recursal/Fanatic-Fandom huggingface dataset:
Hard Headed talent

## Hard Headed

* **Activation:** Active (Action)
* **Ranked:** Yes
* **Trees:** Archaeologist (2), Bodyguard (2), Colossus (2), Force Adherent (1), Marshal (2), Mechanic (1), Saboteur (1)

On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a **Daunting Discipline check**. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of **Easy**.

### Improved

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Bodyguard, Colossus, Marshal, Mechanic, Saboteur

The character may use the Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. On their next turn after being incapacitated, the character may make a **Formidable Discipline check**. If the check is successful, they decrease their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Hard Headed after the first, to a minimum of **Easy**.
Double-Talk talent

## Double-Talk

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Pirate

The character may spend two advantage results or a triumph result from a successful Charm or Deception check to disorient a number of opponents within short range equal to [their] rating in Presence for the remainder of the current round and the next two rounds.
Electronic Countermeasures Suite

This system scrambles the sensors of vehicles and ships within close range.

It can be installed on all vehicles and starships.

**Base Modifier:** Ship or vehicle's silhouette is counted as 1 smaller when being fired at. Notifies all vehicles and ships within 100 kilometres of the ship's presence.

**Mod Options:** 1x "Increase difficulty by 1 when using the Guided quality."
Exceed Specifications talent

## Exceed Specifications

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Scavenger

Before making a check using an item, the character may take the Exceed Specifications incidental, adding a boost dice to the check. The GM may spend two threats on the check to damage the item one step, or a despair to damage it beyond usability. Threats or despairs may have additional consequences depending on the nature of the item, at the GM's discretion.

#### Improved

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Scavenger

When the character takes the Exceed Specifications incidental, upgrade the ability of the check once instead of adding a boost dice.

### Supreme

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Scavenger

If the character's check benefitting from the Exceed Specifications incidental generates a triumph, they may damage the item one step to roll one additional proficiency dice and add it to the check results. If the check generates a despair, roll a challenge dice and add it to the results.
Enduring Presence talent

## Enduring Presence

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Clone Commander

Once per session, the character may upgrade the ability of a Mass Combat check (if they are the commander of the acting force) or the difficulty of a Mass Combat check (if they are commander of the enemy force) even if the character is not present or is prevented from communicating with their troops.
Good Cop talent

## Good Cop

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Interrogator (1), Marshal (2), Skip Tracer (2)

The character may spend two advantage results from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
EG-6 Power Droid

One of the most common class 5 droids in the galaxy, these walking fusion reactors are found everywhere, providing power to all sorts of operations. Unfortunately for Veril Line Systems, the droid lost a large part of its market share when the near-identical GNK power droid was released.

## Statistics

**Skills (group only):** Computers, Mechanics.

**Talents:** None.

**Abilities:** Droid.

**Equipment:**

* Built-in DF-15 Fusion Generator.
* Spectrometer.
* Multi-Spectral Scanner.
* Manipulator Arm.
* Power Diagnostics Package (remove setback die from checks to remove system strain from vehicles or starships).
General

Taking on the role of General for the first time since the Ruusan Reformation, even the oldest members of the Jedi order lack field experience for leading the GAR. Nevertheless, alongside a clone commander, the Jedi can use their sensitivity to the force to help in directing a battle.

>> Requires Force Rating of 2 or higher.

**Bonus Career Skills:**

* Knowledge (Warfare)
* Leadership
* Piloting (Planetary)
* Vigilance
EOD-Mk IV Explosives Disposal Remote

This small droid was designed to be operated from a distance via datapad, to keep the operator safe from harm or to access tight space and hard to reach areas. It is equipped with all sorts of tools needed for explosives disposal.

## Statistics

**Skills (group only):** Mechanics, Perception, Vigilance.

**Talents:** None.

**Abilities:** Droid, Silhouette 0.

**Equipment:**

* Demolitions Scanner (add boost die to checks made to locate explosive compounds or devices).
* Built-in EOD Tool Kit.
* Controlled Demolition Device (as an action, remote can detonate a single explosive device at engaged range, destroying the remote and explosive, inflicting damage as per explosive's rules).
Gand

**Wound Threshold:** 10 + Brawn

**Strain Threshold:** 10 + Willpower

**Starting Experience:** 100 XP

**Special Abilities:** Discipline +1

**Ammonia Breathers:** There are two sub-species of Gand: those without lungs and those with lungs.

* Lungless Gand (+0 starting XP) do not respire and gain all necessary metabolites from food. They are immune to suffocation (but still take wounds if exposed to the vacuum of space).
* Gand with lungs (+10 starting XP) breathe an ammonia gas mixture. They start play with an ammonia respirator and oxygen is treated as a Rating 8 dangerous atmosphere.
Golan Arms FC1 Flechette Launcher

This weapon is a bulky and box shaped launcher with 4 launcher tubes that can fire one of two missile options. These will detonate close to a target, releasing a field of durasteel darts that shred through infantry and armour alike.

Anti-infantry mode;

Anti-Vehicle mode;

User must program detonation 10 metres in front of target for ideal dispersal of flechettes. When using anti-vehicle flechettes, if targeting silhouette 1 or smaller, gain Inaccurate 3.
GX-8 Water Vaporator

This is one of the most popular moisture vaporators on the market, capable of providing fresh and safe water to pioneers on the fringe and on arid planetary systems. It rapidly cools the air and collects the condensation which this creates.

Produces 1-3 litres of water a day depending on moisture levels in the air.
Dowutin

**Wound Threshold:** 15 + Brawn

**Strain Threshold:** 8 + Willpower

**Starting Experience:** 85 XP

**Special Abilities:** Resilience +1

**Large:** Dowutins have a silhouette of 1 or 2, chosen at character creation.

**Immovable:** Dowutins who suffer the immobilized condition, are knocked prone, or are otherwise moved against their will may, as an out-of-turn incidental suffer 3 strain to avoid the effect. Dowutins that are of silhouette 2 suffer only 1 strain.
Gravity Mine Launcher

These launchers are a type of small anti-vehicle weapon used to disable vehicle movement or access to certain areas.

Mine may be deployed within close range for an action.

For every 1 mine attached to a land vehicle - reduce speed by 1.

For every 2 mines attached to a air vehicle - reduce speed by 2.

These can be removed with an average (2 difficulty) Mechanics check.

**Base Modifier:** Allows the vehicle to deploy gravity mines anywhere on the ground within close range.

**Mod Options:** 1x "Increase deployable range to short."
Enhanced Optic Suite

This attachment enhaces the visuals and HUD of an enclosed helmet to improve the wearer's ability to view through obscured conditions.

This can be applied to armour including a helmet.

**Base Modifier:** Remove up to 2 setback dice imposed due to darkness, smoke or other environmental effects which obscure vision.

**Mod Options:** 1x "Vigilance Skill +1"
Ghostfire Crystal

These crystals are so transparent that they are nigh-invisible. The blade formed by this form of kyber makes no noise, is dim and may form illusory images as it is used.

These kyber crystals grow in nearly invisible formations on a handful of far-flung Outer Rim worlds. Their precarious spires of entirely transparent stone rise from rocky foundations. They are typically found at the peaks of mountains, when they can be located at all. Finders can use ghostfire crystals to construct a lightsaber with a blade as difficult to detect as the spire from which they harvested the crystal. Lightsabers with ghostfire crystals at their core produce almost no sound whatsoever, and the blades are dim and translucent compared to the incandescent fire of other lightsabers. Most curious of all are the illusory afterimages of the blades that follow the wielders' motions, disorienting foes and disguising the true position of their blades.

The crystal can only be applied to Lightsabers.

**Base Modifier:** Damage +6, Critical Rating +2, Breach +1, Sunder Quality. May spend 4 advantages to prevent opponent from using the Parry talent.

**Mod Options:** 2x "Defensive +1", 2x "Damage +1"
Gunner Droid Brain

Essentially a highly advanced targeting computer, the droid brain is favoured by those solo pilots with many weapon systems to man on a large vessel. However, some of these brains occasionally develop hostile behaviours.

It can be installed onto any vehicle or starship.

**Base Modifier:** Droid brain can perform Gunnery checks for vehicle with Gunnery skill of 2 and Agility of 0. Limited to 1 action per turn, but may be hooked up to more than 1 weapon system.

**Mod Options:** 2x "Droid Gunnery skill +1"
Full Throttle talent

## Full Throttle

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Clone Pilot, Driver, Operator, Pilot, Racer, Starfighter Ace

The character may push a ship or vehicle past its limits of speed. [They] may perform the Full Throttle action, attempting a **Hard Piloting check**. With success, the ship's top speed increases by one for a number of rounds equal to Cunning. The ship cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement).

### Improved

* **Activation:** Active (Maneuver)
* **Ranked:** No
* **Trees:** Driver, Pilot, Racer

The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In addition, the difficulty of Full Throttle is reduced to **Average**.

### Supreme

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Driver, Pilot, Racer

When the character successfully performs Full Throttle, the ship's top speed increases by two for a number of rounds equal to [their] Cunning, instead of one.
Gladiator-class Star Destroyer

Originally intended to serve as a dedicated Star Destroyer escort in heavy battle lines, the *Gladiator*-class was repurposed into primarily an independent, long-range patrol vessel. Due to its firepower, it also served in anti-ship, escort, and orbital bombardment capacities. The *Gladiator*-class could also serve as a blockade vessel and as the flagship of a small battle group.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 3

**Hyperdrive:** Primary: Class 1, Backup: Class 8.

**Navicomputer:** Yes.

**Sensor Range:** Long.

**Ship's Complement:** 1255 officers, pilots, and enlisted crew.

**Starfighter Complement:** 24 Starfighters.

**Vehicle Complement:** Numerous shuttles, walkers, landing craft and utility vehicles.

**Encumbrance Capacity:** 5000.

**Passenger Capacity:** 1200 Troops.

**Consumables:** 2 Years.

**Weapons:**

* 12x Turret-mounted Dual Light Turbolasers

*or* Forward, Starboard, & Aft

* 3x Port, 3x Starboard, & 4x Aft Turret-mounted Medium Cannons

* 10x Assault Concussion Missile Launchers

* 4x Forward, 2x Port, & 2x Starboard Medium Tractor Beam Emitters
Draw Closer talent

## Draw Closer

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Niman Disciple

*Force talent.* The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of Force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). [They] may also spend a Force point to add success results to the combat check. If the character cannot move [their] target to engage [them], the combat check automatically misses.
HT-77 Cold Assault Armour

This set of laminate clone armour has been specially modified with additional flaps and thermal seals to resist temperature differences. The helmets are also equipped with slightly improved optics to keep visibility of the trooper despite blizzard cover.

Comes with built-in comlink.

Add 2 boost dice to checks for avoiding adverse effects from exposure to cold temperatures and weather. Remove 1 setback dice imposed by cold-weather conditions on Perception checks.
GPE-3130

This podracer, built by Galactic Power Engineering, is designed for high speeds in straight lines - but suffers in all else. Due to the instability of the engines, it has become quite unpopular.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 0

**Maximum Altitude:**50 metres.

**Sensor Range:**Close.

**Crew:**1 Pilot.

**Encumbrance:** 1

**Passenger Capacity:** 0
Garrote

This traditional assassin's weapon consists of a length of cord or cable which is easily wrapped around a target's throat. This then easily knocks out an opponent, or entirely suffocates them.

A successful attack against a target causes them to become suffocated. Breaking free requires an opposed Brawl vs Brawl check, with an additional setback die for each round they have been caught.
Eta-class Supply Barge

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 2

**Hyperdrive:** Primary: Class 3, Backup: Class 12.

**Navicomputer:** Yes.

**Sensor Range:** Medium.

**Ship's Complement:** 1 pilots, 1 co-pilots, 1 loadmaster

**Encumbrance Capacity:** 12000

**Passenger Capacity:** 2

**Consumables:** 3 Weeks.

**Weapons:** None
GX1 Short Hauler

The GX1 is designed as an inexpensive luxury craft, with very comfortable amenities and with a decent cargo capacity. It became popular with free traders and smugglers due to ease of engineering efforts - despite poor initial sales numbers.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 1

**Hyperdrive:**Primary: Class 2, Backup: Class 12.

**Navicomputer:** Yes.

**Sensor Range:**Short.

**Ship's Complement:**1 Pilot, 1 Co-Pilot/Engineer, 2 Stewards/Cargo Hands.

**Encumbrance Capacity:** 200

**Passenger Capacity:** 6

**Consumables:** 1 Month.

**Weapons:**

* Dorsal Turret-mounted Heavy Blaster Cannon
Grit talent

## Grit

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Advisor (2), Advocate (4), Aggressor (2), Agitator (2), Alchemist (3), Ambassador (2), Analyst (2), Arbiter (2), ARC Trooper (2), Archaeologist (2), Armorer (2), Artisan (2), Ascetic (5), Assassin (1), Beast Rider (2), Big-Game Hunter (2), Bodyguard (1), Charmer (2), Clone Commander (2), Clone Officer (2), Clone Pilot (2), Clone Trooper (1), Clone Veteran (2), Colossus (2), Commando (1), Commodore (2), Courier (2), Death Watch Warrior (1), Demolitionist (3), Doctor (3), Droid Specialist (2), Droid Tech (3), Driver (2), Entrepreneur (1) Executioner (2), Figurehead (3), Force-Sensitive Emergent (2), Force-Sensitive Outcast (2), Fringer (2), Gambler (2), General (2), Gunner (1), Gunslinger (2), Healer (2), Heavy (1), Hermit (4), Hotshot (4), Infiltrator (3), Instructor (2), Interrogator (2), Juyo Berserker (1), Knight (2), Makashi Duelist (3), Marshal (2), Martial Artist (3), Mechanic (1), Medic (2), Mercenary Soldier (1), Navigator (1), Nightsister (2), Niman Disciple (1), Operator (4), Outlaw Tech (1), Padawan (2), Pathfinder (2), Performer (1), Pilot (2), Politico (2), Propagandist (2), Prophet (3) Protector (2), Quartermaster (3), Recruit (2), Republic Navy Officer (2), Republic Representative (1), Rigger (1), Saboteur (2), Sage (3), Sapper (2), Scavenger (2), Scholar (1), Scout (2), Seer (2), Senator (2), Separatist Commander (1), Shadow (2), Sharpshooter (2), Shien Expert (1), Shii-Cho Knight (1), Shipwright (1), Sleeper Agent (3), Slicer (3), Soresu Defender (2), Squadron Leader (2), Starfighter Ace (3), Strategist (3), Survivalist (1), Steel Hand Adept (2), Teacher (3), Thief (2), Trader (1), Trailblazer (1), Warden (2), Warleader (3)

Each rank of Grit increases a character's strain threshold by one.
Flatline and Brilliance

The *Flatline* and the *Brilliance* are Zann Consortium frigates of the *Interceptor IV*-class. They are modified bulk freighters with additional armor and weapon systems.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 3

**Hyperdrive:** Primary: Class 3, Backup: Class 20

**Navicomputer:** Yes.

**Sensor Range:** Medium.

**Ship's Complement:** 20 crew.

**Encumbrance Capacity:** 10,000

**Passenger Capacity:** 5

**Consumables:** 3 Months.

**Weapons:**

* 1 Port & 1 Starboard Turbolaser cannon batteries

* Forward-mounted Concussion Missile Launcher
FG 8T8-T

This podracer, the Twin Block2, follows a radical design where the engine blocks are fixed to the cockpit. It is slow due to the handling suite and other attachments of this design.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 0

**Maximum Altitude:**45 metres.

**Sensor Range:**Close.

**Crew:**1 Pilot.

**Encumbrance:** 2

**Passenger Capacity:** 0

**Additional Rules:**

* Integrated Ejection System: comes with the Ejection System attachment.
Gozanti-Class Armed Transport

Powerful and reliable, the CEC/Gallofree Yards *Gozanti-*class armed transport is a cruiser-sized vessel used by numerous private and governmental organizations as a bulk cargo carrier and convoy escort. In service since the Clone Wars, these vessels are classified strictly as civilian ships and licensed to carry military-grade weaponry through different grandfathered laws that allow for private organizations to protect their own shipping. *Gozanti*-class transports are, despite their advanced age, surprisingly heavily armed and armored. They carry a number of quad laser turrets and laser cannons, along with ordnance launchers, and are typically included in cargo convoys as combination freighters and escort vessels. Mixed in with a number of plodding, unarmed vessels, *Gozanti*-class ships usually go undetected as a threats until pirates or other criminals are among a convoy, when the armed transports open up with their weapons.

The majority of these ships are well past their useful life as combatants, and most spend their days shuttling cargo to and from worlds in the Outer Rim. Despite this, the Rebel Alliance has refurbished many of these aging vessels, bringing them up to a level of relative modernity that allows them to operate with respectable effectiveness in modern combat. They are employed by the Alliance as escort vessels, in line with their stated purpose, and even as small capital ships in times of desperate need. Some have even been converted to carry one or two starfighters in modified cargo bays, more as piracy deterrent than as offensive weapons, but effective nonetheless. More than one Imperial Customs patrol has been surprised by a *Gozanti*-class transport, a fact that has gained the Alliance the use of more than one of the Empire's vessels.

**Imperial Gozanti-Class Armed Transport**

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 2

**Hyperdrive:**Primary: Class 3, Backup: Class 12

**Navicomputer:**Yes.

**Sensor Range:**Long.

**Ship's Complement:**1 Pilot, 1 Co-pilot, 1 Engineer, 1 Comms/Sensor Operator, 2 Loadmasters, 6 Gunners.

**Vehicle Complement:** Imperial Variant: Two All Terrain Armored Transports, two All Terrain Defense Pods, Four All Terrain Scout Transports, or four TIE-series starfighters.

**Encumbrance Capacity:** 1000

**Passenger Capacity:** 12

**Consumables:**1 Month.

**Weapons:**

* One Dorsal & One Ventral Retractable Turret-mounted Quad Laser Cannon

* 2 Port & 2 Starboard Retractable Twin Heavy Laser Cannons

* Forward-mounted Proton Torpedo Launcher

OR Imperial Variant:

* One Dorsal & One Ventral Retractable Twin Heavy Laser Cannons
Education (Int)

This skill encompasses a character's background knowledge from growing up and going to school or university. It is used in rolls such as;

* Interacting with a government entity.
* Basic scientific knowledge needed in an analysis.

##### Careers with Knowledge (Education) as a class skill:

* Colonist
* Consular
* Engineer

##### Specializations with Knowledge (Education) as a class skill:

* Alchemist
* Analyst
* Archaeologist
* Artisan
* Commodore
* Doctor
* Entrepreneur
* Healer
* Instructor
* Investigator
* Master
* Outlaw Tech
* Padawan
* Scientist
* Shipwright
* Sleeper Agent
* Slicer
* Teacher

##### Universal Specializations with Knowledge (Education) as a class skill:

* Republic Representative (can choose any one knowledge skill)
* Senator
Glitterstim

Glitterstim is an extremely rare spice, spun by energy spiders of Kessel. It is mined by slaves for use by the empire. Storage is difficult, as it degrades rapidly in the light. It makes a subject relatively paranoid, making them much more perceptive and alert - but it is extremely addictive.

It can be bought as a single dose;

or as a 100 dose container;

Add 3 boost die to all Perception and Vigilance checks for the remainder of an encounter. Some may receive telepathic capabilities.
Emergency Repair Patch

This piece of durasteel is constructed in such a way for quick application and use in combat situations, for mechanics to conduct quick repairs.

May be used as a one-use item that can be utilized to gain the normal bonus for having the right tools for a job at hand when applicable.

Can also apply a patch to a droid to heal 3 wounds. May apply 5 patches to the same per day.
Ghost

The *Ghost* is a heavily modified VCX-100 with additional military grade hull plating and shielding. Thanks to some other modifications, this additional armour does not slow the *Ghost* at all.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 2

**Hyperdrive:** Primary: Class 1, Backup: 14.

**Navicomputer:** Yes.

**Sensor Range:** Short.

**Ship's Complement:** 1 Pilot, 1 Co-pilot/Engineer, 1 Turret Gunner, 1 Aft-Gunners, 2 Crew.

**Starfighter Complement:** One (custom).

**Encumbrance:** 200

**Passenger Capacity:** 6

**Consumables:** 1 Month.

**Weapons:**

* Turret-mounted Twin Light Laser Cannon

* Aft-mounted Twin Light Laser Cannon

* Forward-mounted Twin Medium Laser Cannon

* Forward-mounted Proton Torpedo Launchers

**Additional Rules**

* **Sensor Jammer:** Upgrade difficulty of checks from incoming scans to verify identification once.
Foreign Debris Ejector

This modification improves the shields of a vessel.

It can only be installed on podracers.

**Base Modifier:** Activated as a maneuver, may force another podracer directly behind at close range to make a hard (3 difficulty) piloting (planetary) check. Failure reduces speed by 1 for 2 rounds, plus 1 round for each 4 threat or 1 despair. It can only be used once per race.
Headbutt talent

## Heabutt

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Colossus

Once per encounter, the character may perform the Headbutt incidental. The character suffers 2 wounds and selects one engaged non-vehicle target with a silhouette of up to one higher than the character's. The target is knocked prone and is disoriented until the end of the next round.
Exoglove

Common around spaceports on backwater worlds, exogloves mechanically enhance strength, ostensibly for shifting cargo and performing other menial labor.

Wearing one or more exogloves increases a character's Brawn by 1. As an action, a character may make an Average (2 difficulty) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, they may reel in the cord, pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).
Creshaldyne Mk. IV Modular Backpack

This backpack is a popular with all sorts of explorers and scouts, as it allows for a customised loudout of load-bearing. The pack can be equipped with additional accessory pouches as needed.

Backpack;

Extra pouches;

Backpack increases encumbrance threshold by 3.

Three extra pouches can be installed, each increase encumbrance threshold by 1.
Fabritech Fogger Smoke Generator

This attachment generates a thick black or grey smoke which completely inhibits vision, making targeting the vehicle almost impossible without advanced sensors.

It can be installed on planetary vehicles.

**Base Modifier:** Create smoke screen with 10 metres diametre trailing behind vessel. Provides concealment from enemies in rear arc. Add 3 setback dice due to concealment until the end of your next turn. Activation and deactivation requires an incidental.

**Mod Options:** None.
Grapnel-Harpoon Launcher

While often thought of as little more than a tool for climbing, the launcher is also used by many bounty hunters for entangling their mark - only causing some superficial wounds as the harpoon buries into the target.

As an action make an Average (2 difficulty) Ranged (Light) check to secure the hook onto a target. Reel it in or reel self to object as an action. May bring someone along with them while reeling in, requiring an Average (2 difficulty) Athletics check.
Galaxy Mapper talent

## Galaxy Mapper

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Commodore (3), Fringer (2), Navigator (2), Operator (1), Pilot (2), Republic Navy Officer (2), Starfighter Ace (1)

The character removes a setback dice per rank of Galaxy Mapper from [their] Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper).
Form On Me talent

## Form on Me

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Squadron Leader

When the character performs the Gain the Advantage action, a number of allied vehicles equal to [their] ranks in Leadership and within close range also gain the benefits of the action on the target. These allied vehicles maintain the benefits until they leave close range with the character or the character loses the benefits of Gain the Advantage.
Hardened Comlink

This military grade comlink is built to withstand battlefield use and features satellite uplink capability. These are also encrypted and generally housed in impact and weather-proof casing.

Add 1 failure result to any checks made to decode transmissions. Add 1 success result to any checks user makes to break through a comms jammer.
Congenial talent

## Congenial

* **Activation:** Active (Incidental, Out of Turn)
* **Ranked:** Yes
* **Trees:** Arbiter (1), Charmer (2), Performer (1), Prophet (2), Senator (2)

When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial.
Dragite Gem

These gems are one of the most brittle of kyber crystals, found in the caves of the D'olop mountain range (on M'haeli).

The crystal can only be applied to Lightsabers.

**Base Modifier:** Damage +7, Critical Rating +3, Breach +1, Disorient +1, Sunder Quality.

**Mod Options:** 2x "Disorient +1", 2x "Concussive +1", 1x "Damage +1"
Flame Projector

This large weapon is used to launch flames at the enemy, traditionally used to clear bunkers and cause fear to route the enemy. It fires a viscous burning fire-gel which sticks to the foes.

The Burn quality can be triggered multiple times to hit more than a single target.

Rolling 2 disadvantages in a combat check may cause the hit to damage allies.
HH-50 Heavy Blaster Pistol

This rather large blaster pistol is built from a variety of parts used in the DC-15 clone trooper blaster carbine. It is double-barreled and includes a set of patented systems.

Rolling 2 disadvantages may cause the weapon to run out of ammunition. Rolling 3 disadvantages may cause the weapon to overheat.
Fabritech 7000 Geoscanner

This scanner is widely used by miners and prospectors to probe planet surfaces for minerals up to a depth of 2km. It is also able to warn users of potential geological hazards.

Add 1 boost dice to any Perception, Lore or Education checks related to studying the subterranean environment within medium range.
Delta-6 System Defense Starfighter

A fighter once used by the Jedi of the Republic, the nimble starfighter is a luxurious single-pilot fighter.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 1

**Hyperdrive:**None (may dock with Syliure-31 Hyperspace Ring [Class 1] with easy (1 difficulty) piloting check)

**Navicomputer:** None

**Sensor Range:**Close.

**Ship's Complement:**1 Pilot

**Encumbrance:** 8

**Passenger Capacity:** 0

**Consumables:**1 Day.

**Weapons:**

* Forward-mounted Twin Light Laser Cannons
GALAAR-15 Blaster Carbine

This blaster was designed by Mandalorian arms manufacturer Concordian Crescent Technologies for the Mandalorian police and military forces. Its name comes from a common bird of prey native to Mandalore. Despite never been sold on the galactic market, a surprising number of these can be found on the Black Market.
Expert Tracker talent

## Expert Tracker

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Beast Rider (2), Big-Game Hunter (2), Hunter (2), Navigator (1), Nightsister (1), Seer (1), Sharpshooter (2), Skip Tracer (1), Survivalist (2), Trailblazer (2)

The character removes a setback dice per rank of Expert Tracker from [their] checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).
EF76 Nebulon-B Frigate

Kuat Drive Yards' *Nebulon-B* frigate was built as a replacement for the Class-C frigate and was one of the first capital ships deployed to Imperial Navy fleets, coming into service alongside the first *Victory*-class Star Destroyers. Designated an escort frigate by the Imperial Navy, these ships are typically assigned to roles considered beneath the expensive Star Destroyers, such as convoy escort, scouting, and picket duties. Long and deceptively fragile-looking, these vessels consist of a multi-deck forward section mated to a bulky aft engineering section by a single thin spar. They are powered by a KDY 8,000 anti-matter reactor, which develops thrust though a cluster of seven Kuat Galaxy-15 ion engines.

These frigates carry a surprising amount of weaponry for their size, including a dozen turbolasers, numerous light laser cannons, and even a trio of tractor beams. Along with the energy weapons, they can also carry two squadrons of twelve TIE/IN fighters docked to the central spar. Together with their heavy armor and sturdy shields, these make the *Nebulon-B* frigates formidable opponents. Much to the Imperial Navy's chagrin, a handful of these powerful frigates have fallen into the hands of the Rebel Alliance, either through capture, salvage, or the defection of their officers and crews. In fact, they are one of the most common capital-class vessels fielded by the Alliance, and many, if not most, fleet actions fought by the Alliance include *Nebulon-B* frigates on both sides of the fight. This has given rise to at least one Imperial admiral lamenting that, just once, he would like to destroy an Alliance ship that the Empire hadn't built.

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**Hyperdrive:**Primary: Class 2, Backup: Class 12

**Navicomputer:**Yes.

**Sensor Range:**Long.

**Ship's Complement:**920 Officers, pilots & enlisted crew.

**Starfighter Complement:** 24 Starfighters.

**Encumbrance Capacity:** 4000

**Passenger Capacity:** 75 Troops.

**Consumables:**2 Years.

**Weapons:**

* 6 Port & 6 Starboard Retractable Turret-mounted Medium Turbolasers

* 3 Starboard, 3 Port, 3 Forward, 3 Aft Retractable Turret-mounted Light Laser Cannons

* 3 Forward-mounted Heavy Tractor Beam Emitters
Gank

**Wound Threshold:** 10 + Brawn

**Strain Threshold:** 10 + Willpower

**Starting Experience:** 110 XP

**Special Abilities:** Coercion +1 or Vigilance +1

**Cyborg:** Start with up to 2 implants (with value up to 5000 credits, or more, using character creation credits in addition). Implant maximum is 3 + Brawn rating.
Gunjack Spice

Synthesized from a concentrated mixture of many chemical compounds, this significantly increases an individual's strength for a short period but has negative motor coordination and mental acuity side effects.

It can be bought as a single dose;

or as a 100 dose container;

Increase Brawn characteristic by 1 (maximum of 6) until end of the encounter. Each dose consumed upgrades difficulty of Agility-, Intellect- and Cunning-based checks once until end of game session.
Han Solo's Customized DL-44 Heavy Blaster Pistol

The heavily modified DL-44 wielded by renowned Tobias Becket and then rebel hero Han Solo. It has a number of special additions, most important of all being the overcharged setting which allows for a particularly piercing shot.

**Overcharged:** Once per round as a maneuver, upgrade the difficulty of the next attack once to add the Pierce 7 quality. Rolling two threats or a despair may cause the weapon to run out of ammo.
Han Solo's Millennium Falcon

Han Solo's *Millennium Falcon* had lost many of the modifications made by Lando, due to its bout in the Kessel Run. It was remodified with military-spec hardware, though covered up and disguised as junker-tier additions. Due to this however, the *Falcon* was pushed well beyond its design specifications.

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**Hyperdrive:** Primary: Class 0.5, Backup: Class 10.

**Navicomputer:** Yes.

**Sensor Range:** Long.

**Ship's Complement:** 1 Pilot, 1 Co-Pilot/Engineer, 2 Gunners.

**Encumbrance:** 165

**Passenger Capacity:** 6

**Consumables:** 2 Months.

**Weapons:**

* Dorsal & Ventral Turret-mounted Quad Laser Cannon

* Dorsal & Ventral Turret-mounted Quad Laser Cannon

* Dorsal & Ventral Turret-mounted Quad Laser Cannon

**Additional Rules:**

* **Hunk of Junk:** Once per session, remove a despair result from a Piloting or Mechanics check. The GM may add a despair to a subsequent roll using the *Millennium Flacon* that session.
Grenade Cling

With a bit of adhesive polymer or a few electromagnets, any grenade can be made to latch onto a target.

It can be applied to any grenade or explosive device.

**Base Modifier:** Grenade immediately sticks to its target. Requires average (2 difficulty) Athletics check to remove.

**Mod Options:** 2x "Damage +1 to stuck target.", 2x "Increase difficulty to remove adhered grenade once."
Force Assault talent

## Force Assault

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Niman Disciple

*Force talent.* Upon missing an opponent with a Lightsaber (Willpower) combat check, the character may spend a triumph or three advantage results to perform a Move Force power action as a maneuver this turn (the character must still be able to perform maneuvers and still may not perform more than two maneuvers in a turn).

The character must have already purchased the Move Force power to use it as part of this ability.
Freerunning talent

## Freerunning

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Courier, Racer

Once per round, before performing a Move maneuver, the character may suffer 1 strain. If [they] do so, [they] may use [their] Move maneuver to move to any location within short range (even straight up) as long as there is some sort of object to move across or a path to move along.

### Improved

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Racer

Once per round, before performing a Move maneuver, the character may suffer 4 strain. If [they] do so, [they] may use [their] Move maneuver to move to any location within medium range (even straight up) as long as there is some sort of object to move across or a path to move along.
H-60 Tempest Heavy Bomber

The **H-60 Tempest Heavy Bomber** is the predecessor to the "B-Wing" this starship is designed similarly, though features less weapons and an extra cockpit.

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**Hyperdrive:** None.

**Navicomputer:** None.

**Sensor Range:**Close.

**Ship's Complement:**1 Pilot, 1 Weapon Systems Operator.

**Encumbrance Capacity:** 12 (when not carrying ordnance)

**Passenger Capacity:** 0

**Consumables:** 1 Week.

**Weapons:**

* Forward-mounted Medium Laser Cannons

* Forward-mounted Twin Light Ion Cannons

* Forward-mounted Proton Torpedo Launchers

* Ventral-mounted Proton Bomb Bay
GT-Series Construction Droid

These droids are the descendants of the ancient AM-Mk II, used in the mid-Republic era. Standing at 2 metres tall, they have a suite of construction tools and processors, being quite clever when it comes to engineering.

## Statistics

**Skills:** Computers 2, Mechanics 3, Perception 1.

**Talents:** Natural Tinkerer (once per session, may reroll any one Mechanics check).

**Abilities:** Droid.

**Equipment:**

* Fusion Cutter

* Built-in Construction Tools (counts as a tool kit).
* I-C4A Droid Interface Programming Suite
Golan Arms DF.11 Anti-Infantry Battery

This is an iconic weapon platform used by the Alliance. The DF.11 is a powerful and reliable weapon for shredding and suppressing inbound infantry formations, found guarding military garrisons all over the galaxy.

This equipment uses the profile of an immobile vehicle:

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**Crew:** 1 Gunner, 1 Technician, 1 Fire Control Operator.

**Weapons:**

* DF.11 Anti-Infantry Battery (weapon uses personal scale)
Environmental Simulators

Species of the galaxy live in vastly different environments, but most vessels are fitted with a standard environment. Adapting one's diplomatic vessel to the desires of their guests can really lighten the mood.

It can be installed on vehicle or starship.

**Base Modifier:** May replicate up to 3 different planetary environments (1 at a time). Changing between environments takes 1 hour to 1 day. Charm and Negotiation checks against a species native to the simulated environment get 2 automatic advantages.

**Mod Options:** 2x "Additional planetary environment."
Enhanced Prisoner Lockup

This attachment re-purposes passenger areas into prisoner cells and a full suite for security purposes, such as sensors and holocams.

It can be installed on any vessel capable of carrying prisoners.

**Base Modifier:** Full incarceration and security suite for up to 2 prisoners.

**Mod Options:** 4x "Add support for 1 additional prisoner."
HH-87 Starhopper Starfighter

This long-range starfighter was designed to patrol Hutt Space, keeping the systems running as the crime lords desire. Although tough, their armaments are lacking compared to most military fighters.

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**Hyperdrive:**Primary: Class 1 (*Class 2 in **Friends Like These** adventure*), Backup: None.

**Navicomputer:** None.

**Sensor Range:**Short. (*close in **Friends Like These** adventure*)

**Ship's Complement:**1 Pilot.

**Encumbrance Capacity:** 6 (*15 in **Friends Like These** adventure*)

**Passenger Capacity:** 0

**Consumables:** 2 Days. (*2 weeks in **Friends Like These** adventure*)

**Weapons:**

* Forward-mounted Twin Light Laser Cannons (*two in **Friends Like These** adventure*)
E-5 Blaster Rifle

The E-5 rifle was a copy of a BlasTech weapon, produced by Baktoid Armor Workshop as a standard issue rifle to B1 battle droids. It lacked the usual safety features as they weren't as important given the mindless droids using them.

When damaged, suffers one additional step of damage.

A despair or 3 threat results cause weapon to overheat; damaging the weapon and dealing 2 wounds to an organic wielder.
Far Strike talent

## Far Strike

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Steel Hand Adept

*Force talent.* The character may take the Far Strike action, making a Brawl combat check as a ranged attack at one target at short range or further, adding Force dice no greater than the character's Force rating to the check. The character may spend a Force point to increase the range of the attack by one range band per Force point spent, to a maximum of long. If the target is at medium range or further, the character must both sufficiently increase the range of the attack and succeed on the check to hit the target.
Electronic Sighting System

Rather than a physical scope, using a small holoprojected crosshair (like a laser sight) which reaches to short range, can be especially helpful at landing the shots when up close with the enemy.

This can only be applied to any ranged weapon.

**Base Modifier:** Aim as an incidental once per round at short range. Decrease difficulty of Perception checks to locate the shooter in low light conditions by one.

**Mod Options:** 1x "Accurate +1"
Energy Overclock Setting

This attachment increases the frequency and speed of the vibrations of a vibroblade.

This attachment can be applied to any vibroweapon and any other powered Melee or Brawl weapon.

**Base Modifier:** As a maneuver, may activate overclocking to get Vicious +3. If a combat check generates 3 disadvantages, the weapon shorts out and is unable to be used until repaired.

**Mod Options:** 1x "Add 1 advantage result to combat checks with weapon.", 1x "Activate as an incidental."
Explosive Shackles

These shackles are used by the most ruthless slave drivers or bounty hunters, completely dissuading escape due to the lethal charges built-in to the lock mechanism.

Removal without key requires a Daunting (4 difficulty) Skulduggery check. Failure causes the shackles to detonate, dealing 10 wound on the wearer (ignoring soak) and each character within engaged range.
Exhaustive Questioning talent

## Exhaustive Questioning

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Interrogator

Whenever the character makes a successful social skill check against a captured enemy within short range, [they] may reduce the enemy's strain threshold by 2 for the remainder of the session and spend an advantage to inflict 1 strain.
Essential Kill talent

## Essential Kill

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Executioner

*Force talent.* When making a combat check that does not involve either using the Gunnery skill or operating a non-starship weapon, the character may add a Force dice no greater than [their] Force rating to the check. The character may spend a Force point to add an advantage result, or three Force points to add a triumph result (character's choice), to the result. Advantage results gained in this way cannot be used to recover strain.
Firespray System Patrol Craft

With their elephantine appearance, unique upright flying position, and rotating internal cockpit that allows for for horizontal landings, Firesprays were considered revolutionary in both their looks and design. Initially, only six prototypes were built and delivered to a Republic prison on Oovo IV shortly before the Battle of Naboo. Of those six ships, one was stolen by a bounty hunter named Jango Fett, and the other five destroyed to deter pursuit. The loss of such expensive prototypes came as a heavy blow to KSE, and they mothballed the Firespray program.

Envisioned primarily as a pursuit and system patrol craft, the original six Firesprays were powered by a quartet of Kuat X-F-16 high-output power generators powering a pair of KDY F-31 ion engines that took up much of the ship's internal space. The combination of generators and drives gave the ships more than enough speed to deal with errant freighters, transports, and shuttles. Designed for utility rather than comfort, the ships' interior spaces were incredibly cramped. A small cargo hold located in the lower aft section of the ship is equipped with a guard station and six small holding cells. Wedged in between the generators, ion drives, and other ship's systems is the unique rotating cockpit that moves the pilot and his controls through 180 degrees during take off and landing.

Recently, KSE re-introduced the Firespray to market in response to increased demand for law enforcement and patrol vessels from Imperial controlled worlds. The new ships are built from the plans for the original six prototypes, albeit with the benefit of three decades of advancement in shipbuilding technology. Thanks to growing demand and an aggressive advertising campaign, the new ships are a hot commodity among law enforcement agencies, bounty hunters, and even some smugglers and pirates.

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**Hyperdrive:**Primary: Class 3, Backup: Class 15.

**Navicomputer:** Yes.

**Sensor Range:**Short.

**Ship's Complement:**1 Pilot, 2 Guards.

**Encumbrance Capacity:** 40

**Passenger Capacity:** 6 (in the brig).

**Consumables:** 1 Month.

**Weapons:**

* Forward-mounted Auto-blasters

* Forward-mounted Light Tractor Beam Projector
Durable talent

## Durable

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Archaeologist (1), Bodyguard (1), Colossus (3), Commando (2), Cyber Tech (2), Enforcer (1), Fringer (1), Gunner (2), Heavy (1), Marshal (2), Sapper (2), Shii-Cho Knight (2), Sleeper Agent (1)

The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one.
Ghtroc 720 Light Freighter

This light freighter is known for high amount of armour, capable of withstanding quite the punishment. However, its especially light weapon systems or the lack there-of is a major deficiency in this freighter.

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**Hyperdrive:**Primary: Class 2, Backup: Class 15.

**Navicomputer:** Yes.

**Sensor Range:**Medium.

**Ship's Complement:**1 Pilot, 1 Co-Pilot.

**Encumbrance Capacity:** 200

**Passenger Capacity:** 10

**Consumables:** 2 Months.

**Weapons:**

* Dorsal Turret-mounted Twin Light Laser Cannon
Electrobinoculars

These are macrobinoculars with a set of optical enhancements, such as thermal imaging and the ability to record data observed.

They allow vision in low light or extremely bright conditions. Magnifies targets up to 10 kilometres away. Thus remove one setback die imposed by such conditions or distance.
Field Commander talent

## Field Commander

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Clone Officer, Instructor, Mercenary Soldier, Peacekeeper, Squadron Leader, Tactician

The character may take a Field Commander action. By successfully passing an **Average Leadership check**, a number of allies equal to [their] presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.

### Improved

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Clone Officer, Instructor, Mercenary Soldier, Peacekeeper, Squadron Leader, Tactician

When taking a Field Commander action, the character may affect allies equal to twice [their] Presence. In addition, they may spend a triumph result generated on [their] Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver.