recursal/Fanatic-Fandom huggingface dataset:
Jowkazza

Originally from Diggers' Canyon on Kashyyyk, **Jowkazza** was working for a medical freighter when he met a doctor that needed an assistant to lift heavy patients. He didn’t think a Wookiee would be a good fit because they seemed too tall, however when he saw Jowkazza he hired him immediately. Jowkazza worked at first as just a laborer, moving patients, supplies and other items for the doctor, but over time he began to bandage and care for patients. When the war got closer to his planet the doctor’s practice began to see many more patients with battle wounds. It became so busy that Jowkazza even began to preform medical procedures, mostly related to caring for common wartime injuries such as blaster wounds and trauma related to crashes.

Eventually, the practice could no longer operate as a legitimate business as the Empire cracked down on any business that helped the rebels, however the doctor continued to secretly see patients on both sides of the war until one fateful night when a group of storm troopers whom had just the night before been helped by the doctor decided to drop in unannounced and found rebel forces under the doctor’s care. They killed the rebel forces, the doctor and everybody else in the doctors house. Fortunately, or unfortunately, Jowkazza was not home as he was on a weeks long journey to bring back additional supplies. The idea that he may have been able to save the doctor had he been there haunts Jowkazza.

in 10 ABY, he was caught in an explosion on Coruscant, alongside Jawa Jimmy and Rusty. Carrying the incapacitated Jimmy out of the hangar and reviving him, he and Rusty both joined the group to take down the Krytos virus. He has since opened a tax business on Coruscant called Shaggin Your Taxes which has shown a profit even as he has continued to aid the New Republic.

## Stats

**DEXTERITY 2D+2**
Bowcaster 5D, Brawling parry 5D, Dodge 6D

**KNOWLEDGE 2D+1**
Business 3D+2, Intimidation 5D, Willpower 3D

**MECHANICAL 1D+2**
Musical instrument operation 3D

**PERCEPTION 2D+1**
Forgery 3D, Hide 4D, Investigation 4D, Search 3D+1, Singing 3D

**STRENGTH 5D+2**
Brawling: 6D+2, Brawling: *wrruushi* 9D+2

**TECHNICAL 3D+1**
First aid 5D+1, (A) Medicine 2D

*Special Abilities:*

* *Berserker Rage: Wookiees gain +2D to strength when in Berserker Rage and a -2D penalty to all non-strength attributes.*

* *Climbing Claws: +2D to climbing.*

**Move:** 11

**Equipment:** Bowcaster (7D) ROF 1 / Ammo 6, comlink, Vibroknuckler Damage: STR+1D+1 (STR+1 if unpowered), Ear-to-binary earpiece receiver from M-TD, 8 medpacs, 5 Bacta Geltabs, 5 medicine packs, medical data armpad (adds +2D to First Aid to diagnose patients), Medicine Kit, uniform, civilian clothes, Gason string instrument (with a signature on it), New Republic armor +1D energy and physical, has acquired a +20,000cr contract to Shaggin your Taxes and a guest spot on "Shag's Anatomy", 3 Ryll spice, 3 Computer spikes, 3 Orfite Scent Mask

**Equipped Droid:**

* M-TD translator droid
	+ Basic
	+ Shyriiwook
	+ Jawa Trade Language
	+ Illsauvin
	+ Sy Bisti languages
Black Curs

The **Black Curs** were a band of smugglers and o

utlaws who formed together six months after the Battle of Endor with the express purpose of getting revenge on the Galactic Empire for the crimes they committed. As such, they worked closely with the New Republic, providing them with recon information on Imperial actions with the hope that the information would lead to the Empire's destruction. They fought in the Rout of Hensara.
Karanakis

The **Karanakis** is a large predatory creature that feeds from energy sources. Prolongded exposure to types of energy can make them grow to enermous sizes. They have highly-resilient eggs - which can wait decades before hatching - that ensure these creatures travel throughout the galaxy.

In 5.5 ABY, Genos Ia'danian and Bota Zi fought one on Kashyyyk. Not native to Kashyyyk, and it was perhaps in transit somewhere else aboard a transport ship but sensing the energy nearby, the Karanakis revealed itself and killed anything that stood in its way to get to the energy core.

## Stats

Type: Tentacled Predator

**DEX 3D**
Dodge 4D+2

**PER 2D**
Intimidation 4D+1, search 5D

**STR 7D+2**
Climbing/jumping 11D+2

*Special Abilities:*

* Poisoned Tentacles: STR+1D damage
* Natural Armor: Karanakis gain a +2D bonus to STRENGTH rolls when resisting damage from physical attacks.
* Energy Dependence: Karanakis suffer a -1D in all DEX and PER skills without being around an energy source. When a Karanakis senses an energy source, they will go into a rage giving them +1D STR until the urge is satiated.

**Move:** 6
EG-212

"Gonk... gonk... gonk.."

Blaine Hansom purchased this power droid from The Wheel in 10 ABY.

Shy and reclusive, EG-212 seems to prefer quiet solitude in *The Jinxed Starhawk's* loading bay.

## Stats

**Type:** Veril Line Systems EG-6 Power Droid
**Size:** 1.1 meters tall
**DEXTERITY 1D**
**KNOWLEDGE 1D**
Languages: droid languages 4D
**MECHANICAL 1D**
Energize power cells 5D+2
**PERCEPTION 1D**
**STRENGTH 1D**
**TECHNICAL 3D**
Machinery repair 5D, repulsorlift repair 4D+1, systems diagnosis 5D

*Equipped With:*

* Video sensor
* Bipedal locomotion
* Ultra-fine manipulator (+1D to Technical skills)
* System diagnosis package, with infrared receptor, sonar, X-ray and spectrometer equipment (+1D to system diagnosis)
* Cybot acoustic signaler (droid and computer languages
* EG-series can not speak basic or other common languages)
* Armored housing (+2D to Strength)

**Move:** 3
Household

* **Game Notes:** The unit has enough power and liquid gas to keep the crate at or below freezing for 50 standard hours. Low temperatures can be maintained indefinitely by recharging the fuel cells from a generator and replacing the cry canister with a spare.
* **Source:** Platt’s Smugglers Guide (pg. 52)

### Dispersal Canister

* **Type:** Personal waste disintegrator
* **Model:** Valkrex Machinery Dispersal Canister
* **Cost:** 400cr
* **Availability:** 2
* **Game Notes:** Canister is a round cylinder, 1 meter tall by 40 cm in diameter. Each canister contains 6 removable and rechargeable power packs, which are charged with the energy of disintegrated waste.
* **Source:** Galladinium’s Fantastic Technology (pg. 30)

### Food Manager

* **Type:** Automated food preparation unit
* **Model:** Syergentics Rapid Recipe Food Management System
* **Type:** Knowledge: culinary arts
* **Cost:** 250cr
* **Availability:** 2
* **Game Notes:** A Very Easy *culinary arts* roll is required to locate a specific recipe from the bit’s database. A Moderate (9 or higher) roll is necessary to incorporate a new recipe from scratch. Just add the ingredients and the system takes care of the entire food preparation process.
* **Source:** Galladinium’s Fantastic Technology (pg. 30)

### Hot Box

* **Type:** Hot box
* **Model:** SoroSuub HT-50 Heated Crate
* **Cost:** 250cr
* **Availability:** 2
* **Game Notes:** The power cells can keep the inside hot for up to 50 hours; it’s easily recharged from a generator.
* **Source:** Platt’s Smugglers Guide (pg. 52)

### Refresher Booth

* **Type:** Personal hygienic refreshment system
* **Model:** zZip Products Concpts Ltd. Refresher Booth
* **Cost:** 2,500cr
* **Availability:** 2
* **Game Notes:** Fully automated and self-contained ultrasonic shower system.
* **Source:** Galladinium’s Fantastic Technology (pg. 30)

### Repulsor Lounge Floater

* **Type:** Repulsor lounge floater
* **Model:** Gafladen Lounger 432GLM
* **Cost:** 350cr
* **Availability:** 2
* **Source:** Galladinium’s Fantastic Technology (pg. 31)

### Sun Room

* **Type:** Artificial environment booth
* **Model:** zZip Product Concepts Limited, Deluxe Sun Room
* **Cost:** 22,500cr
* **Availability:** 3
* **Source:** Galladinium’s Fantastic Technology (pg. 32)

### Universal Power Adaptor

* **Type:** Universal power adaptor
* **Model:** Udrane Galactic Electronics Universal Power Adaptor
* **Cost:** 100cr
* **Availability:** 2
* **Game Notes:** The term “universal” is not 100 percent correct: the user is required to make a Very Easy *Technical* roll to make the proper adjustments for the adaptor.
* **Source:** Galladinium’s Fantastic Technology (pg. 33)
Anoat Sector

## Astrographical information

### Notable Features(s)(s)

Hoth asteroid beltVelser's Ring

The **Anoat Sector** was located in the Outer Rim Territories.

### Systems & Planets

* Anoat system
* Bespin system
	+ Bespin
		- Cloud City
		- Tibannopolous
	+ Miser
	+ Orin

* Burnin Konn system
* Gerrenthum system
* Hoth system
* Ison system
* Mataou system
* Zhanox system

### Other Planets & Locations

* Allyuen
* Anantapar
* Bavva
* Darlyn Boda
* Delphon
* Ertegas
* Gutretee
* Ione
* Kirtarkin
* Nothoiin
* Orn Kios
* Tokmia
* Trionak
* The Vault
Hunters' Tribunal

When Bota Zi became the leader of the New Republic Bounty Hunter's Guild, he was given command of an old retrofitted ore mining vessel to serve as the headquarters of the guild itself.

## Stats

**Craft:**Heavily Modified Rendili StarDrive Deep Space Ore Hauler
**Type:**Mobile Headquarters of the New Republic Bounty Hunter's Guild
**Scale:**Capital
**Length:**275 meters
**Size Rating:** 6
**Skill:**Capital: Rendili StarDrive Hauler
**Crew:**130 (60/+10), 20 gunners
**Crew Skill:***See Pilots*
**Passengers:**
**Cargo Capacity:**3,000 metric tons
**Consumables:**6 months
**Cost:**Not available for sale
**Hyperdrive Multiplier:**x2
**Hyperdrive Backup:**x14
**Nav Computer:**Yes
**Maneuverability:**2D
**Space:**4
**Atmosphere:**280; 800 kmh
**Hull:**5D
**Shields:**3D

*Sensors:*

* Passive: 40/1D
* Scan: 70/2D
* Search: 150/3D
* Focus: 5/3D+2

*Weapons:*

* Four Double Laser Cannons
	+ Fire Arc: Turret (two on each side)
	+ Crew: 1
	+ Skill: starship gunnery
	+ Fire Control: 3D
	+ Space Range: 1-3/12/25
	+ Atmosphere Range: 100-300/1.2/2.5 km
	+ Damage: 5D
* Four Turbolasers
	+ Fire Arc: 2 front, 2 rear
	+ Skill: Capital Ship Gunnery
	+ Fire Control: 3D
	+ Space Range: 1-3/12/25
	+ Atmosphere Range: 100-300/1.2/2.5km
	+ Damage: 4D
* Two Heavy Turbolasers
	+ Fire Arc: 1 top, 1 below (360 turret)
	+ Skill: Capital Ship Gunnery
	+ Fire Control: 3D
	+ Space Range: 1-3/12/25
	+ Atmosphere Range: 100-300/1.2/2.5km
	+ Damage: 6D
* Four Tractor Beam Projectors (Fire Seperately)
	+ Fire Arc: 2 front, 1 left, 1 right
	+ Crew: 4
	+ Skill: Capital ship gunnery
	+ Fire Control: 2D
	+ Space Range: 1-3/10/35
	+ Atm. Range: 100-300/1.5km/3 km
	+ Damage: 6D

**Hangar:** Able to fit multiple ships in its docking bay – all the ore hauling space has been converted into a modern docking bay.
Defense Measures

* **Game Notes:** An intruder must make a Very Difficult *search* roll to detect strips in place. Contact with the strips causes 6D damage (if the subject is moving rapidly when contact is made, increase the damage to 9D).
* **Source:** Galladinium’s Fantastic Technology (pg. 31-32), Arms and Equipment Guide (pg. 94)

### Stun Steps

* **Type:** Anti-boarding security device
* **Model:** Telex-Delcor Ramp Entry Security System
* **Cost:** 1,500cr, 500cr for each additional die of stun damage past 3D up to 5D
* **Availability:** 2, F
* **Damage:** 3D-5D stun damage
* **Source:** Adventure Journal 13 (pg. 158)
Death Star II 4

**Death Star 2 Ruins: Endgame**

Feel oppression in room. The quarren look frightened. The “king” and a female come up to Bota and try to take the others away into a safe area.

Otherwise, didn’t Tek get a droid? If so, this will tell them that something’s coming.

Takes them to a raised area with air. It’s right near a giant doorway which matches the exact coordinates we stole from the Grand Admiral.

Can either fight Kiit Fisto or you can try to get the monster in there to fight him.

Inside the storeroom is a Kyber Crystal with instructions to where it came from in the Unknown Regions - Starkiller base planet.

Someone activated the Emperor’s failsafe to have “protectors” after he died.

Leave planet as we come out of the water ambushed by Bothans telling us to dock with them. Bothans are ambushed by Thrawn, barely escape.

Kiit Fisto

SPECIES - Nautolan Clone

GENDER - Male

HEIGHT - 1.96m

MOVE - 10

DEXTERITY: 3D

       Blasters: 4D+1

       Brawling Parry: 4D+1

       Dodge: 7D+2

       Lightsaber: 7D+2

       Melee Combat: 4D+1

       Melee Parry: 4D+1

PERCEPTION: 3D

       Bargain: 5D

       Investigation: 4D+2

       Persuasion: 4D

       Search: 3D+2

KNOWLEDGE: 2D+1

       Intimidation: 5D+2

STRENGTH: 3D+1

       Brawling: 4D+2

       Swimming: 4D+2

MECHANICAL: 3D+1

TECHNICAL: 3D

       Computer Programming/Repair: 4D+1

       First Aid: 4D+1

       Lightsaber Repair: 4D+2

SPECIAL ABILITIES

       Aquatic Nature: Nautolans, being amphibious, gain a permanent +1D+1 bonus to all Swimming and Survival: aquatic skill rolls.

       Low-light Vision: A Nautolan can see twice as far as a normal human in poor lighting conditions.

       Pheromone Sense: Nautolans possess tendrils which act as their major sensory organs, and they barely function outside of water. The tendrils are so sensitive that they can sense odors and pheromones, which can allow an observant Nautolan some idea of a target's emotional state. Because of this, Nautolans gain a +1D+1 bonus to all skills rolls involving social interaction (i.e. Bargain, Command, Con, Intimidation, Investigation and Persuasion) when in water. When out of water, this bonus is reduced to a mere +1 pip.

Control: 5D+2

           Absorb/Dissipate Energy, Accelerate Healing, Concentration, Control Pain, Enhance Attribute, Hibernation Trance, Resist Stun

Sense: 6D+1

           Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force

Alter: 7D+1

           Telekinesis

Control and Sense

       Lightsaber Combat

Control and Alter

       Accelerate Another’s Healing, Control Another’s Pain

Control, Sense and Alter

       Affect Mind, Projected Fighting

Sense and Alter

       Lesser Force Shield,

       These are the known powers Kit Fisto possessed and it is believed that he had access to other powers.

EQUIPMENT

           CREDITS - 1,000

                       Green Lightsaber (5D), Jedi Robes, Utility Belt

FORCE SENSITIVE  Y

FORCE POINTS 6

DARK SIDE POINTS 6

CHARACTER POINTS 6
Explosive Grenades

* **Source:** Gundark’s Fantastic Technology (pg. 42), Tales of the Jedi Companion (pg. 127), Arms and Equipment Guide (pg. 33)

### Anti-Vehicle Grenade

* **Type:** Anti-vehicle/anti-armor grenade
* **Model:** Galentro Armaments Anti-Vehicle Explosive
* **Scale:** Character
* **Skill:** Grenade
* **Cost:** 750cr
* **Availability:** R, X
* **Damage:** 7D
* **Game Notes:** When used against Speeder-scale or smaller targets, *do not use* the Scale Comparison Chart to reduce damage.
* **Source:** Gundark’s Fantastic Technology (pg. 41)

### C-16 Fragmentation Grenade

* **Type:** Explosive
* **Model:** Merr-Sonn C-16 Fragmentation Grenade
* **Scale:** Character
* **Skill:** Grenade
* **Cost:** 200cr
* **Availability:** 1, R
* **Range:** 3-7/20/40
* **Blast Radius:** 0-2/4/6/10
* **Damage:** 5D/4D/3D/2D
* **Source:** Rulebook (pg. 233), Rebel Alliance Sourcebook (pg. 100), Arms and Equipment Guide (pg. 33)

### C-22 Fragmentation Grenade

* **Type:** Explosive
* **Model:** Merr-Sonn C-16 Fragmentation Grenade
* **Scale:** Character
* **Skill:** Grenade
* **Cost:** 300cr
* **Availability:** 1, R
* **Range:** 3-7/20/40
* **Blast Radius:** 0-2/4/6/10
* **Damage:** 5D/4D/3D/2D
* **Game Notes:** This weapon has a timer that allows the grenade to go off in any round up to 20 rounds after being set. The timer can be deactivated with a special code, or with a Difficult *demolitions* roll. The C-22 has a weak magnetic grapple that allows it to be secured on (but not tossed against) vehicles.
* **Source:** Arms and Equipment Guide (pg. 33)

### Ice Spike

* **Type:** Fragmentation grenade
* **Model:** Caelli-Merced Ice Detonator
* **Scale:** Character
* **Skill:** Grenade
* **Cost:** 800cr
* **Availability:** 2, F, R
* **Range:** 1-2/5/8
* **Blast Radius:** 0-1/4/6/8
* **Damage:** 8D/6D/4D/2D
* **Source:** The Black Sands of Socorro (pg. 104)

### Impact Grenade

* **Type:** Impact-activated grenade
* **Model:** BNO Impact Grenade
* **Scale:** Character
* **Skill:** Grenade: impact grenade
* **Cost:** 150cr (for box of three)
* **Availability:** 2
* **Range:** 3-7/20/40
* **Blast Radius:** 0-2/4/6/10
* **Damage:** 5D/4D/3D/2D
* **Game Notes:** Grenade explodes only on impact.
* **Source:** Rules of Engagement - The Rebel SpecForce Handbook (pg. 69)

### Thermal Detonator

* **Type:** Baradium explosive device
* **Model:** Tarascil Explosives Thermal Detonator
* **Scale:** Character
* **Skill:** Demolitions or Grenade
* **Cost:** 2,000cr
* **Availability:** 2, X
* **Range:** 3-4/7/12
* **Blast Radius:** 0-2/8/12/20
* **Damage:** 10D/8D/5D/2D
* **Game Notes:** Mishaps - such as rolling a “1” on the Wile Die - indicate premature explosion.
* **Source:** Rulebook (pg. 233-234), Imperial Sourcebook (pg. 123-124), Rebel Alliance Sourcebook (pg. 100-101), Rules of Engagement - The Rebel SpecForce Handbook (pg. 69-70), Star Wars Trilogy Sourcebook SE (pg. 154), The Last Command Sourcebook (pg. 124), The Thrawn Trilogy Sourcebook (pg. 195)
Fror Say'lar

An aide to the Bothan Ruling Council and an attache to Kroyen Ta'lar, **Fror Say'lar** worked closely with the New Republic Bounty Hunters' Guild from 8 ABY to 10 ABY. Notably, he helped organize the operation and gather data for the *Hail, Republica!* sting operation.

Known for his patience and willingness to help, Fror was at odds with his superiors about the importance of the New Republic Bounty Hunter's Guild and routinely provided their tasks with more information and resources than he was tasked to by his superiors.

When his boss Kroyen stepped away from liaison duties with the Guild, he also requested a new position amongst the New Republic.

## Stats

**DEXTERITY 3D**
Blaster 5D, dodge 4D

**KNOWLEDGE 3D**
Bureaucracy 5D, bureaucracy: New Republic 6D+2, cultures 4D, willpower 5D+1

**MECHANICAL 3D+1**
Starfighter piloting 4D+1, starship gunnery 4D+1

**PERCEPTION 3D+1**
Bargain 7D+1, con 6D+2, hide 4D+2, persuasion 6D+1, search 4D+2, sneak 5D, value 4D+2

**STRENGTH 3D**
Stamina 4D

**TECHNICAL 2D+1**
Security 4D+1

**Move:** 10

**Equipment:** Comlink, senatorial robes and clearance codes, datapad armlink, access to bothan leadership.
Daunting Pirates

*Shortly after returning with Reenia Har, the New Republic requests a follow-up mission. They want Bota Zi to use The Hunter’s Tribunal and his bounty hunting skills to track down the mercenary group responsible for the incident on Kuat.*

## **Previously**

Catching their breath after the Kuat incident, the group - now with Reenia Har and Elayne Kuat in tow - head back to the *The Hunter's Tribunal*.

## **Recap**

### **Hunting the Hunters**

Not only had these mercenaries attempted to kidnap dignitaries (and Reenia) on Kuat, they had also been preying on transport ships for months and if their organization has decided to expand than it was definitely time for the New Republic to stop them.

### ***The Dauntless***

Bota Zi decided to purchase a large bulk hauler and disguise it as a transport. Renaming the oversized transport to *The Haulin’ Oats*, he set up his trap for the pirates.

Fortunately, the pirates take the bait and attack in a KDY *Pike-Class* Gunship. Bota Zi, leading a squadron of commandos from inside *The Haulin’ Oats,* attacks the mercenaries and although he almost gets one of his team killed through his lack of compassion, he was moderately successful.

Outside the ship, Blaine cloaks the *The Jinxed Starhawk* and, landing under gunship's shields, he shoots a proton torpedo shot directly into its engines. With the ship crippled, the pirates surrender.

### **Epilogue**

Deciding to take most as prisoners, the team notices that a large portion of the team was made up of older clone troopers - matching the uniforms they saw on Kuat.

Striking a deal with Dashiva Tolian, one of the leaders of the pirates, and the clones, Bota Zi makes powerful allies and sent the pirate ship, named *The Dauntless*, to the Mon Cal repair yards.
## **Featured Characters**

### **Our Heroes**

* Blaine Hansom
* Bota Zi
* Zuda Zorbo

### **NPCs**

* Zephyr Tevanus
* Reenia Har
* Elayne Kuat
* Dashiva Tolian

## **Notes**

* *The Dauntless* needs repairs costing 1 million credits and still be completed after 6 months repair time
* *The Haulin' Oats* also needs some repair work, 1 month's time
Animal Gear

* **Game Notes:** The excluder has three power settings – low power (2D), normal power (4D), and high power (6D). Each setting forms a protective “sphere” with a diameter of 10 meters, 20 meters, and 40 meters, respectively. Every round that a creature possessing senses in the affected range attempts to approach, it must make a *willpower* or *Strength* roll (whichever is higher) against the excluder’s power setting to remain within the device’s range. Failure means the creature retreats as far as it can until it is out of range; success means it can advance but suffers -2D to all actions due to irritation and distraction. Attempting to corner a creature, however, is not a wise move, as full flight-or-fight instincts remain in affected creatures.
* **Source:** Gundark’s Fantastic Technology (pg. 79)

### Coiling Tack

* **Type:** Schinga riding saddle
* **Model:** Swokes Swokes Coiling Tack
* **Skill:** beast riding
* **Cost:** 1,000cr
* **Availability:** 3
* **Game Notes:** Provides a +1D bonus to *beast riding* when dealing with any rideable shinga or +2D if the mount is a shinga shikou. Normally used in conjunction with a Schinga Electropole.
* **Source:** Geonosis and the Outer Rim Worlds (pg. 92)

### Living Organism Comfort Conveyer

* **Type:** Animal transport and containment system
* **Model:** Kolocast Consumer Goods T-P-C4 Live Organism Comfort Conveyer
* **Cost:** 300cr (25kg size), 500cr (60kg size), 800cr (100kg size)
* **Availability:** 2
* **Game Notes:** Three different sizes available: small accommodates creatures up to 25kg, medium up to 60kg, and large up to 100kg. Special orders can be made for larger needs.
* **Source:** Galladinium’s Fantastic Technology (pg. 14)

### Neural Control Collar

* **Type:** Animal control device
* **Model:** Cybersoft Corp. Neural Control Collar
* **Cost:** 600cr (one collar and basic control computer), 300cr (collar only), 1,000cr (control computer for use with multiple collars)
* **Availability:** 2, R or X
* **Game Notes:** Causes 7D stun damage, but instead of falling unconscious, the animal is subjugated by the control computer, capable of giving simple instructions. A central computer can control up to 50 collars with a range of 5km. A collar that is moved out of range of its control unit will automatically make its wearer return to the control unit and inflict 6D damage.
* **Source:** Galladinium’s Fantastic Technology (pg. 58)

### Tranthebar Racing Harness

* **Type:** Cybernetic avian symbiotic control harness
* **Model:** leisure mechanicals TRHA-300 Control Harness
* **Skill:** beast riding: tranthebar
* **Cost:** 12,500cr; the tranthebar, training fees, and registration fees are separate
* **Availability:** 4, F
* **Game Notes:** Adds +2D to the user’s *beast riding* skill. The TRHA control harness is a series of external cyber-attachments that links the minds of the tranthebar mountain ripper and the rider, allowing them to share emotions and exchange thoughts.
* **Source:** Galladinium’s Fantastic Technology (pg. 90-91)
Hutt Ruling Council

Hutt Ruling Council on Nal Hutta

**The Hutt Ruling Council**, alternatively known as the Council of Elders, Great Hutt Council, or the Grand Council of Nal Hutta, was a five-member council that was the primary ruling body of the Hutt species.

The five members, in theory, were represented by the five most powerful hutt clans, or kajidics, but due to internal politics, individual clans could sometimes control more than one seat on the council.

The Grand Council, among other their other duties, responded to issues the separate Hutt Representative Council forwarded to them while the Representative Council handled the day-to-day affairs of the Hutt species and organizations, and its leader spoke on behalf of all Hutts in treaties and dealings with the Galactic Empire.

As of 10 ABY, the Hutt Ruling Council consisted of:

* Lord Durga of the Besadaii Hutt Clan
* Bossato of the Gorensla Hutt Clan
* Duke Syndik of the Anjac Hutt Clan
* Mika Anjiliac Chiera of the Anjiliac Hutt Clan
* *(Open) - Vacated by the Desilijic Hutt Clan*
Assault Vehicles

Generally found in armies or mercenary groups, these transports are generally designed for war.

## **Blaine’s Battle Tank - SOLD**

**Craft:** Baktoid Armor Workshop "Battle Tank" Armored Assault Tank
**Type:** Medium repulsortank
**Length:** 9.75 meters
**Scale:** Speeder
**Skill:** Repulsorlift ops: AAT
**Crew:** 2, gunners: 2
**Crew Skill:** See Blaine, PTT-35
**Passengers:** 6 (on outside - no cover)
**Cover:** Full
**Cargo Capacity:** 500 kg
**Move:** 40; 120 kmh
**Manuverability:** 1D+2
**Body Strength:** 4D+1 (6D in nose)
**Altitude Range:** Ground level - 2 meters

*Sensors:*

* Search (rangefinders): 3km/3D

*Weapons:*

* Heavy Laser Cannon Turret (main gun)
	+ Fire Arc: Turret
	+ Crew: 1 (commander)
	+ Skill: Vehicle blasters
	+ Fire Control: 2D
	+ Range: 50-300/650/2km
	+ Damage: 7D+2

* 2 Light Repeating Blaster Cannons
	+ Fire Arc: Front
	+ Crew: Left gunner
	+ Skill: Vehicle blasters
	+ Fire Control: 1D
	+ Range: 20-60/90/130m
	+ Damage: 5D

* 6 Energy Projectile Launchers
	+ Fire Arc: Front
	+ Crew: Right gunner
	+ Skill: Missile weapons
	+ Fire Control: 0D
	+ Range: 1-20/40/80
	+ Blast Radius: 0-5/10/15
	+ Damage: 4D (shells), 5D+1 (AP shells), 7D/4D/2D (HE shells), 10D/7D/5D (bunker busters)
	+ Ammo: 44 high-impact shells, 16 AP shells, 10 HE shells, 6 bunker-buster shells (total)

**Background:** Blaine won the deed to the ship gambling, but to his dismay the ship was somewhere on Ralltiir and other people also had ‘deeds’ to the same tank. After a fight with Nack, a treasure hunter, the crew managed to secure the tank.

Although the tank doesn’t have any projectile ammo, it does have a Pilot Battle Droid, which Blaine put together, inside of it. PTT-35 was rebuilt and reprogrammed by Blaine and Tal specifically for the Tank. PTT-35 is hoping for a day to see combat again using the tank.

## **Freerunner Transport**

**Craft:** Modified KAAC Freerunner
**Type:** Combat assault vehicle
**Scale:** Speeder
**Length:** 14.6 meters
**Skill:** Repulsorlift operation: Freerunner
**Crew:** 2, gunners: 3 Crew Skill: Vehicle blasters 4D, repulsorlift operation 4D
**Passengers:** None
**Cargo Capacity:** 250 kilograms
**Cover:** Full Altitude
 **Range:** Ground level-2 meters Cost: 27,000 (new), 14,000 (used)
**Maneuverability:** 1D
**Move:** 105; 300 kmh
**Body Strength:** 3D
*Weapons:*

* 2 Anti-Vehicle Laser Cannons (fire-linked)
	+ Fire Arc: Turret Crew: 1\*
	+ Skill: Vehicle blasters Fire Control: 1D\*
	+ Range: 50-400/900/2 Km
	+ Damage: 5D
		- *May be controlled by the pilot or co-pilot, but with a fire control of 0D.*
* 2 Anti-Infantry Blaster Batteries
	+ Fire Arc: 1 turret (front/left/right), 1 turret (back/left/ right)
	+ Crew: 1\*
	+ Skill: Vehicle blasters
	+ Fire Control: 2D\* Range: 50-300/800/1.5 Km
	+ Damage: 3D+2 \*
		- May be controlled by the pilot or co-pilot, but with a fire control of 0D.

**Source:** Rebel Alliance Sourcebook (pages 105/107), The Thrawn Trilogy Sourcebook (pages 205-206), Dark Force Rising Sourcebook (page 113), Arms and Equipment Guide (page 79)
Axur

The entity known as Axur Del Vath ceased to exist when he emerged from the ancestral recall chambers on Asilay, leaving only the hate-filled warrior **Axur**.

Axur, and his sister Ronia Del Vath, grew up on Asilay, as their father hid them there during the Clone Wars.

Growing up in isolation, both Axur and Ronia did research into their ancestry through their father's logs and discovered that they themselves had an ancestor who was, supposedly, a Jedi.

Axur, belonging to a race distantly related to the Asilay, petitioned to undergo the ancestral recall process and in doing so, became consumed with the spirit of this sith ancestor.

Afterward, the person who was Axur before was no more - he was now the living vessel for his ancestor, a Sith who blamed Jedi Master Dask Ra'tava for his downfall and eventual death. Sensing that Dask was alive hundreds of years in this new future, he hunted the twi'lek Jedi Master to the planet Maddod, and there he dueled and was killed by Dask for a second time.

However, his spirit remained and possessed Holla Ettyk, who called his lightsaber to her and Holla, overcome by Axur's spirit, stabbed Dask through the chest, mortally wounding him. Then, she turned to Genos to finish the job.

However, the young jedi Genos was empowered by Dask's spirit, guiding him through the force, protecting him and banishing Axur's dark presence back to the void of the dark side.

Axur died that day on Maddod, defeated for one final time. His body was buried near Dask's and at some point, Ronia found her brother's grave and eventually found the identity of the individuals who slew him - setting in motion later events that would lead the Asilay to attempt to recruit our heroes.

Both of their remains were eventually dug up by Lord Sithspawn.

## Stats

**DEXTERITY 3D+2**
Archiac weapons 7D, dodge 8D+2, lightsaber combat 10D, melee combat 6D+2, melee parry 6D+2, running 4D+2

**KNOWLEDGE 3D**
Intimidation 8D, planetary systems: Asilay 5D, scholar: Sith History 9D, survival 6D, willpower 6D

**MECHANIC 2D**
Beast riding 3D, repulsorlift operation 5D

**PERCEPTION 4D**
Persuasion 7D+1, search 5D+2, sneak 7D

**STRENGTH 3D+2**
Brawling 4D, climbing/jumping 4D+2, stamina 5D+2

**TECHNICAL 3D**
First aid 3D, lightsaber repair 4D

**Control 6D+1, Sense 8D+2, Alter 5D+1**

* **Control Powers:** Accelerate Healing, Concentration, Control Pain, Emptiness, Enhance Attribute, Hibernation Trance, Remove Fatigue

* **Sense Powers:** Combat Sense, Danger Sense, Life Detection, Magnify Senses, Receptive Telepathy, Sense Force, Shift Sense

* **Alter Powers:** Injure/Kill, Telekinesis

* **Control and Sense:** Lightsaber combat, Projective Telepathy

* **Control and Alter:** Control Another's Pain, Accelerate Another's Healing, Place Another in Hibernation Trance

* **Control, Sense, and Alter:** Affect Mind, Memory Wipe

* **Sense and Alter:** Dim Other's Senses

**Move:** 10​
Besadaii Hutt Clan

The kajidic tattoo of the Besadaii clan

The **Besadaii Hutt Clan** has long been a prominent member of the Hutt Ruling Council on Nal Hutta, with holdings on Nar Shadaa, Yelsia, Tatooine, and Gamorr, among others.

Often regarded as a prime example of an efficient and well-run kajidic, the Besadaii, over the last few centuries, have dominated Hutt politics. The clan itself was only eclipsed by the Desilijic Hutt Clan when Jabba the Hutt was its leader. With the demise of Jabba and his father, Zorba the Hutt, as of 10 ABY, the Besadaii have reclaimed their position of power and have gone so far to have orchestrated the removal of the Desilijc kajidic from the Hutt Ruling Council - a spot they have held for centuries.

For a period, the heir apparent to the Besadaii, Gardulla the Hutt disappeared, and when she reclaimed her spot with the Besadaii Hutt Clan, she begin instituting new programs and businesses that expanded their enterprises, ushering in total dominance over Hutt Ruling Council, all under the approval and auspices of their ruler, Durga the Hutt.

## Stats

**Type:** Criminal Organization
**Leadership:** Durga the Hutt
**Members:**Durga, Gardulla, Birckle, others
**Bases:** Nal Hutta, Nar Shadaa, Yelsia, Gamorr, others
Kampe

**Kampe** is a sparsely-populated planet, colonized by Eriadu. It had lighter than standard gravity and without a breath mask, it was uncomfortable and potentially dangerous for oxygen breathers.

An arid world of barren rocks and rusty-green sands, in the distant past some cataclysm melted its ice caps, causing flash floods to wash through Kampe's surface, creating a vast system of labyrinthine canyons.

Without a real atmosphere, the only welcoming areas are in the blistered cracks, fissures, and canyons that stretch out across the planet.

## Stats

**Type:** Terrestrial
**Temperature:** Temperate
**Atmosphere:** Type II (breathable, breath mask suggested)
**Hydrosphere:** Moderate
**Gravity:** Lower than standard
**Terrain:** Arid
**Planet Function:** Fortress world
**Government:** Formerly Imperial under Eriadu's rule, now under control of a splinter military junta, the Eriadu Authority
**Tech Level:** Space

## Background

Originally claimed and colonized by Eriadu, Kampe had been used as a hub for Eriadu shipping and receiving through the Core worlds, with Kampe both providing resources for their traveling ships and protection, in the form of ships and soldiers of one of their government-sanctioned military groups, the Eriadu Authority.

 When Eriadu joined the New Republic in 10 ABY, the Eriadu Authority broke off from Eriadu, not recognizing their government's decision to turn away from the Empire. From Kampe, the Eriadu Authority functions as its own military-dictated government in exile, plotting against the New Republic.
KDY Nebulon-B Frigate (Imperial)

The Nebulon-B frigate was manufactured by Kuat Drive Yards in the early days of the Galactic Civil War. Originally manufactured and used by the Imperial Navy, these fell out of favor for larger and more powerful ship and many ended up in the hands of the fledging Rebel Alliance who stripped the armor for speed and customization.

## Stats

**Craft:** Kuat Drive Yards Nebulon B Frigate
**Type:** Escort Frigate
**Scale:** Capital
**Length:** 310 meters
**Size Rating:** 3
**Skill:** Capital: KDY Pike-class Gunship
**Crew:** 1125, Gunners: 74, skeleton: 350/+10
**Crew Skill:** Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1
**Passengers:** 80 (troops)
**Cargo Capacity:** 6,000 mts
**Consumables:** 2 years
**Cost:** Not available for sale
**Hyperdrive Multiplier:** x2
**Hyperdrive Backup:** x12
**Nav Computer:** Yes
**Maneuverability:** 1D
**Space:** 4
**Atmosphere:** 280; 850 kmh
**Hull:** 4D
**Shields:** 2D

*Sensors:*

* Passive: 40/1D
* Scan: 75/2D
* Search: 150/3D
* Focus: 4/4D+2

*Weapons:*

* 12 Turbolaser Batteries
	+ Fire Arc: 6 forward, 3 right, 3 left
	+ Crew: 2 for each
	+ Skill: Capital Ship Gunnery
	+ Fire Control: 3D
	+ Space Range: 3-15/35/75
	+ Atmosphere Range: 6-30/70/150 km
	+ Damage: 4D

* *12 Laser Cannons*
	+ Fire Arc: 6 front, 2 left, 2 right, 2 back
	+ Crew: 1 (8), 2 (4)
	+ Scale: Starfighter
	+ Skill: Starship gunnery
	+ Fire Control: 2D
	+ Space Range: 1-3/12/25
	+ Atmosphere Range: 2-6/24/50 km
	+ Damage: 2D

* *2 Tractor Beam Projectors*
	+ Fire Arc: Front
	+ Crew: 12
	+ Skill: Capital ship gunnery
	+ Fire Control: 2D
	+ Space Range: 1-5/15/30
	+ Atmosphere Range: 2-10/30/60 km
	+ Damage: 4D

**Hangar:** 1 TIE Squadron is typically assigned to each ship
Droo's Jedi Starfighter

Droo first encountered the wreckage of a jedi starfighter on Ibis, in the gathered wreckage of ships that crashed on the planet itself.

In that same cavern, she encountered and rescued the droid R4-000, the ship's onboard astromech which had survived the crash and built a body for itself and over the decades attempted to repair the ship.

Soon after, Droo encountered the force ghost of Kessendra Torr, ostensibly the original owner of the ship.

When Droo received credits from the New Republic after the battle of Ibis, she paid for the ship to be recovered and rebuilt under the auspices of Bespin Motors and in 10 ABY, the repaid work was complete.

## Stats

**Type**: Rebuilt Jedi Delta-7 Starfighter
**Scale**: Starfighter
**Length**: 8 meters
**Skill**: Starfighter Piloting: Delta-7
**Crew**: 1 pilot, 1 astromech droid (can coordinate)
**Cargo Capacity**: 30 kg
**Consumables**: 2 weeks
**Hyperdrive Multiplier**: None
**Nav Computer**: None (uses astromech droid)
**Maneuverability**: 3D
**Space**: 12
**Atmosphere**: 500; 1,300kmh
**Hull**: 3D
**Shields**: 2D

*Sensors:*

* Passive: 20/0D+1
* Scan: 35/1D+1
* Search: 50/2D+1
* Focus: 2/2D+2

*Weapons:*

* Twin Light Laser Cannons (fire-linked)
	+ Fire Arc: Front
	+ Fire Control: 1D+2
	+ Space: 1-2/10/20
	+ Atmosphere Range: 100-200/1/2km
	+ Damage: 5D

**Notes:** The Twin Blaster Cannons are modified to use spun Tibanna gas.

## Notes

The entire hull was rebuilt and reinforced by Bespin Motors under the leadership of Elayne Kuat. The engines and maneuverability were brought up to modern standards and the laser cannons were spun with Tibanna gas.
Armor Accessories

* **Game Notes:** *Protection:* +2 Physical (head), including crash and falling damage
* **Source:** Gundark’s Fantastic Technology (pg. 51-52), Tales of the Jedi Companion (pg. 124)

### Rock Boots

* **Type:** Survival boots
* **Model:** Malik Industries Rock Boots
* **Cost:** 50-200cr (depending on species)
* **Availability:** 2
* **Game Notes:** Reinforced footwear designed to resist the harsh surfaces of volcanic badlands.
* **Source:** Goroth, Slave of the Empire (pg. 86)

### Sonic Dampening Helmet

* **Type:** Sonic dampening helmet
* **Model:** Pacnorval Sonic Dampening Helmet
* **Cost:** 600cr
* **Availability:** 2
* **Game Notes:** *Protection:* +3D to resist sonic attacks
* **Source:** Arms and Equipment Guide (pg. 45)
Hell's Anvil

***Hell's Anvil*** was the customized personal ship of the bounty hunter Montross. It featured two aft-mounted Dyne 427 radial atomizer engines, not to mention two custom Keizar-Volvec KV4T8-i sublight engines on the tip of each wing. Montross also installed a Longe Voltrans tri-arc CD-1.3 hyperdrive, a double plated durasteel hull, and a multifaceted deflector shield array. *Hell's Anvil* was armed with solar ionization cannons, which evaded conventional deflector shields and melted durasteel.

Once Montross was killed by Jango Fett on Kohlma, his ship sat and slowly gathered moss. Years later, Boba Fett, recovering from his wounds in the Sarlacc Pit, retraced his father's footsteps and found the ship. He was able to bypass security and watched Montross' personal logs to get a better understanding of the Mandalorians - inspiring him to root out and destroy false Mandalorians and to rebuild his clan.

A few years later, thanks to the data in the *Hell's Anvil*, he fed information relating to the lost Mandalorian Empire Super Star Dreadnaught *The Endless Dawn* to Tyber Zann who then hired Bota Zi, Blaine Hansom, Tek Krodak, and Genos Ia'danian to find it. Once they did, Boba Fett, who had secretly been tracking the group, made his way there and as a way of saying thank you, gave the ship coordinates to Bota Zi, a clone of Montross, in 8.5 ABY. Incredibly fast in hyperspace and durable, the ship may often be out-maneuvered it is almost never out-gunned.

## Stats

**Type:** Modified Corellian Engineering Corporation KR-TB "Doomtreader"
**Scale:** Starfighter
**Length:** 15.2 meters
**Skill:** Starfighter piloting: CEC KR-TB "Doomtreader"
**Crew:** 1, plus astromech
**Crew Skill:** See M-1
**Passengers:** 2 (4 prison cells)
**Cargo Capacity:** 350 metric tons
**Consumables:** 1 months
**Maneuverability:** 2D
**Space:** 6
**Atmosphere:** 310;000 kmh
**Hyperdrive Multiplier:** x0.75
**Hyperdrive Backup:** x10
**Nav Computer:** Yes
**Hull:** 6D
**Shields:** 4D

*Sensors:*

* Passive: 25/0D
* Scan: 50/1D
* Search: 70/2D
* Focus: 3/3D

*Weapons:*

* Dual Assault Laser Cannons (fire-linked)
	+ Fire Arc: Front
		- Fired from cockpit
	+ Skill: Starship gunnery
	+ Fire Control: 2D
	+ Space Range: 1-3/10/25
	+ Atm. Range: 100-300/1.5km/2.5km
	+ Damage: 7D

* Tractor Beam
	+ Fire Arc: Turret
		- Fired from cockpit
	+ Skill: Starship gunnery
	+ Fire Control: 2D
	+ Space Range: 1-3/10/35
	+ Atm. Range: 100-300/1.5km/3 km
	+ Damage: 4D
* 2 Concussion Missile Launchers
	+ Fire Arc: Front
		- Fired from cockpit
	+ Skill: Starship gunnery
	+ Fire Control: 2D
	+ Space Range: 1/3/7
	+ Atm. Range: 30-100/300/700
	+ Damage: 9D

* Bomb Chute
	+ Fire Arc: Ventral
		- Fired from cockpit
	+ Skill: Starship gunnery
	+ Fire Control: 1D
	+ Space Range: 1/3/7
	+ Atm. Range: 30-100/300/700
	+ Damage: 13D
Anoat

Once a sprawling city-world, **Anoat** served as the capital of the entire Anoat Sector. However, years before the Battle of Yavin, the entire planet was gassed by the Galactic Empire, and the atmosphere became toxic and poisonous, forcing much of the population to flee from the polluted world. Some people, however, did not leave the planet. Those who did not die were driven insane by the toxins, evolving over time into savage and feral creatures referred to as "Lurkers." The planet is generally avoided unless one has good reason to stop off. Katira once paid a group 6,000cr to retrieve a starship from the planet after she was gifted the ship on Life Day in 9 ABY.

A group of refugees from the gassing of the planet escaped and crashed, forming a settlement on the planet Mataou, though this settlement was recently abandoned, the settlers taking up New Republic Ambassador Bota Zi on his offer to aid in their relocation.

## **Stats**

**Type:** Terrestrial
**Temperature:** Temperate
**Atmosphere:** Toxic (Polluted)
**Gravity:** 85% Standard
**Terrain:** Urban, Polluted
**Length of Day:** 17 Standard Hours
**Length of Year:** 220 Local Days
**Sapient Species:** Immigrated - Human, Ugnaught (formerly)
**Official Language:** Basic, Ugnaught
**Starport:** Imperial Class
**Population:** Unknown (1 million formerly)
**Planet Function:** Sector Capitol (formerly)
**Government:** Corporate Colony (formerly)
**Tech Level:** Space
**Major Exports:** Industrial Goods (formerly)
**Major Imports:** Foodstuffs, Raw Materials (formerly)
Corvu

Small, quick, and nimble, the **Corvu** are humanoids with avian characteristics. They have beaks, feathers, and stand on two taloned feet. Usually dressed in wraps and rags, most **Corvu** also adorn themselves with shiny objects, so it isn't uncommon to see one wearing beggar's rags with shiny expensive necklaces and rings.

**Corvu** are capable of speech and have their own language, and while most can understand basic it's difficult for them to speak it, so most don't. They also age quicker, have a much faster metabolism, and thus have a shorter lifespan.

Regarded with disdain by the Empire, the **Corvu** have learned to shun humans and as natural tunnelers, with large underground cities across different planets, over the last few decades, they have retreated further from the galaxy at large - expanding their underground cities, away from humans and their blasters.

Found throughout the Galaxy, **Corvu** are generally regarded as thieves and spies and are often met by other species with varying degrees of hostility.

## Stats

### **Corvu**

**Attribute Dice:** 12D
**DEXTERITY 2D/4D
KNOWLEDGE 1D+1/3D+1
MECHANICAL 2D+2/4D+1
PERCEPTION 2D+1/4D+1
STRENGTH 1D/3D
TECHNICAL 2D/4D**
Add +2D to any Digging skill check.
*Corvu Language:*
Corvu have their own trade language that's almost unintelligible to outsiders and requires at least a 6D specialization to be able to be understood by a non-Corvu. Corvu need at least 6D in languages to be able to speak Basic.
*Nimble:*
Add +1D to any pickpocket check.
*Corvu Language:*
Provides +1D to all energy and physical attacks targeting their head.
*Distrustful:*
Add +1D when making opposing Persuasion, Con, and Bargaining rolls.
*Low-light Vision:*
Add +2D to any perception skill check in dark conditions.
**Move:** 11/13
**Size:** 3'6 - 4'6''

## Additional Information

#### Corvu on Lok

The Corvo colony on Lok has existed for as long as there have been records of the planet itself, however the colony itself is neither the largest nor best representation of a Corvu tribe - as it is small, isolated, and has been relocated several times due to interference with Imperial mining. That, perhaps, is the best example of how Corvu interact with the larger galactic society - they dig tunnels, burrow into underground installations, and steal everything they can - much to the Empire's chagrin.

The Corvu have a representative or two at Nym's Stronghold and regard him as an ally. They are distrustful of humans and are openly aggressive against stormtroopers and other Imperials. It is said that to cross a Corvu is to have made an enemy for life, and it is very true about the Corvu colony on Lok.

It isn't known if the Corvu on Lok are in communication with other colonies but it is known that they don't have any space-faring technology of their own.

#### Corvu Names

Since outsiders can't speak their names, and most can't pronounce basic, they'll respond to nicknames given to them. Examples are: *Wind, Night Eyes, Black Feather, Swift, Daggers,* and *Digger*.
Disruptor Blasters

* **Model:** Amban Sniper Rifle
* **Type:** Blaster Rifle
* **Scale:** Character
* **Skill:** Blaster: blaster rifle
* **Ammo:** 1
* **Note:** *As a disruptor weapon, the Amban Rifle can disintegrate targets. Any damage which exceeds the targets save by 20 disintegrates the target entirely.*

### Disruptor Pistol

* **Type:** Anti personnel weapon
* **Model:** Standard Disruptor Pistol
* **Scale:** Character
* **Skill:** Blaster: disruptor
* **Ammo:** 5
* **Cost:** 3,000cr (power packs: 50cr)
* **Availability:** 4, X
* **Fire Rate:** 1
* **Range:** 0-3/5/7
* **Damage:** 6D+2
* **Source:** Gundark’s Fantastic Technology (pg. 26-27), Han Solo and the Corporate Sector Sourcebook (pg. 118)

### Merr-Sonn Disruptor

* **Type:** Anti-personnel weapon
* **Model:** Merr-Sonn Munitions MSD-32 Disruptor Pistol
* **Scale:** Character
* **Skill:** Blaster: disruptor
* **Ammo:** 10
* **Cost:** 4,000cr
* **Availability:** 4, X
* **Range:** 0-3/5/7
* **Damage:** 5D+2
* **Source:** Galladinium’s Fantastic Technology (pg. 76), Arms and Equipment Guide (pg. 21)

### MSD-36 Heavy Disruptor Pistol

* **Type:** Anti personnel weapon
* **Model:** Merr-Sonn MSD-36 Heavy Disruptor Pistol
* **Scale:** Character
* **Skill:** Blaster: heavy disruptor
* **Ammo:** 10
* **Cost:** 6,000cr
* **Availability:** 4, X
* **Fire Rate:** 1
* **Range:** 0-3/5/7
* **Damage:** 6D
* **Source:** Gundark’s Fantastic Technology (pg. 76)

### Tenloss DFT-3 Disruptor Rifle

* **Type:** Disruptor rifle
* **Model:** Tenloss DFT-3 Disruptor Rifle
* **Scale:** Character
* **Skill:** Blaster: disruptor
* **Ammo:** 15
* **Cost:** 4,300cr (power packs: 100cr)
* **Availability:** 4, X
* **Range:** 1-10/50/100 (with scope: 30-50/150/300)
* **Fire Rate:** 1
* **Damage:** 4D (1 round of charge: 7D, consumes 2 ammo)

### Tenloss DX-2 Disruptor Pistol

* **Type:** Disruptor pistol
* **Model:** Tenloss DX-2 Disruptor Pistol
* **Scale:** Character
* **Skill:** Blaster: disruptor
* **Ammo:** 8
* **Cost:** 2,250cr
* **Availability:** 4, X
* **Range:** 0-3/5/7
* **Damage:** 4D+2
* **Source:** Arms and Equipment Guide (pg. 21)

### Tenloss DXR-6 Disruptor Rifle

* **Type:** Disruptor rifle
* **Model:** Tenloss DXR-6 Disruptor Rifle
* **Scale:** Character
* **Skill:** Blaster: disruptor
* **Ammo:** 15
* **Cost:** 3,500cr
* **Availability:** 4, X
* **Range:** 0-3/5/7
* **Damage:** 5D+2
* **Source:** Arms and Equipment Guide (pg. 21)
Ghtroc Freighter

Obtained as a reward for his part in Grand Admiral Grant's liberation from Rathalay, this freighter is on Blaine's private docking bay on Cloud City.

## Stats

**Craft:** Ghtroc Industries class 720 Freighter
**Type:** Light freighter
**Scale:** Starfighter
**Length:** 35 meters
**Skill:** Space transports: Ghtroc freighter
**Crew:** 1, gunners: 1
**Crew Skill:** See *Blaine Hansom*
**Passengers:** 10
**Cargo Capacity:** 135 metric tons
**Consumables:** 2 months
**Cost:** Not for sale
**Hyperdrive Multiplier:** x2
**Hyperdrive Backup:** x15
**Nav Computer:** Yes
**Maneuverability:** 1D
**Space:** 3
**Atmosphere:** 260; 750 kmh
**Hull:** 3D+2
**Shields:** 1D

*Sensors:*

* Passive: 15/0D
* Scan: 30/1D
* Search: 50/3D
* Focus: 2/4D

*Weapons:*

* Double Laser Cannon
	+ Fire Arc: Forward
	+ Crew: 1
	+ Skill: starship gunnery
	+ Fire Control: 1D+2
	+ Space Range: 1-3/12/25
	+ Atmosphere Range: 100-300/1.2/2.5 km
	+ Damage: 4D