recursal/Fanatic-Fandom huggingface dataset:
Pero's Bridge

Pero's Bridge at St. Augustine's reach was built in 1999, as the result of a collaboration between an artist Eilis O'Connell and consulting engineers ARUP to produce a much needed pedestrian crossing of Bristol's Floating Harbour. This is a 'bascule' bridge, which means that the centre section lifts up to allow boats to pass in and out - its distinctive horns are actually counter-weights that enable it to open up to make way for the river traffic.

It was named after Pero Jones, an enslaved African, owned by an 18th Century, Bristolian merchant and who lived in what is now the Georgian House Museum. The name reminds us of the millions of African men, women and children, taken from their homes in the transatlantic slave trade, with which Bristol was historically involved.
Aing-Tii Seeker-Student

*Aing-Tii Seeker-Student character data created by Wikia user SaintSirNicholas (FEARLESS FORCE FRINGERS).*

*Affiliations: The Aing-Tii Monks*

Taught the basics of the Aing-Tii teachings, these students are sent out to find lost lore or oppose slavery in order to prove their worthiness to learn more. Such seekers rarely possess Lightsabers or other trappings of The Jedi or The Sith, but would not hesitate to acquire such relics to acquire a deeper understanding of the supposed Many Shades of the Force and to offer up such knowledge in exchange for more teachings from The Aing-Tii Monks.

## Aing-Tii Seeker-Student Statistics (CL 8)

Medium Human Noble 6/Jedi 1/Force Adept 1

**Force Points:** 3, Strong in the Force; **Dark Side Score:** 2

**Initiative:** +9; **Senses:** Perception +12

**Languages:** Aing-Tii, Basic, Huttese, Sy Bisti

### Defenses

Reflex Defense: 20 (Flat-Footed: 20), Fortitude Defense: 22, Will Defense: 25; Vehicular Combat

Hit Points: 66, Damage Threshold: 22; **Spatial Integrity**

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d4+7)

**Ranged:** Hold-Out Blaster Pistol +5 (3d4+4)

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

**Attack Options:** **Noble Fencing Style**

**Special Actions:** **Force Focus**, Melee DefenseH

**Force Power Suite (Use the Force +17):** *Fold Space*, *Force Whirlwind*, *Memory Walk* (**Many Shades of the Force**), *Mind Trick*, *Move Object*, *Rebuke*, *Resist Force*, *Surge*

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 8, Dexterity 10, Constitution 14, Intelligence 13, Wisdom 16, Charisma 16

**Talents:** **Force Focus**, **Force Pilot**, **Many Shades of the Force** (*Memory Walk*), **Noble Fencing Style**, **Spatial Integrity**

**Feats:** Force Sensitivity, Force Training (2), Linguist, Melee DefenseH, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +12, Gather Information +12, Initiative +9, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10H, Perception +12, Persuasion +12, Use the Force +17 (may substitute for Pilot checks)

**Possessions:** Hold-Out Blaster Pistol, Robes, Z-95 Headhunter

*H- Human bonus Feat or Trained Skill*
Anyara

*Reference Book: Star Wars Saga Edition Web Enhancements (The Betrayal of Darth Revan)*

*Affiliations: The Jedi*

Anyara is a Jedi Knight that serves a pivotal role during The Betrayal of Darth Revan.

## Anyara Statistics (CL 9)

Medium Cathar Jedi 7/Jedi Knight 2

**Force Points:** 3

**Initiative:** +7; **Senses:** Perception +6

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 24 (Flat-Footed: 21), Fortitude Defense: 22, Will Defense: 23; **Deflect**, **Elusive Target**

Hit Points: 83, Damage Threshold: 22

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d6+4)

**Melee:** Lightsaber +14 (2d8+6)

**Melee:** Lightsaber +14 (2d8+6) and Lightsaber +14 (2d8+6)

**Ranged:** By Weapon +12

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

**Attack Options:** Accelerated Strike, Reactive Claw, Triple Crit (Lightsabers), Weapon Finesse

**Special Actions:** **Redirect Shot**

**Force Power Suite (Use the Force +11):** *Battle Strike*, *Rebuke*, *Surge*

**Force Techniques:** Force Power Mastery (*Battle Strike*)

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

### Base Stats

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

**Talents:** **Deflect**, **Elusive Target**, **Multiattack Proficiency (Lightsabers)**, **Redirect Shot**, **Weapon Specialization (Lightsabers)**

**Feats:** Accelerated Strike, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training, Triple Crit (Lightsabers), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Pilot +12, Use the Force +11

**Possessions:** Lightsaber (2; Self-Built), Comlink (Short-Range)
Andurgo

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

*Affiliations: The Galactic Alliance, Rogue Squadron*

Andurgo is a member of Rogue Squadron and one of the few Dugs serving in the Galactic Alliance Core Fleet. Indeed, he is one of the few Dugs to leave Malastare.

Andurgo's arrogant self-confidence would be unbearable were he not a great pilot. He revels in the excitement of Starfighter combat and loves to show off. His recklessness insures that his wingmen have their hands full just trying to keep the wild Dug alive. To Andurgo, that is their entire purpose.

## Andurgo Statistics (CL 9)

Small Dug Scoundrel 7/Ace Pilot 2

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

**Initiative:** +18; **Senses:** Perception +9

**Languages:** Basic, Dug

### Defenses

Reflex Defense: 29 (Flat-Footed: 25), Fortitude Defense: 22, Will Defense: 20; **Elusive Dogfighter**, Vehicular Combat, Vehicle Dodge (+1)

Hit Points: 48, Damage Threshold: 22

### Offense

**Speed:** 4 Squares; **Skirmisher**

**Melee:** Unarmed +7 (1d3+6)

**Melee:** Vibroblade +7 (2d6+6)

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

**Ranged:** Weapon System +10

**Base Attack Bonus:** +6, **Grapple:** +10

**Attack Options:** **Lucky Shot**, Point-Blank Shot

**Special Actions:** **Hyperdriven**, **Knack**

**Starship Maneuver Suite (Pilot +18):** *Counter*

**Species Traits (Dug):** Athletic

### Base Stats

**Abilities:** Strength 13, Dexterity 18, Constitution 10, Intelligence 12, Wisdom 10, Charisma 9

**Talents:** **Elusive Dogfighter**, **Hyperdriven**, **Knack**, **Lucky Shot**, **Skirmisher**

**Feats:** Point-Blank Shot, Skill Focus (Acrobatics), Skill Focus (Initiative), Skill Focus (Pilot), Starship Tactics, Vehicular Combat, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +18, Initiative +18, Perception +9, Pilot +18, Use Computer +10

**Possessions:** Flight Suit (+1 Fortitude), Blaster Pistol, Vibroblade, CF9 Crossfire Starfighter
Antagonist

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

*See also: Challenge Effects*

The Antagonist effect represents an opponent that actively works against the heroes as they perform the Skill Challenge. Rather than failing due to their own mistakes, the heroes face the threat of Failure because of the efforts of the Antagonist. In a Skill Challenge with the Antagonist effect, the heroes do not accrue Failures when they fail a Skill Check. Instead, the Antagonist takes its own Actions and makes its own Skill Checks (against the same DCs faced by the heroes), and each Success the Antagonist accrues counts as one Failure for the heroes. The Antagonist takes an Action each time all the heroes have taken Actions, ensuring that Failures are accrued only after the heroes have had a chance to earn Successes.

For example, you might use this effect when the heroes are being pursued by a bounty hunter or when an enemy slicer is attempting to break into the heroes' computer system.

**Use the Antagonist Effect when:**

* An opponent or entity is actively working against the heroes.
* You want to encourage the heroes to act without fear of making the situation worse.
* The Actions of the heroes would not directly contribute to Failure.
Archaic Lightfoil

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

Lighter than the average Lightsaber and more delicately balanced, the Archaic Lightfoil is wielded with only one hand and was once the favored weapon of many Jedi dueling masters. Originally created by Sith agents in the Tapani Sector, Lightfoils promote a more graceful fighting style and are favored by practitioners of the **Makashi** style of Lightsaber combat. Popular in the years leading up to The Great Sith War, the Lightfoil in its original form was created in much the same way as other Lightsabers and benefited from the builder's mastery of The Force.

An Archaic Lightfoil is delicately balanced, and its wielder can choose to consider it a Small weapon whenever it would be beneficial. However, an Archaic Lightfoil cannot be wielded Two-Handed.

An Archaic Lightfoil requires a special Energy Cell to operate (the cost is ten times the price of an ordinary Energy Cell, but it lasts almost indefinitely).

**Weapon Type:** Lightsabers

**Size:**Medium

**Cost:** 4,500

**Damage:** 2d8

**Weight:** 0.5 Kilograms

**Type:** Energy and Slashing

**Availability:** Rare

**Special:** Can be Thrown
Aki-Aki Street Gang Brute

*Aki-Aki Street Gang Brute character data created by Wikia user SunsetMage001.*

*Affiliations: General Units*

Often the largest and toughest member of a gang, the Street Gang Brute often has the fearful respect of their fellow gang members, but rarely leads due to a lack of cunning, as most of their schemes tend to focus on straight-forward mayhem rather than subtler ploys.

### Use in Play

The Street Gang Brute is a straight-forward combat challenge, either using their weapons to bash the heroes' heads in, or engaging a hero in a Grapple to prevent them from acting against any other street gang members that are present.

### Build Options

* Replace Pin with Mighty Swing to have the Street Gang Brute focus entirely on melee damage.
* Swap Stay Up for Recovering Surge to enable the Street Gang Brute to move up the Condition Track rather than just surviving a lucky shot.
* Increase the level of threat presented by replacing Armor Proficiency (Light) with Weapon Proficiency (Advanced Melee Weapons) and equipping the Street Gang Brute with a suitable Advanced Melee Weapon.

## Aki-Aki Street Gang Brute Statistics (CL 3)

Medium Aki-Aki Nonheroic 3/Soldier 2

**Dark Side Score:** 4

**Initiative:** +8; **Senses:** Perception +4

**Languages:** Aki-Aki, Bocce

### Defenses

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

Hit Points: 30, Damage Threshold: 16; Stay Up

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5\* (1d4+6)

**Melee:** Heavy Pipe +5\* (1d8+10)

**Ranged:** Blaster Pistol +5 (3d6+1)

**Base Attack Bonus:** +4, **Grapple:** +7; Pin

**Attack Options:** **Melee Assault**, Power Attack

**Species Traits (Aki-Aki):** Desert Dweller

*\*Includes 2 points of Power Attack*

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 15, Intelligence 6, Wisdom 12, Charisma 9

**Talents:** **Melee Assault**

**Feats:** Armor Proficiency (Light), Pin, Power Attack, Skill Training (Initiative), Stay Up, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +8

**Possessions:** Leather Jacket with Gang Emblems (As Blast Helmet and Vest (+2 Reflex)), Blaster Pistol, Heavy Pipe (As Mace)
Altiri Elite Rebel Trooper

*Altiri Elite Rebel Trooper character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Rebel Alliance*

Elite Rebel commandos are equipped with more effective weapons than their Imperial counterparts, and although Heavy Stormtroopers outclass the Elite Rebel Trooper in terms of brute strength, the morale and drive to succeed was much higher amongst the Rebel forces.

## Altiri Elite Rebel Trooper Statistics (CL 2)

Medium Near-Human (Altiri) Nonheroic 6

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

**Languages:** Altirish, Basic

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 11, Will Defense: 10

Hit Points: 21, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

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

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

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

**Base Attack Bonus:** +4, **Grapple:** +5

**Species Traits (Altiri):** Visually Striking

### Base Stats

**Abilities:** Strength 12, Dexterity 13, Constitution 12, Intelligence 9, Wisdom 10, Charisma 8

**Feats:** Armor Proficiency (Light), Improved Damage Threshold, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

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

**Possessions:** Blast Helmet and Vest (+2 Reflex), Blaster Pistol, Frag Grenade (2), Comlink (Encrypted, Short-Range)
Alertness

*Homebrew Reference Book: Legacy of the Force Sourcebook*

*See also: Feats*

You are always on the lookout for trouble.

**Prerequisites:** Dodge, Trained in Perception

**Effect:** You are not considered Flat-Footed at the start of combat.

**Special:** You do not gain the benefits of this Feat if you are caught by Surprise.
Antitoxin Patch

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

**Equipment Type:** Medical Gear

**Cost:** 25

This adhesive patch is applied near the stomach (or similar organ, depending on the Species). It emits a low dose of antitoxin, giving the wearer a +10 Equipment bonus to Fortitude Defense against Ingested Poisons and a +5 Equipment bonus to Fortitude Defense against Inhaled Poisons. An Antitoxin Patch lasts for 24 hours. For each consecutive day that an Antitoxin Patch is worn, the target moves -1 step on the Condition Track.
Alpha-Class Xg-2 Star Wing

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

Personally designed by Admiral Thrawn, the *Alpha*-Class Xg-2 Star Wing is the evolution of the Xg-1 "Assault Gunboat;" a Starfighter that relies on warheads instead of beam weapons, even in Dogfight scenarios.

The "Missile Boat" sports a single Laser Cannon, and two missile racks replace the Xg-1's ventral wings. More important, it is outfitted with the advanced SubLight Acceleration Motor system, allowing it to sacrifice the use of its laser weapon for a tremendous (albeit temporary) burst of speed.

## *Alpha*-Class Xg-2 Star Wing Statistics (CL 15)

Gargantuan Starfighter

**Initiative:** +5; **Senses:** Perception +6

### Defenses

Reflex Defense: 16 (Flat-Footed: 12), Fortitude Defense: 32; +7 Armor, Vehicular Combat

Hit Points: 145; Damage Reduction: 10; Shield Rating: 15; Damage Threshold: 52

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 1,150 km/h)

**Ranged:** Medium Laser Cannon +8 (See Below)

**Ranged:** Concussion Missiles (2) +8 (See Below)

**Ranged:** Concussion Missiles, Advanced (2) +8 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +39

**Attack Options:** Autofire (Medium Laser Cannon)

### Abilities

Strength: 54, Dexterity: 18, Constitution: -, Intelligence: 18

**Skills:** Initiative +5, Mechanics +6, Perception +6, Pilot +5, Use Computer +6

### Ship Statistics

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

**Cargo:** 100 Kilograms; **Consumables:** 3 Days; **Carried Craft:** None

**Payload:** 20 Concussion Missiles, 20 Advanced Concussion Missiles

**Hyperdrive:** Class 6, Navicomputer

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

### Weapon Systems

#### **Medium Laser Cannon (Pilot)**

**Attack Bonus:** +8 (+3 Autofire), **Damage:** 5d10x2

#### **Concussion Missiles (Pilot)**

**Attack Bonus:** +8, **Damage:** 9d10x2, 2-Square Splash

#### **Concussion Missiles, Advanced (Pilot)**

**Attack Bonus:** +8, **Damage:** 5d10x5, 2-Square Splash
Amar Cros

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

*Affiliations: The Nyriaanan Clans, The Jedi*

*With his graying, braided hair and the Lightsaber dangling from his belt, this older Nyriaanan looks out of place among his native companions. He eyes you with a mixture of suspicion and contempt, as if he is deciding what to do with you.*

Amar Cros has given up his Jedi robes in exchange for the clothes of a native Nyriaanan. Although he still clings to some of his Jedi philosophy, he sees the current struggle between the natives and the offworlders as a different type of war with a different kind of morality. In his fight against Nyriaan's oppressors, Amar Cros does anything to win. He is willing to call upon The Dark Side of The Force if it means serving the greater good. That he has not fallen to The Dark Side is a wonder to most Jedi, but Amar is never too proud to seek solace in mediation and atonement when the opportunity presents itself.

### Amar Cros Tactics

Amar Cros uses The Force as his primary weapon, using his Lightsaber when necessary to lay his enemies low. He rarely fights alone, preferring to keep a small cadre of Force-sensitive natives with him. Although not trained as Jedi, his apprentices are nonetheless formidable.

## Amar Cros Statistics (CL 10)

Medium Human Jedi 7/Jedi Knight 3

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

**Initiative:** +11; **Senses:** Use the Force +13

**Languages:** Basic, Nyriaanan

### Defenses

Reflex Defense: 23 (Flat-Footed: 22 (**Lightsaber Defense:** 24)), Fortitude Defense: 23, Will Defense: 24; **Deflect**

Hit Points: 89, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

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

**Melee:** Lightsaber +11 (2d8+7) and Lightsaber +11 (2d8+7) with Double Attack

**Ranged:** By Weapon +11

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

**Attack Options:** Double Attack (Lightsabers), Great Cleave, Power Attack

**Special Actions:** **Adept Negotiator**, **Redirect Shot**

**Force Power Suite (Use the Force +13):** *Battle Strike*, *Farseeing*, *Force Slam* (2), *Mind Trick*, *Move Object*, *Rebuke* (2), *Surge*

**Force Techniques:** Force Power Mastery (*Rebuke*)

*\*Includes 5 points of Power Attack*

### Base Stats

**Abilities:** Strength 14, Dexterity 12, Constitution 12, Intelligence 13, Wisdom 15, Charisma 17

**Talents:** **Adept Negotiator**, **Deflect**, **Force Persuasion**, **Lightsaber Defense**, **Multiattack Proficiency (Lightsabers)**, **Redirect Shot**

**Feats:** Cleave, Double Attack (Lightsabers), Force Sensitivity, Force Training (3), Great Cleave, Power Attack, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +11, Initiative +11, Knowledge (Galactic Lore) +11, Use the Force +13 (may substitute for Persuasion checks)

**Possessions:** Lightsaber (Self-Built), Native Nyriaanan Garb
Almost Caught (EA)

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

*Main Page: Extracting Aleece*

*Preceded by The Arrival*

The heroes stand guard outside Aleece's quarters as she readies for her uncle's party. Her escort for the night, Snaeb Fronk, arrives and soon reveals his suspicions, asking her several heated questions. Read the following text aloud:

***While keeping watch, you listen through the door as Aleece greets her guest. The couple's meeting seems full of pleasantries. Suddenly, Fronk's vaice turns hard, and he says that he knows what she's really up to.***

***"Oh? And what is that?" she replies.***

***"Don't play naive with me! I've seen you- I've been watching you," he says. "You and your little network of spies-" You hear a slap. "You're a feisty one," Fronk continues. "But no matter. It's too late for you. I've informed your uncle of your treasonous ways. You'll be in the spice mines of Kessel before this is done."***

To prevent the situation from escalating further, the heroes can enter Aleece's quarters to silence Fronk or otherwise detain him- a relatively easy task for 12th-level characters. A successful Persuasion check to Intimidate Fronk against his Will Defense of 13 causes him to back down from the confrontation.

The heroes might try to question Fronk, although he is antagonistic and loyal to the Empire to a fault. With another successful Persuasion check to Intimidate him, the heroes learn that Fronk has not actually revealed his suspicions about Aleece to Moff Krax or the Moff's guards- he was bluffing to frighten her. However, Fronk did share his doubts with a few Imperial officers over a round of drinks at the cantina last night.

*Continued in Dine and Dash*
Ambusher Talent Tree

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

You specialize in springing ambushes on your enemies.

#### **Ambush Specialist**

If you are not Surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the Surprise Round for the purposes of Talents and Feats that trigger only during the Surprise Round.

Additionally, during the Surprise Round as a Free Action you can designate a target as your Prime Target. You gain a +2 morale bonus to attack rolls against your Prime Target until the end of the encounter.

#### **Destructive Ambusher**

*Prerequisite:* **Ambush Specialist**

After you designate a Prime Target, you deal +1 die of damage on attacks against the Prime Target until the end of the encounter.

#### **Keep It Going**

*Prerequisite:* **Ambush Specialist**

If you reduce your Prime Target to 0 Hit Points, as a Free Action you can designate another target within your line of sight as your new Prime Target. This new target remains your Prime Target until the end of the encounter.

#### **Keep Them Reeling**

*Prerequisite:* **Ambush Specialist**

Once per turn as a Swift Action, you can make an Initiative check, opposed by the Initiative check of your Prime Target. If your check result equals or exceeds your Prime Target's check result, your target is Flat-Footed against all attacks you make before the end of your turn.

#### **Perceptive Ambusher**

*Prerequisite:* **Ambush Specialist**

You gain a +5 circumstance bonus to Perception checks against your Prime Target until the end of the encounter.

#### **Spring the Trap**

If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a Surprise Round, even if the opponents are aware of you when combat begins.
Antarian Veteran Ranger

*Homebrew Reference Book: Saga Edition NPC Archetypes*

*Affiliations: The Antarian Rangers*

The Antarian Rangers are a group of trained soldiers and scouts who specialize in providing support for The Jedi as field agents when they need resources beyond those provided by the Order. Though trained for combat, The Antarian Rangers also provide nonviolent support by offering Jedi transport services, supplies and other physical resources, and intelligence when working in the galaxy abroad. Though their efforts were not officially sanctioned or approved by the Jedi Council, many Jedi Knights trust The Antarian Rangers with their lives.

## Antarian Veteran Ranger Statistics (CL 9)

Medium Human Scout 4/Soldier 4/Elite Trooper 1

**Force Points:** 4

**Initiative:** +11; **Senses:** Perception +10

**Languages:** Basic, 2 Unassigned

### Defenses

Reflex Defense: 23 (Flat-Footed: 21), Fortitude Defense: 24, Will Defense: 20; **Dig In**

Hit Points: 75, Damage Threshold: 24; Delay Damage

### Offense

**Speed:** 6 Squares; Charging Fire, **Expert Tracker**

**Melee:** Unarmed +9 (1d6+5)

**Melee:** Bayonet +9 (1d8+6)

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

**Base Attack Bonus:** +8, **Grapple:** +10

**Attack Options:** Autofire (Blaster Rifle), Point-Blank Shot, Precise Shot, Sniper

**Special Actions:** Coordinated AttackH, **Battle Analysis**, **Draw Fire**

*H- Human bonus Feat*

### Base Stats

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

**Talents:** **Acute Senses**, **Battle Analysis**, **Dig In**, **Draw Fire**, **Expert Tracker**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Charging Fire, Coordinated AttackH, Martial Arts I, Point-Blank Shot, Precise Shot, Skill Focus (Survival), Skill Training (Pilot), Sniper, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +10, Endurance +10, Initiative +11, Knowledge (Tactics) +11, Perception +10, Pilot +11, Stealth +11, Survival +15, Swim +10H

**Possessions:** Blaster Rifle with Bayonet, Utility Belt, Explorer's Outfit

*H- Human bonus Feat or Trained Skill*
Anti-Air Proton Torpedo Launcher

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

**Starship Systems Type:** Weapon Systems

**Emplacement Points:** 2

**Availability:** Military

**Cost:** 5000

Proton Torpedoes 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 Proton Torpedo Launchers gain a +2 bonus to attack rolls against Huge size or larger targets more than fifty meters off the ground. Anti-Air Proton Torpedoes use the same ranges as their standard counter-parts.

An Anti-Air Proton Torpedo Launcher has an ammunition capacity of 3. Additional capacity can be added, increasing the cost by 20% for each additional torpedo (up to a maximum of double capacity).

#### **Anti-Air Proton Torpedoes**

**Starship Systems Type:** Weapon Systems

**Damage:** 9d10x2

**Availability:** Military

**Cost:** 1500

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, Proton Torpedoes normally do 9d10x2 damage, Anti-Air Proton Torpedoes 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 torpedoes retain their original 4-Square Splash radius.

Proton Torpedo Ranges
 0-450 Squares
AML Platform

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

The AML platform was first used by the Trade Federation in combat during the years leading up to the Invasion of Naboo. The AML was not commonplace, as Trade Federation doctrine typically espoused the use of "Vulture" Droid Starfighters as a more potent method of air defense. The AML has several weaknesses, chief of which was a miniscule payload. This forced the platform to be thickly layered to create a significant threat envelope, which was prohibitively costly.

### Capabilities

The AML is very well armored, typically allowing it to survive an aerial assault long enough to reload its launchers once. Its weapon system was considered a backward step in missile technology in that it was specialized. Most missile and torpedo systems in the galaxy are equally capable of targeting ground, air and space units, but the AML launcher is specifically tailored for surface to air warfare. The launcher rises to fire, but is often lowered for storage.

## AML Platform Statistics (CL 9)

Gargantuan Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 17 (Flat-Footed: 17), Fortitude Defense: 22; +12 Armor, Vehicular Combat

Hit Points: 80; Damage Reduction: 15; Damage Threshold: 42

### Offense

**Speed:** 8 Squares; (Maximum Velocity 80 km/h)

**Ranged:** Anti-Air Concussion Missile Launcher +2 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +29

**Special Actions:** Battlefield Effects

### Abilities

Strength: 34, Dexterity: 10, Constitution: -, Intelligence: 16

**Skills:** Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6

### Ship Statistics

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

**Cargo:** 50 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Payload:** 2 Medium Concussion Missiles

**Availability:** Military; **Cost:** 65,000 (30,000 Used)

**Emplacement Points:** 3

### Weapon Systems

#### **Anti-Air Concussion Missile Launcher (Gunner)**

**Attack Bonus:** +2 (+7 vs airborne targets), **Damage:** 9d10x2, 4-Square Splash
Ala'ar Rinn

*Ala'ar Rinn character data created by Wikia user Lord Ewin (FRAGMENTS OF AN EMPIRE).*

*Affiliations: The Galactic Empire*

"There's a greater cause out there than family, land and profit... and that's fighting this Rebellion," Ala'ar thought. Though he wasn't sure where he'd start at first; the Naval Academy on Carida had seemed like an obvious choice. He'd eventually scored high in theory, did well on training missions, and eventually bested the flight and combat simulators. He was the only one surprised when he qualified as an expert pilot, and landed the most coveted position that an Imperial pilot could qualify for: the TIE Interceptor.

Ala'ar is cocky and disgustingly good looking. The fact that he knows it doesn't help things much, but he's also eager to prove to his superiors that he's got the stuff to be one of the best. He also has that little something that makes most of his teammates like him... Probably because he likes to skirt the line as much as he can, and that he does it with a disarming grin.

Though dispirited by the Empire's losses, he remains loyal to its ideals.

## Ala'ar Rinn Statistics (CL 5)

Medium Human Noble 4/Scoundrel 1

**Destiny Points:** 2; **Force Points:** 7; **Dark Side Score:** 3

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +11

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 17), Fortitude Defense: 15, Will Defense: 19; Vehicular Combat

Hit Points: 29, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Blaster Pistol +4 (4d6+2) with Rapid Shot

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

**Attack Options:** Point-Blank Shot, Rapid Shot

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

**Starship Maneuver Suite (Pilot +15):** *Ackbar Slash*, *Intercept*, *Target Lock*

### Base Stats

**Abilities:** Strength 8, Dexterity 16, Constitution 9, Intelligence 10, Wisdom 14, Charisma 14

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

**Feats:** Point-Blank Shot, Rapid Shot, Skill Focus (Pilot), Starship Tactics, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Gather Information +9, Initiative +10, Perception +11, Persuasion +9, Pilot +15, Use Computer +7

**Possessions:** Flight Suit with Helmet Package (+1 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Datapad, Holster (Hip), Medpac, Utility Belt
Antisepsis Field Generator

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

**Equipment Type:** Medical Gear

**Cost:** 8000

**Weight:** 20 Kilograms

The Antisepsis Field Generator projects a sterilization field that kills any bacterial or viral contagion with which it comes into contact. It is used by physicians and surgeons throughout the galaxy. While inside the 2-square radius field, patients gains a +2 Equipment bonus to their Fortitude Defense against any Disease with which they’ve already been infected. Patients within the field are also granted immunity from contracting any new disease while inside the field. Larger versions of these generators, called Surgical Umbrella Fields, are often installed at the entrances to an operating room to eliminate contaminants when beings entered the room.
Aquatic Adaptation

*Reference Book: Star Wars Saga Edition Scum and Villainy*

**Upgrade Type:** Armor Upgrade

**Cost:** 500

**Upgrade Point Cost:** 1

**Availability:** Common

This Upgrade seals your Armor against the pressure of deep ocean travel, allows you to filter breathable air out of water indefinitely, and uses fins and small jets to allow swift and easy motion through liquids. When wearing this Armor, you gain a swim speed equal to one-half your armored walking speed and can breathe in water.

Additionally, you can reroll a failed Swim check (keeping the better of the two results) and can Take 10 on Swim checks even when rushed or threatened.
Anaxes Origin

*Anaxes Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You were raised on the militaristic planet of Anaxes, an industrial world fiercely loyal to the Republic and later the Empire.

**Relevant Skills:** Knowledge (Technology), Mechanics, Ride

**Bonus Language:** High Galactic
Antiquated Vehicle Template

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

**Template Type:** Vehicle Templates

Antiquated Vehicles are relics from recent history; maybe a few of these Vehicles can be seen plying the space lanes, but many are either novelties or Vehicles that are barely holding themselves together. While not so old as to be called archaic, these Vehicles have not rolled off the assembly lines in a long while.

### Modifications

To create a Antiquated Vehicle, make the following changes to an existing Vehicle:

* **Challenge Level (CL):** Reduce the base Vehicle's CL by -2.
* **Damage Threshold:** An Antiquated Vehicle's superstructure lacks many of the advancements that hold the Vehicle together when stuck by modern weapons fire. Reduce the Vehicle's Damage Threshold by 25%.
* **Base Attack Bonus:** An Antiquated Vehicle lacks updates to sensors that overcome modern Vehicles' defensive countermeasures. Apply a -2 penalty to the Vehicle's Base Attack Bonus and all attacks made with its Weapon Systems.
* **Availability:** All Antiquated Vehicles gain the Rare Availability, if they do not already have it.
* **Cost:** Antiquated Vehicles are only available at their Used sale price. If an Antiquated Vehicle does not have a Used sale price, calculate it as 60% of the original cost. All Antiquated Vehicles are considered to be Used.
* **Repairs:** Antiquated Vehicles do not use modern technology and are likely to be unfamiliar to most ship engineers. The base DC of any Mechanics checks made to Build Object or Repair increase by +5 when associated with an Antiquated Vehicle.
* **Refitting:** An Antiquated Vehicle can be Refitted. Apply the Refitted Vehicle Template to the base Vehicle instead of the Antiquated Vehicle Template.
Ambient Aural Amplifier

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

**Equipment Type:** Detection and Surveillance Devices

**Cost:** 3000

**Weight:**0.5 Kilograms

Although Aural Amplifiers have existed for centuries, vast improvements to the technology are made during the Rebellion era, driven by the need to surreptitiously listen in on contacts who could be Imperial spies, Rebel recruiters, or bounty hunters looking to make a few quick credits. Previous models of Aural Amplifiers were bulky and obvious, and they garbled messages almost as often as they worked. They also required power cells, limiting the degree to which they could be concealed.

Employing the same technology used for protocol Droids, the new Ambient Aural Amplifiers can pick out sounds, analyze them, and amplify only the sounds that are likely to be useful. These devices draw power from the body heat of any warm-blooded creature that wears them, giving the amplifiers an effectively unlimited operation time. (Cold-blooded Species can power the devices by placing them on a warm surface or piece of gear.) The result is a +5 Equipment bonus to Perception checks to Eavesdrop or to hear distant or ambient noises.
Anaxes

*Anaxes Planet data created by Wikia user Darthauthor (Converted from its Coruscant and the Core Worlds counterpart).*

*See also: Galactic Gazetteer*

Anaxes, the Defender of the Core, is a fortress world that has served as a seat of galactic power and naval prestige for millennia.

Although the Axum System has two heavily populated worlds and three inhabited moons, no one hearing its name thinks of megacorporations or industrial might. Instead, most Core Worlders think of security and tradition- a rock of military might upon which their region's safety rests.

The plots of most holodramas about the Planetary Security Forces, Republic Navy, and the Imperial Navy follow the same traditional arc: a young man rises from his sector military school to fleet camp, and then to his sector military academy. Thriving there, he catches the eye of his sector governor and wins admittance to the pinnacle of officer-training schools: the Naval Academy on Prefsbelt IV. (The academy's location is officially a secret, but all children from good Core families believe the holodramas.) By the time the credits roll, the triumphant hero stands on the gleaming azure marble flagstones of the Grand Plaza of the Anaxes Citadel.

### Anaxes Statistics

**Region:** The Core

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 26 Standard Hours

**Length of Year:** 352 Local Days

**Sapient Species:** 94% Human, 6% Other Species

**Government:** Democracy

**Capital:** Pols Anaxes

**Major Exports:** High Technology

**Major Imports:** Consumer Goods, Foodstuffs, Raw Materials

Knowledge (Galactic Lore)
 25
Amban Phase-Pulse Blaster

*Amban Phase-Pulse Blaster weapon data created by Wikia user Elitesqadron.*

A dangerous and often illegal weapon anywhere within civilized space, the Amban Phase-Pulse Blaster is an effective disruptor weapon popular with outlaws and fringers in The Outer Rim. Its deadly blasts and attached energy prongs allow a seasoned fringer to maintain deadly fire without leaving themselves vulnerable.

As a disruptor weapon, the Amban Phase-Pulse Blaster treats all targets as if their Damage Threshold was 5 points lower than it is. If damage from the Amban Phase-Pulse Blaster kills a creature or destroys an object, Vehicle, or Droid, that target is disintegrated and ceases to exist. You cannot use any Feat, Talent, or other special ability that consumes more than one shot from the weapon per round (such as Double Attack or Rapid Shot) with a Amban Phase-Pulse Blaster.

Amban Phase-Pulse Blasters incorporate a Stun Baton within the forward prongs of the barrel, allowing a wielder to make Attacks of Opportunity with the weapon (dealing 2d6 Stun damage, as normal).

An Amban Phase-Pulse Blaster requires a Power Pack to operate. After each individual shot, the Power Pack must be replaced.

**Weapon** **Type:** Rifles

**Size:** Large

**Cost:** 10,000

**Damage:** 3d8

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 6 Kilograms

**Type:** Energy

**Availability:** Illegal, Rare
Animal Trap

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*This device is designed to entrap a wild creature.*

Used throughout the galaxy, Animal Traps can also catch creatures for which they are not designed. Setting an Animal Trap in the middle of a clearing and baiting it with food might work to catch some carnivorous species, but most traps are hidden in tall grass or similar undergrowth.

## Animal Trap Statistics (CL 3)

**Keywords:** Artificial, Contact

**Trigger:** A being enters a square occupied by an Animal Trap.

**Attack:** +5 vs Reflex Defense

**Damage:** 2d4+1 (-1 Persistent step on the Condition Track; Half Damage on Miss)

**Recurrence:** On Trigger

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

* **Perception (DC 14):** The character detects the trap before they reach it, gaining a +2 circumstance bonus to Reflex Defense to avoid the Hazard.
* **Mechanics (DC 24):** The character successfully disarms the trap.
* **Survival (DC 19):** The character determines which type of creature the trap is designed to capture. For the next hour, the character gains a +1 bonus to attempts to spot that creature.

**Special:** A creature that gains a Persistent Condition resulting from this Hazard cannot move up the Condition Track until it spends at least 1 hour resting in a normal environment.
Amani Technician (TotG)

*Amani Technician character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Technicians are characters who maintain and modify existing technol­ogy. A Technician might oversee the upkeep and repair of equipment on a mining colony, work in the hangar bay of a Capital Ship repairing damaged Starfighters, or be employed by a city to keep its mechanized services in working order. In each case, he brings extensive mechanical experience to technical problems and can usually sort out any trouble given enough time and sufficient motivation.

Not all Technicians are legitimate in their chosen trades. Many work for smugglers, pirates, and crime lords, taking a cut of the profits in exchange for keeping their gear in working order. Such characters might also dabble in the shady practices of slicers, using their expertise to defeat security systems. Technicians are found along the full spectrum of morals, with some taking pride in the good they do and others using their talents to defraud.

## Amani Technician Statistics (CL 1)

Medium Amani Nonheroic 2/Scoundrel 1

**Force Points:** 2

**Initiative:** +2; **Senses:** Perception +1

**Languages:** Amanese, Binary

### Defenses

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

Hit Points: 10, Damage Threshold: 12

### Offense

**Speed:** 6 Squares; Acceleration

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

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

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

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

**Attack Options:** Point-Blank Shot

**Special Actions:** **Gimmick**, Tech Specialist

**Species Traits (Amani):** Acceleration, Expert Climber, Primitive, Reach, Resilient

### Base Stats

**Abilities:** Strength 13, Dexterity 12, Constitution 11, Intelligence 12, Wisdom 10, Charisma 6

**Talents:** **Gimmick**

**Feats:** Point-Blank Shot, Skill Focus (Mechanics), Skill Focus (Use Computer), Tech Specialist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Mechanics +13, Use Computer +13

**Possessions:** Blaster Pistol, Code Cylinder, Comlink (Short-Range), Portable Computer, Tool Kit
Anx CSA Assassin

*Anx CSA Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Corporate Sector Authority*

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

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

## Anx CSA Assassin Statistics (CL 5)

Large Anx Scoundrel 5

**Dark Side Score:** 2

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

**Languages:** Anx, Basic, Shusugaunt

### Defenses

Reflex Defense: 20 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 17; Combat Reflexes

Hit Points: 32, Damage Threshold: 20

### Offense

**Speed:** 8 Squares; **Skirmisher**

**Melee:** Unarmed +3 (1d6+2)

**Melee:** Vibrodagger +3 (2d4+2)

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

**Ranged:** Bellow +5 (3d6+2 (Sonic), 6-Square Cone)

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

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

**Species Traits (Anx):** Bellow, Empathy

### Base Stats

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

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

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

**Skills:** Deception +8, Gather Information +8, Perception +8 (+9 to Sense Deception or Sense Influence), Pilot +10, Stealth +5

**Possessions:** Blaster Pistol, Vibrodagger, Comlink (Short-Range)
Allies of the Jedi

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

Before the Clone Wars, those who were accepted into The Jedi Order that failed to become Jedi Knights were transferred to various organizations that assisted the galaxy in other ways. When the Clone Wars began, these groups answered the Republic's call and joined the fight against the Confederacy. Below is information on the individual organizations.

**AgriCorps:** Members of the agricultural corpse provided relief efforts for refugees of the war, as well as for worlds reclaimed in the name of the Republic.

**The Antarian Rangers:** Although not directly affiliated with The Jedi Order or The Galactic Republic, the Antarian Rangers sided with the Republic during the Clone Wars and fought against the Separatists on their own.

**ExplorCorps:** Accustomed to pioneering the vast regions of space, the ExplorCorps became a deep space reconnaissance unit. Attached to the Senate Bureau of Intelligence, they poked and prodded at Confederate borders, collecting information on the enemy.

**MedCorps:** Naturally, the MediCorps became a wartime medical unit. Most of the MediCorps were stationed at New Holstice, healing wounded soldiers. Other key medical facilities such as the Kaliida Shoals Medical Center in the Ryndellia System saw heavy traffic in the Republic's defense of The Mid Rim from the Separatists.
Angle Deflector Shields

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

*See also: Starship Maneuvers*

This Attack Pattern focuses deflector shields in a particular direction, making it easier to absorb incoming attacks from a certain angle.

**[*Attack Pattern*]**

**Time:** Swift Action

**Targets:** Self (special, see below)

**Make a Pilot check.** If you succeed on a DC 15 Pilot check, you successfully activate this maneuver. While you are engaged in combat, choose a single other Vehicle as the target of *Angle Deflector Shields*. Your Shield Rating is considered double for the purpose of absorbing attacks originating from that particular target. However, your Shield Rating is considered halved (rounded down) for the purpose of absorbing attacks from all other opponents.

You may change the target of this Attack Pattern as a Swift Action.

**Special:** You must be Piloting a Vehicle that has SR 5 or more to use *Angle Deflector Shields*.

You may choose to deactivate this Attack Pattern with a Swift Action. This maneuver remains spent if you do so.
Ambush (Mission)

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

*See also: Mission Generator*

Ambush missions send the heroes near or into enemy territory to lay it wait and attack passing enemy forces. Missions with this profile do not always end in carnage or bloodshed; sometimes the enemy does not show up at all.

**Success:** The enemy must be encountered and engaged, and must take at least 50% casualties.