recursal/Fanatic-Fandom huggingface dataset:
C-73 Tracker Interceptor

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

The C-73 Tracker Interceptor is one of the last designs created by SubPro Corporation before partnering up with the Incom Corporation. The C-73 Tracker was considered out of date even as the Clone Wars began, but it still had found a comfortable home in many planetary defense forces, particularly in The Outer Rim.

The ship plays an early role in the Clone Wars, when a group of Separatist extremists used four of the interceptors to shoot down a Space Rescue Corps Starship, nearly killing all hands. The ship had inadvertently crossed over the Lahara Sector border near the Cowl Crucible, infringing on Separatist-declared space.

After the Clone Wars, C-73 Tracker Interceptors can still be found in use by pirates, privateers, and poor, backwater planetary defense forces, such as those on Guiteica. The fighter is also a frequent display in spaceflight museums, such as Coruscant's Imperial Stardrive Museum.

### Capabilities

The C-73 Tracker Interceptor is an exceptionally cheap craft that is designed for groups that have more pilots than credits. It is designed to fly in formations where multiple fighters can overwhelm opponents, but is best served staying in a planet's atmosphere where it can often outmaneuver opponents.

The aerodynamic design of the C-73 provides it with a +2 Dexterity bonus when in atmosphere. The C-73 is often modified with the addition of shields and Proton Torpedoes to bring it more in line with other Starfighters of the day.

## C-73 Tracker Interceptor Statistics (CL 8)

Huge Starfighter

**Initiative:** +8; **Senses:** Perception +5

### Defense

Reflex Defense: 16 (Flat-Footed: 11), Fortitude Defense: 22; +3 Armor

Hit Points: 60; Damage Reduction: 10; Damage Threshold: 32

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 950 km/h)

**Ranged:** Light Laser Cannon, Double +2 (See Below)

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

**Base Attack Bonus:** +0; **Grapple:** +24

**Attack Options:** Autofire (Light Laser Cannon, Double)

### Abilities

Strength: 34, Dexterity: 20, Constitution: -, Intelligence: 14

**Skills:** Initiative +8, Mechanics +5, Perception +5, Pilot +8, Use Computer +5

### Ship Statistics

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

**Cargo:** 60 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 30,000 (20,000 Used)

**Emplacement Points:** 2

### Weapon Systems

#### **Light Laser Cannon, Double (Pilot)**

**Attack Bonus:** +2 (-3 Autofire), **Damage:** 4d10x2
Cantonica Origin

*Cantonica Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You hail from Cantonica, a desert planet home to the Canto Bight casino and known for its Fathier racing.

**Relevant Skills:** Gather Information, Ride, Use Computer

**Bonus Language:** Cantonican
Bothan Commando

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

*Affiliations: The New Republic, The Bothan SpyNet*

Not all Bothans are outright spies. Their Commandos combine stealth with a proud Bothan military tradition. Their dangerous infiltrators can carry out standard military strikes as well as specialized raids in support of their spy network.

## Bothan Commando Statistics (CL 5)

Medium Bothan Nonheroic 7/Scout 3

**Force Points:** 4

**Initiative:** +6; **Senses:** Perception +11

**Languages:** Basic, Bothese

### Defenses

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

Hit Points: 41, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +8 (1d4+3)

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

**Ranged:** Heavy Blaster Rifle +9 (4d10+1) with Deadeye

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

**Attack Options:** Autofire (Heavy Blaster Rifle), Careful Shot, Deadeye, Point-Blank Shot, Precise Shot

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

### Base Stats

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

**Talents:** **Acute Senses**, **Improved Initiative**

**Feats:** Careful Shot, Deadeye, Point-Blank Shot, Precise Shot, Skill Training (Mechanics), Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Mechanics +10, Perception +11 (may reroll, must take second result), Stealth +11

**Possessions:** Combat Gloves, Heavy Blaster Rifle, Comlink (Short-Range, Encrypted), Datapad, Detonite (2), Detonator (2)
Bonus Feats (Scout)

At each even-numbered level (2nd, 4th, 6th, etc.), a Scout gains a Bonus Feat. This Feat must be selected from the following list, and a Scout must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Scout Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Bonus Feats

The below details all Scout Bonus Feats found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

 Gearhead | None
 Poison Resistance | Constitution 13

### Force Unleashed Campaign Guide

 Bad Feeling | None
 Cunning Attack | None

### Clone Wars Campaign Guide

 Droid Hunter | None
 Flash and Clear | None

### Legacy Era Campaign Guide

 Fatal Hit | Strength 13, Dexterity 13
 Feat of Strength | Strength 15
 Grapple Resistance | None
 Return Fire | Dexterity 15, Quick Draw, Weapon Focus (Chosen Weapon)
 Vehicle Systems Expertise | Tech Specialist, Trained in Mechanics | Recharge Shields or Reroute Power on a Vehicle faster than normal.

### Galaxy of Intrigue

 Meat Shield | Point-Blank Shot, Precise Shot, Base Attack Bonus +4
 Stand Tall | None
Carbineer Talent Tree

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

While Pistols offer great versatility and mobility, their Range is a significant limiting factor. Thus, many Gunslingers choose to specialize in long arms, especially Blaster Carbines.

#### **Blowback**

When you make an attack with a Rifle that deals damage in excess of your target's Damage Threshold, you can choose to push the target 1 square away from you.

#### **Close Contact**

The Point-Blank Range of any Rifle or Carbine you use is increased by 5 squares. Short Range for the Weapon begins 5 squares later, but still ends at the same distance. You can take this Talent up to two times; each time you take this Talent, you increase the Point-Blank Range of any Rifle or Carbine you use by an additional 5 squares, up to a maximum of 10 squares.

#### **Multiattack Proficiency (Rifles)**

Whenever you make multiple attacks with any type of Rifle as a Full-Round Action (see Full Attack), you reduce the penalty on your attack rolls by 2. You can take this Talent multiple times; each time you take this Talent, you reduce the penalty on your attack rolls by an additional 2.

#### **Old Faithful**

The Trusty Sidearm Class Feature of the Gunslinger Prestige Class also applies to any Rifle or Carbine that you use.

#### **Opportunity Fire**

You gain a +2 bonus on Attacks of Opportunity made with Rifles.

#### **Rifle Master**

You treat all Rifles as though they were Accurate Weapons, taking no penalty when firing at targets at Short Range.

#### **Shoot from the Hip**

You can always use a Rifle to make Attacks of Opportunity.

#### **Snap Shot**

You do not provoke Attacks of Opportunity while using the Aim Action with a Rifle or Carbine with its Retractable Stock extended.
Bogwing

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

*Affiliations: Beasts*

Bogwings are a constant sight throughout the swamps and jungles of Dagobah. They rarely venture into the canopy, where they become the prey of much larger flying creatures; instead, they feast on rodents, lizards, and other inhabitants of the swamps. Bogwings are winged reptavians with four spindly legs and leathery, cold skin. They’re usually dark brown in color, although their cousins which have adapted to life above the canopy are a bluish green. Bogwings are harmless individually, but a flock of them could quickly become a nuisance.

 Bogwing Statistics (CL 4)

Medium Beast 5

**Initiative:** +6; **Senses:** Perception +2

### Defenses

Reflex Defense: 19 (Flat-Footed: 15), Fortitude Defense: 11, Will Defense: 10

Hit Points: 28, Damage Threshold: 11

### Offense

**Speed:** 4 Squares (Walking), 8 Squares (Flying); Powerful Charge

**Melee:** Bite +7 (1d6+1)

**Melee:** Slam +11 (1d6+3) with Powerful Charge

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

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

**Attack Options:** Weapon Finesse

**Special Actions:** Howl

**Species Traits:** Howl

### Base Stats

**Abilities:** Strength 13, Dexterity 18, Constitution 12, Intelligence 2, Wisdom 11, Charisma 10

**Feats:** Powerful Charge, Weapon Finesse

**Skills:** Survival +7

### Abilities

**Howl:** As a Standard Action, a Bogwing can make an attack roll with a +6 bonus against all targets within 12 squares. If the attack equal or exceeds the target's Will Defense, it moves -1 step on the Condition Track. A single target cannot be affected by more than one Bogwing's Howl per turn. If this ability pushes the target to the end of the Condition Track, instead of falling Unconscious, target falls Prone and may not take any Actions.

This is a Mind-Affecting effect.
Brash Pilot

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

*Affiliations: General Units*

Coming from any number of worlds, and each with their own story, a Brash Pilot is cocky and enthusiastic, seeing themselves as being a breed apart due to their aptitude for flying snubfighters, and a great many of them were amongst the better bush pilots back on their home planet, and they'll gladly tell anyone within earshot just how good they are.

### Use in Play

Reckless and headstrong, the Brash Pilot has no concept of subtle tactics, and will rush in guns blazing. While capable with a blaster, they truly excel when flying a Starfighter.

### Build Options

* Trade Dodge for Starship Tactics, selecting two Starship Maneuvers that suit the role the Brash Pilot plays while flying, with a preference for the Interceptor and Superiority roles.
* Switch **Evasion** for **Deep-Space Gambit** to give the Brash Pilot a bit more protection against lucky shots from the enemy while flying.
* For a more tech-savvy pilot, take Use Computer as a Trained Skill instead of Initiative, and perhaps swap **Evasion** for **Watchful Step**.

## Brash Pilot Statistics (CL 2)

Medium Human Nonheroic 3/Scout 1

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

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 16 (Flat-Footed: 13), Fortitude Defense: 13, Will Defense: 12; DodgeH, **Evasion**, Vehicular Combat

Hit Points: 15, Damage Threshold: 13

*H- Human bonus Feat*

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Frag Grenade (1) +6 (4d6, 2-Square Burst)

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

**Attack Options:** Point-Blank Shot

### Base Stats

**Abilities:** Strength 11, Dexterity 16, Constitution 12, Intelligence 13, Wisdom 12, Charisma 10

**Talents:** **Evasion**

**Feats:** DodgeH, Point-Blank Shot, Skill Focus (Pilot), Skill Training (Mechanics), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +10, Mechanics +8, Perception +8H, Pilot +15

**Possessions:** Flight Suit (+2 Fortitude), Blaster Pistol, Frag Grenade (1), Comlink (Short-Range), Starfighter

*H- Human bonus Feat or Trained Skill*
Borsk Fey'lya

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*Affiliations: The New Republic*

Borsk Fey'lya is an ambitious, conniving Bothan politician focused on the acquisition of personal power and prestige. His career has run the gamut from Rebel spy to trusted advisor to disgraced criminal, and finally, to his position a leader of The New Republic. Bothans respect and admire political maneuvering and the prestige it brings.

Among Bothans, Borsk Fey'lya is a legend.

Despite the incontrovertible evidence Fey'lya soon receives about the Yuuzhan Vong invaders, he is and always has been concerned primarily with his own status. He sees The Jedi as a threat to his authority, and he considers the efforts of former Chief of State Leia Organa Solo as thinly veiled attempts to reclaim her former position of power in the government.

As the war with the Yuuzhan Vong goes on, and more systems fall, Chief of State Fey'lya uses his influence to ensure that his own status is untouched. He retains his political power, despite the lives that are lost. His motives can certainly be called questionable, but to Borsk Fey'lya, he is serving the same purpose he has served since he joined The Rebel Alliance years ago: furthering the goals and ideals of the Bothan people.

## Borsk Fey'lya Statistics (CL 12)

Medium Bothan Noble 9/Scoundrel 3

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

**Initiative:** +12; **Senses:** Perception +18

**Languages:** Basic, Bothese, High Galactic, Huttese, Mon Calamarian, Shyriiwook (understand only)

### Defenses

Reflex Defense: 25 (Flat-Footed: 24), Fortitude Defense: 22, Will Defense: 29 (34 vs Deception and Persuasion)

Hit Points: 62, Damage Threshold: 22

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+5)

**Ranged:** Hold-Out Blaster Pistol +9 (3d4+6)

**Base Attack Bonus:** +8, **Grapple:** +9

**Attack Options:** Point-Blank Shot

**Special Actions:** **Castigate**, **Cast Suspicion**, **Hesitate**, **Inspire Confidence**, **Influential Friends**, Lasting Influence, Rapport, Silver Tongue, **Sow Confusion**

**Species Traits (Bothan):** Conditional Bonus Feat (Skill Focus (Gather Information)), Iron Will

### Base Stats

**Abilities:** Strength 9, Dexterity 12, Constitution 10, Intelligence 14, Wisdom 15, Charisma 16

**Talents:** **Castigate**, **Cast Suspicion**, **Connections**, **Hesitate**, **Inspire Confidence**, **Influential Friends**, **Sow Confusion**

**Feats:** Force of Personality, Lasting Influence, Linguist, Rapport, Recall, Point-Blank Shot, Silver Tongue, Skill Focus (Deception), Skill Focus (Gather Information), Skill Focus (Knowledge (Bureaucracy)), Skill Focus (Perception), Skill Focus (Persuasion), Unwavering Resolve, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +19, Gather Information +19, Initiative +12, Knowledge (Bureaucracy) +18, Knowledge (Galactic Lore) +13, Perception +18, Persuasion +19, Stealth +12

**Possessions:** Hold-Out Blaster Pistol, Datapad with Various Datacards, Comlink (Short-Range, Encrypted), Chief of State Crest, Senatorial Robes, Bodyguards
Canderous-Class Assault Tank

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

The *Canderous*-Class Assault Tank is among the heaviest tanks in the galaxy, but it is so prohibitively expensive that few military forces can justify its purchase. A product of MandalMotors and named after the ancient Mandalorian hero Canderous Ordo, the tank features armor as durable as that of an Imperial Walker.

Armed with Heavy Laser Cannons and a Concussion Missile Launcher, the tank dominates a battlefield. The added maneuverability of its repulsorlift ceiling remains a limitation on its performance and it is vulnerable to aerial attack. The tank serves as a guardian for nearby weaker units by interfering with the targeting sensors of attacking Vehicles and of missiles, drawing incoming fire to itself (see Draw Enemy Fire in Battlefield Effects).

## *Canderous*-Class Assault Tank Statistics (CL 10)

Gargantuan Ground Vehicle (Speeder)

**Initiative:** +2; **Senses:** Perception +6

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 34; +10 Armor, Vehicular Combat

Hit Points: 250; Damage Reduction: 15; Shield Rating: 10; Damage Threshold: 54

### Offense

**Speed:** 6 Squares (Character Scale); (Maximum Velocity 50 km/h)

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

**Ranged:** Concussion Missiles +4 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +43

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 59, Dexterity: 12, Constitution: -, Intelligence: 14

**Skills:** Initiative +2, Mechanics +6, Perception +6, Pilot +2, Use Computer +6

### Ship Statistics

**Crew:** 3 (Skilled Crew Quality); **Passengers:** None

**Cargo:** 100 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

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

### Weapon Systems

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

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

#### **Concussion Missiles (Gunner)**

**Attack Bonus:** +4, **Damage:** 9d10x2, 2-Square Splash
B2-Series Super Battle Droid Battalion

*Reference Book: Star Wars Saga Edition Web Enhancements (Point-Blank RPG)*

*Affiliations: The Confederacy of Independent Systems*

The following statistics are for a Unit of B2-Series Super Battle Droids. The statistics are derived by taking the basic statistics for the B2-Series Super Battle Droid and applying the changes for a Unit in Mass Combat.

## B2-Series Super Battle Droid Battalion Statistics (CL 8)

Colossal Ground Unit (4th-Degree Droid Nonheroic 6)

**Initiative:** +3; **Senses:** Perception +8

### Defenses

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

Hit Points: 84, Damage Reduction: 15, Damage Threshold: 62, Attrition 63/42/21

**Immune:** Non-Area Attacks/2 (Ground Unit), Droid Traits

### Offense

**Speed:** 1 Square (Starship Scale)

**Melee:** Unarmed +6 (See Below)

**Ranged:** Wrist Blasters +4 (See Below)

**Ranged:** Wrist Blasters +2 (See Below) with Rapid Shot

**Fighting Space:** 1 Square (Starship Scale)

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

**Attack Options:** Autofire (Wrist Blasters), Rapid Shot, Synchronized Fire Circuits

### Base Stats

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

**Feats:** Armor Proficiency (Light), Rapid Shot, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +8

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

**Possessions:** Wrist Blasters (As Blaster Rifle), Plasteel Shell (Droid Armor; +2 Reflex)

### Mass Combat Attacks

#### **Unarmed**

**Attack Bonus:** +6, **Damage:** (1d3+2)x2

#### **Wrist Blasters**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 3d8x2
CWSB Species

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

The Galactic Republic was made up of tens of thousands of worlds inhabited by thousands of sentient Species. During the Clone Wars, these sentient beings were divided between the loyalist forces of the Grand Army of the Republic, and the traitorous Confederacy of Independent Systems. The following are some of the alien species known to the galaxy during the Clone Wars.
Bonus Feats (Technician)

At each even-numbered level (2nd, 4th, 6th, etc.), a Technician gains a Bonus Feat. This Feat must be selected from the following list, and a Technician must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Technician Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Bonus Feats

The below details all Technician Bonus Feats found within the *Star Wars Saga Edition* Reference Books.

### Starships of the Galaxy

 Tech Specialist | Trained in Mechanics | You can make custom modifications to Armor, Weapons, Vehicles, Droids, and Devices.

### Knights of the Old Republic Campaign Guide

 Logic Upgrade: Tactician | Droid, Base Attack Bonus +4
 Quick Skill | None

### Force Unleashed Campaign Guide

 Bad Feeling | None
 Rapport | Wisdom 13
 Recall | Trained in one Knowledge Skill
 Scavenger | None

### Legacy Era Campaign Guide

 Vehicle Systems Expertise | Tech Specialist, Trained in Mechanics | Recharge Shields or Reroute Power on a Vehicle faster than normal.

### Rebellion Era Campaign Guide

 Rapid Reaction | None
 Recovering Surge | None
 Vehicular Surge | Trained in Pilot | Once per day, gain bonus Hit Points for a Vehicle you Pilot.

### Galaxy at War

 Mission Specialist | None
 Predictive Defense | Intelligence 13
 Technical Experts | Trained in Mechanics | Gain bonuses on Mechanics checks when near allies.

### Scavenger's Guide to Droids

 Sensor Link | Droid or Cyborg Hybrid with associated hardware
 Shield Surge | Droid or Cyborg Hybrid with Scomp Link or similar direct data link with the Vehicle, Trained in Mechanics | Trade Vehicle's Shield Rating for damage taken.

### Unknown Regions

 Targeted Area | Base Attack Bonus +5
 Wilderness First Aid | Trained in Survival | Use basic Survival skills as if you have a Medpac for Treat Injury checks.

 Homebrew Feats Lists

The following Homebrew Feats includes all Homebrew Feats relevant towards the Technician Heroic Class.
CSA Assassin

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

*Affiliations: The Corporate Sector Authority*

*Both beings move like professionals, with an economy of motion. They wear utilitarian clothing that is inappropriate for the relative warmth of the climate, as if to conceal something.*

These CSA Assassins are trained killers in the employ of The Corporate Sector Authority, although they carry no identification that marks them as such. They have been authorized by their CSA handlers to kill the heroes if they learn too much. Until that time comes, however, they plan to follow at a distance and observe the heroes as they move through the dismal city of Locus.

## CSA Assassin Statistics (CL 5)

Medium Human Scoundrel 5

**Dark Side Score:** 2

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

**Languages:** Basic, Bocce

### Defenses

Reflex Defense: 21 (Flat-Footed: 17), Fortitude Defense: 15, Will Defense: 18; Combat Reflexes

Hit Points: 32, Damage Threshold: 15

### Offense

**Speed:** 6 Squares; **Skirmisher**

**Melee:** Unarmed +2 (1d6+1)

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

**Ranged:** Blaster Pistol +6 (3d6+2)

**Ranged:** Hold-Out Blaster Pistol +6 (3d4+2)

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

**Attack Options:** Point-Blank Shot, Precise Shot, **Sneak Attack** (+2d6)

**Special Actions:** Coordinated AttackH

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 9, Dexterity 16, Constitution 10, Intelligence 13, Wisdom 14, Charisma 12

**Talents:** **Skirmisher**, **Sneak Attack** (+2d6)

**Feats:** Combat Reflexes, Coordinated AttackH, Martial Arts I, Point-Blank Shot, Precise Shot, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Gather Information +8, Mechanics +8H, Perception +9, Pilot +10, Stealth +10

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

*H- Human bonus Feat or Trained Skill*
Barab Ingot

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

Found on Barab I, a Barab Ingot is a special crystal found inside ore littering the planet's Radiation-baked surface. Though the Radiation on the surface of the planet makes it difficult to find these crystals, a few Jedi have managed to locate Barab Ingots suitable for use as Lightsaber Crystals. However, the constant infusion of Radiation on the surface of Barab I causes a Barab Ingot to produce a Lightsaber blade that burns like Fire. A Lightsaber constructed with a Barab Ingot deals Fire damage instead of energy and slashing damage. Any target that takes damage from the weapon also catches on Fire.
Cade Skywalker (Disambiguation)

**This article is a disambiguation page for Cade Skywalker (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 **Cade Skywalker:**

## Official

* Cade Skywalker (CL 11) from the *Legacy Era Campaign Guide*
* Cade Skywalker, Bounty Hunter (CL 9) from Star Wars Miniatures Previews

## Homebrew

* Cade Skywalker, Jedi Knight (CL 16) created by Wikia user SaintSirNicholas
Bundar Root

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

*See also: Hazards, Poisons*

Bundar Root causes short-term memory loss and affects a victim's ability to reason.

## Bundar Root Statistics (CL 1)

**Keywords:** Ingested, Natural, Poison

**Trigger:** A creature ingests Bundar Root.

**Attack:** +5 vs Fortitude Defense

**Damage:** - (-5 penalty to all Skill Checks that round)

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

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

* **Treat Injury (DC 15; Requires Medical Kit):** The character treats the Bundar Root.
Captain Vischera

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Traitor's Gambit)*

*Affiliations: The Galactic Empire*

*The tall, sickly Imperial officer appears to be in dire need of both food and sleep. A dark malevolence flits across his eyes, and his hands curl into twisted, angry claws. His graying hair would give him an almost distinguished appearance if it weren't for the cruelty so plain on his face.*

The cruel genius behind the horrible experiments being conducted on the Felucians, Captain Vischera is a dangerous man. Slender and with slightly spiky graying hair, Captain Vischera has a brilliant mind tainted by a sadistic streak that makes him perfect for Imperial service. Vischera has hollow cheeks and sunken eyes, giving the impression that he is malnourished and doesn't get enough sleep, and his Imperial uniform (though conforming to all standards) looks as though it is hanging off his body. Vischera wants nothing more than to continue his experiments, and as such he will defend the facility to his death.

## Captain Vischera Statistics (CL 2)

Medium Human Nonheroic 4/Noble 1

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

**Initiative:** +3; **Senses:** Perception +7

**Languages:** Basic, Bocce, Durese, High Galactic, 2 Unassigned

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 11, Will Defense: 13

Hit Points: 12, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

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

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

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

**Special Actions:** **Bolster Ally**, Surgical Expertise

### Base Stats

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

**Talents:** **Bolster Ally**

**Feats:** Armor Proficiency (Light), Linguist, Skill Focus (Treat Injury), Skill Training (Treat Injury), Surgical Expertise, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Life Sciences) +9, Knowledge (Tactics) +9, Perception +7, Persuasion +8, Treat Injury +12

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Pistol, Code Cylinder, Comlink (Encrypted, Short-Range), Medpac (3)
CWSB Criminals

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

Crime has been a part of galactic life since the earliest hints of civilized society, and the time of the Clone Wars is no different. The Republic is so focused on the external threat of the Separatists and internal corruption that criminals of all types are able to flourish during the war. Wars mean blockades, giving desperate need and top credits to smugglers of contraband and luxury goods.

Innocent citizens turn to spice to escape the horrors of war. Local gangsters grow more brazen in their scams and protection rackets. The Clone Wars represent a golden era for criminals throughout the galaxy, one brought to a quick demise when The Galactic Empire seizes control.
Cadomai Prime

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

*See also: Galactic Gazetteer*

Cadomai Prime, also known as simply Cadomai, is an Outer Rim planet, along the northern end of the major hyperlane known as the Hydian Way. A frigid world with intolerably cold winters, Cadomai's tundra plains are home to the Snivvians, a Species renowned for their art. Cadomai holds a large system of subterranean caverns, where the Snivvians make their homes during the subfreezing winters. The world possess a single moon and is part of the Cadomai System. Cadomai holds a democratic government, with a leader chosen every year solely on the basis of artistic ability.

Despite the artistic sensibilities of the native Snivvians, the history of Cadomai is an extremely bloody one, with the Snivvian genetic flaw known as the Blood Code of the Snivvian resulting in a number of brutal dictators. However, Cadomai eventually became well-known as a resort world, despite the freezing climate. Historically a Galactic Republic planet, by the time of the Galactic Empire, Cadomai comes to the attention of the Imperial Coalition for Progress, which wanted to ensure that Cadomai's famous transnovels would remain suitable according to the tenets of the Empire's New Order.

### Cadomai Prime Statistics

**Region:** The Outer Rim

**Climate:** Tundra

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 27 Standard Hours

**Length of Year:** 405 Local Days

**Sapient Species:** 99% Snivvians (Native), 1% Other Species

**Government:** Republic

**Capital:** Brella

**Major Exports:** Art

**Major Imports:** Foodstuffs, Raw Materials

Knowledge (Galactic Lore)
 15
 20
 25
Captain Greeku

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

*Affiliations: Black Sun*

Captain Malva Greeku is an operative in the ranks of the Black Sun who was given his own ship to conduct raids and piracy on behalf of the organization. Choosing his turf near the Hydian Way, he has earned quite a reputation as a capable captain, a deadly shot with a pistol, and a slippery combatant. Having received information from an inside source, Greeku spent weeks planning the hijacking of The *Azure Queen* in hopes that its bounty would propel him to the rank of enforcer, giving him even more clout and wealth. He's gambling with his future, and the fact that the Republic has stumbled upon his plan makes him even more dangerous and willing to take risks.

### Tactics

Fully aware that the heroes have docked with The *Azure Queen*, Greeku cuts the power to many portions of the ship, hoping that the poor lighting conditions will slow them down. He moves the transport's captured crew into the captain's quarters, which are adjacent to the bridge, and orders one of his Black Sun Pirates to stand guard over them. Greeku and the rest of the Black Sun Pirates remain on the bridge and prepare to hold off the heroes.

## Captain Greeku Statistics (CL 10)

Medium Rodian Scoundrel 6/Noble 3/Gunslinger 1

**Force Points:** 6; **Dark Side Score:** 9

**Initiative:** +18; **Senses:** Low-Light Vision, Perception +10

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

### Defenses

Reflex Defense: 28 (Flat-Footed: 25), Fortitude Defense: 20, Will Defense: 22

Hit Points: 56, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Stun Baton +7 (2d6+5 (Stun))

**Ranged:** Heavy Blaster Pistol +11 (3d8+5)

**Ranged:** Heavy Blaster Pistol +6 (3d8+5) and Heavy Blaster Pistol +6 (3d8+5) with Double Attack

**Ranged:** Stun Grenade (2) +10 (4d6+5 (Stun), 2-Square Burst)

**Base Attack Bonus:** +7, **Grapple:** +10; Stun Cloak

**Attack Options:** Acrobatic Strike, **Dastardly Strike**, Double Attack (Pistols), **Lucky Shot**, Point-Blank Shot, Precise Shot

**Special Actions:** **Born Leader**, **Deceptive Shot**, **Disruptive**, Quick Draw, **Rally**

**Species Traits (Rodian):** Heightened Awareness, Low-Light Vision

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 10, Intelligence 13, Wisdom 11, Charisma 15

**Talents:** **Born Leader**, **Dastardly Strike**, **Deceptive Shot**, **Disruptive**, **Lucky Shot**, **Rally**

**Feats:** Acrobatic Strike, Armor Proficiency (Light), Double Attack (Pistols), Linguist, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Acrobatics), Skill Focus (Deception), Skill Focus (Initiative), Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +18, Deception +17, Initiative +18, Perception +10 (may reroll, must take second result), Pilot +13

**Possessions:** Stun Cloak (+1 Reflex), Stun Baton, Heavy Blaster Pistol, Stun Grenades (2), Comlink (Short-Range), Utility Belt, The *Cutting Strike* (Corellian YU-410 Light Freighter)
CWSB Grand Army of the Republic (Part 1)

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

The following traits are unusual abilities and impairments that can be used to enhance a particular character or heroic group.

## Complications

*Main Article: Complications*

Complications are temporary special qualities that any character can acquire through the course of their adventures. Similar to smaller-scale character Destinies, Complications often help to add depth, history, and circumstance to characters, but also provide bonuses and penalties for play in-game. Like with Destinies, Complications also provide a reward for successfully overcoming it, typically bonus Force Points.

## Skills

Below is a new use for a skill described in the Saga Edition Core Rulebook. This additional application of the skill can be used in any era.

### Mentop (Social Sciences, Trained Only)

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 1)*

You can use your knowledge of the human psyche to help patients recover from their mental disorders (see Complications). A successful Knowledge (Social Sciences) check that equals or exceeds a target's Will Defense reduces the attack bonus of their disorder by 1. Should the disorder's attack bonus be reduced to +0, you may make an additional check at a -5 penalty. If this check succeeds, the Complication is cured.

## Team Feats

The new Feat presented here is available in any era, and follows the Team Feats rules presented in *Galaxy at War*.

## Species Feats

The following Feats are an addition to the Species Feats found in the *Rebellion Era Campaign Guide*.

 Kaminoan Grace | Kaminoan | Even among Kaminoans, your soft voice and fluid movements possess a regal grace that command attention and respect.

## New Medic Talents

This section presents new talents for the Medic Prestige Class found in the *Force Unleashed Campaign Guide*.

* New Talents: Advanced Medicine Talent Tree
	+ **Psychiatric Caregiver**
	+ **Mental Health Specialist**
* New Cloner Talent Tree

## New Medical Secrets

Listed below are new Medical Secrets for the Medic Prestige Class found in the *Force Unleashed Campaign Guide*.

* Arkanian Cloning Secrets
* Columi/Khommite Cloning Secrets
* Kaminoan Cloning Secrets
* Lurrian Cloning Secrets
* Medical Cloning Secrets
* Polis Massan Cloning Secrets
* Verpine Cloning Secrets

## New Equipment

All cloning equipment is considered Military only, limiting most players or NPCs to acquire cloning equipment on the Black Market or by planning a heist.

1: See Republic Decree E49D139.41

## Cloners of Kamino

Creators of the Grand Army of the Republic, the cloners of Kamino are some of the galaxy's most talented geneticists. If not for Kamino's superb cloning of bounty hunter Jango Fett into a fearsome, but obedient military force, the Republic would have been trampled by the Separatist droid army in short order. Below are the Kaminoans responsible for the creation of the Republic's first standing army in a millennium.
Carbonite Freezing Chamber

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

*See also: GaW Bases and Battlestations*

Primarily used for the storage and transport of gases and other volatile materials, the carbon freezing process requires specialized equipment that can be found aboard many Battlestations. Most freezing mechanisms consist of a 3-meter-deep chamber, in which materials to be encased in carbonite are placed and flash-frozen in a matter of moments. The freezing process can be fatal to organic beings. If a living creature is placed in the chamber, the chamber makes a normal Hazard attack (see Battlestation Hazards) against the subject's Fortitude Defense. If the attack succeeds, the creature takes normal Hazard damage from the shock to its system; if the attack fails, the creature takes no damage.

Regardless of whether the character takes damage or not, he or she is then considered to be frozen in carbonite. A character frozen in carbonite can take no Actions and is considered unconscious while so frozen. A character emerging from carbon freeze has a Persistent Condition and immediately moves -4 steps down the Condition Track; the Persistent Condition can only be removed after 8 hours of rest.

If a character standing adjacent to a Carbonite Freezing Chamber takes damage from a melee attack, he or she must make a DC 15 Acrobatics check to avoid falling into the chamber. A Control Panel to one side of the chamber activates the freezing process; which takes 1 round to complete. A character frozen in carbonite cannot move or act until unfrozen. The Carbonite Slab (70 Hit Points; DR 10) in which the character is encased can be transported through harsh conditions, even in Vacuum, without harming the victim inside.
Bubble Wort Projector

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

**Starship Systems Type:** Weapon Systems

**Emplacement Points:** 2

**Availability:** Military, Rare

**Cost:** 25,000

A technology pilfered from the Gungans, the Bubble Wort Projector emits an energized bubble around a target, imprisoning them. These Bubble Projectors are considered very effective against Jedi, as the bubbles were very resistant to Lightsaber attacks. A target caught in such a bubble is considered Helpless and unable to take any Move Actions for the duration of imprisonment. The prisoner or allies can attack the bubble in effort to pop it, but the bubbles have 100 Hit Points and DR 20 (Lightsabers do not ignore DR from inside, and the bubble has double Hit Points when a Critical Hit is rolled as its attack roll). Alternately, a Use the Force check (DC 30) by an ally can pop the bubble.

Bubble Wort Projector Ranges
 0-3 Squares
Call Swarm

*Homebrew Reference Book: Dathomir Field Guide*

*See also: Force Powers*

Using The Force, you draw in all the creepy-crawlies in your immediate area, and drive them towards your foe.

**[*Mind-Affecting*]**

**Time:** Standard Action

**Targets:** Every creature in a 2x2-square area within 6 squares of you.

**Make a Use the Force check.** Compare that result to the Will Defense of each target. If the check result equals or exceeds the target's Will Defense, it can take only a single Move Action on their next turn. This action must be used to escape the affected area.

**Special:** You may maintain your concentration on the targeted area to continue its from round to round. Maintaining the *Call Swarm* power is a Standard Action, and you must make a new Use the Force check each round. You may choose to move the affected area 4 squares in any direction as long as it remains within range of you.

You may choose to spend a Force Point to increase the area of effect to a 3x3-square area.
Blazing Chain Talent Tree

*Reference Book: Star Wars Saga Edition Unknown Regions*

Blazing Chain members develop abilities that aid them in raids and Starship combat. They do not rely on Lightsabers, so they apply The Force to blasters and other weapons in ways that other Force Traditions have not attempted. You must be a member of The Blazing Chain Force Tradition to select any of the Talents described below.

#### **Force Directed Shot**

*Prerequisites:* Trained in Use the Force

You use The Force to alter the flight of your blaster bolt, projectile, or similar missile from a thrown or ranged weapon. As a Swift Action, select one square within 12 squares of you and within your line of sight.

You treat that square as the origin square for your next ranged attack with an Energy weapon made before the end of your next turn, and determine Cover and Concealment as though you were firing from that square. You must have line of sight to the target of the attack from the square you occupy.

#### **Negate and Redirect**

*Prerequisites:* *Negate Energy*

When you successfully use the *Negate Energy* Force Power against a ranged Energy weapon (such as a blaster), you can redirect some of the shot's energy at an enemy target, in addition to the Force Power's usual benefit.

As a Free Action immediately following your successful use of the *Negate Energy* Force Power, choose one enemy within your line of sight, and within 6 squares of you, and make a Use the Force check against the target's Fortitude Defense.

If your Use the Force check equals or exceeds the target's Fortitude Defense, the target takes Energy damage equal to one-half of the damage you negated.

#### **Rising Anger**

*Prerequisites:* Force Sensitivity, Dark Side Score of 1+

You tap directly into your anger to increase the effectiveness of your attacks. Once per round as a Reaction to an ally taking damage or being moved down the Condition Track by an enemy, you gain a +1 morale bonus to your next attack roll.

If you use this Talent again before you make an attack, the bonus increases by 1, up to a maximum of +5.

#### **Rising Panic**

*Prerequisites:* Force Sensitivity, Dark Side Score of 1+

You start a **Rising Panic** in an enemy who observes your attacks and actions, inhibiting the enemy's ability to respond. Once per round as a Reaction to an enemy damaging one of your allies or moving one of your allies down the Condition Track, you can make a Use the Force check against the target's Will Defense.

If the check equals or exceeds the target's Will Defense, you move the target -1 step on the Condition Track. An enemy moved to the bottom of the Condition Track by this Talent does not fall unconscious, but instead must spend its actions fleeing combat for one minute or until it moves up the Condition Track.

This is a Mind-Affecting Fear effect.
CWSB Locals

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

While the Clone Wars produced heroes on either side of every battlefield across the galaxy, most of those affected were caught in the middle.

This chapter details a number of individuals who have more loyalty to their companies or fields than to either faction.
Caarite

*Caarite Species data created by Wikia user Chellewalker (formally Wikia user Lukewarner) (Converted from its Ultimate Alien Anthology counterpart).*

Caarites are sly, ingratiating beings whose friendly demeanors overshadow their penchant for crooked dealings. While they suffer from a rather poor reputation, it is difficult for anyone around a Caarite for an extended period of time to believe it capable of anything truly malicious. They wear broad grins, bearing a double row of wide, flat, white teeth. Taking advantage of their frail, friendly appearance, they seize the upper hand in negotiations, exuding an almost childlike charm when dealing directly with large groups of individuals.

### Caarite Characteristics

**Personality:** Caarites are friendly, entertaining, and opportunistic. They desire to get the better of their rivals by any means necessary and demonstrate few scruples at the bargaining table.

**Physical Description:** Caarites stand 1 meter tall (on average), with features that are vaguely porcelain. They have slightly elongated snouts turned delicately upwards at their tips. Their broad, open faces make their open smiles look even friendlier. Their flesh is pale pink, and their bodies are hairless.

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

**Homeworld:** The humid Outer Rim planet of Caarimon.

**Languages:** Caarites speak Caarimala and Basic. Many Caarites know at least one additional language.

**Example Names:** Belrem Mar, Fiana Jor, Thurm Loogg, Velin Wir, Zoda Brell.

**Adventurers:** Caarites who become adventurers do so for personal gain. They favor nonviolent tactics when face-to-face with an adversary, but they nonetheless carry a number of tools and ranged weapons. Caarites favor the Scoundrel and Scout classes. Because they are adverse to physical combat, they do not take up the Soldier class. Some Caarites are Force-sensitive, but their inherent greed prevents them from following the path of The Jedi.

### Caarite Species Traits

Caarites share the following Species Traits:

* **Ability Modifiers:** All Caarites receive a +2 bonus to their Charisma, but suffer a -2 penalty to their Constitution. Caarites are endearing and approachable, but are physically weak.
* **Small Size:** As Small creatures, Caarites gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
* **Speed:** Caarites have a base speed of 4 squares.
* **Heat Resistance:** Caarites add a +5 Species bonus to their Fortitude Defense to resist Extreme Heat.
* **Natural Diplomat:** A Caarite gains a +5 Species bonus to Persuasion checks made to Haggle. Additionally, Persuasion is always a Class Skill for Caarites.
* **Automatic Languages:** All Caarites can speak, read, and write both Basic and Caarimala.
CWSB Jedi Knights (Part 2)

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

During the Clone Wars, the bulk of the non-clone military commanders who served in the Grand Army of the Republic are comprised of the Knights of The Jedi Order. These Jedi Knights typically serve as generals, leading brigades, legions, or entire corps. However, these Jedi are also commonly sent on missions vital to the Republic without the assistance of their clone forces.

The following entries are Jedi Knights who fought during the Clone Wars.
CSS-1 Corellian Star Shuttle

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

The CSS-1 Corellian Star Shuttle was an exceptionally popular luxury transport among the Galactic Senate of the Republic. Its famously thick armor made nobility and elected officials feel safe, while the speedy Hyperdrive allowed them to commute from their homeworlds to the senate for important votes.

The transport is used most notably by Chancellor Palpatine after the Battle of Naboo, but saw use throughout the Clone Wars.

### Capabilities

The CSS-1 Corellian Star Shuttle has had extensive Slave Circuits added throughout, as most senators trust only a select handful of individuals with their personal safety. Most Star Shuttles being used by Senators will reduce the number of passengers to 50, and include an Extreme Luxury Upgrade.

However, this does add another 2.5 million credits to the vehicle's cost. Some senators also have their shield generators upgraded, or add concealed weapon systems.

## CSS-1 Corellian Star Shuttle Statistics (CL 8)

Colossal (Frigate) Capital Ship

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

### Defenses

Reflex Defense: 20 (Flat-Footed: 16), Fortitude Defense: 34; +16 Armor, Vehicular Combat

Hit Points: 600; Damage Reduction: 15; Shield Rating: 100; Damage Threshold: 134

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 750 km/h)

**Fighting Space:** 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +46

### Abilities

Strength: 58, Dexterity: 18, Constitution: -, Intelligence: 16

**Skills:** Initiative +0, Mechanics +6, Perception +6, Pilot +0, Use Computer +6

### Ship Statistics

**Crew:** 8 (Skilled Crew Quality); **Passengers:** 200

**Cargo:** 900 Tons; **Consumables:** 3 Years; **Carried Craft:** None

**Hyperdrive:** Class 1.5 (Backup Class 12), Navicomputer

**Availability:** Licensed; **Cost:** 2,650,000 (1,900,000 Used)

**Emplacement Points:** 5