a level 1 Nonheroic Droid with Strength and Dexterity scores of 10 and an Intelligence score equal to the ship to which it is installed. These emplacements can be customized, adding Nonheroic levels to the Droid Brain at a cost of 5,000 credits times the craft’s Cost Modifier per level and a successful Use Computer check (DC 25). The level of the Automated Weapon Emplacement's Character Level cannot exceed the Challenge Level of the craft in which it is installed.

Any Weapon System that also possesses the Autofire option can use it in conjunction with the automated weapon option. All range and size modifiers still apply to Automated Weapon Emplacements.
Ayy Vida

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

*Affiliations: The Fringe*

Enslaved to the petty crime lord Hat Lo, Ayy Vida is called upon to fulfill a variety of roles for the diminutive mastermind of Coruscant's Uscru District. Vida had been known to entertain potential partners and clients by accompanying them to establishments such as the Outlander Club, though she is just as often forced to murder Hat Lo's rivals by poisoning their drinks. When not entertaining clients, Vida acts as a waitress at the Sign of the Tri-Forked Tongue, a cantina that serves as Hat Lo's primary headquarters. Vida feels out of place in the wretched hive of scum and villainy, dreaming of a free life in the upper levels. However, Hat Lo's primary enforcer, Tas Kee, keeps a very sharp eye on Vida, rarely letting the striped dancer out of her sight.

Days before the onset of the Clone Wars, Vida is at the Outlander Club, preparing to seduce Hat Lo's latest mark when she spotted a heroic-looking man in a Republic military uniform. Drawing strength from her friend Lunae Minx, Vida approaches the Republic official, hoping to convince the man to do something to help her. Sadly, her conversation with the officer is interrupted when a pair of Jedi sever the arm of a patron. After the incident, Vida is dismayed to discover her savior had wandered off, forcing Vida to spend the entirety of the Clone Wars owned by Hat Lo.

## Ayy Vida Statistics (CL 3)

Medium Twi'lek Nonheroic 6/Scoundrel 1

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

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +2

**Languages:** Basic, Huttese, Ryl

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 13, Will Defense: 10; Slippery Maneuver

Hit Points: 23, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d6)

**Ranged:** By Weapon +6

**Base Attack Bonus:** +4, **Grapple:** +8

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

### Base Stats

**Abilities:** Strength 11, Dexterity 15, Constitution 11, Intelligence 12, Wisdom 9, Charisma 16

**Talents:** **Seducer**

**Feats:** Dodge, Martial Arts I, Skill Focus (Acrobatics), Skill Focus (Stealth), Skill Training (Deception), Skill Training (Persuasion), Slippery Maneuver, Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +15, Deception +11 (may reroll, must take second result; may substitute for failed Persuasion check, must take second result), Persuasion +11, Stealth +15

**Possessions:** Poisons

### Heroic Traits

**Event (Enslaved):** Ayy Vida is a slave owned by Hat Lo, gaining a +2 competence bonus to Grab and Grapple checks.
Attack with Ranged Weapons (Mass Combat)

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

*See also: Mass Combat, Attack Leader*

Units can make attacks using their ranged weapons. A Unit can target a Unit or Vehicle within its Range and attack with its ranged weapons as a Standard Action.

Individual characters cannot make ranged attacks against Units.
Anarrian Expert Assassin

*Anarrian Expert Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Fringe*

Expert Assassins are more than simple killers-for-hire. They are experienced, trained masters of dealing death outside normal combat. An Expert Assassin doesn't need to master the arts of mass battle, instead learning to kill at a time and place that removes as many variables as possible. Although dangerous in a stand-up fight, the Expert Assassin prefers to strike when the target is alone and vulnerable. Likely tactics include taking out targets at extreme range, setting explosives to eliminate them in their homes or vehicles, or finding an isolated venue in which to stab them in the darkness.

Most Expert Assassins belong to a guild or order, and they must abide by its rules. Some happily kill anyone if paid to do so, while others slay only for religious or philosophical reasons. Even governments might employ Expert Assassins as a means of eliminating foes too public to arrest or kill in combat.

## Anarrian Expert Assassin Statistics (CL 8)

Medium Near-Human (Anarrian) Soldier 4/Scoundrel 3/Assassin 1

**Force Points:** 4; **Dark Side Score:** 14

**Initiative:** +12; **Senses:** Perception +11

**Languages:** Anarrese, Basic

### Defenses

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 20, Will Defense: 21

Hit Points: 62, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +9 (1d4+6)

**Melee:** Vibroblade +9 (2d6+6)

**Ranged:** Sniper Blaster Rifle +11 (3d10+6)

**Ranged:** Sniper Blaster Rifle +12 (4d10+6) with Deadeye

**Ranged:** Sniper Blaster Rifle +14 (5d10+6) with Deadeye and Deadly Sniper

**Ranged:** Hold-Out Blaster Pistol +10 (3d4+4)

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

**Attack Options:** **Dastardly Strike**, Deadeye, Deadly Sniper, **Devastating Attack (Rifles)**, Point-Blank Shot, Precise Shot, **Sneak Attack** (+1d6)

**Special Actions:** **Ruthless**, Strength Surge

**Species Traits (Anarrian):** Strength Surge

### Base Stats

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

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Deadeye, Deadly Sniper, Point-Blank Shot, Precise Shot, Skill Training (Stealth), Sniper, Weapon Focus (Rifles), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +12, Perception +11, Stealth +12

**Possessions:** Sniper Blaster Rifle with Targeting Scope (Enhanced Low-Light), Hold-Out Blaster Pistol, Vibroblade, Comlink (Short-Range), Credit Chip, Electrobinoculars, Field Kit, Medpac (2), Utility Belt
Armor

*See also: Armor Qualities*

Protective armor exists in the *Star Wars* universe, but only the lightest types see widespread use. Heavier armor is considered to be too expensive, too restrictive, and just not worth the trouble unless it serves an additional function (such as providing environmental protection, as in the case of Imperial Snowtrooper Armor).

Many forms of armor are restricted or even illegal outside of approved military uses. In locations where armor isn't prohibited, the wearer of armor identifies himself as someone who either expects to cause trouble or expects trouble to come his way.

List of armors by Proficiency:

* **Light Armor:** The most common Armors, found anywhere from civilians to experienced hunters.
* **Medium Armor:** Considered the standard other armors compare themselves to, these Armors are typically used by military troopers, and various militia.
* **Heavy Armor:** Top of the line armor, primarily used by military specialists, and high-spec mercenaries.

## Armor Check Penalty

While wearing armor with which you are not proficient, you take an armor check penalty on attack rolls, as well as Skill Checks made using the following Skills:

* Acrobatics
* Climb
* Endurance
* Initiative
* Jump
* Stealth
* Swim

The type of Armor worn determines the size of the penalty: Light Armor, -2; Medium Armor, -5; Heavy Armor, -10. Additionally, you do not gain the armor's Equipment bonuses.

For example, a character not proficient with Light Armor who dons a suit of Stormtrooper Armor takes a -2 penalty on attack rolls and certain Skill Checks (see above). In addition, they do not gain the Armor's Equipment bonus on Perception checks, and cannot apply the Armor's Equipment bonus to his Fortitude Defense.

## To Wear Armor Or Not

*See also: Wearing Incomplete Armor*

A character's Reflex Defense can be improved with Armor; however a character who wears armor chooses to apply the armor's bonus to Reflex Defense instead of their Heroic Level. They also choose to take a penalty on certain Skill Checks, as noted in the above section.

As a character gains levels, Armor bonuses become less enticing. For example, a 5th-level heroic character has less reason to wear Armor that grants an Armor bonus of +5 or less, unless the armor confers some other useful benefit or the character has the **Armored Defense** or **Improved Armored Defense** Talents. Still, some characters enjoy the benefit of having a higher Fortitude Defense and Damage Threshold; against very dangerous opponents, Armor can literally be the difference between life and death.

## Encumbrance by Armor

*Main Article: Encumbrance*

Your armor defines your maximum Dexterity bonus to Reflex Defense, your Armor Check Penalty, your Speed, and how fast you move when you Run. Unless your character is weak or carrying a lot of gear, that's all you need to know. The extra gear your character carries, such as weapons and Medpacs, won't slow your character any more than your Armor already does.

If your character is carrying a really Heavy Load, however, then you'll need to calculate Encumbrance by Weight.
Ascension Gun

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

The Ascension Gun is a Heavy Blaster Pistol with a special Syntherope tether and a grappling-dart launcher attached. As a Swift Action, you can switch the Weapon from Blaster mode to Ascension mode. When fired in Ascension mode, the Weapon shoots a grappling dart attached to the Syntherope, tethering the Weapon to the target. If the tether is projected vertically, the Ascension Gun can pull the wielder upward at a speed of 12 squares per round, with a maximum vertical lift capacity of roughly 720 kg.

An Ascension Gun can also be used to create a zipline to a target surface after the Syntherope has been secured to a fixed object at the shooter's location. The zipline allows the wielder to slide along the line at a speed of 12 squares per round if the destination has a lower elevation. In Ascension mode, the Ascension Gun has a maximum Range of 30 squares (45 meters).

In Blaster mode, an Ascension Gun functions like a normal Heavy Blaster Pistol. Ascension Guns are somewhat bulkier than other Weapons of the same size, imposing a -5 penalty to Stealth checks made to conceal the Weapon.

An Ascension Gun requires a Power Pack to operate. After 50 shots, the Power Pack must be replaced. Additionally, the Ascension Gun carries only two lengths of Syntherope; after 2 uses, the Syntherope must be replaced.

**Weapon Type:** Pistols

**Size:** Medium

**Cost:** 1,200

**Damage:** 3d8

**Stun Setting:** YES

**Rate of Fire:** Single-Shot

**Weight:** 2 Kilograms

**Type:** Energy

**Availability:** Military

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Auxiliary Inquisitor

*Reference Book: Star Wars Saga Edition Dawn of Defiance (A Reckoning of Wraiths)*

*Affiliations: The Inquisitorius*

*Dressed in the red and black uniforms of The Inquisitorius, these three visibly seethe with hatred and fury.*

The three Inquisitors here are typically assigned to ferret out Jedi and other illicit practitioners of The Force. Due to the chaos on Coruscant, they've been pulled to assist Inquisitor Valin Draco in the attack on The *Resurgence*. They're none too happy about the change in duties, and they're more than willing to take their ire out on one or two prisoners who won't be missed.

## Auxiliary Inquisitor Statistics (CL 8)

Medium Human Jedi 4/Scout 3/Force Adept 1

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

**Initiative:** +11; **Senses:** Use the Force +11

**Languages:** Basic, High Galactic

### Defenses

Reflex Defense: 22 (Flat-Footed: 20), Fortitude Defense: 20, Will Defense: 24; Dodge, Mobility

Hit Points: 64, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+4)

**Melee:** Short Lightsaber +6 (2d6+4)

**Melee:** Short Lightsaber +4 (3d6+4) with Rapid Strike

**Ranged:** Blaster Pistol +8 (3d6+4)

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

**Attack Options:** **Channel Aggression**, Careful ShotH, Point-Blank Shot, Power Attack, Rapid Strike

**Special Actions:** **Gauge Force Potential**, **Power of the Dark Side**

**Force Power Suite (Use the Force +11):** *Farseeing*, *Force Lightning*, *Mind Trick*

*H- Human bonus Feat*

### Base Stats

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

**Talents:** **Acute Senses**, **Channel Aggression**, **Force Perception**, **Gauge Force Potential**, **Power of the Dark Side**

**Feats:** Careful ShotH, Dodge, Force Sensitivity, Force Training, Mobility, Point-Blank Shot, Power Attack, Rapid Strike, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11, Knowledge (Galactic Lore) +10H, Use the Force +11 (may substitute for Perception checks)

**Possessions:** Blaster Pistol, Short Lightsaber, Comlink (Short-Range), Inquisitorius Uniform

*H- Human bonus Feat or Trained Skill*
Arkanian Offshoot Sith Apprentice (WE)

*Arkanian Offshoot Sith Apprentice character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sith*

Sith Apprentices take many guises throughout the galaxy’s history. Some live in times where they hold official roles within an Empire. However, most hide in the shadows and the fringes of society, sometimes by choice, often by necessity. They excel at using fear against their enemies.

## Arkanian Offshoot Sith Apprentice Statistics (CL 10)

Medium Arkanian Offshoot Noble 5/Soldier 2/Sith Apprentice 3

**Force Points:** 8, Strong in the Force; **Dark Side Score:** 13

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

**Languages:** Arkanian, Basic, 3 Unassigned

### Defenses

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

Hit Points: 70, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d4+9)

**Melee:** Lightsaber +13 (2d8+9)

**Melee:** Lightsaber +10 (2d8+9) and Lightsaber +10 (2d8+9) with Double Attack

**Ranged:** **Lightsaber Throw** +10 (2d8+5)

**Base Attack Bonus:** +8, **Grapple:** +12

**Attack Options:** **Devastating Attack (Lightsabers)**, Double Attack (Lightsabers), **Lightsaber Throw**

**Special Actions:** **Demand Surrender**, Determination, **Presence**, **Weaken Resolve**

**Force Power Suite (Use the Force +17):** *Dark Rage*, *Fear*, *Force Grip*, *Rebuke*

**Force Techniques:** Improved Move Light Object

**Species Traits (Arkanian Offshoot):** Conditional Bonus Feat (Skill Focus (Pilot)), Determination

### Base Stats

**Abilities:** Strength 18, Dexterity 13, Constitution 10, Intelligence 13, Wisdom 13, Charisma 15

**Talents:** **Devastating Attack (Lightsabers)**, **Demand Surrender**, **Multiattack Proficiency (Lightsabers)**, **Presence**, **Weaken Resolve**, **Lightsaber Throw**

**Feats:** Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Linguist, Skill Focus (Pilot), Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +12, Initiative +11, Knowledge (Galactic Lore) +11, Perception +11, Persuasion +12, Pilot +16, Use the Force +17

**Possessions:** Lightsaber (Self-Built), Comlink (Short-Range), Credit Chip, Holoprojector, Datapad
Asteroid Run (PaP)

*Pride and Piracy Adventure Module created by Tommy "VerdantSF" Roddy (Converted by Wikia user Darthauthor).*

*Main Page: Pride and Piracy*

*Preceded by Bullseye*

The PCs have the option to head to the Pirate's Shadow Asteroid field at sublight speed, however, that will put them in danger of running into CorSec patrols and other pirates, like the Binayre and Silestro gangs. However, as an alternative, they can perform an intrasystem Hyperspace jump, though that will require a Use Computer check. If they succeed, proceed below. Otherwise, they'll have to proceed to the asteroid field at sublight speed according to the first option. Roll 1d100.

 51-100
***"Surrender immediately or we will attack"*** is all the pirates say. Jorwick shakes his head profusely and informs the PCs that while the leader of the Binayre, Captain Kath Scarlet, is most likely on her way to the summit, her pirates are notorious for killing hostages, unlike The Hidden Daggers.
Regardless of the PCs response, the pirates begin to attack. The PCs have 3 rounds before they enter the asteroid field. The pirates will continue to chase them for three rounds, before giving up.

If the PCs were chased by Binayre pirates into the asteroid field, they'll have to navigate for only 2 more rounds in the field. Otherwise, they'll have to maneuver within it for 5 rounds.

*Continued in Piercing the Void*
Arkanian Scientist

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

*Affiliations: Adascorp*

Pushing the boundaries of scientific knowledge without concern for ethics or morality, the Arkanian Scientist is more concerned with the results of their research, feeling that what methods they employ to achieve the desired goal can be justified.

Believing that they are amongst the more intelligent members of a race that views itself as being more intelligent than the galactic community, the Arkanian Scientist is often as arrogant as they are brilliant.

### Use in Play

While the Arkanian Scientist is capable of defending themselves from attack, they prefer to avoid combat where possible. They can make an excellent source of information for the heroes about topics that they might otherwise be clueless about.

### Build Options

* Instead of Knowledge (Physical Sciences), apply the Skill Focus feat to Treat Injury instead to enable the scientist that can easily perform complex surgeries.
* To make the scientist a team lead, swap **Educated** for **Coordinate** and both Skill Focus feats for Skill Training in Knowledge (Bureaucracy) and Persuasion.
* Change the scientist's area of expertise by trading training and Skill Focus in Knowledge (Life Sciences) for Mechanics and Skill Training (Treat Injury) for either Tech Specialist or Starship Designer.
* Consider applying the Arkanian General Template to the Sporting Blaster Pistol to give the scientist a weapon that is a bit out of the norm.

## Arkanian Scientist Statistics (CL 4)

Medium Arkanian Nonheroic 6/Noble 2

**Dark Side Score:** 5

**Initiative:** +4; **Senses:** Darkvision, Perception +11

**Languages:** Arkanian, Basic, Binary, Bocce, Durese, High Galactic, Huttese, Ryl, 3 Unassigned

### Defenses

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

Hit Points: 30, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Sporting Blaster Pistol +5 (3d4+1)

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

**Special Actions:** **Educated**, Flash of Genius, Recall

**Species Traits (Arkanian):** Darkvision, Logical Reasoning, Flash of Genius

### Base Stats

**Abilities:** Strength 10, Dexterity 10, Constitution 12, Intelligence 18, Wisdom 14, Charisma 11

**Talents:** **Educated**

**Feats:** Linguist, Predictive Defense, Recall, Skill Focus (Knowledge (Life Sciences)), Skill Focus (Knowledge (Physical Sciences)), Skill Training (Perception), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Life Sciences) +18, Knowledge (Physical Sciences) +18, Knowledge (Technology) +13, Perception +11, Treat Injury +11, Use Computer +13

**Possessions:** Sporting Blaster Pistol, Datapad (Mastercraft, Memory Upgrade), 2d4 Datacards (Research Notes), Lab Coat
Attacks

*See also: Character Combat*

Attacking is a Standard Action. When you make an attack roll, roll 1d20 and add the appropriate modifiers. If your result is equal to or higher than the target's Reflex Defense, you hit and deal Damage.

Your attack roll with a melee weapon or unarmed attack is:

### **1d20 + Base Attack Bonus + Strength Modifier**

Your attack roll with a ranged weapon is:

### **1d20 + Base Attack Bonus + Dexterity Modifier + Range Penalty (If Any)**

* *Base Attack Bonus:* Your Heroic Class and level determine your Base Attack Bonus.
* *Strength Modifier:* Strength helps you swing a weapon harder and faster, so your Strength modifier applies to melee attack rolls.
* *Dexterity Modifier:* Since Dexterity measures coordination and steadiness, your Dexterity modifier applies to attacks with ranged weapons.
* *Range Penalty:* A ranged weapon can attack a target at Point-Blank, Short, Medium, or Long Range. If you make a ranged attack against a target within the weapon's Point-Blank Range, you take no penalty on the attack roll; your penalty on attack rolls increases to
	+ -2 at Short Range,
	+ -5 at Medium Range,
	+ and -10 at Long Range.

## Critical Hits

When you roll a Natural 20 on your attack roll (the d20 comes up "20"), the attack automatically hits, no matter how high the defender's Reflex Defense. In addition, you score a Critical Hit and deal double damage. All targets are subject to Critical Hits, even inanimate objects.

### Automatic Misses

When you roll a Natural 1 on your attack roll (the d20 comes up "1"), the attack automatically misses, no matter how high the bonus on the attack roll is.

Effects that negate an attack (such as **Block**, **Deflect**, or Vehicular Combat) or cause an attack to automatically miss (such as spending a Destiny Point) can also negate a Critical Hit.

### Area Attacks

A Natural 20 on an Area Attack roll automatically hits all targets within the affected area, but Area Attacks do not deal double damage on a Critical Hit.
Alzoc III

*Alzoc III Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

Alzoc III is the frozen homeworld of the Talz. When the Empire discovered the out-of-the-way ice world, it realized that the Talz- massive but meek- would make excellent slave laborers. The gentle giants were set to work digging raw ore from deep pits bored into Alzoc III's crust. The Empire failed to record this find in the planetary registry, and the Talz's oppression continued, unnoticed by the freedom fighters of The Rebel Alliance.

When an unconventional Imperial officer named Pter Thanas was assigned to the Alzoc III garrison, he was impressed by the work ethic of its natives. Reasoning that the slaves would work more efficiently if they were fed, he increased their daily rations. Soon afterword, Thanas accidentally stumbled near the edge of an open mine shaft, but a furry paw yanked him back to solid ground, saving his life.

Months later, when the food allotments where reduced again, Thanas was ordered to demolish the village of a Talz headman who had protested. He refused to comply. Furious at his insubordination, the garrison commander had Thanas reassigned to the even more remote Rim world of Bakura. The lessons Thanas learned from the Talz served him well at his new post, especially when a group of Rebels arrived at Bakura, offering a truce.

Retreating after the Battle of Endor, Imperial soldiers were forced to abandon many of their posts in The Outer Rim, including Alzoc III. Eight years after Endor the long-dormant Imperial Battlemoon *Eye of Palpatine* was reactivated and, with Luke Skywalker aboard, began making preprogrammed troop pickups. When the ship arrived at the ice planet, it found no trace of the once-thriving Imperial base. Determined to fulfill its programming in spite of this fact, the *Eye of Palpatine* brought aboard a bewildered group of Talz instead. Fortunately, Luke was able to defeat the automated dreadnaught and return the peaceful aliens to their homeworld.

### Alzoc III Statistics

**Region:** The Outer Rim

**Climate:** Artic

**Gravity:** Standard

**Moons:** 0

**Length of Day:** 28 Standard Hours

**Length of Year:** 347 Local Days

**Sapient Species:** 95% Talz (Native), 4% Human, 1% Other Species

**Government:** Tribal Meritocracy

**Capital:** None

**Major Exports:** Minerals, Ore, Slaves

**Major Imports:** Foodstuffs, Technology
Arg'garok

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

The Arg'garok is a rarely seen weapon created by the Gamorreans and prized by their greatest warriors. The Arg'garok resembles nothing more than a huge axe, balanced so that only the strongest and best-trained warriors can use it effectively.

Any character attempting to wield an Arg'garok without a Strength score of 15 or higher suffers a -5 penalty on attack rolls with the weapon. Gamorreans treat the Arg'garok as an Advanced Melee Weapon instead of an Exotic Weapon (Melee).

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

**Size:**Large

**Cost:** 150

**Damage:** 2d12

**Stun Setting:** NO

**Weight:** 2 Kilograms

**Type:** Slashing

**Availability:** Rare
Assault (Mission)

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

*See also: Mission Generator, Assault*

Heroes on an Assault mission must attack on one or more enemy positions. The objective of the mission is to kill, drive off, or otherwise incapacitate the enemy defenders, denying them the specified location. The condition of the enemy position after the defense are neutralized is not important.

**Success:** The enemy position must be taken or destroyed, and the enemy defenders must be captured, forced to retreat, or destroyed.
Assassin Droid

*Assassin Droid data created by Wikia user DX-2052.*

*See also: Droid Chassis*

All Assassin Droids have the following Chassis Traits:

* **Ability Modifiers:** All Assassin Droids receive a +2 bonus to Intelligence, but suffer a -2 penalty to Strength. Assassin Droids are cunning and independent, but not built for heavy lifting.
	+ Like other Droids, Assassin Droids have no Constitution score.
* **Size:** Assassin Droids are typically of Medium size, gaining no bonuses or penalties for their size.
* **Speed:** Assassin Droids have a base speed of 6 squares and use Walking Locomotion.
* **Droid Traits:** Assassin Droids are 4th-Degree Droids and have all Droid immunities and typical Droid Traits.
* **Bonus Equipment:** Assassin Droids are constructed with the following Droid Systems installed in each:
	+ Walking Locomotion
	+ Heuristic Processor
	+ 2 Hand Appendages
	+ Internal Comlink
	+ Locked Access
	+ Vocabulator
* **Bonus Feat:** An Assassin Droid can select Skill Training (Deception) or Skill Training (Stealth) as a bonus Feat. An Assassin Droid can take only one these bonus Feats.
* **Internal Weapon:** An Assassin Droid has a Tool Appendage, as the Concealed Item Droid Accessory, that acts as an internal weapon. The internal weapon must be a Simple Weapon, Advanced Melee Weapon, Pistol, or Rifle costing less than 400 credits.
	+ An Assassin Droid is always proficient with their Internal Weapon.
* **Automatic Languages:** All Assassin Droids can speak, read, and write both Basic and Binary.
Artruk

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

*Affiliations: The Fringe*

A green-skinned Twi'lek who briefly rose to influence in the wake of scandal surrounding Clan Fenn and Clan Secura, Artruk gains access to some of the city's more secure vaults, and often acts as a fence and warehouse for the galaxy's most wealthy and the criminal elite. Eight months into the Clone Wars, Corporate Alliance Magistrate Passel Argente contracts the corpulent Twi'lek to store the spoils of Christophsis, which Argente had independent agents loot mercilessly after Whorm Loathsom had seized control of the crystal planet. Artruk was unaware that storing the ill-gained goods would result in disastrous consequences for his entire planet.

Wat Tambor had embedded a Spy Droid amongst the Magistrate's staff, and learned of the secret storehouse. Determined to pilfer the riches for himself, Tambor authorizes moving Ryloth up from priority number seventy to number one. In the ensuing invasion, it is unclear what became of Artruk, though if he survived he never held such significant influence again.

## Artruk Statistics (CL 4)

Medium Twi'lek Nonheroic 6/Scoundrel 2

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

**Initiative:** +4, Bad Feeling; **Senses:** Low-Light Vision, Perception +5

**Languages:** Basic, Bocce, Huttese, Ryl

### Defenses

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

Hit Points: 34, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

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

**Ranged:** By Weapon +5

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

**Special Actions:** Friends in Low Places

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

### Base Stats

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

**Talents:** **Illicit Dealings**

**Feats:** Bad Feeling, Friends in Low Places, Improved Defenses, Skill Focus (Persuasion), Skill Training (Deception), Skill Training (Gather Information), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +16 (may reroll, must take second result), Gather Information +16, Knowledge (Bureaucracy) +11, Knowledge (Galactic Lore) +11, Persuasion +11 (may reroll to Haggle for Restricted Items, may keep better result)

**Possessions:** Comlink (Encrypted, Short-Range), Datapad, Various Personal Belongings, Vault Keys
Audio Enhancers

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

**Droid System Type:** Droid Accessories (Miscellaneous Systems)

**Cost:** 2000

**Weight:** 1 Kilogram

Audio Enhancers increase the sensitivity of a Droid's aural sensors, enabling it to pick up sounds not normally perceived by standard sensors. When Eavesdropping or Listening for distant and ambient sounds, a Droid equipped with Audio Enhancers can reroll Perception checks, keeping the better of the two results. All other modifiers for the Perception check still apply.
Arrow-23 Landspeeder

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

The Aratech Arrow-23 Landspeeder is an enclosed speeder truck designed for hunters and adventurous tourists on fringe worlds. It has a comfortable interior (or a luxury interior for 10,000 credits more), a rugged exterior able to resist most animal attacks (and some blaster fire), and extensive cargo capacity. It is also one of the fastest commercial Landspeeders on the market, a quality that endears it to many police forces and bounty hunters. It's easily modified, and it can be found serving as a security transport for VIPs, a prisoner transport, a light scout, and a ground smuggling vehicle in addition to its normal civilian uses.

It also lends itself to service as a light military craft, often called a "Tramp Shuttle," though it lacks the capacity to mount more than a few weapons. Most Weapon Systems must be mounted on open turrets, to be fired by a Gunner who is only partially concealed by the speeder's body. A typical combat model is presented below; the civilian model has no weapons and costs 4,000 credits less.

## Arrow-23 Landspeeder Statistics (CL 2)

Huge Ground Vehicle (Speeder)

**Initiative:** +7; **Senses:** Perception +5

### Defenses

Reflex Defense: 17 (Flat-Footed: 13), Fortitude Defense: 21; +5 Armor

Hit Points: 120; Damage Reduction: 5; Damage Threshold: 31

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 400 km/h)

**Ranged:** Laser Cannon +1 (see below)

**Ranged:** Grenade Launcher +1 (see below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**(Passengers), +5 **Cover Bonus** (Gunner)

**Base Attack Bonus:** +0; **Grapple:** +9

**Special Actions:** Battlefield Effects

### Abilities

Strength: 32, Dexterity: 19, Constitution: -, Intelligence: 12

**Skills:** Initiative +7, Mechanics +5, Perception +5, Pilot +7, Use Computer +5

### Ship Statistics

**Crew:** 2 (Normal Crew Quality); **Passengers:** 5

**Cargo:** 800 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 10,800 (3,400 Used)

### Weapon Systems

#### **Grenade Launcher (Gunner)**

**Attack Bonus:** +1, **Damage:** 4d6, 2-Square Burst
Ando

*Ando Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A watery planet in The Mid Rim with few solid landmasses, Ando is home to the belligerent, walrus-faced Aqualish. The higher-class Aquala ("Webbed" Aqualish) prefer to live on floating raft cities and large sailing ships, while the low-status Quara ("Fingered" Aqualish) inhabit the larger islands of Ando. Ando mainly exports foodstuffs from its seas.

A sister planet in the same system has a blasted, uninhabitable surface, the apparent aftermath of an Aqualish war soon after the Species discovered space travel. The aggressiveness of the Aqualish concerned the Republic, and the Species was demilitarized and closely observed. This led to a strained relationship between the Aqualish and the Republic.

As the Separatist crisis spread throughout the galaxy preceding the Clone Wars, Ando seceded from the Republic, with Senator Po Nudo joining The Confederacy of Independent Systems. With the rise of the Empire, Ando became a police state; Imperials cracked down on any Aqualish uprisings. Ando was also targeted by Grand Admiral Thrawn as part of a multipronged attack intended to draw New Republic forces away from Ukio.

### Ando Statistics

**Region:** The Mid Rim

**Climate:** Temperate

**Gravity:** High Standard (122%)

**Moons:** 2

**Length of Day:** 26 Standard Hours

**Length of Year:** 342 Local Days

**Sapient Species:** 97% Aqualish (Native), 2% Human, 1% Other Species

**Government:** Military Administration

**Capital:** Quantill City

**Major Exports:** Foodstuffs, Raw Materials, Salt

**Major Imports:** Lumber, Technology
B1-Series Battle Droid Squad

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

*Affiliations: The Confederacy of Independent Systems*

The following statistics are for a Squad of B1-Series Battle Droids. The statistics are derived by taking the basic statistics for the B1-Series Battle Droid and applying the changes for Squad rules.

 B1-Series Battle Droid Squad Statistics (CL 3)

Large 4th-Degree Droid (Squad) Nonheroic 3

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

**Languages:** Basic, Binary

### Defenses

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

Hit Points: 20, Damage Threshold: 21

**Immune:** Droid Traits, Squad Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +7 (1d3+1, Area Attack)

**Ranged:** Blaster Carbine +5 (3d8, 1-Square Splash)

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

**Base Attack Bonus:** +2; **Grapple:** +8

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

### Base Stats

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

**Feats:** Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +6

**Droid Systems:** Walking Locomotion, Remote Receiver, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Blaster Carbine
Arms Merchant

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

*Affiliations: General Units*

There's always somebody out there in need of a weapon, and the Arms Merchant is just the person to sell it to them... at a tidy profit of course. For the most part, the Arms Merchant doesn't care who is buying their merchandise, only that their credits are good.

Some Arms Merchants hide their profession behind a more respectable retail vocation, while others are more honest about their line of work. Either way, if you need a specific model of high-performance weapon, rarely is the Arms Merchant unable to acquire it.

### Use in Play

The Arms Merchant is just as good at using their wares as they are at dealing in them, and will make use of their contacts to procure the weapon best suited to deal with their opponents. Heroes can either bust up an illegal arms deal, or can seek out the Arms Merchant in the hopes of replacing or upgrading their own weapons.

### Build Options

* Trade Far Shot for Desperate Gambit to give the Arms Merchant's accuracy a slight nudge or for Assured Attack for better damage potential.
* Swap the levels of Scout for Scoundrel and **Barter** for **Illicit Dealings** to reflect an Arms Merchant that deals almost exclusively in contraband munitions.
* Consider trading Grazing Shot for Flash and Clear to enable the Arms Merchant to make a speedy escape if combat turns against them.

## Arms Merchant Statistics (CL 5)

Medium Nonheroic 4/Scout 2/Noble 2

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

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

**Languages:** Basic, Bocce, Huttese, Rodese, 2 Unassigned

### Defenses

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

Hit Points: 35, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5 (1d4+2)

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

**Ranged:** Concussion Grenade (1) +6 (8d6+2, 2-Square Burst)

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

**Attack Options:** Bantha Herder, Far Shot, Grazing Shot, Point-Blank Shot

**Special Actions:** **Connections**

### Base Stats

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

**Talents:** **Barter**, **Connections**

**Feats:** Bantha Herder, Far Shot, Grazing Shot, Linguist, Point-Blank Shot, Skill Training (Perception), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Initiative +10, Knowledge (Technology) +10, Perception +10, Persuasion +11 (may reroll to Haggle, must take second result)

**Possessions:** Heavy Blaster Pistol (Improved Accuracy; Extra Power Source, Targeting Scope (Standard)), Concussion Grenade (1), Comlink (Short-Range), Credit Chip (2500 credits), Datapad (Inventory Database)
B'omarr Monk

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

*Affiliations: The B'omarr Order*

The B'omarr Monks use modified BT-16 Perimeter Security Droids as carriers of the brains of enlightened members of their order, who are said to have transcended the need for their corporeal forms.

 B'omarr Monk Statistics (CL 5)

Large Nonheroic 6/Scout 3

**Force Points:** 2

**Initiative:** +6; **Senses:** Low-Light Vision,Perception +20

**Languages:** Basic, Binary, 4 Unassigned

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 20, Will Defense: 18; Extra Legs

Hit Points: 39, Damage Threshold: 25

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Leg Spike +11 (1d6+6)

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

**Base Attack Bonus:** +6; **Grapple:** +16

**Special Actions:** **Fade Away**

### Base Stats

**Abilities:** Strength 20, Dexterity 14, Constitution -, Intelligence 18, Wisdom 18, Charisma 18

**Talents:** **Acute Senses**, **Fade Away**

**Feats:** Force Sensitivity, Improved Defenses, Skill Focus (Climb), Skill Focus (Perception), Skill Training (Climb), Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles)

**Skills:** Climb +20, Endurance +15, Knowledge (Social Sciences) +14, Perception +19 (may reroll, must take second result), Persuasion +14, Use the Force +14

**Droid Systems:** Walking Locomotion, Extra Legs, Organic Brain, Improved Sensor Package, Internal Comlink, Vocabulator

**Possessions:** Videorecorder
Attacks (Mass Combat)

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

*See also: Mass Combat*

All Units can make melee and ranged attacks if they possess the appropriate weaponry. Apply the bonuses to the attack roll and compare the result to the Reflex Defense of the target, as normal. A Unit's attack bonuses are listed in it's statistics blocks.

## Melee Attacks

A Unit can make Melee Attacks against another Unit occupying the same space (see Occupying the Same Square). Only ground Units can make Melee Attacks, and only against other ground Units.

## Ranged Attacks

A Unit can make Ranged Attacks against Unit's within its Weapon Range.

*1: This Weapon can be used only at Point-Blank or Long Range.*

*2: This Weapon can be used only at Point-Blank Range.*

### Vehicle Attacks

Individual Vehicles can make attacks against Units as normal. Vehicle Units follow all the same restrictions as Nonvehicle Units on their attacks.

Vehicles and Vehicle Units use the standard Starship Scale for determining the Range on their Weapon Systems. Character Scale weapons, such as those wielded by Nonvehicle Units, use the Mass Combat Weapon Ranges table (above) to determine their Range at Starship Scale.

All normal weapon Range penalties still apply.

## Critical Hits and Automatic Misses

If an attacker making a non-Area Attack against a Unit rolls a Natural 20, the target Unit is automatically hit and takes full damage from the attack instead of half damage (see Damage). If an attacker making an Area Attack rolls a Natural 20, it is still an automatic hit, but the damage remains the same.

A Natural 1 on an attack against a Unit is always a miss.
Attacks of Opportunity

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Character Combat*

If an opponent moves out of a square adjacent to you, or performs an action that forces them to let down their guard, you can make a single, immediate attack against that opponent (even if you've already acted during the round). This is called an Attack of Opportunity.

You can only make Attacks of Opportunity with melee weapons, Natural Weapons, Pistols, and any weapon with a folded Retractable Stock. You may also make Attacks of Opportunity while Unarmed if you have the Martial Arts I feat.

## Provoking an Attack of Opportunity

Two actions can Provoke Attacks of Opportunity:

* Moving out of a Threatened Area.
* Performing an action that distracts you from defending yourself, and lets your guard down while in a Threatened square.

Most characters Threaten the squares adjacent to them; larger creatures Threaten all squares within their Reach. A creature only Threatens an area if it is armed with a melee weapon, a Natural Weapon, a Pistol, or any weapon with a folded Retractable Stock.

### Moving out of a Threatened Square

When you Move out of a Threatened Square, you generally provoke an Attack of Opportunity. You do not provoke an Attack of Opportunity if you use the Withdraw Action (see Withdraw), or if you successfully Tumble.

Involuntary movement, such as being the target of a Bantha Rush or the *Move Object* Force Power, never provokes Attacks of Opportunity.

### Performing an Action that Distracts You

Some actions, when performed in a Threatened Area, provoke Attacks of Opportunity because they make you divert your attention from the fight at hand. The following actions Provoke Attacks of Opportunity:

* Making an Unarmed Attack without the Martial Arts I feat
* Aiming
* Loading a Weapon
* Picking up an Item
* Retrieving a Stored Item
* Moving into an Opponent's Square
* Using any Skill that distracts you or forces you to drop your guard (GM's determination)

## Making Attacks of Opportunity

An Attack of Opportunity is a single free attack, and you can only make one Attack of Opportunity per Round. You don't have to make an Attack of Opportunity if you don't want to. An Attack of Opportunity is always made at your full attack bonus, minus any situational penalties you suffer.

You can't make an Attack of Opportunity if you're Flat-Footed.

### Combat Reflexes

If you have the Combat Reflexes feat, you can make more than one Attack of Opportunity during a round. However, you may only make one Attack of Opportunity per provoking action. (Moving any number of squares is treated as a single provoking action.)
Armored Groundcar

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

A Groundcar is similar to a Speeder, but it uses wheels rather than repulsors for motive power. These Vehicles range in size from single-passenger scooters to massive passenger or cargo vessels. Groundcars are most common on fringe worlds or in manufacturing plants that have high-energy fields, though they are also sometimes used for simple maintenance jobs when a more advanced vessel isn't required. Because Groundcars tend to have more spare carrying capacity than speeders and are cheaper, many outlaw groups and bounty hunters turn to armoring Groundcars for use as simple light tanks in the years after the Clone Wars. Although such Vehicles are nowhere near as powerful as true military Groundcars (such as the HAVw A5 Juggernaut), they can provide a considerable advantage over targets on foot or in unarmored Vehicles. The statistics here represent a fairly typical Groundcar with armor and a few weapons added on afterward, such as are found on a thousand fringe worlds during The Dark Times. Such modified Vehicles were sometimes called Warcrawlers.

## Armored Groundcar Statistics (CL 5)

Huge Ground Vehicle (Wheeled Vehicle)

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

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 21; +6 Armor

Hit Points: 140; Damage Reduction: 5; Damage Threshold: 31

### Offense

**Speed:** 6 Squares (Maximum Velocity 90 km/h)

**Ranged:** Blaster Cannons (2) +1 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +21

**Special Actions:** Battlefield Effects

### Abilities

Strength: 32, Dexterity: 14, Constitution: -, Intelligence: 12

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

### Ship Statistics

**Crew:** 3 (Normal Crew Quality); **Passengers:** 8

**Cargo:** 300 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 25,000 (13,000 Used)