recursal/Fanatic-Fandom huggingface dataset:
Attack Formation Zeta Nine

*Reference Book: Star Wars Saga Edition Starships of the Galaxy*

*See also: Starship Maneuvers*

This Attack Pattern is typically used to approach Capital Ships or other vessels that have heavy firepower. It emphasizes the role of shields over firepower.

**[*Attack Pattern*]**

**Time:** Swift Action

**Targets:** Self

**Make a Pilot check.** If you succeed on a DC 20 Pilot check, you successfully activate this maneuver. While you are using *Attack Formation Zeta Nine* as your chosen Attack Pattern, you subtract 1 die of damage from all Vehicle Weapon damage rolls to add +20 to your Vehicle's Shield Rating.

**Special:** You must be Piloting a Vehicle that has SR 5 or more to use *Attack Formation Zeta Nine*.

You may choose to deactivate this Attack Pattern with a Swift Action. This maneuver remains spent if you do so.
Ananah Kragana

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

*Affiliations: The Confederacy of Independent Systems, Republic Intelligence*

At one time, Ananah considered herself a loyal member of The Galactic Republic, but years of work in the field and proximity to the Separatists made her susceptible to conversion. Special Agent Gundross turned double agent as well, and the two of them have worked secretly with the Separatists for months, turning over Republic agents and other valuable commodities. Gundross and Ananah set up this elaborate ruse to lure the heroes into a position where they could be captured and sent to a Separatist world as prisoners.

## Ananah Kragana Statistics (CL 10)

Medium Bith Noble 3/Scoundrel 5/Soldier 2

**Force Points:** 3, Evolved Intellect; **Dark Side Score:** 4

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

**Languages:** Basic, Bith, Bothese, Durese, Huttese, Skakoverbal, 1 Unassigned

### Defenses

Reflex Defense: 25 (Flat-Footed: 23), Fortitude Defense: 21, Will Defense: 23; Combat Reflexes, Dodge

Hit Points: 48, Damage Threshold: 21

### Offense

**Speed:** 6 Squares

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

**Melee:** Vibrodagger +7 (2d4+5)

**Ranged:** Blaster Carbine +10 (3d8+5)

**Ranged:** Blaster Carbine +8 (4d8+5) with Rapid Shot

**Base Attack Bonus:** +7, **Grapple:** +9

**Attack Options:** Autofire (Blaster Carbine), **Dastardly Strike**, Point-Blank Shot, Rapid Shot, **Sneak Attack** (+1d6)

**Special Actions:** **Born Leader**, Coordinated Attack, **Coordinate** (+1), **Disruptive**, **Indomitable**, Meditative Trace

**Species Traits (Bith):** Evolved Intellect, Meditative Trace, Scent

### Base Stats

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

**Talents:** **Born Leader**, **Coordinate** (+1), **Dastardly Strike**, **Disruptive**, **Indomitable**, **Sneak Attack** (+1d6)

**Feats:** Coordinated Attack, Combat Reflexes, Dodge, Linguist, Point-Blank Shot, Rapid Shot, Skill Focus (Deception), Skill Focus (Mechanics), Weapon Focus (Rifles), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +18, Gather Information +13, Initiative +12, Mechanics +17, Perception +11, Pilot +12, Stealth +12, Treat Injury +11

**Possessions:** Blaster Carbine, Vibrodagger, Medpac (2)
Anti-Air Concussion Missile Launcher

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

**Starship Systems Type:** Weapon Systems

 Medium

Concussion Missiles are versatile projectiles, able to lock on and strike targets at a variety of speeds and relative altitudes. However, it is possible to fine-tune a sensor array and projectile design to allow it to excel in the anti-air role. Anti-Air Concussion Missile Launchers gain a +2 bonus to attack rolls against Huge size or larger targets more than fifty meters off the ground. Anti-Air Concussion Missiles use the same ranges as their standard counter-parts.

The ammunition capacity for Anti-Air Concussion Missile Launchers is determined by their size: Light Concussion, 2; Medium Concussion, 1. Heavy Concussion Missiles cannot be made into Anti-Air missiles. Additional capacity can be added, increasing the cost by 20% for each additional missile (up to a maximum of double capacity).

#### **Anti-Air Concussion Missiles**

**Starship Systems Type:** Weapon Systems

 Medium

Anti-air projectiles causes more damage against its intended target, dealing an additional +1 to its damage multiplier to any target that qualifies for the attack bonus (for example, Concussion Missiles normally do 9d10x2 damage, Anti-Air Concussion Missiles would do 9d10x3 against qualifying targets). However, any attacks made against ground targets do not gain the benefit of the targeting computers, thus the ship’s Intelligence modifier is not added to the attack roll. All anti-air missiles retain their original 4-Square Splash radius.

Anti-Air Concussion Missile Ranges
 0-450 Squares
Autofire (Vehicle Combat)

*See also: Vehicle Combat*

If your Vehicle is capable of Autofire, you can use it to make an Area Attack in Character Scale, just as in Character Combat.

### Strafing Attacks

Instead of attacking a 2x2-Square area, Airspeeders and Starfighters may attack a number of squares in a straight line as they fly over them.

Doing this requires the Attack Run Action, and the Area Attack applies to a straight line 1 square wide, and 5 to 10 squares long. You take a penalty to your attack roll equal to the number of squares included in the Area Attack.

You cannot make a Strafe Attack in Starship Scale.
Autofire

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Character Combat*

Any ranged weapon that has an Autofire setting can be set on Autofire as a Swift Action. Some weapons, such as the E-Web Repeating Blaster, operates only in Autofire mode.

Autofire is treated as an Area Attack. You target a 2x2-square area, make a single attack roll at a -5 penalty, and compare the result to the Reflex Defense of every creature in the area.

Creatures you hit take full damage, and the creatures you miss take half damage. Autofire consumes ten shots or slugs, and it can only be used if the weapon has ten shots or slugs in it.

### Autofire-Only Weapons

If you are using an Autofire-only weapon, you may Brace your weapon by taking two Swift Actions in the same round immediately before making your attack. When you Brace an Autofire-only weapon, you take only a -2 penalty on your attack roll when making an Autofire attack or using the Burst Fire feat.

Only Heavy Weapons, Rifles, and Pistols with an extended Retractable Stock can be Braced.

### Burst Fire

The Burst Fire feat allows you to use a weapon set on Autofire against a specific target instead of an area. You take a -5 penalty on your attack roll, but deal +2 dice of damage.

Using Burst Fire expends only half as many shots or slugs (five instead of ten). This is not considered an Area Attack, so the damage cannot be reduced using the **Evasion** Talent.

### Evasion

A character with the **Evasion** Talent takes half damage from a successful Autofire attack, and takes no damage from an Autofire attack that misses their Reflex Defense.
Autonomy Talent Tree

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

You are able to resist any attempts to curb your independence and can fight back against anyone that tries to suppress your personality.

#### **Defensive Electronics**

You defend your independence from all. When someone tries to Reprogram you, add your Independent Droid Class Level to your Will Defense.

#### **Ion Resistance 10**

You gain Damage Reduction 10 against Ion damage.

#### **Soft Reset**

You are adept at rerouting your internal electronics. If you are moved to the bottom of the Condition Track by any means other than taking damage exceeding your Damage Threshold, you automatically move +1 step along the Condition Track after being disabled for 2 rounds.

#### **Modification Specialist**

You have become skilled at Reprogramming and modifying your own Droid Systems. You do not incur the normal -5 penalty on Mechanics and Use Computer checks to Reprogram yourself or perform self-modifications.

#### **Repair Self**

When you Repair yourself, your Repair 1 additional Hit Point for each point by which your Mechanics check exceeds the DC.

## Additional Autonomy Talents

#### **Just a Droid**

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

You are adept at passing yourself off as an ordinary Droid. You can use each of the following Actions once per encounter.

* *Just Another Droid:* You are skilled at using Stealth to sneak past unwary enemies when moving in plain sight. You can use the Sneak application of the Stealth Skill when in plain sight of an enemy, if the enemy has no reason to doubt that you are just another Droid. You are considered Trained in Stealth for this Action.
* *Just a Normal Droid:* You can reroll Deception checks for Deceptive Appearance to make observers believe that you are carrying out a standard function when attempting to do something atypical for your Droid Model or function. You may keep either result.

#### **Swift Droid**

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

*Prerequisites:* Any two Talents from the Autonomy Talent Tree

You move quickly when caught. You can make a Swift Action as a Reaction after failing a Deception check or a Stealth check.
Avka

*Reference Book: Star Wars Saga Edition Unknown Regions*

*Affiliations: Beasts*

A large avian creature found on many Outer Rim worlds but believed to be native to The Unknown Regions, Avka are greedy creatures that love to hoard metal (particularly colorful pieces of metal), and make their nests in the mountains. Avka keep their Avka Young close until they reach almost their full size, and they are very protective of their offspring.

## Avka Statistics (CL 9)

Huge Airborne Beast 10

**Initiative:** +9; **Senses:** Perception +11

### Defenses

Reflex Defense: 14 (Flat-Footed: 14), Fortitude Defense: 21, Will Defense: 12

Hit Points: 155, Damage Threshold: 36

### Offense

**Speed:** 4 Squares (Walking), 10 Squares (Flying)

**Melee:** Claws (2) +17 ((1d8+10)x2)

**Fighting Space:** 3x3 Squares; **Reach:** 2 Squares

**Base Attack Bonus:** +7, **Grapple:** +27

**Species Traits:** Airborne, Incredible Strength

### Base Stats

**Abilities:** Strength 30, Dexterity 8, Constitution 31, Intelligence 2, Wisdom 13, Charisma 6

**Feats:** Improved Defenses, Improved Damage Threshold, Skill Training (Perception), Toughness

**Skills:** Initiative +9 (may reroll, must take second result), Perception +11

### Abilities

**Incredible Strength:** Avka multiplies all Claw damage by x2.
Ardennian

*Ardennian Species data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

Ardennians are a small, four-armed species known for their quick wits and fast reflexes. These traits make them common sights as pilots within the galaxy, both as legitimate freighter captains, or more unsavory as smugglers.

Ardennians are also exceptional business owners, with their larger-than-life personalities making them popular in the service industries among their customers. Their penchant for gossip and rumors can sometimes run afoul of less reputable patrons, but even then an Ardennian is capable of quickly defusing potentially dangerous confrontations.

### Ardennian Characteristics

**Personality:** Ardennians are often quick-witted and good-natured. They are extremely talkative, whether it be about how much they like or hate something, or merely commenting on seemingly frivolous matters. This makes them quite likeable with those they interact with, a boon for those Ardennians in the transport business.

**Physical Description:** Ardennians are small bipeds, with an elongated nose and short blue-gray fur covering most of their bodies. They have narrow dark-colored eyes, and hold a stout posture. An Ardennian's six limbs all share the same structure, with opposable thumbs and four fingers.

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

**Homeworld:** Ardennians hail from their namesake world of Ardennia, an agricultural world with frequent festivals and celebrations.

**Languages:** Ardennians have long since integrated into the galactic community, and primarily communicate through Basic. Although the language of Ardennian is hardly a dead one, it is far from widely spoken.

**Example Names:** Chal, Chio Fain, Rio Durant, Retar, Rone Main.

**Adventurers:** An Ardennian's quick reflexes and piloting skills lends well to the Scoundrel and Scout Heroic Classes. Their good humored attitudes and talkative personalities also makes Ardennian Nobles a fairly common sight. Force-users are far less common, and Ardennian Soldiers are almost nonexistent.

### Ardennian Species Traits

Ardennians share the following Species Traits:

* **Ability Modifiers:** All Ardennians receive a +2 bonus to their Charisma. Ardennians are well known for their agility, but are far more infamous for their inability to stop talking.
* **Small Size:** As Small creatures, Ardennians gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
* **Speed:** Ardennians have a base speed of 4 squares. They also have a climb speed of 2 squares.
* **Expert Pilot:** With their lightning-quick reflexes, an Ardennian may choose to reroll any Pilot check, but the result of the reroll must be accepted, even if it is worse.
* **Extra Arms:** Ardennians can hold up to four items or Weapons at a time. This ability does not grant extra attacks; however, it does mean an Ardennian can wield two two-handed weapons at a time.
* **Automatic Language:** All Ardennians can speak, read, and write Basic.
B1-Series Battle Droid

*Affiliations: The Confederacy of Independent Systems*

Frail in appearance but deadly in intent, Baktoid Combat Automata's Battle Droid is a metal skeleton with a blaster. Built by the Geonosians to the Trade Confederation's specifications, battle droids are designed to resemble Geonosians, or perhaps desiccated Neimoidian corpses. Most intelligent beings regard them as startling, but Neimoidians see Battle Droids as positively ghoulish.

Battle Droids are drones controlled by a Remote Processor, taking their commands from a Central Control Computer that operates several thousand battle droids, destroyer droids, and droid starfighters simultaneously. A battle droid communicates with its fellow drones via Comlinks, transmission antennae, and encryption computers, making for a control signal that is nearly impossible to jam (DC 40 Mechanics check).

B1-Series Battle Droids can't be played as Droid Heroes.

## B1-Series Battle Droid Statistics (CL 1)

Medium 4th-Degree Droid Nonheroic 3

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

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 9 (Flat-Footed: 9), Fortitude Defense: 11, Will Defense: 10

Hit Points: 10, Damage Threshold: 11

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +3 (1d3+1)

**Ranged:** Blaster Carbine +1 (3d8)

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

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

### Base Stats

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

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

**Skills:** Perception +6

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

**Possessions:** Blaster Carbine

**Availability:** Military; **Cost:** 1,800 credits

## B1-Series Battle Droid Protocol Format

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

*See also: Protocol Format*

Medium 4th-Degree Droid

Hit Points: 10

Damage Threshold: 11

### System Actions

#### **Move (1 Swift Action, 2/Turn)**

The B1-Series Battle Droid moves 6 squares (Walking).

#### **Avoid Surprise (Free Action)**

The B1-Series Battle Droid makes a Perception check at the start of a battle. If the check is successful, the Droid's master avoids Surprise.

#### **Patrol Duty (1 Swift Action, 1/Turn)**

The B1-Series Battle Droid makes a Perception check against a target's Stealth check. If the check is successful, the Battle Droid detects the target.

#### **Support Fire (1 Swift Action, 1/Turn)**

The B1-Series Battle Droid makes a ranged attack at +1. If successful, the attack deals 3d8 points of damage.

#### **Tactical Assistance (1 Swift Action, 1/Turn)**

The B1-Series Battle Droid assists a character's ranged attack, providing a +2 bonus to the roll.

### Base Stats

**Skills:** Perception +6

**Vital Systems:** Blaster Carbine, 2 Hand Appendages, Internal Comlink, Vocabulator
HK SL8

An image of an HK SL8

## Appearance

The HK SL8 is a rare rifle has a full black upper and lower receiver, a black fixed stock with a thumbhole, and a rail for mounting a Red Dot Sight. A Suppressor can also be fixed to the end of the barrel. The HK SL8 uses 5.56x45mm rounds loaded into an HK SL8 Magazine with a magazine capacity of 20 rounds.

## Location

The HK SL8 is known to spawn at Army in the Gun Locker and in the medical tents, and at Hospital in the Survivor's Stash.
Automap

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

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

**Cost:** 1000

**Weight:** 2 Kilograms

An Automap system actively scans the area within a 12-square radius of a Droid in which it is installed. The scan reveals terrain, atmospheric conditions, electromagnetic signatures, and lifeforms. However, an Automap scan cannot penetrate solid objects such as walls and closed doors. The scan also includes navigational information, such as the Droid's direction and speed when readings were taken as well as global coordinates if the Droid can establish a link to an orbiting satellite or Starship.
Armen Arandis

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Queen of Air and Darkness)*

*Affiliations: The Galactic Empire*

On either the first or second day, one hero participating in the tournament has a chance to interact with the officer from The *Assiduous*. The two are paired up at one of the sabacc tables, and as the day wears on, the hero should have a chance to talk to the officer, who names himself Lt. Armen Arandis. Lt. Arandis wears his Imperial uniform during the tournament, and each day it looks crisp, clean, and neatly pressed. He is young, perhaps not long out of the Imperial Academy, and his cool gaze is disrupted only by a long scar that cuts diagonally across his face, starting at one temple, crossing his right eye, and ending at his upper lip. Lt. Arandis is the picture of Imperial discipline, and he is also an excellent gambler. He begins with an Unfriendly Attitude toward anyone else in the tournament. He is not comfortable being in an environment that has not accepted Imperial rule, and from his point of view, every patron of the Royal Casino could very well be a dangerous criminal.

## Armen Arandis Statistics (CL 6)

Medium Human Nonheroic 4/Noble 3/Scoundrel 1/Officer 1

**Force Points****:** 2; **Dark Side Score:** 5

**Initiative:** +3; **Senses:** Perception +13

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 23; Vehicular Combat

Hit Points: 37, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +5 (3d6+2)

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

**Attack Options:** Point-Blank Shot

**Special Actions:** **Born Leader**, **Coordinate** (+1), **Gambler**, **Trust**

### Base Stats

**Abilities:** Strength 10, Dexterity 8, Constitution 10, Intelligence 13, Wisdom 18, Charisma 12

**Talents:** **Born Leader**, **Coordinate** (+1), **Gambler**, **Trust**

**Feats:** Armor Proficiency (Light), Linguist, Point-Blank Shot, Skill Focus (Deception), Skill Focus (Persuasion), Skill Training (Deception), Skill Training (Pilot), Toughness, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +15, Knowledge (Tactics) +10, Perception +13, Persuasion +15, Pilot +8

**Possessions:** Blaster Pistol, Code Cylinder, Comlink (Encrypted, Short-Range), Officer's Uniform
Avan Post

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Masters (Part 1)*

*Affiliations: The Jedi, The Galactic Republic*

Avan Post is among the many Jedi Masters to heed the call to protect the Republic from The Confederacy of Independent Systems when the Clone Wars begin. Post and his apprentice, Olana Chion, take part in a number of battles throughout the early months of the war, but their differing skill sets and views on The Jedi's role during the war often see them deployed on separate fronts.

Nine months after the Battle of Geonosis, Avan Post and Jedi Master Shaak Ti are sent to assist the Andoan Free Colonies to reclaim Ando from the Separatists. Post leads Republic Starfighters against the forces of the Techno Union, and managed to single-handedly destroy seven *Hardcell*-Class Transports before being shot down. Supreme Chancellor Palpatine posthumously honors Avan with four dozen Ch'hala trees donated to The Jedi Order in his name, along with a small exhibit in the Galactic Museum that chronicle his exploits.

## Avan Post Statistics (CL 14)

Medium Human Jedi 1/Soldier 4/Scoundrel 2/Ace Pilot 5/Jedi Knight 2

**Force Points:** 7

**Initiative (Use the Force):** +15; **Senses:** Improved Sense Surroundings, Perception +15

**Languages:** Basic, Bocce

### Defenses

Reflex Defense: 30 (Flat-Footed: 28), Fortitude Defense: 27, Will Defense: 29; **Elusive Dogfighter**, Vehicular Combat, Vehicle Dodge (+2)

Hit Points: 129, Damage Threshold: 27; **Force Fortification**, **Keep it Together**, Vehicular Surge

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d4+7)

**Melee:** Lightsaber +11 (2d8+7)

**Ranged:** Weapon System +13 (+7)

**Ranged:** Weapon System +13 (1d\_+7) with Deadeye

**Ranged:** Weapon System +11 (1d\_+7) with Rapid Shot

**Base Attack Bonus:** +10, **Grapple:** +12

**Attack Options:** Deadeye, Point-Blank Shot, Precise Shot, Rapid Shot, Strafe

**Special Actions:** **Force Reflexes**, **Hyperdriven**

**Force Power Suite (Use the Force +15):** *Battle Strike*, *Force Slam*, *Move Object*, *Surge*

**Starship Maneuver Suite (Use the Force +15):** *Devastating Hit*, *Explosive Shot*, *Overwhelming Assault*, *Skim the Surface*

**Force Techniques:** Improved Sense Surroundings

### Base Stats

**Abilities:** Strength 11, Dexterity 15, Constitution 12, Intelligence 13, Wisdom 16, Charisma 16

**Talents:** **Elusive Dogfighter**, **Expert Gunner**, **Force Fortification**, **Force Intuition**, **Force Pilot**, **Force Reflexes**, **Hyperdriven**, **Keep it Together**

**Feats:** Armor Proficiency (Light), Deadeye, Force Sensitivity, Force Training, Point-Blank Shot, Precise Shot, Rapid Shot, Starship Tactics, Strafe, Vehicular Combat, Vehicular Surge, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Tactics) +13, Mechanics +13, Perception +15, Use the Force +15 (may substitute for Initiative and Pilot checks)

**Possessions:** Flight Suit (+1 Fortitude), Lightsaber (Self-Built), Utility Belt, Jedi Robes
BLX-5

*Homebrew Reference Book: Corporate Sector Sourcebook*

*Affiliations: Doc's Mod Ring*

BLX-5, or Bollux, is one of a select group of Droids. Decades old, he is one of the few Droids who has been granted his own freedom. This is especially unique in that he is a labor model. Heavy industrial Droids can be found on just about any civilized world, typically working in foundries, factories, refineries, and similar types of facilities. A mistake in assignments had Bollux last nearly a year without a memory wipe, becoming quite personable.

Eventually, BLX-5 came to the ownership of some questionable characters: smugglers who won him in a dice game. When they needed a layover at Doc's asteroid tech base, Bollux was part of a trade-in for an enhanced motivator. At first, Bollux worried the outlaw techs would cannibalize him; nothing could be further from Doc's mind. From the first, BLX-5 became part of the family, occasionally serving as guinea pig for Doc's daughter, Jessa Vandangante.

He liked the outlaw techs, but he felt like he might need a change. Ironically, they helped him in that department too. They had recovered an experimental mental computer interface system and needed a volunteer to put it into. Seeing a real chance to hold his own against progress, Bollux agreed. Bollux gained a full-time companion, Blue Max.

## BLX-5 (Bollux) Statistics (CL 2)

Medium 5th-Degree Droid Nonheroic 3/Scoundrel 1

**Force Points:** 5

**Initiative:** +1; **Senses:** Perception +5

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 12

Hit Points: 15, Damage Threshold: 11

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +6 (1d3+4)

**Ranged:** By Weapon +4

**Base Attack Bonus:** +2, **Grapple:** +6

**Special Actions:** **Fool's Luck**

### Base Stats

**Abilities:** Strength 19, Dexterity 13, Constitution -, Intelligence 8, Wisdom 10, Charisma 10

**Talents:** **Fool's Luck**

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

**Skills:** Endurance +7, Mechanics +6, Perception +7

**Droid Systems:** Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Compartment Space (5 kg), Vocabulator

**Possessions:** Blue Max
Arkanian General Template

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

**Template Type:** General Templates

**Manufactured By:** Arkania (Planet)

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

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

Developed on the frozen tundra world of Arkania, weapons and armor of Arkanian Manufacture are engineered to function in extremely cold environments.

**Weapons:** Arkanian Manufacture Weapons deal Energy and Fire damage; however, if an Arkanian Weapon is used with an ability that consumes more than one shot in a round (such as Rapid Shot or Double Attack), the weapon overheats and cannot be fired for one round as it cools down.

**Armors:** Arkanian Manufacture Armor doubles its Equipment bonus to Fortitude Defense against Extreme Cold, but has no Equipment bonus to Fortitude Defense against Extreme Heat.
Armored Flight Suit

A combat-ready Flight Suit that provides additional protection against vacuum for limited periods, this armor comes in various models, including the Corellian TX-3 (favored by various pirate gangs) and the Imperial TIE flight suit (worn by TIE Fighter pilots throughout the Empire).

An Armored Flight Suit provides up to 10 hours of life support, allowing its wearer to survive in the vacuum of space or any other hostile environment.

**Type:** Light Armor

**Cost:** 4,000

**Bonus to Reflex Defense:** +5

**Bonus to Fortitude Defense:** +2

**Maximum Dexterity Bonus:** +3

**Weight:** 10 Kilograms

**Availability:** Licensed
Ando Origin

*Ando Origin data created by unknown Wikia user.*

*See also: Backgrounds*

**Background Planet of Origin**

Your home is the oceanic world of Ando. All three subspecies of the Aqualish are often violent and combative, so they have learned to come up with creative methods of survival. The bounty hunting and smuggling trades are popular among Ando natives.

**Relevant Skills:** Gather Information, Survival, Swim

**Bonus Language:** Aqualish
AdminSpeciesGuide

*Return to Admin To-Do List*

This guide is not intended for player use and are not concrete rules, merely a series a guidelines to create consistency within the Wiki. Again, these are *guidelines*; not every Species can be measured by the same standard, and these guidelines should be used as a standard to measure a Species against, ***not*** a definitive process for creating new Species.

* Net Ability modifiers should avoid being above +2, or below -2
* Medium Species should have between 2-3 Species Traits
	+ Other sized Species should have between 1-2 Species Traits
* Species Traits that inflict a penalty on a Species can allow for an additional Species Trait
	+ i.e. Primitive, Cold-Blooded, or similar traits
* Species Traits with little benefit outside of roleplaying (Breathe Underwater, Photosynthesis, or Metamorphosis for example) can be counted as 1/2 a Species Trait
* Diminutive Species should have at most 1 beneficial bonus and at least 1 detrimental penalty
* Synergy is bad- the only players that want to play hyperspecialized Species are the kind of players we don't want to have them
* Reroll take lowest is standard. Reroll to keep better result should be limited to a single application, or counted as 2 Species Traits by itself

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Attack with a Melee Weapon

*See also: Actions in Combat*

With a melee weapon as a Standard Action, you can strike any target in a square you can threaten. Small and Medium characters threaten the squares adjacent to them. Bigger creatures may threaten a larger number of squares, as defined by their Reach.

### Two-Handed Melee Weapons

When you wield a melee weapon two-handed, add double your Strength bonus (if any) to the damage. This higher Strength modifier does not apply to Light Weapons (weapons smaller than your size).

### Improvised Melee Weapons

*See also: Improvised Thrown Weapons*

Sometimes objects not crafted to be weapons can be used: chairs, bottles, crates, and so on. Because these objects are not designed for such use, characters who use Improvised Melee Weapons are treated as not proficient with them and take a -5 penalty on their attack rolls.

The GM determines the size and damage dealt by an Improvised Weapon.
Anzati Assassin

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*

*Affiliations: Anzati Assassins*

Anzati Assassins are a secret order exclusive to the Anzati that has plied its trade across the galaxy for millennia. The order has no established leadership, and each master is free to operate as they see fit, though all must adhere to the Anzati Code of Honor. The Code forbids discussion of a contract, or even confirming there ever was such a contract. The Code also forbids the training of those unable to taste the "soup." Aside from those restrictions, masters are free to train who they like, how they like.

While many of the elder masters prefer to train students one-on-one, such as Master Akku Seii, others prefer to train in groups fewer than a dozen, such as Masters Anis and Rath Kelkko. All Anzati Assassins express a preference for using stealth to approach their victims and eliminating them with bladed weapons or by drinking their "soup." The assassins work alone or in small teams with equal comfort, adapting their strategy to the job at hand.

Known weapons for Anzati Assassins include metal claws, daggers, swords, and powered variants such as Vibroknucklers and Vibroswords. Gamemasters should feel free to substitute other appropriate Simple Weapons (Melee) or Advanced Melee Weapons, either used as single weapons or dual weapons as they see fit.

## Anzati Assassin Statistics (CL 6)

Medium Anzati Scout 3/Soldier 3

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

**Initiative:** +10, **Ambush Specialist**; **Senses:** Low-Light Vision, Perception +9

**Languages:** Anzat, Basic, Huttese

### Defenses

Reflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 18, Will Defense: 17

Hit Points: 49, Damage Threshold: 18

### Offense

**Speed:** 6 Squares; **Hidden Movement**, Presence Sense

**Melee:** Unarmed +7 (1d6+5)

**Melee:** Vibrosword +7 (2d8+5)

**Melee:** Vibrodagger +7 (2d4+5)

**Melee:** Vibrodagger +2 (2d4+5) and Vibrodagger +2 (2d4+5)

**Ranged:** Vibrodagger +7 (2d4+3)

**Base Attack Bonus:** +5, **Grapple:** +7; Energy Drain

**Attack Options:** **Destructive Ambusher**, K'tara Training

**Special Actions:** Mesmerize

**Species Traits (Anzati):** Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

### Base Stats

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

**Talents:** **Ambush Specialist**, **Destructive Ambusher**, **Hidden Movement**, **Improved Stealth**

**Feats:** Covert Operatives, Dual Weapon Mastery I, K'tara Training, Martial Arts I, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +10, Initiative +10, Jump +10, Perception +9, Stealth +13 (Covert Operatives; may reroll, must take second result), Survival +9

**Possessions:** Vibrodagger (2), Vibrosword
Astraal Vao

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

*Affiliations: The Imperial Mission, The Fel Empire*

The sister of noted Jedi Shado Vao and a faithful member of The Imperial Mission, Astraal Vao is a Twi'lek missionary and also a trusted friend of Imperial Knight Marasiah Fel. Astraal Vao has spent many years trying to protect her friend from the Imperial agents who have hunted her since her father was deposed. Astraal Vao must constantly perform a balancing act when it comes to her friend Marasiah; Astraal continues to serves The Imperial Mission loyally but also hides her friend from the Empire, for fear that Marasiah might be harmed.

Intelligent and gentle, Astraal Vao epitomizes the kind of person The Imperial Mission is trying to attract. Astraal is dedicated to the ideals of the Mission, and thanks to her years of devoted service, she has become a trusted confidant of Konrad Rus. However, Astraal does not realize that her mentor confides in Darth Krayt, and she remains unaware of the fact that her defiance of the Empire does not go unnoticed. Astraal Vao is also Force-sensitive, though she has no formal training.

## Astraal Vao Statistics (CL 5)

Medium Twi'lek Noble 5

**Force Points:** 2

**Initiative:** +3; **Senses:** Low-Light Vision, Perception +7

**Languages:** Basic, Binary, High Galactic, Huttese, Ryl

### Defenses

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

Hit Points: 32, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +3 (1d4+2)

**Ranged:** By Weapon +4

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

**Special Actions:** **Bolster Ally**, **Inspire Confidence**, **Inspire Haste**

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

### Base Stats

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

**Talents:** **Bolster Ally**, **Inspire Confidence**, **Inspire Haste**

**Feats:** Dodge, Force Sensitivity, Linguist, Skill Focus (Knowledge (Galactic Lore)), Skill Training (Treat Injury), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9 (may reroll, must take second result), Gather Information +9, Knowledge (Galactic Lore) +13, Knowledge (Social Sciences) +8, Perception +7, Persuasion +9, Treat Injury +7, Use Computer +8

**Possessions:** Comlink (Short-Range), Credit Chip, Imperial Mission Robes
Area Attacks (Mass Combat)

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

*See also: Mass Combat*

Since Units take half damage from non-Area Attacks, Area Attacks are a more efficient way to deal damage to a Unit. Area Attacks target only a single Starship Scale square unless otherwise specified. Thus, a Clone Trooper Battalion can make Autofire attacks using their Blaster Rifles, but only against a single square.

### Making an Area Attack

When you make an Area Attack in Mass Combat, you select a single square within Weapon Range (see Attacks), make an attack roll, and compare the result to the Reflex Defense of each Unit and Vehicle in the target square.

If both ground Units and flying Units occupy the same square, you must choose to make the attack against Air Units or Ground Units, but not both. If the attack roll is higher than a Unit's Reflex Defense, that Unit takes full damage from the Area Attack.

The Unit takes no damage on a miss if the attack was made with a Character Scale weapon, or half damage on a miss if the attack was made with a Starship Scale weapon.
BARC Speeder

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

The Aratech Repulsor Company's contribution to the Grand Army of the Republic is this military-grade speeder bike, designed to replace its slightly older (and poorly armed) 74-Z Speeder Bike. Although originally designed for use by ARC Troopers, the BARC Speeder (an acronym for Biker Advanced Recon Commando) swiftly becomes the Grand Army's preferred light recon vehicle.

Unlike the 74-Z Speeder Bike, the BARC can perform at high altitudes, making it useful for escorting LAAT/i Gunships and LAAT/c Gunships. More importantly, the BARC comes with two sets of Light Blaster Cannons- one mounted on the forward vane, and another on the rear stabilizer- to provide greater firepower.

## BARC Speeder Statistics (CL 5)

Large Ground Vehicle (Speeder)

**Initiative:** +11; **Senses:** Perception +8

### Defenses

Reflex Defense: 14 (Flat-Footed: 10), Fortitude Defense: 14; +1 Armor, Vehicular Combat

Hit Points: 45; Damage Reduction: 5; Damage Threshold: 19

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 520 km/h)

**Ranged:** Light Blaster Cannons, Twin +8 (See Below)

**Fighting Space:** 2x2 Squares (Character Scale); **No Crew Cover**

**Base Attack Bonus:** +5; **Grapple:** +14

**Attack Options:** Autofire (Light Blaster Cannons, Twin)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 19, Dexterity: 18, Constitution: -, Intelligence: 12

**Skills:** Initiative +11, Mechanics +8, Perception +8, Pilot +11, Use Computer +8

### Vehicle Statistics

**Crew:** 1 (Expert Crew Quality); **Passengers:** 1

**Cargo:** 5 Kilograms; **Consumables:** None; **Carried Craft:** None

**Availability:** Military; **Cost:** 8,300 (1,550 Used)

### Weapon Systems

#### **Light Blaster Cannons, Twin (Pilot)**

**Attack Bonus:** +8 (+3 Autofire), **Damage:** 5d10
B4J4 Security Droid

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

*Affiliations: General Units*

Blujay designs the B4J4 Security Droid for use in the corporate sphere, and this model can be found in the largest and most prestigious corporate headquarters of the galaxy. As unobtrusive as possible, the B4J4 nonetheless is heavily armed. Its repulsorlift enables it to fly, so that it can ignore stairs and swiftly traverse turbolift shafts as needed. It carries twin Heavy Blaster Pistols- preset to Stun setting to avoid casualties- and a Snare Pistol, which launches cables that entangle dangerous individuals.

B4J4 Security Droids can't be played as Droid Heroes.

## B4J4 Security Droid Statistics (CL 2)

Small 4th-Degree Droid Nonheroic 6

**Initiative:** +9; **Senses:** Perception +13

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10

Hit Points: 14, Damage Threshold: 11

**Immune:** Droid Traits

### Offense

**Speed:** 9 Squares (Flying)

**Melee:** Unarmed +5 (1d3+1)

**Ranged:** Heavy Blaster Pistol +6 (3d8)

**Ranged:** Heavy Blaster Pistol +4 (4d8) with Rapid Shot

**Ranged:** Heavy Blaster Pistol -4 (3d8) and Heavy Blaster Pistol -4 (3d8)

**Ranged:** Heavy Blaster Pistol -6 (4d8) and Heavy Blaster Pistol -6 (4d8) with Rapid Shot

**Ranged:** Snare Pistol +6 (1d4 (Stun)) and +0 (Grapple)

**Base Attack Bonus:** +4; **Grapple:** +0

**Attack Options:** Rapid Shot

### Base Stats

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

**Feats:** Armor Proficiency (Light), Rapid Shot, Skill Focus (Perception), Skill Training (Initiative), Weapon Focus (Pistols), Weapon Proficiency (Pistols)

**Skills:** Initiative +9, Perception +13

**Droid Systems:** Flying Locomotion, Basic Processor, 1 Claw Appendage, Internal Comlink, Vocabulator

**Possessions:** Heavy Blaster Pistol (2), Snare Pistol, Plasteel Shell (Droid Armor; +2 Reflex)

**Availability:** Restricted; **Cost:** 25,340 credits
B1-A Air Battle Droid

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

*Affiliations: The Confederacy of Independent Systems*

Designed as fast-assault battle droids, B1-A Air Battle Droids are equipped with Jet Packs that let them get behind enemy positions well ahead of standard Droid troops. Air Battle Droids are outfitted with small, wrist-mounted blasters and long, double-edged blades in each forearm, making the Droids ideal for close combat.

B1-A Air Battle Droids can't be played as Droid Heroes.

## B1-A Air Battle Droid Statistics (CL 4)

Medium 4th-Degree Droid Nonheroic 3/Soldier 3

**Initiative:** +9; **Senses:** Perception +8

**Languages:** Basic, Binary

### Defenses

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

Hit Points: 24, Damage Threshold: 16

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking), 6 Squares (Jet Pack); Running Attack

**Melee:** Knife +6 (1d4+3)

**Melee:** Knife +1 (1d4+3) and Knife +1 (1d4+3)

**Ranged:** Wrist Blaster +6 (3d6+1)

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

**Ranged:** Wrist Blaster +1 (3d6+1) and Wrist Blaster +1 (3d6+1)

**Ranged:** Wrist Blaster -1 (4d6+1) and Wrist Blaster -1 (4d6+1) with Rapid Shot

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

**Attack Options:** Rapid Shot, **Stunning Strike**

### Base Stats

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

**Talents:** **Melee Smash**, **Stunning Strike**

**Feats:** Dual Weapon Mastery I, Rapid Shot, Skill Training (Initiative), Running Attack, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +9, Perception +8

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

**Possessions:** Knife (2), Wrist Blaster (2), Jet Pack (10 Charges)

**Availability:** Military; **Cost:** 2,100 credits
BL-Series Legionnaire Droid

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

*Affiliations: The Mandalorian Protectors*

Designed by Fenn Shysa, the BL-Series Legionnaire Droid bears an uncanny resemblance to the innocuous 3PO-Series Protocol Droid, but it is armed with a variety of weapons. The Mandalorian Protectors are the primary recipients of these Droids during the Clone Wars, although Battle Legionnaires see limited engagements with other groups and units. The Mandalorian Protectors paint their Battle Legionnaires dark green and gold to distinguish them from Protocol Droids.

BL-Series Legionnaire Droids can't be played as Droid Heroes.

## BL-Series Legionnaire Droid Statistics (CL 3)

Medium 4th-Degree Droid Nonheroic 9

**Initiative:** +16; **Senses:** Darkvision, Perception +12

**Languages:** Basic, Binary, Mando'a

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 12, Will Defense: 11; Gyroscopic Stabilizers

Hit Points: 22, Damage Threshold: 12

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Finger Blades +8 (2d4+2)

**Ranged:** Light Repeating Blaster +3 (3d8, 2-Square Autofire)

**Ranged:** Light Repeating Blaster (Braced) +6 (3d8, 2-Square Autofire)

**Ranged:** Light Repeating Blaster +1 (4d8, 2-Square Autofire) with Rapid Shot

**Ranged:** Light Repeating Blaster (Braced) +4 (4d8, 2-Square Autofire) with Rapid Shot

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

**Attack Options:** Autofire (Light Repeating Blaster (Only)), Rapid Shot

**Special Actions:** Coordinated Attack, Silence-Bubble Generator

### Base Stats

**Abilities:** Strength 14, Dexterity 15, Constitution -, Intelligence 13, Wisdom 13, Charisma 10

**Feats:** Armor Proficiency (Light), Coordinated Attack, Rapid Shot, Skill Focus (Initiative), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles)

**Skills:** Initiative +16, Perception +12

**Droid Systems:** Walking Locomotion, Basic Processor, 2 Hand Appendages, Compartment Space (1 kg), Darkvision, Gyroscopic Stabilizers, Improved Sensor Package, Internal Comlink, Silence-Bubble Generator, Vocabulator

**Possessions:** Finger Blades (As Vibrodagger), Light Repeating Blaster, Medpac (Compartment Space), Quadanium Plating (Droid Armor; +5 Reflex)

**Availability:** Military; **Cost:** 15,090 credits
BC-714 Luxury Transport

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

Commissioned by the InterGalactic Banking Clan and designed by the Techno Union, the BC-714 Luxury Transport is one of the galaxy's fastest, most comfortable interstellar vessels, with quarters for 30 passengers, private staterooms for special guests, a 20-seat holotheater, and a dining room that rivals some of the finest restaurants on Muunilinst. Essentially a starfaring pleasure yacht, the BC-714 is considered a status symbol to Muun executives, and many consider it an affront to travel in anything less.

What the Banking Clan's BC-714 Transport lacks in firepower, it makes up for in speed. The transport's lean, aerodynamic shape and powerful twin engines gives it tremendous thrust in atmosphere, and its advanced Hyperdrives carry it from system to system without the delay of more common transports.

## BC-714 Luxury Transport Statistics (CL 5)

Colossal Space Transport

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

### Defenses

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 27; +12 Armor

Hit Points: 135; Damage Reduction: 15; Shield Rating: 45; Damage Threshold: 77

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 2 Squares (Starship Scale); (Maximum Velocity 1,800 km/h)

**Fighting Space:** 12x12 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +37

### Abilities

Strength: 44, Dexterity: 10, Constitution: -, Intelligence: 18

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

### Ship Statistics

**Crew:** 17 (Normal Crew Quality); **Passengers:** 30

**Cargo:** 80 Tons; **Consumables:** 6 Months; **Carried Craft:** None

**Hyperdrive:** Class 1 (Backup Class 6), Navicomputer

**Availability:** Restricted; **Cost:** 1.7 million (980,000 Used)