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Clone Medic (Disambiguation)

**This article is a disambiguation page for Clone Medic (Disambiguation)**

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There are few different versions of use for the term **Clone Medic:**

## Homebrew

* Shinie Clone Medic (CL 1) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Veteran Clone Medic (CL 3) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Medical Officer (CL 5) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Cavik Toth

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

*Affiliations: Sabaoth Squadron*

Cavik Toth's ambition leads him to found his own mercenary force, the Sabaoth Squadron. Prior to the start of the Clone Wars, Toth and his forces ally with Count Dooku and The Confederacy of Independent Systems. Toth's adversaries include Nym and his Lok Revenants as well as Jedi Master Adi Gallia.

 Cavik Toth Statistics (CL 11)

Medium Human Soldier 4/Scoundrel 3/Ace Pilot 2/Officer 2

**Destiny Points:** 2; **Force Points:** 4; **Dark Side Score:** 2

**Initiative:** +13; **Senses:** Perception +12

**Languages:** Basic, Ryl

### Defenses

Reflex Defense: 28 (Flat-Footed: 25), Fortitude Defense: 24, Will Defense: 26; Dodge, **Elusive Dogfighter**, Vehicular Combat, Vehicle Dodge (+1)

Hit Points: 86, Damage Threshold: 24

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +9 (1d4+5)

**Ranged:** Heavy Blaster Pistol +13 (3d8+5)

**Ranged:** Heavy Blaster Pistol +11 (4d8+5) with Rapid Shot

**Ranged:** Heavy Blaster Pistol +14 (4d8+5) with Deadeye

**Base Attack Bonus:** +9, **Grapple:** +12

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

**Special Actions:** **Battle Analysis**, Command Cover (+1), **Cover Fire**, **Deployment Tactics**, **Hyperdriven**, Share Talent (**Battle Analysis**)

### Base Stats

**Abilities:** Strength 11, Dexterity 16, Constitution 12, Intelligence 13, Wisdom 14, Charisma 16

**Talents:** **Battle Analysis**, **Cover Fire**, **Deployment Tactics**, **Elusive Dogfighter**, **Hyperdriven**, **Spacehound**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Careful Shot, Coordinated Attack, Deadeye, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +11, Perception +12, Pilot +13

**Possessions:** Flight Suit (+1 Fortitude), Heavy Blaster Pistol, Command Uniform
Changing Objectives

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

*See also: Challenge Effects*

The Changing Objectives effect represents a more significant shift in the heroes' situation than usual. As the heroes accrue Successes and Failures, the objectives of the Skill Challenge change, and the relevant Skills and Actions available to the heroes change as well.

For example, you might use this effect when the heroes learn that the quarry they have been chasing actually needs their protection, or when the crime lord they have been negotiating with decides to turn them over to the authorities, forcing the characters to flee.

**Use the Changing Objectives Effect when:**

* You want to combine two scenes into a single Skill Challenge.
* You have heroes with wildly different skill sets.
* The pace of the Skill Challenge slows and needs to be invigorated.
Chryya-Class Courier

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

This craft was one of the fastest ships made by Hoersch-Kessel Drive. The courier got its name from the spice producing world of Chryya, and was capable of carrying small shipments of precious cargo across the galaxy with alacrity. Like its larger sibling, the *Seltaya*-Class Fast Courier, the *Chryya*-Class Courier is a favorite among engineers and tinkerers the galaxy over for its simplicity during modification and repairs.

This ultra-fast vessel had been in production for decades before the Clone Wars. A heavily-modified version of this craft was used by Anakin Skywalker and Obi-Wan Kenobi to reach the planet Vjun in the thirtieth month of the Clone Wars to rescue Jedi Master Yoda and a pair of Padawans from the Malreaux estate, stronghold to Count Dooku. Anakin's modified *Chryya*-Class was stolen by Asajj Ventress to escape Vjun.

### Capabilities

The *Chryya*-Class Courier is a smaller model in the planetary-class line by HKD. Like others of the series, it is easily modified. Its 10-ton cargo space is normally converted to Emplacement Points to be used for a great number of alterations to the craft. Rather than serving as an ultra-light courier or scouting vessel, shields are often strengthened, or maneuvering thrusters are enhanced, to make the craft more agile and durable. Inserting a military-grade Hyperdrive is also a common modification, to further emphasize the craft's speed.

## *Chryya*-Class Courier Statistics (CL 12)

Gargantuan Starfighter

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

### Defenses

Reflex Defense: 18 (Flat-Footed: 13), Fortitude Defense: 28; +8 Armor, Vehicular Combat

Hit Points: 112; Damage Reduction: 10; Shield Rating: 15; Damage Threshold: 48

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 6 Squares (Starship Scale); (Maximum Velocity 1,500 km/h)

**Ranged:** Light Laser Cannon, Double (2) +4 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +35

### Abilities

Strength: 46, Dexterity: 20, Constitution: -, Intelligence: 14

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

### Ship Statistics

**Crew:** 2 (Skilled Crew Quality); **Passengers:** None

**Cargo:** 10 Tons; **Consumables:** 1 Week; **Carried Craft:** None

**Hyperdrive:** Class 1, Limited Navicomputer (2-Jump Memory)

**Availability:** Military; **Cost:** 180,000 (100,000 Used)

**Emplacement Points:** 1
Catch a Second Wind

*See also: Actions in Combat*

If you are reduced to one-half your maximum Hit Points or less, you can Catch a Second Wind as a Swift Action. You can only Catch a Second Wind once per day. Only Heroic characters can Catch a Second Wind; Nonheroic characters, objects, devices, and Vehicles cannot.

This Action heals one-quarter of your full Hit Point total (rounded down) or a number of points equal to your Constitution score, whichever is greater. You can Catch a Second Wind only once per day.

Certain Feats or Talents may allow you to Catch a Second Wind more often, but never more than once in a single encounter.

### Extra Second Wind

If you have the Extra Second Wind feat, you can Catch a Second Wind an additional time per day (but never more than once in a single encounter). A Nonheroic character that takes the Extra Second Wind feat can Catch a Second Wind once per day.
Chiroptix

*Homebrew Reference Book: Dathomir Field Guide*

*Affiliations: Beasts*

Chrioptix are nocturnal mammals native to Dathomir, with webbed wings allowing them sustained flight. Chiroptix do not flap their entire forelimbs, as avians do, but instead flap their long spread-out digits, which are covered in a thin membrane. Their main food source is blood, but can supplement their diet with fruit.

## Chiroptix Statistics (CL 3)

Diminutive Beast 4

**Initiative:** +8; **Senses:** Darkvision, Perception +6

### Defenses

Reflex Defense: 25 (Flat-Footed: 19), Fortitude Defense: 10, Will Defense: 9

Hit Points: 6, Damage Threshold: 10

### Offense

**Speed:** 8 Squares (Flying)

**Melee:** Bite +9 (1d2+1) plus Vampiric Bite

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

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

**Attack Options:** Vampiric Bite

**Species Traits:** Darkvision, Vampiric Bite

### Base Stats

**Abilities:** Strength 9, Dexterity 22, Constitution 11, Intelligence 1, Wisdom 8, Charisma 10

**Feats:** Skill Training (Perception), Weapon Finesse

**Skills:** Perception +6, Stealth +28

### Abilities

**Vampiric Bite:** If the Bite of a Chiroptix deals damage to a living target, make an additional attack roll (1d20+2) against the target's Fortitude Defense. If successful, the target moves -1 step along the Condition Track and suffers an additional 2d6 points of damage.
Chalkazza

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

*Affiliations: The Fringe*

*By Rodney Thompson*

Here's a preview of a statistics block that was constructed using the *Saga Edition* rules.

## Chalkazza Statistics (CL 1)

Medium Wookiee Scout 1

**Force Points:** 5

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

**Languages:** Basic (understand only), Shyriiwook

### Defenses

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

Hit Points: 26, Damage Threshold: 14; Extraordinary Recuperation, Shake It Off

### Offense

**Speed:** 6 Squares

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

**Melee:** Vibroblade +3 (2d6+3)

**Ranged:** Bowcaster +0 (3d10)

**Base Attack Bonus:** +0, **Grapple:** +3

**Special Actions:** Rage (1/Day)

**Species Traits (Wookiee):** Expert Climber, Extraordinary Recuperation, Intimidating Presence, Rage (1/Day), Weapon Familiarity (Bowcaster, Ryyk Blade)

### Base Stats

**Abilities:** Strength 16, Dexterity 10, Constitution 15, Intelligence 8, Wisdom 13, Charisma 8

**Talents:** **Acute Senses**

**Feats:** Shake It Off, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +7, Perception +6 (may reroll, must take second result), Pilot +5, Stealth +5

**Possessions:** Bowcaster, Vibroblade, Binder Cuffs (2), Comlink (Short-Range), Electrobinoculars
Celegian Force Hound Initiate

*Celegian Force Hound Initiate character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Infinite Empire*

Slave-warriors sensitive to The Force, made into gladiators and personal seekers of the Rakatan Infinite Empire. Force Hounds have their individuality stripped away and branded with sigils to mark their status to others.

## Celegian Force Hound Initiate Statistics (CL 7)

Medium Celegian Soldier 1/Jedi 6

**Force Points:** 3; **Dark Side Score:** 14

**Initiative:** +8; **Senses:** Use the Force +15

**Languages:** Basic (understand only), Rakatan (understand only); Broadcast Telepathy

### Defenses

Reflex Defense: 20 (Flat-Footed: 19), Fortitude Defense: 26, Will Defense: 20; **Block**

Hit Points: 86, Damage Reduction: 10 (Celegian Life-Support Chamber), Damage Threshold: 26

### Offense

**Speed:** 6 Squares (Flying), 8 Squares (Swimming)

**Melee:** Unarmed +10 (1d6+6)

**Melee:** Lightsaber +12 (2d8+9)

**Ranged:** By Weapon +7

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

**Special Actions:** **Gauge Force Potential**

**Force Power Suite (Use the Force +15):** *Battle Strike* (2), *Farseeing*, *Force Lightning*, *Force Thrust*, *Slow*

**Species Traits (Celegian):** Broadcast Telepathy, Expert Swimmer, Special Equipment (Celegian Life-Support Chamber)

### Base Stats

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

**Talents:** **Armored Defense**, **Block**, **Force Perception**, **Gauge Force Potential**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Force Sensitivity, Force Training (2), Martial Arts I, Skill Focus (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Initiative +8, Jump +11, Use the Force +15 (may substitute for Perception checks)

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Celegian Life-Support Chamber (+5 Fortitude), Lightsaber (Self-Built; Force-Activated)
Cin Drallig

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

*Affiliations: The Jedi, The Galactic Republic*

When Jedi Master Sora Bulq is believed killed in action at the Battle of Geonosis, master swordsman Cin Drallig replaces him as chief Lightsaber instructor at the Jedi Temple on Coruscant. Drallig is a master of six Jedi Lightsaber Forms, and often combines them to improvise his own style. During the Clone Wars, Master Drallig takes many orphaned Padawans under his wing, and imparts to them his vast knowledge of melee combat.

When The Jedi are declared traitors to the Republic, and The Sith move to crush their Order, Drallig helps fight off the onslaught of 501st Legion at the Jedi Temple. When Cin confronts the legion's commander, Darth Vader, he is already weakened from dozens of engagements; Drallig is no match for his fresh, Dark Side-empowered opponent, and struck down after an impressive duel that echoed throughout the halls of the Jedi Temple.

## Cin Drallig Statistics (CL 16)

Medium Human (Middle Age) Jedi 7/Jedi Knight 7/Melee Duelist 2

**Force Points:** 8

**Initiative:** +16; **Senses:** Improved Sense Surroundings, Perception +11

**Languages:** Basic, High Galactic

### Defenses

Reflex Defense: 33 (Flat-Footed: 30), Fortitude Defense: 28, Will Defense: 31; **Block**, **Deflect**, **Shii-Cho**, **Soresu**

Hit Points: 139, Damage Threshold: 28

### Offense

**Speed:** 6 Squares; Burst of Speed, Master of Movement (1/Encounter)

**Melee:** Unarmed +19 (1d4+9)

**Melee:** Lightsaber +21 (2d8+13)

**Melee:** Lightsaber +19 (3d8+13) with Rapid Strike

**Melee:** Lightsaber +16 (2d8+13) and Lightsaber +16 (2d8+13) with Double Attack

**Melee:** Lightsaber +14 (3d8+13) and Lightsaber +14 (3d8+13) with Double Attack and Rapid Strike

**Ranged:** By Weapon +19

**Base Attack Bonus:** +16, **Grapple:** +19

**Attack Options:** **Ataru**, Double Attack (Lightsabers), Rapid Strike, **Single Weapon Flourish I**, Weapon Finesse

**Special Actions:** **Djem So**, Melee Defense, **Redirect Shot**

**Force Power Suite (Use the Force +15):** *Battle Strike*, *Deflecting Slash*, *Disarming Slash*, *Draw Closer*, *Falling Avalanche*, *Force Thrust*, *Hawk-Bat Swoop*, *Inertia*, *Makashi Riposte*, *Move Object*, *Pushing Slash*, *Saber Swarm* (2), *Sarlacc Sweep*, *Shien Deflection*, *Surge* (2)

**Force Techniques:** Force Power Mastery (*Saber Swarm*), Improved Battle Strike, Improved Sense Surroundings

### Base Stats

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

**Talents:** **Ataru**, **Block**, **Deflect**, **Djem So**, **Redirect Shot**, **Shii-Cho**, **Single Weapon Flourish I**, **Soresu**, **Weapon Specialization (Lightsabers)**

**Feats:** Burst of Speed, Double Attack (Lightsabers), Force Sensitivity, Force Training (4), Melee Defense, Rapid Strike, Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +16, Initiative +16, Knowledge (Galactic Lore) +14, Use the Force +15

**Possessions:** Lightsaber (Self-Built), Jedi Robes
Catuman Enforcer (SaV)

*Catuman Enforcer character data created by Wikia user Sunsetmage001.*

*Affiliations: General Units*

Enforcers exist somewhere between government authority figures (such as soldiers or law officers) and the common thugs used by crime lords and pirates. Enforcers have a legal right to be armed, but they lack the kind of legitimacy of major military and paramilitary organizations. Enforcers might work for major corporations (such as the Corporate Alliance), independent merchants, wide-scale criminal organizations with internal rules and regulations (such as the Smuggler's Alliance), or fringe quasi-governments like shadowports (such as security forces on The *Errant Venture*). Others have official power but lack the training and jurisdiction of law officers, such as prison guards or a Moff's private security force.

Enforcers have a bad reputation across the galaxy. Lacking the skills needed to carefully track down potential troublemakers or to sift through evidence to determine guilt, Enforcers might react to trouble with quick and overwhelming violence. This prevents any wrongdoer from getting away- and dead men don't complain about their innocence. Enforcers don't usually distinguish between the guilty and the innocent; they let the blaster bolts sort out who lives and who dies.

## Catuman Enforcer Statistics (CL 5)

Medium Catuman Soldier 5

**Force Points:** 3

**Initiative:** +9; **Senses:** Perception +3

**Languages:** Basic, Catuman

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 22, Will Defense: 16; Combat Reflexes

Hit Points: 67, Damage Threshold: 22; **Tough as Nails**

### Offense

**Speed:** 6 Squares

**Melee:** **Gun Club** +9 (1d6+6)

**Melee:** **Gun Club** +4 (1d6+6) and Bayonet +4 (1d6+6)

**Ranged:** Heavy Blaster Rifle +8 (3d10+2)

**Ranged:** Heavy Blaster Rifle +3 (5d10+2) with Burst Fire

**Ranged:** Blaster Pistol +7 (3d6+2)

**Base Attack Bonus:** +5, **Grapple:** +9

**Attack Options:** Autofire (Heavy Blaster Rifle), Burst Fire, **Counterpunch**, **Gun Club**, Point-Blank Shot

**Species Traits (Catuman):** Warrior Culture

### Base Stats

**Abilities:** Strength 18, Dexterity 14, Constitution 16, Intelligence 6, Wisdom 12, Charisma 10

**Talents:** **Counterpunch**, **Gun Club**, **Tough as Nails**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Combat Reflexes, Point-Blank Shot, Weapon Focus (Rifles), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +9

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Blaster Pistol, Heavy Blaster Rifle with Bayonet, Comlink (Short-Range)
Chak, Navigator

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

*Affiliations: The Claatuvac Guild, The Fringe*

A young Wookiee living in the village of Palsaang, just outside Kachirho, Chak is the grandson of the head of The Claatuvac Guild. Two years into the Clone Wars, a Devaronian named Vilmarh Grahrk visits the village, and is taken in by the Wookiees of Palsaang. Chak is fascinated with the rogue's tales of smuggling and gambling, and after stowing away onboard to accompany him on a smuggling run, proves his worth.

Chak was an apprentice navigator of The Hyperspace Navigator's Guild, and had learned of several hidden routes through Hyperspace. Chak helps show "Uncle Villie" shortcuts, and accompanies him on several runs, acting as copilot and muscle.

On one trip during the final month of the Clone Wars, Chak brags about their latest run to a few beings that identified themselves as Grahrk's friends, and mentions the secret routes. These smugglers sell the information to the Confederacy, who quickly mount an invasion of Kashyyyk. Chak and Villie help in the battle, but are shot down by an HMP Droid Gunship. After the Battle, when Order 66 is issued, Chak witnesses Jedi Luminara Unduli die at the hands of her troops, and warns Villie that the same was likely happening to Vos and Yoda, and the two are able to rescue the mortally wounded Jedi Quinlan Vos.

## Chak, Navigator Statistics (CL 3)

Medium Wookiee Scout 2/Scoundrel 1

**Force Points:** 7

**Initiative:** +2; **Senses:** Perception +7

**Languages:** Basic (understand only), Shyriiwook

### Defenses

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

Hit Points: 36, Damage Reduction: 5 (vs Critical Hits), Damage Threshold: 15; Extraordinary Recuperation, Shake It Off

### Offense

**Speed:** 6 Squares

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

**Ranged:** Bowcaster +2 (3d10+1)

**Base Attack Bonus:** +1, **Grapple:** +4

**Attack Options:** Point-Blank Shot

**Special Actions:** Gearhead, **Hyperdriven**, Rage (1/Day)

**Species Traits (Wookiee):** Expert Climber, Extraordinary Recuperation, Intimidating Presence, Rage (1/Day), Weapon Familiarity (Bowcaster, Ryyk Blade)

### Base Stats

**Abilities:** Strength 16, Dexterity 12, Constitution 13, Intelligence 11, Wisdom 12, Charisma 9

**Talents:** **Hyperdriven**, **Jury-Rigger**

**Feats:** Gearhead, Point-Blank Shot, Shake It Off, Skill Focus (Use Computer), Skill Training (Use Computer), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +9 (May Take 10 when distracted), Endurance +7, Mechanics +6 (may reroll to Jury-Rig, must take second result), Perception +7, Pilot +7, Use Computer +11

**Possessions:** Bowcaster, Blast Pauldron

### Heroic Traits

**Organization Score (The Claatuvac Guild):** 4
Chironian Sable Dawn Assassin

*Chironian Sable Dawn Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sable Dawn*

The assassins of The Sable Dawn come from all walks of life. The majority of the organization's rank and file membership lacks sensitivity to The Force. That said, the most prized of The Sable Dawn's operatives are aware of The Force and skilled in its use. Using a mixture of conventional and unconventional methods, these assassins pose a grave threat to anyone that has a Sable Dawn contract placed on their heads.

The Sable Dawn teaches its Force-using members that perfection is not attained easily or quickly. Therefore, they must constantly strive to test themselves, both to improve their skills as well as their pride and sense of self. With this self-realization comes the strength to take whatever they want, regardless of the moral trappings that might otherwise hold them at bay.

No single description applies to Sable Dawn Assassins. They come from all walks of life and can be members of any of a number of Species.

## Chironian Sable Dawn Assassin Statistics (CL 9)

Large Chironian Soldier 4/Scoundrel 3/Assassin 2

**Force Points:** 5; **Dark Side Score:** 9

**Initiative:** +12; **Senses:** Perception +10

**Languages:** Basic, Chironian

### Defenses

Reflex Defense: 27 (Flat-Footed: 22), Fortitude Defense: 22, Will Defense: 21 (23 vs Deception and Persuasion); Stability

Hit Points: 71, Damage Threshold: 27

### Offense

**Speed:** 10 Squares; Deft Charge

**Melee:** Unarmed +7 (1d10+4)

**Ranged:** Blaster Rifle +10 (3d8+4)

**Ranged:** Blaster Pistol +10 (3d6+4)

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

**Base Attack Bonus:** +7, **Grapple:** +15

**Attack Options:** Autofire (Blaster Rifle), **Dastardly Strike**, **Devastating Attack (Rifles)**, Far Shot, Point-Blank Shot, **Sneak Attack** (+1d6)

**Special Actions:** **Demolitionist**, **Ruthless**

**Force Power Suite (Use the Force +16):** *Force Grip*, *Force Lightning*

**Species Traits (Chironian):** Atypical Physiology, Bonus Feat (Deft Charge), Mental Fortitude, Stability

### Base Stats

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

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Deft Charge, Far Shot, Force Sensitivity, Force Training, Martial Arts I, Martial Arts II, Point-Blank Shot, Skill Focus (Use the Force), Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Initiative +12, Perception +10, Stealth +7, Use the Force +16

**Possessions:** Blaster Pistol, Blaster Rifle
Champion

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

*See also: Destiny*

Your Destiny requires you to become the leader of a large and/or significant group or organization and successfully lead it through an extremely threatening event. Characters who have this Destiny might or might not know of the group they are destined to lead. They must attain this goal through a mixture of training, charisma, experience, and political maneuvering. The Gamemaster might want to divide this into two Destinies: attaining leadership and leading the group through troubled times.

Examples of this Destiny include Mon Mothma leading The Rebel Alliance, Darth Sidious gaining control of The Galactic Republic, Wedge Antilles leading Rogue Squadron, and Admiral Ackbar escaping Grand Moff Tarkin and eventually taking command of the Rebel Fleet.

* **Destiny Bonus:** For 24 hours, you and any allies within 10 squares of you gain a +1 Destiny bonus to all Defenses.
* **Destiny Penalty:** You take a -2 penalty to all your Defenses for 24 hours.
* **Destiny Fulfilled:** You receive a permanent +2 increase to your Charisma score.

### Sample Champion Destiny: Recruiting

Your Destiny is to convince an influential person or group to secretly aid or openly join the resistance effort on a planet or in a sector. The person or group must have considerable authority and resources, and thus be able to operate behind a thick wall of underlings and bureaucracy. The group might be a far-reaching criminal organization that has agents, established rackets, transports, and cover facilities throughout a sector. It could be a corporation that could lend its financial and material support to a local rebellion. Perhaps the hero encourages an influential military, government, or corporate leader currently serving the Empire to defect and aid the resistance. Convincing this entity to change its allied or neutral stance toward the Empire requires the hero to undertake missions to earn that individual's trust.
Celeste Morne

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

*Affiliations: The Jedi, Lucien Draay*

Secretive, unorthodox, amd good at her job, Celeste Morne is one of the few mysterious Jedi known as Covenant Shadows. Like all Jedi Shadows, Morne has dedicated her life to wiping out the agents of The Dark Side through whatever means necessary. As a Covenant Shadow, she is completely off the Jedi Council's radar. She does not dress as a Jedi, she only rarely uses her Lightsaber publicly, and she answers to no one except Lucien Draay. In many ways, Morne is the embodiment of the spirit of the Covenant Shadows; she operates completely in secret as a sleeper agent, going about her daily life while awaiting the call to duty.

Originally from Ossus, Morne wandered the galaxy after her home planet was devastated in The Great Sith War, eventually being raised by Krynda Draay and coming under the command of her son when she began training as a Jedi Shadow. She has served for years as an undercover agent of The Jedi, though she vanishes without a trace in 3,963 BBY under mysterious circumstances.

 Celeste Morne Statistics (CL 12)

Medium Human Jedi 7/Scoundrel 2/Jedi Knight 3

**Destiny Points:** 2; **Force Points:** 5, Strong in the Force; **Dark Side Score:** 4

**Initiative:** +13; **Senses:** Perception +14

**Languages:** Basic, Bocce

### Defenses

Reflex Defense: 26 (Flat-Footed: 24 (Flurry: 21)), Fortitude Defense: 24, Will Defense: 27; **Deflect**

Hit Points: 87, Damage Threshold: 24

### Offense

**Speed:** 6 Squares

**Melee:** Lightsaber +15 (2d8+6)

**Melee:** Lightsaber +17 (2d8+6) with Flurry

**Ranged:** Blaster Pistol +13 (3d6+6)

**Base Attack Bonus:** +11, **Grapple:** +13

**Attack Options:** **Dastardly Strike**, Flurry, **Sentinel Strike** (+2d8), Weapon Finesse

**Special Actions:** **Force Haze**

**Force Power Suite (Use the Force +19):** *Battle Strike* (2), *Force Slam*, *Mind Trick*, *Move Object*, *Rebuke* (2), *Surge*

**Force Techniques:** Force Point Recovery

### Base Stats

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

**Talents:** **Clear Mind**, **Dastardly Strike**, **Deflect**, **Force Haze**, **Improved Sentinel Strike**, **Sentinel Strike** (+2d8)

**Feats:** Flurry, Force Sensitivity, Force Training (2), Skill Focus (Deception), Skill Focus (Use the Force), Skill Training (Deception), Skill Training (Stealth), Strong in the Force, Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +19, Initiative +13, Knowledge (Galactic Lore) +12, Perception +14, Stealth +13, Use the Force +19 (may reroll opposed Sense Force, must take second result)

**Possessions:** Lightsaber (Self-Built), Comlink (Short-Range), Datapad, Utility Belt, Street Clothes, Various Personal Belongings
Chlovi Cat

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

*Affiliations: Beasts*

*This amphibian is the size of a large dog and has a long, sinewy body. Its skin glistens with a slimy coating and changes color as the Chlovi Cat creeps through the fungal underbrush.*

Chlovi Cats, which are not feline at all, reside at the top of Nyriaan's food chain. They have been responsible for hundreds of deaths in mining towns across the planet. Settlers on Nyriaan shoot Chlovi Cats on sight rather than risking the danger that they represent. Unfortunately for Nyriaan's colonists, Chlovi Cats have learned to predict the movements of their prey and attack from ambush rather than attempting direct assaults.

Named after a species of fungus that grows across Nyriaan's surface (Chlovi), Chlovi Cats are small amphibians with long, sinewy bodies and glistening skin that changes color from black to steely gray. Like other species on Nyriaan, they create bioluminescence, which they use for mating displays and rudimentary communication while hunting. A Chlovi Cat's primary weapons are it's wide maw filled with needlelike teeth and four sets of wickedly curved claws.

Despite their small size, a pack of Chlovi Cats can bring down a full-grown Lluma Bull. They prefer to eat young Lluma and Pherins, although Chlovi Cats that have tasted Human flesh prefer it to their natural staples.

### Chlovi Cat Tactics

Chlovi Cats use pack tactics, communicating with their pack mates through a combination of bioluminescent displays and croaking calls. They swarm over targets in groups of three or more, biting and clawing in an attempt to disable their prey. Once the prey is disabled, the rest of the pack converges on the victim.

## Chlovi Cat Statistics (CL 5)

Small Beast 6

**Initiative:** +6; **Senses:** Darkvision, Perception +6

### Defenses

Reflex Defense: 17 (Flat-Footed: 14), Fortitude Defense: 12, Will Defense: 14

Hit Points: 33, Damage Threshold: 12

### Offense

**Speed:** 8 Squares

**Melee:** Bite +4 (1d4+3)

**Melee:** Claws (2) +4 (1d3+3)

**Melee:** Claws (2) +2 (2d3+3) with Rapid Strike

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

**Base Attack Bonus:** +4, **Grapple:** +2

**Attack Options:** Coordinated Attack, Rapid Strike

**Species Traits:** Darkvision

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 13, Intelligence 2, Wisdom 16, Charisma 8

**Feats:** Coordinated Attack, Improved Defenses, Rapid Strike

**Skills:** Stealth +16
Carouser

*Reference Book: Star Wars Saga Edition Core Rulebook*

   *Homebrew Reference Book: Legacy of the Force Sourcebook*

*See also: Feats*

You can drink others under the table and never suffer the aftereffects.

**Prerequisites:** Constitution 13, Trained in Endurance

**Effect:** You gain a +5 circumstance bonus to Fortitude Defense to resist the effects of Poison, and even after a raucous night of partying, you heal as though you had a full night's rest (see Natural Healing).
Cathar Jedi Youngling

*Cathar Jedi Youngling character data created by Wikia user SunsetMage001.*

*Affiliations: The Jedi*

A rank novice in the ways of The Force, the Jedi Youngling still has some proficiency in the Jedi arts due to the early start of their training.

### Use in Play

By themselves, Jedi Younglings aren't much of a threat, mostly as their training hasn't progressed much past the basics, although their Force senses provide them at least a small measure of protection. Compared to most heroes, it is the younglings that are going to need their help rather than the other way around.

### Build Options

* Exchange **Lightsaber Defense** for a Talent from one of the Jedi Consular Talent Tree, Jedi Guardian Talent Tree, or Jedi Sentinel Talent Tree to reflect a Jedi Youngling that has received more specialized training in one of these fields.
* Swap Skill Training (Perception) for Force Training to give the Jedi Youngling limited access to The Force, choosing a Force Power with a low activation DC.
* Since most Jedi Younglings are part of a training clan, use the Squad rules to represent a pack of Jedi Younglings fighting in unison.

## Cathar Jedi Youngling Statistics (CL 1)

Small Cathar (Child) Jedi 1

**Force Points:** 1

**Initiative:** +2; **Senses:** Perception +5

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 15 (Flat-Footed: 13 (**Lightsaber Defense:** 16)), Fortitude Defense: 11, Will Defense: 12

Hit Points: 30, Damage Threshold: 11

### Offense

**Speed:** 8 Squares

**Melee:** Unarmed +0 (1d4-1)

**Melee:** Training Lightsaber +0 (2d6-1)

**Ranged:** By Weapon +3

**Base Attack Bonus:** +1, **Grapple:** -2

**Attack Options:** Reactive Claw

**Species Traits (Cathar):** Bonus Class Skills (Climb, Stealth), Natural Weapons, Reactive Claw

### Base Stats

**Abilities:** Strength 9, Dexterity 14, Constitution 8, Intelligence 8, Wisdom 11, Charisma 10

**Talents:** **Lightsaber Defense**

**Feats:** Force Sensitivity, Skill Training (Perception), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +5, Use the Force +5

**Possessions:** Training Lightsaber, Jedi Robes
Celegian Life-Support Chamber

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

**Equipment Type:** Life Support

Celegians rely on transplastseel life-support chambers to survive away from their homeworld. These chambers are filled with cyanogen gas and held aloft by the Celegian's natural levitation. A Celegian Life-Support Chamber possesses a Damage Reduction of 10. A Celegian encased in a Celegian Life-Support Chamber receives a +5 Equipment bonus to their Fortitude Defense, as well as increasing their Fly Speed by +2 squares.
Cesta

Another Gungan weapon, the Cesta is a flexible pole used to hurl small Energy Balls. It can also be used as a stafflike melee weapon. A Cesta is a Melee Weapon with a Reach of 2 squares.

Although the Cesta is considered an Exotic Weapon, Gungans are treated as proficient if they have the Weapon Proficiency (Simple Weapons) feat.

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

**Size:**Large

**Cost:** 100

**Damage:** 2d4

**Stun Setting:** NO

**Weight:** 1.8 Kilograms

**Type:** Bludgeoning

**Availability:** Rare

**Special:** Can be used to hurl Energy Balls
Chironian Republic Trooper

*Chironian Republic Trooper character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Old Republic*

The Trooper is the heart of the Republic's ground force. Soldier feel distant from the decision making (and they are), but small squad sizes allow them to feel like vital parts of their mission. Instead of shuffling around anonymously from force to force, Republic commanders keep effective squads together, allowing camaraderie to develop. A Republic Army Trooper might not know what planet he or she is on or what enemy they are fighting, but they know the names of their fellow grunts, who keeps them alive.

Unfortunately when Troopers pick up areas of specialization, the Republic of this era does a poor job of recognizing that talent and moving it where it is needed. As a result, Troopers who excel in areas such as Heavy Weapons or amphibious assault are not recognized and moved to units where that knowledge can be applied. Some Troopers see this as a hindrance to their careers, but some take advantage of the ground military's logistical chaos and hook up on the battlefield with the unit they want to join. Given the time required to replace personnel lost in battle, many sergeants look the other way.

## Chironian Republic Trooper Statistics (CL 1)

Large Chironian Nonheroic 3

**Initiative:** +6; **Senses:** Perception -1

**Languages:** Chironian

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 12, Will Defense: 9 (11 vs Deception and Persuasion); Stability

Hit Points: 11, Damage Threshold: 17

### Offense

**Speed:** 10 Squares; Deft Charge

**Melee:** Bayonet +3 (1d8+1)

**Ranged:** Blaster Rifle +3 (3d8)

**Ranged:** Frag Grenade (2) +3 (4d6, 2-Square Burst)

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

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

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

**Special Actions:** Republic Military Training

**Species Traits (Chironian):** Atypical Physiology, Bonus Feat (Deft Charge), Mental Fortitude, Stability

### Base Stats

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

**Feats:** Armor Proficiency (Light), Deft Charge, Republic Military Training, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +6

**Possessions:** Republic Light Armor (+4 Reflex, +1 Fortitude), Blaster Rifle with Bayonet, Frag Grenade (2), Comlink (Short-Range, Encrypted), Utility Belt with Medpac
Clone Madness

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

*See also: Spaarti Stormtrooper*

When a creature suffering from Clone Madness is reduced to half its Hit Points or fewer, each round at the beginning of its turn the creature must roll 1d6 and refer to the table below. The creature is susceptible to the indicated effect until the beginning of its next turn, when a new roll is made. If the creature's Hit Points once again rise above half, it is no longer susceptible to Clone Madness (unless it again drops below half Hit Points).

 4
 5
 6
Clone Jet Trooper (Disambiguation)

**This article is a disambiguation page for Clone Jet Trooper (Disambiguation)**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

There are few different versions of use for the term **Clone Jet Trooper:**

## Official

* Clone Jet Trooper (CL 4) from the *Clone Wars Campaign Guide*

## Homebrew

* Shinie Clone Jet Trooper (CL 4) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Veteran Clone Jet Trooper (CL 7) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Ace Clone Jet Trooper (CL 11) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Ch'ord Sy'fon

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

*Affiliations: The Fringe, The Bothan SpyNet*

A fixer and information broker in the Coruscant underworld, Ch'ord Sy'fon is known to frequent both sides of the law when it suits his pocketbook. Days after Order 66 was issued, Sy'fon has an illicit shipment of Kelso bound for Nar Shaddaa. All was business as usual, dealing with deadbeats who wanted information for free, until he is approached by Sagoro Autem, formerly of The Senate Guard. Sy'fon had thought him dead, but after making a mental note of downgrading one of his information sources, takes the unexpected in stride.

Autem wanted to call in a favor Sy'fon owed him for looking the other way during a smuggling bust well over ten years back. In exchange, Autem wanted transport off Coruscant that very night, free of charge. Sy'fon was well aware that an Imperial death-mark had been placed on the man's head, so he gave Autem a landing pad number and informed the Empire to collect a reward. Vader personally shows an interest and waits at the landing pad, to which Autem never showed. Not one to suffer a waste of his time, Vader had the vessel searched, and its crew and Sy'fon arrested.

## Ch'ord Sy'fon Statistics (CL 8)

Medium Bothan Scout 4/Scoundrel 3/Infiltrator 1

**Force Points:** 10; **Dark Side Score:** 6

**Initiative:** +11, Bad Feeling; **Senses:** Perception +10

**Languages:** Basic, Bothese, Ithorese

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 20, Will Defense: 23

Hit Points: 64, Damage Threshold: 20; Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5 (1d4+4)

**Ranged:** By Weapon +7

**Base Attack Bonus:** +5, **Grapple:** +7

**Attack Options:** Point-Blank Shot

**Special Actions:** Friends in Low Places, **Improved Surveillance**, **Knack**, Recall

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

### Base Stats

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

**Talents:** **Illicit Dealings**, **Improved Surveillance**, **Knack**, **SpyNet Agent**, **Surveillance**

**Feats:** Bad Feeling, Friends in Low Places, Point-Blank Shot, Recall, Shake It Off, Skill Focus (Gather Information), Skill Focus (Stealth), Skill Training (Deception), Skill Training (Gather Information), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +10, Endurance +10, Gather Information +15 (may substitute for Knowledge (Galactic Lore) checks), Initiative +11, Knowledge (Bureaucracy) +11, Knowledge (Social Sciences) +11, Perception +10, Pilot +11, Stealth +11

**Possessions:** Comlink (Short-Range), Datapad, Security Kit, Fine Robes

### Heroic Traits

**Organization Score (The Bothan SpyNet):** 8
Clone Assassin

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

*Affiliations: The Galactic Republic*

Created by a special order from Supreme Chancellor Palpatine to safeguard against the unlikely possibility that The Jedi Order might attempt a military coup against the Republic Senate, Clone Assassins are specially trained in martial arts techniques involving bladed weapons. Moving with blinding speed, a squad of Clone Assassins is a match for any one Jedi Knight, though they fare somewhat less well against a Jedi Master.

When The Jedi do rebel against Palpatine, the Supreme Chancellor assigns a unit of Clone Assassins to guard the Communication Center in the Jedi Temple and to arrest any Jedi who attempt to coordinate attacks against the Republic from there. These unfortunate troopers are wiped out when Yoda and Obi-Wan Kenobi infiltrate the temple at the end of the Clone Wars.

 Clone Assassin Statistics (CL 8)

Medium Human Nonheroic 6/Soldier 3/Elite Trooper 3

**Destiny Points:** 1; **Force Points:** 4; **Dark Side Score:** 8

**Initiative:** +13; **Senses:** Low-Light Vision, Perception +8

**Languages:** Basic

### Defenses

Reflex Defense: 22 (Flat-Footed: 18), Fortitude Defense: 23, Will Defense: 16; Combat Reflexes

Hit Points: 63, Damage Reduction: 1, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +11 (1d8+5)

**Melee:** Vibroblade +14 (2d6+7)

**Melee:** Vibroblade +12 (3d6+7) with Rapid Strike

**Melee:** Vibroblade +12 (2d6+7) and Vibroblade +12 (2d6+7)

**Melee:** Vibroblade +10 (2d6+7) and Vibroblade +10 (2d6+7) with Rapid Strike

**Ranged:** Blaster Pistol +12 (3d6+3)

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

**Attack Options:** **Greater Devastating Attack (Advanced Melee Weapons)**

**Special Actions:** Delay Damage

### Base Stats

**Abilities:** Strength 14, Dexterity 15, Constitution 12, Intelligence 9, Wisdom 10, Charisma 8

**Talents:** **Devastating Attack (Advanced Melee Weapons)**, **Greater Devastating Attack (Advanced Melee Weapons)**, **Greater Weapon Focus (Advanced Melee Weapons)**, **Weapon Specialization (Advanced Melee Weapons)**

**Feats:** Armor Proficiency (Light), Combat Reflexes, Dual Weapon Mastery I, Dual Weapon Mastery II, Martial Arts I, Martial Arts II, Rapid Strike, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles)

**Skills:** Initiative +13, Perception +8, Stealth +13

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Vibroblade (2; Wrist-Mounted)
Choka Skell

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

*Affiliations: Nei Rin, The Yuuzhan Vong Empire*

Choka Skell is a Yuuzhan Vong warrior and fierce protector of a Shaper named Nei Rin. Choka and his fellow Yuuzhan Vong are offworld when The Sith attacked and destroyed the Jedi Temple on Ossus. Choka dutifully follows Nei Rin's orders to preserve and protect what little remains. More importantly, the proud warrior stays at Nei Rin's side when she decides to remain on Ossus to further investigate the Sith sabotage of the Yuuzhan Vong Coral Seeds.

Choka Skell is completely dedicated to the task of protecting the Shaper and following her orders. While the protection of the Jedi artifacts on Ossus is important, to Choka it is secondary to Nei Rin's survival. Choka severed on Ossus long enough to regard The Jedi as fellow warriors, worthy of respect in life and death. However, he remains as dedicated and violent as any Yuuzhan Vong warrior of the past. He has a particular hatred for the pirates who ransacked the Jedi Temple, second only to that of The Sith attackers themselves.

 Choka Skell Statistics (CL 7)

Medium Yuuzhan Vong Soldier 7

**Destiny Points:** 1

**Initiative:** +9; **Senses:** Perception +7

**Languages:** Basic, Yuuzhan Vong

### Defenses

Reflex Defense: 22 (Flat-Footed: 21), Fortitude Defense: 25, Will Defense: 16

Hit Points: 70, Damage Threshold: 25

**Immune:** The Force

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Amphistaff (Quarterstaff Form) +10 (1d6+7)

**Melee:** Amphistaff (Quarterstaff Form) +9 (2d6+7) with Mighty Swing

**Melee:** Amphistaff (Quarterstaff Form) +5 (1d6+7) and Amphistaff (Quarterstaff Form) +5 (1d6+7)

**Melee:** Amphistaff (Spear Form) +10 (1d8+7\*)

**Melee:** Amphistaff (Whip Form) +10\*\* (1d8+7\*)

**Ranged:** Amphistaff (Spear Form) +9 (1d8+5\*)

**Ranged:** Razor Bug (4) +9 (2d8+3)

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

**Attack Options:** **Devastating Attack (Simple Weapons)**, Powerful Charge

**Species Traits (Yuuzhan Vong):** Biotech Proficiency, Force Immunity, Primitive, Weapon Familiarity (Amphistaff)

*\*If the attack roll also exceeds the target's Fortitude Defense, the target moves -1 Persistent step down the Condition Track.*

*\*\*The target may be Tripped or Pinned instead of attacked for damage.*

### Base Stats

**Abilities:** Strength 14, Dexterity 13, Constitution 13, Intelligence 12, Wisdom 8, Charisma 8

**Talents:** **Armored Defense**, **Improved Armored Defense**, **Devastating Attack (Simple Weapons)**, **Weapon Specialization (Simple Weapons)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dual Weapon Mastery I, Martial Arts I, Running Attack, Pin, Powerful Charge, Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +10, Initiative +9, Jump +10, Perception +7

**Possessions:** Vonduun Crabshell (+5 Reflex, +5 Fortitude), Amphistaff, Razor Bug (4)