recursal/Fanatic-Fandom huggingface dataset:
Commander

The Commaner Career lets you start off with the following Skills as class skills

* Coercion
* Cool
* Discipline
* Knowledge (Warfare)
* Leadership
* Perception
* Ranged (Light)
* Vigilance

You can choose any 4 of these skills and increase their rank to 1.

Found in Age of Rebellion Core Rule Book

## Commodore

Makes the following Skills Class skills

* Astrogation
* Computers
* Knowledge (Education)
* Knowledge (Outer Rim)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book

## Squadron Leader

Makes the following Skills Class skills

* Gunnery
* Mechanics
* Piloting (Planetary)
* Piloting (Space)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book

## Tactician

Makes the following Skills Class skills

* Brawl
* Discipline
* Leadership
* Ranged (Heavy)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book

## Figurehead

Makes the following Skills Class skills

* Cool
* Leadership
* Negotiation
* Knowledge (Core Worlds)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Lead by Example Rule Book

## Instructor

Makes the following Skills Class skills

* Dicipline
* Medicine
* Ranged (Heavy)
* Knowledge (Education)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Lead by Example Rule Book

## Strategist

Makes the following Skills Class skills

* Computers
* Cool
* Vigilance
* Knowledge (Warfare)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Lead by Example Rule Book

## Recruit

Makes the following Skills Class skills

* Athletics
* Discipline
* Survival
* Vigilance

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book
Dioxis Gas (1 dose)

## What This Gear Does

Used since before the Clone Wars, dioxis can be lethal to most carbon-based life forms within less than one minute following exposure. The greenish gas was used extensively by the Separatists’ droid armies, which were immune to it. The gas has since seen use by mercenaries and assassins unconcerned with high body counts.

A single dose of dioxis has a Hard (3 purple dice) difficulty, while two or more doses combined have a Daunting (4 purple dice) difficulty The poison inflicts 5 wounds if the target fails a check at the relevant difficulty (this ignores soak). In addition, each Disadvantage generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelmed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the air for up to 3 rounds unless dissipated by high winds.
Forearm Grip

Little more than a vertical handgrip affixed below the barrel of a rifle-sized weapon, these are very popular modifications among mercenaries and professional soldiers across the galaxy. Designed to give the user better control over the weapon, especially in tight quarters, this attachment is often paired with a spread barrel attachment to optimize blaster rifles for closequarters combat. This attachment can only be used on rifle and carbine-sized weapons (but not heavy rifles).

## Models Include

* Dolmax 14A Detachable Pistol Grip
* Galactic Arms Model 9 Forearm Grip
* Merr-Sonn AG44S Ergonomic Tactical Foregrip

## Base Modifiers

Decreases the additional difficulty of making Ranged (Heavy) checks with this weapon while engaged to an additional 1 purple die (rather than (2 purple dice)).

## Modification Options

* 1 Innate Talent (Point Blank Rank + 1) Mod
* 1 Weapon Quality (Accurate + 1) Mod
Aqualish

## Special Abilities

All Aqualish are capable of breathing underwater. In addition, they begin the game with one rank in Brawl. Characters cannot train Brawl above rank 2 during character creation.

Sub-Species Options: A player chjoosing to play an Aqualish character must choose one of the follow sub-species. No matter which sub-Species is chosen, no skills may be trained above rank 2 during character creation.

-Aquala: Aquala begin the game with one rank in Resilience. Furthermore, Aquala may remove 1 black die imposed due to any cold or wet confitions.

- Ualaq: Ualaq begin the game with one rank in Survival or one rank in Perception. Furthermore, Ualaq may remove 1 black die imposed due to dark conditions, but suffer 1 black die to Perception checks in brightly lit environments.

- Quara: Quara begin the game with one rank in Athletics or one rank in Coercion. Furthermore, Quara may remove 1 black die when attempting to track anything through a natural environment.

Found in Edge of the Empire: Dangerous Covenant (Hired Gun Sourcebook)

For more information on Aqualish Click here
Anti-Vehicle Mine

Anti-vehicle mines are large, heavy explosive devices designed to destroy walkers, speeders, and other landborne vehicles. When deployed, they are buried in shallow pits and covered with soil, leaves, duracrete, or other camouflaging agents. They feature both an adjustable pressure switch that can be set to detonate at a certain weight threshold and a proximity sensor that detects the presence of repulsor fields. When triggered, either by weight or by a landspeeder passing over them, their precision-shaped anti-armor charge detonates, damaging the typically soft underbellies of armored vehicles. Anti-vehicle mines are usually deployed in groups, depending on their intended use, and are used to protect fortifications and encampments as well as to deny vehicle access to battlefields and sensitive areas. While quite deadly, anti-vehicle mines present little danger to personnel, as even at their most sensitive setting, they require the weight of a vehicle or the presence of a repulsor field to activate.

## Special Abilities Weapon has

* Blast 2
* Breach 4
* Limited Ammo 1

## Models Include

* Merr-Sonn AV70
* SoroSuub Model 12 Repulsor Mine
Breath Mask/Respirator

## What This Gear Does

Designed to allow sentient beings to breathe in atmospheres that are typically dangerous to them, respirators and breath masks are some of the most common pieces of survival gear in existence. Every starship and military vehicle carries a breath mask for each crew member. Many survival kits include simple respirator plugs and face masks that can filter toxins and airborne pathogens. Some are even designed to be used underwater, using a synthetic gill technology to allow air-breathing sentients to breathe water, or otherwise carry their required atmospheric gases with them into the deeps. Most are bulky and uncomfortable to wear for long periods, although those built to allow for longterm survival in hostile atmospheres are made to be as comfortable as possible.

## Characters Who Use This Gear

* Atiin
* Flin
* Kaiden
* Tailspin
Cybernetic Weapon Implant

## What This Gear Does

Popular among bounty hunters, assassins, and clandestine operatives, cybernetic weapon implants guarantee that no matter the situation, an individual is never without a personal protection weapon. Obviously mechanical, the artificial forearm houses a small blaster which can spring forth from a hidden compartment and deliver a hail of blaster fire before most foes are aware they are in danger.

A basic cybernetic weapon arm appears to be a regular cybernetic arm but features a retractable light blaster pistol that can be deployed as an incidental. The blaster is attached to the arm and cannot be removed, dropped, or disarmed.

## Models Include

* BlasTech Cybernetic Weapon Enhancement Mod VII
* Athakam MedTech Synthlimb Blaster
Electric Perimeter Fence

## What This Gear Does

Made by a number of manufacturers throughout the galaxy, portable electric perimeter fences use beams of coherent energy to make a protective barrier around encampments, outposts, or any other sensi-tive areas that require extra security. Composed of a powerful energy generator and a number of sturdy plasteel posts equipped with repeater/booster mod-ules and long anchoring spikes, these fences are constructed by sim-ply finding a safe place for the generator and placing the posts along the desired perimeter. Once the perimeter is set, the generator is hooked up to one of the posts to provide the energy. When the generator is activated, the power it produces is projected and amplified by each of the fence posts, creating a nearly impassable fence made of crackling, humming energy beams. Basic models must be com-pletely deactivated to allow anything to pass through, but the more advanced models have controls that al-low for the various sections between posts to be ac-tivated and deactivated at will. Anyone coming into contact with a portable electric perimeter fence suffers the effects of a stun grenade.
A/KT Shockrider Crash Suit

Specially designed for those who make their living behind the wheel, the Shockrider crash suits from Ayelixe/Krongbing Textiles Corporation are built to help pilots of speeders, speeder bikes, swoops, and other fast atmospheric vehicles survive even the worst crashes. Made of rugged synthetic materials reinforced with a light armored mesh, a crash suit comes with a snug-fitting full-body suit with heavy fasteners, gloves, boots, and a helmet. They are also reinforced with special impact absorbing gel inserts at strategic areas to absorb shocks to those parts of the body that are typically the first to take damage in an accident. In addition to these protections, the materials of the crash suit are also embedded with a fire-andradiation-proof chemical to help wearers survive the fires that often break out during crashes.

Thanks to its rugged construction and integrated armor, a crash suit reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1) and the flame-resistant coating reduces damage dealt to the wearer by fires and weapons with the Burn quality by 1.
Cybernetic Reflexes

## What This Gear Does

A series of specialized implants designed to stimulate and help regulate the sympathetic nervous system of the user, cybernetic reflexes can greatly increase an individual’s reaction time to outside stimuli and threats. By reducing the latency of neural communication between the sensory organs and brainstem, cybernetic reflexes can give the user a slight edge.

Cybernetic reflexes provide 1 rank of the Rapid Reaction talent.

## Models Include

* BioTech Industries Rapid 1 2 Cyber- Reflex System
Cofar

**Cofar** is a Twi'lek hero character who has yet to be introduced. He is Katty's son, and works as a Sector Ranger in the Outer Rim.

 History

Born to his single mother on Lok, Cofar was raised not only by Katty, but by her associates where she dances. Never having much money growing up, Cofar decided that he would do everything he could to make his mom's life easier, and learned how to pilot ships and fly through the stars so that he could do various odd jobs to make money to help her. It was while he was doing this that he began to see various forms of injustice in their system, so he signed up as a Sector Ranger in order to do everything he could to set things right and make his system a better place to live.

## Personality

Cofar is a sweet kid who has a strong sense of justice. He does everything that he can to make the universe a better place, even if it's only one little bit at a time. Cofar is very grown up when it comes to his duties and his motivations, but at the same time he's still a kid and there's a lot of things that he doesn't quite understand. He's a bit naive and a tad too trusting, but his heart is in the right place and he hates to see innocent people being hurt.

## Skills

* Charm - 1
* Deception - 1
* Negotiation - 1
* Piloting (Space) - 1
* Streetwise - 1
* Ranged (Light) - 1
* Knowledge (Core Worlds) - 1
* Knowledge (Education) - 1
* Knowledge (Underworld) - 1

## Abilities

* Twi'leks begin the game with one rank in either Charm or Deception. They still may not train Charm or Deception above rank 2 during character creation.
* When making skill checks, Twi'leks may remove 1 black die imposed due to arid or hot environmental conditions.

## Talents

 Bad Cop
 Good Cop
Binders

## What This Gear Does

Binders are simple restraints used to keep prisoners subdued and manageable. They come in many shapes, sizes, and styles, and many are tailored for the strengths and weaknesses of different sentient species. Most law enforcement agents carry at least one set of binders, and many Rebel infiltrators use them when carrying out kidnappings or hostage rescues.

Breaking free from a set of binders requires either brute force or feats of agility and flexibility. The difficulty varies by the make and model of binder, but the most common restraints require a Daunting (4 purple dice) Athletics or Coordination check to escape.
Corellian Whiskey (25 bottle case)

## What This Gear Does

A popular alcoholic drink from Corellia, distilled anywhere from three to twenty times and aged for several years in wooden casks. Corellian whiskey is characterized by a smooth, woody, slightly spicy flavor and relatively high alcohol content. With production methods strictly controlled by the government, only whiskeys distilled according to specific processes on Corellia and a few colony worlds can carry the label of Corellian whiskey. As such, Corellian whiskey is difficult to come by outside of the Corellian Sector and tends to be pricey.

Whyren's Reserve, an expensive label aged for up to two decades, is considered the finest Corellian whiskey available and often traded on the black market.
Ewok

## Special Abilities

Ewoks begin the game with one
 rank in either Stealth or Survival. They still may not
 train Stealth or Survival above rank 2 during character
 creation.

Scent: Ewoks may remove all 1 black die imposed due to
 concealment against a target that is within Short
 Range.

Size: Ewoks have a Silhouette of 0.

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Ewoks Click here
Ardos Disk

## What This Gear Does

Small coins or medals made of aurodium mined from Varl, Ardos disks are valuable not merely for their rare metal content, but for what they represent. Bearing a stylized image of the star Ardos on one side and the sigil of the kajidic issuing the disk on the other, Ardos disks are given as rewards to highly favored servants and emissaries. They identify the bearer as being under the protection of the Hutts. For a Hutt to kill the possessor of an Ardos disk is nearly as taboo as the murder of another Hutt; most Hutts and their servants honor the relative immunity afforded those given such a rare boon. Conversely, the theft or forgery of an Ardos disk is seen as a heinous act among the Hutts.

Upon displaying an Ardos disk, a character adds 2 blue dice to any Charm or Negotiation skill checks made with Hutts or their henchmen or servants. In general, most Hutts will honor the implicit significance of the Ardos disk and refrain from overtly harming or hindering the bearer. If the disk bears the sigil of a rival clan, however, the GM can upgrade the difficulty of any Charm or Negotiation skill checks with the Hutt in question once instead, though the Hutt will still be loath to openly harm the bearer.

For instance, Jabba Desilijic Tiure might not be very welcoming or polite to characters displaying an Ardos disk given to them by the Besadii Hutts, but he would at least grant them safe passage through Desilijic space, and would not feed them to his pet rancor (at least, not without severe provocation). Since Hutts are extremely suspicious and imperious by their very natures, they often demand to examine any Ardos disk presented to them, even if they already know it is valid.
Double-bladedLightsaber

Double-bladed lightsabers consist of an oversized lightsaber hilt with an upgraded power supply and twin emitter systems, one at either end of the hilt. Although quite dangerous and effective in combat, double-bladed lightsabers are also exceptionally difficult to master.

Although technically this weapon contains two lightsaber crystals (one for each blade), for the purposes of gameplay this weapon is treated as having a single crystal. As such, this lightsaber is a double-bladed lightsaber hilt containing an unmodded Ilum lightsaber crystal (see page 137). This crystal occupies two of the weapon’s hard points.

When purchasing attachments for this weapon (including crystals), each attachment costs double the listed price. This represents the fact that the double-bladed lightsaber will generally require two of each attachment (one for each end). However, when installing and modding these attachments, follow all normal rules.

## Special Abilities Weapon has

* Breach 1
* Linked 1
* Sunder
* Unwieldy 2
Brass Knuckles

Known colloquially as "knuckle dusters" in many locations, brass knuckles are little more than a set of thick metal rings worn on the fingers and welded to a horizontal bar held in the fist. They are the smallest, simplest, and easiest to conceal type of brawl weapon. Among the more civilized places of the galaxy, brass knuckles are looked down upon as the weapons of petty criminals, bounty hunters, and other undesirables. In fact, their possession or use is severely restricted or outright banned on many worlds. Due to their small size, brass knuckles are quite easy to conceal in a pocket, pouch, or compartment in easy reach until they're needed. Add 1 black die to a character's Perception check when attempting to find a set of brass knuckles on a person's body.
Fusion Lantern

## What This Gear Does

Small, squat, and heavier than they look, fusion lanterns are a combination power source, light, and area heater. Extremely durable and with a reputation for reliability, fusion lanterns are common additions to travel and emergency survival kits. With the right connecting cables, fusion lanterns can be used to power all manner of tools and electronics.
Com Jammer

## What This Gear Does

Using junk data transmitters, radio scramblers, and other esoteric means, com jammers are designed to shut down all radio communications within a given area. Smaller, less powerful versions can easily cause local communications blackouts, jamming all radio traffic within an area of a few kilometers, while larger and more powerful models can completely isolate an entire planet from the galactic HoloNet.

Counteracting the effects of a com jammer requires a Computers check, with a difficulty proportional to the distance from the jammer and the power output of said device. The closer and more powerful the com jammer, the harder the Computers check.
Garnet

**Garnet** is a Zeltron side character who, while she has no interest in personally joining the Rebellion, is perfectly willing to give them a hand every now and again.

## Personality

Personality and shit can wait to be typed out until later.

## Skills

* Charm - 1
* Negotiation - 1
* Brawl - 1
* Knowledge (Core Worlds) - 2
* Knowledge (Education) - 1
* Knowledge (Lore) - 1
* Knowledge (Outer Rim) - 1
* Knowledge (Warfare) - 1
* Knowledge (Xenology) - 1

## Equipment

### Gear

 Comlink (handheld) | 0
 Space Ocarina | 1

## Abilities

* Zeltrons begin the game with one free rank in Charm. They still may not train Charm above Rank 2 during character creation.
* Empathy: Add 1 black die to all incoming Charm or Deception rolls that target the Zeltron.
* Pheromones: Zeltrons add an advantage to all Charm, Deception, and Negotiation rolls.
Dantari Crystal

These multihued Kyber crystals were once extremely popular among the Jedi. When installed in a lightsaber, a Force-reactive Dantari crystal helps the wielder conserve and recover Force energies. A Dantari crystal is a lightsaber crystal.

## Base Modifiers

Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder weapon qualities. When making a Force power check as part of a combat check, a character using a lightsaber with a Dantari crystal may spend Ω to recover 2 strain. If the crystal is ever removed, the lightsaber loses these qualities and abilities, and reverts to its previous base damage and critical rating.

## Modification Options

* 1 Decrease the weapon’s critical rating by one to a minimum of 1 Mod
* 2 Damage +1 Mods
Caamasi

## Special Abilities

Cassmasi begin the game with one rank in either Charm or Discipline. They still may not train Charm or Discipline above rank 2 during character creation.

Memnii: Caamasi often imprint significant events in their life as unfading memories called memnii. Once per game session, a Caamasi may form a new memnis that encompasses one scene or encounter. At any time, a Caamasi may perfectly recall any memnis that he has formed or witnessed, or share it with another Caamasi or a Force-sensitive character.

Found in Age of Rebellion: Desperate Allies (Diplomat Source book)

For more information on Caamasi Click here
"Knack" Restraining Bolt

## What This Gear Does

The Brennkeyes Syndicate remains among one of the most wanted criminal production industries, and survives only due to constant relocation and intense security regarding its manufacturing methods. The craftsmanship and ingenuity of its wares remains matched only by their corresponding illegality, lead-ing to further inflated prices. The "Knack" restraining bolt has become one of their most popular standard items. It appears just like a standard restraining bolt. However, the 'Knack' can also be preprogrammed with an order that will be relayed to the droid at certain times or based On specified triggers.

This secret order might simply let the droid ignore the bolt under particular circumstances, or it might enable something more sinister, such as causing the droid to plot a course to a pirate base when its owner directs it to navigate to Coruscant. The programming can be detected only by accessing the restraining bolt through a datapad, and is not visible to anyone examining the droid's programming rather than that of the restraining bolt.

A PC droid can try to resist a "Knack" restraining bolt in the same way as a normal restraining bolt (see page 195 of the AGE OF REBELLION Core Rulebook)
Cyrus

Cyrus in his father's armor.

**Add Flavor Text here if you like**

## History

Cyrus's mother was a zygerrian slave who broke her chains and stole a ship from her slavers. She used that ship to free other slaves who would become her crew. Once the Clone wars started, she attacked Republic and Separtist ships alike to free the droid and clone crews. Cyrus's father was a clone, CT-2808 "Sunshine" under General Krell's command. He very willingly joined Amile's crew.

The two quickly fell in love, and seeking a cure for the rapid aging of all clones, Amile and Sunshine went to a geneticist who discovered the two could produce a child.

Cyrus lived with his father on Lothal after his mother left when called to the Dark Side. Sunshine raised him to know combat intimately.

## Skills

* Athletics
* Knowledge (Warfare)
* Melee
* Brawl
* Survival
* Resilience
* Coercian

## Equipment

### Credits

Start with 1,000 Credits to buy things for Hero Characters.

## Abilities

* The abilities gained through the species or other means.
Arkanian Offshoot

## Special Abilities

Arkanian Offshoots begin play
 with one rank in any two career skills. They still may
 not train those skills above Rank 2 during character
 creation.

Determination: Arkanian Offshoots may choose
 to suffer 1 Strain to gain 1 blue die to a single Brawn or
 Agility-based check made during their turn.

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Arkanian Offshoot Click here
Destri-series Laminate Beast Armor

Piccatech's Destri-series beast armor uses modern armor technology to provide unparalleled protection for working and riding beasts. It uses the same kinds of hard laminate composites used to make heavy battle armor and the famous laminate armor worn by Imperial Navy Stormtroopers. Sold in a dizzying variety of styles, Destri armor commonly includes articulated laminate plate armor for a creature's head, neck, back, chest, and legs. In addition to the protection, the armor is designed with mounting points for saddles, tack, panniers, and other various equipment. The armored plates are lined with a shock-absorbing coating, and the entire set is designed to distribute the weight of the armor. Destri armor is not a fully sealed suit and does not protect against chemical agents, radiation, or environmental conditions, but it does offer excellent protection against light blaster fire, projectiles, and shrapnel.

Destri armor is relatively heavy, and although it's designed to be as easy as possible on the beast wearing it, the armor still necessarily restricts movement and tends to make a creature slower. Beasts wearing Destri-series beast armor have their Agility reduced by 1, to a minimum of 1.

Laminate beast armor can only be equipped to bestial riding animals. In addition to its other effects, using it allows the character to ride the beast without suffering the bareback riding penalties discussed on page 81.
Excavator's Precision Tool Kit

## What This Gear Does

Galactic civilization is incredibly ancient. Sentient beings have been plying the spacelanes and settling planets for millennia. Cities, empires, and even entire civiliza-tions have risen, flourished, and fallen numerous times in countless places in the galaxy. Occasionally, these ancient peoples left behind great works of engineering—ancient cities, vast orbiting shipyards, lonesome abandoned space stations, huge necropolises, and the like—but mostly they drove themselves into oblivion, and the only remains are shattered remnants and half-remembered stories. Throughout the galaxy, intrepid sentients of all species who possess a wandering spirit and a thirst for knowledge sift through the remains of the ancient past to both help understand where the species of the galaxy have been and where the future is taking them. To help these adventurous scholars with their labors, numerous precision-tool makers in the galaxy produce tool kits of varying size and quality that make an attempt to be both compact and all-inclusive. By far the most popular of these tool kits is the Excavator Precision Tool Kit from Loronar Corporation.

Designed for and marketed to scholars, historians, and archaeologists, the PTK contains a number of well-crafted hand tools and essential accessories for excavation of ancient sites and general exploration. Included are a number of hand spades and brushes of various size, a multitool, a stout knife, a pair of spring-loaded shears for cutting roots and vines, metal and ferroceramic files for sharpening tools, writing utensils, sample bags of various sizes, adhesive and string tags for categorizing finds, measuring equipment, a small spool of monofilament, and small picks, hammers, and mallets of different weights and material. All of this, along with a small, slimline datapad with high-definition recording capabilities, is all housed in a sturdy, lockable, weatherproof carrying case.

## Models Include

* Loronar Corporation Excavator Precision Tool Kit
Corellian Human

## Special Abilities

Corellians begin the game with one rank in Piloting (Planetary) or Piloting (Space). Because Corellians are naturally exceptional pilots and grow up handling swoops, airspeeders, and spacecraft from a young age, they may train Piloting up to rank 3 during character creation.

Found in Suns of Fortune (Corellian Sector Sourcebook)

For more information on Corellian Human Click here
Anti-grav Chute

## What This Gear Does

Intended to save pilots in the event of an emergency, anti-grav chutes are small backpacks with miniature repulsorlifts incorporated into them. An anti-grav chute does not allow the wearer to fly, but rather arrests his fall as he nears the ground. With an anti-grav chute equipped, a person can survive a freefall from several kilometers up. Specialized military forces also use anti-grav chutes for insertion behind enemy lines or combat assault jumps.

Characters equipped with an anti-grav chute take no damage or strain from falls. The speed of the fall also decreases significantly once the anti-grav chute activates, which means reaching the ground can take multiple rounds.

## Models Include

* Corellian Technologies Savior Anti-Grav Chute
Gran

## Special Abilities

Gran begin the game with one rank in Charm or Negotiation. They still may not train Charm or Negotiation above rank 2 during character creation

Enhanced Vision: When making ranged combat or perception checks, Gran remove up to 2 black die imposed due to environmental conditions or concealment (but not defense)

Found in Age of Rebellion Core Rulebook

For more information on Grans Click here
Blast Vest

Light armor designed to protect the wearer from bullets and flying debris, militia and planetary defense forces commonly wear blast vests, as do troopers and crewmen aboard starships. Protecting just the torso of the wearer, blast vests leave the limbs uncovered, allowing for unhindered freedom of movement. While the vest provides excellent protection from flying debris, shrapnel, and projectile weapons, the materials are not designed to stop energy blasts, providing minimal defense against blasters and other energy weapons.

The armor gains + 2 soak when the wearer suffers damage from a slugthrower or other physical projectile.
CDEF Pistol

A basic, cheap design manufactured by Corellian Arms, a subsidiary of the Corellian Engineering Corporation, the CDEF blaster pistol is the standard sidearm issued to CorSec officers. While it lacks the stopping power of many other comparable light blasters, the weapon's relatively small size, reliability, and ease of maintenance have kept it in service with CorSec since before the Clone Wars.

## Special Abilities Weapon has

* Inferior
* Stun Setting
Ascian Throwing Dagger

Named after the binary star system from where they supposedly originated, Ascian daggers are finely weighted and balanced for throwing. Crafted of durasteel and honed to a mono-molecular edge, these blades are deadly in the hands of a skilled user.

When making an attack with an Ascian throwing dagger, a character does not increase the difficulty of the check for being engaged with his target as normal. The user adds his Brawn to the listed value (+1) to determine the damage dealt with this weapon.

## Special Abilities Weapon has

* Pierce 2
* Limited Ammo 1
Energy Dispersion System

This system is a combination of durasteel plating and minute metallic wiring that is designed to distribute electrical shocks across the armor while grounding the user against the energy, reducing the effectiveness of such attacks. This attachment can be installed on any hard armor suit.

## Base Modifiers

When reducing strain damage by the character’s soak, count the character’s soak as two higher.
Heavy Repeating Blaster

Heavy repeating blasters are among the heaviest portable weapons deployed on the galaxy's battlefield. They are massive, tripod-mounted, rapid-fire blaster cannons designed for heavy anti-personnel and light-to-medium anti-materiel work. These deadly support weapons consist of three components—the cannon itself, its tripod, and the heavy power pack that feeds it—and are carried into battle by a team of two-to-three infantrymen, each responsible for one or more of the weapon's pieces. Heavy repeating blasters tend to be weighty and cumbersome, and are slow to set up and break down for moving, especially if the gun team is under fire. Once they are deployed, however, a well-entrenched gun team can deal an incredible amount of damage to enemy troops and armor or cover wide swaths of a battlefield with their high rate of fire and extremely potent bolts. Like their lighter cousins, heavy repeating blasters are restricted to military ownership only. Civilians caught in possession of one of these powerful cannons face a long stay in an Imperial prison.

Thanks to their size and weight, heavy repeating blasters are nearly impossible to use effectively without being mounted to a tripod such as the one found on page 204. The weapon's cost includes the cost of a tripod and power pack. Setting up a heavy repeater requires the gun crew to spend three actions.

## Special Abilities Weapon has

* Auto-Fire
* Cumbersom 5
* Pierce 2
* Vicious 1

## Models Include

* BlasTech EWHB-1 2
* BlasTech E-Web
* Merr-Sonn Mk. II.
Ground-Penetrating Sensor Pack

## What This Gear Does

Another sensor suite produced by CryonCorp, the GPSP is a powerful ground-penetrating radar suite marketed to companies involved in gas and minerals exploration and chartered search and rescue. Little more than a bulky stack of fine-tuned sensors mounted in an impact and weather-resistant plasteel case, the GPSP uses a powerful ground-penetrating radar array to look through solid objects to see what lies beneath. Either carried slung over an operator's shoulder by a stout strap or mounted to a small repulsor cart, the GPSP can see through soil, dense stone of various types, most kinds of ores and processed metals, organic and inorganic debris, duracrete, ferrocrete, and nearly any other kind of substance that might be encountered. Recently, CryonCorp has released an updated version of the GPSP geared more toward scholarly exploration, with a radar array specially tuned for penetration of inorganic, artificially produced building materials like the kind found in the ruins of ancient cities. Using a GPSP does not require a skill check, but interpreting the unit's findings might. If the Game Master sees fit, he can require a Computers skill check to figure out what exactly the GPSP is seeing.

## Models Include

* Cryoncorp Ground=Penetrating Sensor Pack
Helmet Comlink

Rather than rely on a separate piece of equipment that can be broken, lost, or stolen, some mercenaries and bounty hunters prefer to install a micro comlink directly into their armor. A micro-comlink can comprise anything from a complete in-helmet system to a simple small microphone and speaker attached to a wristplate or near the shoulder. A micro-comlink can be installed in any armor

## Base Modifiers

A long-range comlink is integrated into the helmet.
Defender Sporting Blaster Pistol

Producing a number of high-quality blaster weapons, the Drearian Defense Conglomerate is especially known for supplying the Corporate Sector Authority. However, several of their models have achieved popularity among the aristocracy and nobility. The DDC Defender pistol is typically used in honor duels and hunting, but it offers a number of distinct advantages for other uses. Its small size and simple disassembly method make it easily con-cealable, and the weapon also boasts automatic minor-malfunction repair and an unusually large number of shots per charge. While not the strongest of weapons, those who master it for hunting and dueling find their skills transfer well to more deadly contexts.

## Special Abilities Weapon has

* Stun Setting
* Accurate 1
The House That Built Me

**"The House That Built Me"**is a song by American country music artist Miranda Lambert, written by Tom Douglas and Allen Shamblin and released March 8, 2010. See Also: "The House That Built Me" - Miranda Lambert.

This song was performed by Angela Wolff on Season 1 of The Voice. The song was also performed by Dia Frampton and Miranda Lambert on the Final of Season 1.

## Lyrics

<poem>
*I know they say you cant go home again.*
*I just had to come back one last time.*
*Ma'am I know you don't know me from Adam.*
*But these handprints on the front steps are mine.*
*And up those stairs, in that little back bedroom*
*is where I did my homework and I learned to play guitar.*
*And I bet you didn't know under that live oak*
*my favorite dog is buried in the yard.*

*I thought if I could touch this place or feel it*
*this brokenness inside me might start healing.*
*Out here its like I'm someone else,*
*I thought that maybe I could find myself*
*if I could just come in I swear I'll leave.*
*Won't take nothing but a memory*
*from the house that built me.*

*Mama cut out pictures of houses for years.*
*From 'Better Homes and Garden' magazines.*
*Plans were drawn, concrete poured,*
*and nail by nail and board by board*
*Daddy gave life to mama's dream.*

*I thought if I could touch this place or feel it*
*this brokenness inside me might start healing.*
*Out here its like I'm someone else,*
*I thought that maybe I could find myself.*
*If I could just come in I swear I'll leave.*
*Won't take nothing but a memory*
*from the house that built me.*

*You leave home, you move on and you do the best you can.*
*I got lost in this whole world and forgot who I am.*

*I thought if I could touch this place or feel it*
*this brokenness inside me might start healing.*
*Out here its like I'm someone else,*
*I thought that maybe I could find myself.*
*If I could walk around I swear I'll leave.*
*Won't take nothing but a memory*
*from the house that built me.*
Gaffi Stick

The Tusken Raiders of Tatooine carry brutal staves made from desert tracti hardwood, krayt dragon horn or bone. or scavenged metal. One end of the gaffi stick is flanged with four protruding blades useful for cutting and gashing opponents. The other end curves outward and ends in a spike of some sort, with the opposite side serving as a dull club. While to some the gaffi stick seems crude, its genius is its versatility-being able to stab, cut, or club depending on how the user wields it. It has practical uses as well, from serving as a walking stick in the rough terrain of Tatooine to guiding the Tusken Raiders' massive banthas.

Gaffi sticks require two hands to wield.

## Special Abilities Weapon has

* Defensive 1
* Disorient 3
Disguise Kit

## What This Gear Does

Most clandestine Rebel operatives are relatively nondescript in both their looks and personality, which assists them in their work by making it difficult for others to remember them. Even so, these agents often use disguises to further obfuscate their looks and confound their enemies. Disguise kits are simple collections of makeup, wigs, hairpieces, prosthetic features, and chromatic iris alternators; some even contain programmable skinweave for altering fingerprints, and DNA cloaks to spoof advanced genetic scanners. In addition, disguise kits contain basic camouflage paints for use in various environments to help an agent blend more easily into the surroundings. Many companies produce disguise kits. The vast majority of kits are tailored for specific species rather than being "general" disguise kits. After all, a Mon Calamari infiltrator using a wig and makeup designed for a human will garner the opposite of the desired effect.

## Models Include

* LV Labs Flex-Mask Disguise System
* Mehrak Corporation QuickChange Theatrical Makeup
HOB Heavy Repeating Blaster

The High-Output Repeating Blaster from SoroSuub is a powerful and reliable weapon. Rarely seen outside of military forces, the HOB typically requires a crew of two to operate as an emplaced weapon, though it is possible for an individual of exceptional strength to carry the weapon. Remarkably, despite its high rate of fire and energy draw, the HOB's robust, simple construction makes somewhat easier to repair in the field, and it is amazingly easy to set up and take down. The cost of this weapon includes a tripod such as that found on page 193 of the EDGE OF THE EMPIRE Core Rules. Setting up this tripod weapon requires the crew to spend two preparation maneuvers, plus two more for the tripod.

Mechanics Checks to repair a HOB gain 1 blue die.

## Special Abilities Weapon has

* Auto-Fire
* Cumbersom 6
* Pierce 2
* Vicious 1
Cybernetic Arms (Mod V and VI)

## What This Gear Does

Cybernetic arms are designed to increase a being's strength or agility, depending on the model, and are built by companies such as BioTech for nearly every sentient species in the galaxy. While intended as simple replacements for lost limbs, many are sold to individuals who wish to increase their abilities by grafting technology directly to their bodies, rather than simply using it.

Mod V cyberarms provide + 1 Brawn, while Mod VI cyberarms provide + 1 Agility. If a character replaces both arms with cybernetic enhancements, both arms must be the same model, as they are designed to work in tandem. Modifiers from both arms do not stack.

## Models Include

* BioTech Industries Cyberarm Mod V and Mod VI.
Equipment Attachments

The longer a Rebel lives with a weapon or suit of armor, the more likely it is that he will modify it in some way to increase its performance or otherwise better suit his tastes and needs. The following is a selection of common attachments and modifications that can be installed on personal weapons. Due to the very personal nature of customization, it is nearly impossible to catalog every possible modification a Rebel could make to his equipment. The following list, while detailed, is far from comprehensive.

It should be noted that, even taking a weapon's customization hard points into account, there is limited space on even the largest weapon, and only a few spots where attachments can be mounted. For example, under-barrel attachments such as bipods and auxiliary weapons can only be mounted to long arms like blaster rifles and slugthrower rifles. In addition, using under-barrel attachments as an example, rifle-sized weapons can only mount one under-barrel attachment due to space limitations. Players and Came Masters should use common sense when choosing attachments and are advised to pay close attention to the attachment descriptions, noting where attachments can be mounted and what weapons they can be mounted to.
Dendriton Toxin

## What This Gear Does

Dendriton toxin is an exceedingly lethal neurotoxin favored by assassins who prefer their victims to suffer. Once exposed to the poison, the victim begins to suffer fatigue and dull pain, which gradually increases until he is paralyzed and in agony.

Any sized dose has a Daunting (4 purple dice) difficulty If the target fails the check, the poison inflicts 1 strain at the end of his next turn, 3 strain at the end of his subsequent turn, and 5 strain at the end of the turn after that one (this ignores soak). In addition, the target suffers 1 black dice to any check he attempts while under the effects of the poison, and each disadvantage he generates on those checks inflicts 1 additional strain (this ignores soak) as the target is wracked with pain and violent muscle spasms. The CM may spend 1 despair on the initial Resilience check to make the target make another check against the poison at the end of his third turn or suffer an additional 5 strain (this ignores soak) as the poison torments him.
General Purpose Scanner

## What This Gear Does

Common scanners are usually small, handheld devices designed to sense and record a variety of data. Simple and rugged, scanners are used by military scouts and Rebel cells for tracking and observing enemy movements. Depending on the make and model, a scanner can detect nearby life signs, heat signatures, different sources of radiation, the source and direction of various sounds, or any combination thereof. Some models scan in all directions, while others are unidirectional and must be pointed in the desired direction for scanning. Some even have integrated metal detectors and the ability to intercept and record comlink traffic. Scanners have an operational range usually up to one and a half kilometers.

## Models Include

* CryonCorp EnhanceScan General Purpose Scanner
* Crozo Industrial Mineral Scanner
* CUE GenScan
H-Series Megafauna Carriage

Piccatech's H-series megafauna carriage is an essential piece of kit for those working with oversized creatures. Known colloquially as a howdah, at its most basic the H-series megafauna carriage is little more than a broad platform that straps to the back of a large creature. They come in a range of sizes, can be built to fit nearly any large beast, and can be built to carry passengers, cargo, or a combination thereof. A variety of options are offered for the H-series, including different rails and safety features, canopies, environmentally sealed enclosures, or nearly anything else a customer might desire.

A beast must have a silhouette of at least 3 and a Brawn of at least 5 to be fitted with a howdah. Basic howdah configurations are readily available for beasts with a tetrapodal or quadrupedal stance, like the fambaa or dewback, at the listed price. Howdahs for creatures with more appendages, like the six-legged acklay, can be had for a small additional fee, generally 500 credits. Howdahs can be armored and fitted with one or two Gunnery or vehicle-scale weapons, following the usual restrictions for silhouette as outlined on page 287 of the AGE OF REBELLION Core Rulebook.

A megafauna carriage can only be equipped to bestial riding animals. In addition to its other effects, using it allows the character to ride the beast without suffering the bareback riding penalties discussed on page 81.
Communications Media Manipulator

## What This Gear Does

Professional media producers rely on large studios and high-end equipment to produce content for distribution, but those on the move often require equipment that is compact and portable. For them, Chedak Communications produces an advanced media manipulator suite. Easily installed in a small space-ship or even a larger landspeeder, it enables the user to create, manipulate, and produce a wide variety of media. Whether printing posters or carefully "enhancing" hobos, the media manipulator is the perfect tool for on-the-go media production.

## Models include

* Chedak Communications Media Manipulator
* NisdiGen Suite 60
Clawdite

## Special Abilities

Clawdites begin the game with one rank in Resilience. They still may not train Resilience above rank 2 during character creation.

Changeling: As an action, a Clawdite may suffer 3 strain and make an Average (2 purple) Resilience check. If the Clawdite succeeds, she changes her appearance to match that of a silhouette 1 character whom she has observed before. An observing character must make opposed Perception vs Deception check to detect that something is amiss with the impersonated character's likeness, mannerisms, or behavior. As always, the GM can add blue to black for situational effects that might affect the check, such as blue if the Clawdite's garb does not match expectations or black if the Clawdite has studied the impersonated individual's mannerisms closely.

Found in the Edge of the Empire: No Disintegrations

For more information on Clawdite Click here
Gamorrean

## Special Abilities

Gamorreans begin the game
 with one free rank in Melee. They still may not train
 Melee above Rank 2 during character creation.

Savage Warrior: When making a Brawl or Melee
 check, Gamorreans add the Vicious 1 quality to
 their weapon. If the weapon already has the Vicious
 quality, increase the listed value by 1.

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Gamorreans Click here