recursal/Fanatic-Fandom huggingface dataset:
Bryn Apice

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

*Affiliations: The Fringe*

Growing up in the same town, Rayt worked as a banker, while Wes Apice and Bryn Apice lived in the countryside. Four months into the Clone Wars, the conflict washes over their homeworld, laying waste to most of it. Rayt wants nothing more than to get offworld to escape the horrors of war, but while fleeing a battle, he comes across the Apice brothers. They all join forces, but are dismayed to run smack into another pitched battle en route to their rendezvous with transportation.

Letting his greed do his thinking, Bryn Apice suggests that they loot one of the many banks, and then buy their way off the planet. Despite the dissent of Wes Apice, Rayt agrees to the plan, and the trio don the armor of fallen Clone Troopers to move about the battlefield more easily. While heading toward the bank, Rayt notices the family of Trillan Katos pinned down by a large cannon near a statue. Familiar with the family, Rayt tries to help them, ignored the protests of Bryn Apice. Wes Apice, sick of the arguing, makes an amazing shot with his rifle, detonating an artillery shell and freeing the Katos family to escape the warzone.

Upon reaching the bank, the three men gather as many riches as they could carry, but are discovered by Clone Troopers ordered to inventory the bank's contents. Playing along to avoid arrest, Rayt, Wes, and Bryn help inventory the bank's vault and leave the planet, still disguised in their armor.

## Bryn Apice Statistics (CL 2)

Medium Human Nonheroic 3/Scoundrel 1

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

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +4

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 14, Will Defense: 12; Dodge, Slippery Maneuver

Hit Points: 17, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

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

**Base Attack Bonus:** +2, **Grapple:** +5

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

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

### Base Stats

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

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

**Feats:** Armor Proficiency (Light), Dodge, Slippery Maneuver, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Gather Information +8, Persuasion +8

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Carbine, Various Personal Belongings
Blind

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

*See also: Force Powers*

You hurl dirt, dust, and debris at your foe, affecting its sight.

**[*Telekinetic*]**

**Time:** Swift Action

**Targets:** One creature within 12 squares of you, and in your line of sight.

**Make a Use the Force check.** Make one roll and compare the result to the target's Reflex Defense. If the result equals or exceeds the target's Reflex Defense, the target is considered Flat-Footed, and all other creatures have Concealment from your target until the start of your next turn.

Creatures that do not rely on eyesight to perceive (such as Miraluka) are immune to this effect.

**Special:** You can spend a Force Point to use this Force Power as a Free Action, rather than a Swift Action.
Beaked Subspecies

*Beaked Subspecies Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

You come from an Omwati subspecies that has an avian beak in place of a humanlike mouth. It makes a noticeable clacking sound as you speak.

**Prerequisite:** Omwati

**Effect:** When you make an Unarmed Attack, you can use your beak, dealing 1d6 points of Piercing damage with that attack instead of normal Unarmed damage. You are always considered armed with your Natural Weapons.
Bounty Hunter

*Reference Book: Star Wars Saga Edition Core Rulebook*

The Bounty Hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best Bounty Hunters are the ones who can stay emotionally detached from either their employers or their quarry- although Bounty Hunters who hate their prey often make more spectacular kills.

Not all Bounty Hunters kill. Some employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some Bounty Hunters have reservations about taking lives unnecessarily. Regardless of their methods, a Bounty Hunter still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.

At one time, organized Bounty Hunter guilds appropriated contracts and policed their membership. They dwindled in both power and organization during the rise of Emperor Palpatine.

Whether working alone or in groups, Bounty Hunters revel in the thrill of the hunt. Given the nature of their work, it goes without saying that few Bounty Hunters die of boredom.

#### **Examples of Bounty Hunters in Star Wars**

Aurra Sing, Boba Fett, Bossk, Dengar, 4-LOM, Greedo, IG-88, Zuckuss.

#### **Prerequisites**

To qualify to become a Bounty Hunter, a character must fulfill the following criteria:

* **Minimum Level:** 7th
* **Trained Skills:** Survival
* **Talents:** At least two Talents from the Awareness Talent Tree

### Game Rule Information

The following are the features of the Bounty Hunter Prestige Class:

#### **Hit Points**

At each level, Bounty Hunters gain 1d10 Hit Points + their Constitution modifier.

#### **Force Points**

Bounty Hunters gain a number of Force Points equal to 6 + one-half their Character Level, rounded down, each time they gain a new level in this Prestige Class.

#### **Defense Bonuses**

At 1st level, Bounty Hunters gain a +4 Class bonus to their Reflex Defense, and a +2 Class bonus to their Fortitude Defense.

#### **Talents**

At every odd-numbered level (1st, 3rd, 5th, and so on), a Bounty Hunter gains an additional Talent. A Bounty Hunter may choose a Talent from any of the Talent Trees (Bounty Hunter) they wish, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

#### **Familiar Foe**

By observing your opponent in combat, you know how to defeat them more easily. If you spend a Full-Round Action observing an opponent in combat, you gain a bonus on attack rolls against that opponent, and a bonus to your Reflex Defense against attacks made by that opponent equal to one-half your Class Level (rounded down).

The effects last until the end of the encounter. You cannot use this ability until after your opponent has acted during the combat.
Byss Elite Stormtrooper

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Jaws of the Sarlacc)*

*Affiliations: The Galactic Empire*

Culled from the ranks of the greatest Stormtroopers (and a few remaining Clone Troopers) in the Empire, the elite guard stationed at Byss are among the deadliest soldiers in the Imperial ranks. Although not quite as dangerous as The Royal Guard or their superiors, these Elite Stormtroopers fight well in groups and are trusted with the defense of the Emperor's secret sanctum.

## Byss Elite Stormtrooper Statistics (CL 10)

Medium Human Soldier 7/Elite Trooper 3

**Force Points:** 1; **Dark Side Score:** 6

**Initiative:** +13; **Senses** Low-Light Vision, Perception +11

**Languages:** Basic

### Defenses

Reflex Defense: 29 (Flat-Footed: 25), Fortitude Defense: 28 (33 vs The Force), Will Defense: 19 (24 vs The Force)

Hit Points: 100, Damage Reduction: 1, Damage Threshold: 28

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d6+7)

**Ranged:** Blaster Rifle +16 (3d8+5)

**Ranged:** Blaster Rifle +13 (3d8+5) and Blaster Rifle +13 (3d8+5) with Double Attack

**Ranged:** Frag Grenade (2) +13 (4d6+5, 2-Square Burst)

**Base Attack Bonus:** +10; **Grapple:** +13

**Attack Options:** Autofire (Blaster Rifle), **Comrades in Arms**, Double Attack (Rifles), Point-Blank Shot, Precise Shot, Triple Crit (Rifles)

**Special Actions:** Coordinated Attack, Delay Damage, **Focused Targeting**

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 14, Intelligence 10, Wisdom 9, Charisma 13

**Talents:** **Armored Defense**, **Comrades in Arms**, **Focused Targeting**, **Greater Weapon Focus (Rifles)**, **Improved Armored Defense**, **Multiattack Proficiency (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Coordinated Attack\*, Double Attack (Rifles), Martial Arts I\*, Point-Blank Shot\*, Precise Shot\*, Triple Crit (Rifles), Unstoppable Force, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +10, Perception +11, Treat Injury +9

**Possessions:** Stormtrooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle (Improved Accuracy), Frag Grenade (2), Utility Belt with Medpac

*\*Feats unassigned in original Jaws of the Sarlacc module*
Boba Fett, Ward

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

*Affiliations: The Fringe, Aurra Sing*

Boba briefly returns to Kamino in order to obtain the holobook his father left him; Boba took to wearing Jango's helmet and consulting his dad's holobook as a way to stay close to him. Fett was given two objectives by his father through the holobook: gain self-sufficiency from Tyranus, and knowledge from Jabba the Hutt. Boba's search for Tyranus took him from Bogg IV to Coruscant, where he was captured by Aurra Sing.

Fortunately, Aurra Sing was hired by Count Dooku, and she delivered Fett to the count on the garbage world of Raxus Prime in exchange for the *Slave I*. There, Boba learned that Dooku and Tyranus were in fact the same individual, which made him a threat to Sidious' plot against The Jedi. Luckily for Fett, the Republic chose the moment his execution was at hand to launch their assault, giving Fett an opportunity to escape Dooku's citadel.

Boba was eventually rescued by clone troopers attached to Jedi Master Glynn-Beti, and he posed as an orphan named Teff. Fett tracked down Aurra Sing, focused on getting the *Slave I* back from her. When Boba refused to help Sing access his father's bank accounts in exchange for his ship, she took him prisoner.

## Boba Fett, Ward Statistics (CL 3)

Small Human (Child) Soldier 1/Scout 2

**Destiny Points:** 3; **Force Points:** 6; **Dark Side Score:** 1

**Initiative:** +3; **Senses:** Perception +7

**Languages:** Basic, Huttese

### Defenses

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

Hit Points: 40, Damage Threshold: 16

### Offense

**Speed:** 6 Squares; **Jet Pack Training**

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

**Ranged:** Velocity-7 Dart Pistol -1 (1d4+1) or (2d8+1 (Stun)) or (1d4+1 (Saberdart Poison))

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

### Base Stats

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

**Talents:** **Acute Senses**, **Jet Pack Training**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Improved Defenses, Martial Arts I, Skill Training (Stealth), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +6, Knowledge (Tactics) +7, Perception +7 (may reroll, must take second result), Pilot +8, Stealth +8, Use Computer +7

**Possessions:** Velocity-7 Dart Pistol, Medium Beskar'gam (Unused), Flight Bag, Jango's Journal, *Slave I*

### Heroic Traits

**The Legacy Destiny (Fett Legacy):** Boba Fett is part of the legendary Fett Family. He may spend a Destiny Point as a Free Action to score Critical Hits on a natural roll of 19 or 20 for the rest of the encounter.
Brute Junk Droid

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

*Affiliations: General Units*

As the Clone Wars ravaged the galaxy, the debris of battle built up at the same time, and material for high-tech items became scarce. Inevitably, numerous groups turned to recycling, repurposing, and just rebuilding broken bits of technology to suit their needs. This was particularly common on worlds ravaged by ground fighting in major cities, and worlds filled with junk, such as Raxus Prime. When such jury-rigged efforts were turned to creating automatons, the results were cobbled-together "Junk" Droids.

Although Junk Droids could conceivably be built out of any spare Droid and vehicle parts and set to any needed task, the majority fall into three broad groups: standard Junk Droids, Brute Junk Droids, and Behemoth Junk Droids. Regular Junk Droids were approximately Human size and shape and generally used for common labor tasks. Because they were fairly fragile, they were often equipped with a shield or blocking limb to help prevent damage in the course of their duties. Brute Junk Droids are larger and more likely to be quadrupeds, built to be strong and solid rather than flexible. They are used as beasts of burden and brute-force guards. Behemoth Junk Droids are always specialty-built, often to serve as walking power plants or armored carriers. Many have a storage space to carry a Small creature safely within.

Because Junk Droids have mashed-together programming, they are considered dangerous by most civilized people. They might go on a rampage, confuse orders, or even start building more of their own kind if there's junk enough to do so. Although they were fairly common just after the Clone Wars, as the supply of high-tech components decreased, so did the popularity of Junk Droids.

Brute Junk Droids can't be played as Droid Heroes.

## Brute Junk Droid Statistics (CL 3)

Large 4th-Degree Droid Nonheroic 9

**Initiative:** +7; **Senses:** Perception +8

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

### Defenses

Reflex Defense: 13 (Flat-Footed: 10), Fortitude Defense: 18, Will Defense: 10; Extra Legs

Hit Points: 43, Damage Threshold: 23

**Immune:** Droid Traits

### Offense

**Speed:** 8 Squares (Walking); Powerful Charge, Running Attack

**Melee:** Unarmed +13 (1d6+7)

**Melee:** Unarmed +17 (1d6+11) with Powerful Charge

**Ranged:** By Weapon +9

**Base Attack Bonus:** +6; **Grapple:** +18

### Base Stats

**Abilities:** Strength 25, Dexterity 16, Constitution -, Intelligence 10, Wisdom 8, Charisma 8

**Feats:** Improved Defenses, Powerful Charge, Running Attack, Skill Training (Climb), Skill Training (Jump), Skill Training (Perception), Toughness

**Skills:** Climb +16, Jump +16, Mechanics +9, Perception +8

**Droid Systems:** Walking Locomotion, Extra Legs, Heuristic Processor, 2 Claw Appendages

**Availability:** Rare; **Cost:** Not available for salve (Estimated cost 3,200 credits)
Bounty Generator

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

*See also: Bounty Hunting*

To generate a random list of open Bounties (useful when players want to check the Bounty Postings in the hopes of earning a few credits), roll 2d20 and compare the results to the Bounties table, below, using the first roll to determine what the target is wanted for, and the second to determine the description of the target and the reward value for that target. You can roll multiple times to simulate multiple available Bounties, or just roll once to generate the nearest Bounty.

The description is provided as a model for NPC statistics to represent the target (it does not mean that all Thugs are necessarily worth a 1,000 credit Bounty, for example.) The Gamemaster is also free to choose any sort of character to be the target of a Bounty. A simple Bounty where you have to face the target by itself, with no substantial assistance or resources, should be worth the CL of the Bounty x 1,000 credits.

The Bounty Hunter is entitled to a secondary Bounty of one-half the value of any captured equipment. (Bounty Hunters commonly "Lose" particularly valuable items before reporting the captured inventory; if noticed, however, the Bounty Hunter might become the target of a new Bounty!)

Bounties posted on famous or notorious individuals from the *Star Wars* universe (such as Han Solo or Talon Karrde) rarely conform to the standard random Bounty model. When developing a Bounty on a famous character, the Gamemaster should make capturing that target part of a larger adventure or an adventure all it's own. The credit reward for the Bounty should be of an appropriate amount to provide a suitable reward for the entire adventure. If the Bounty is the entire focus of the adventure, a standard credit reward of 2,000 credits x the average level of the heroes is appropriate (see Other Rewards). If the Bounty is merely part of the adventure, a reward of 1,000 credits x the CL of the target is appropriate.
Bonus Feats (Scoundrel)

At each even-numbered level (2nd, 4th, 6th, etc.), a Scoundrel gains a Bonus Feat. This Feat must be selected from the following list, and a Scoundrel must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Scoundrel Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Bonus Feats

The below details all Scoundrel Bonus Feats found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

 Poison Resistance | Constitution 13
 Quick Skill | None
 Sniper Shot | None

### Force Unleashed Campaign Guide

 Bad Feeling | None
 Crossfire | Point-Blank Shot, Precise Shot, Base Attack Bonus +6
 Cunning Attack | None
 Scavenger | None

### Clone Wars Campaign Guide

 Droid Hunter | None
 Overwhelming Attack | None

### Legacy Era Campaign Guide

 Fatal Hit | Strength 13, Dexterity 13
 Return Fire | Dexterity 15, Quick Draw, Weapon Focus (Chosen Weapon)
 Zero Range | Point-Blank Shot | Gain a +1 bonus on your attack roll and deal +1 die of damage when making a ranged attack against an adjacent target or a target in your Fighting Space.

### Rebellion Era Campaign Guide

 Rapid Reaction | None
 Recovering Surge | None
 Vehicular Surge | Trained in Pilot | Once per day, gain bonus Hit Points for a Vehicle you Pilot.

### Unknown Regions

 Improved Sleight of Hand | Dexterity 15, Skill Focus (Deception), Trained in Stealth | Use Deception to aid your Stealth check to use Sleight of Hand; use Stealth to draw and palm a weapon simultaneously.

## Homebrew Bonus Feats

The following are a collection of Tested Scoundrel Bonus Feats created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.
Brain-Wave Control Device

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

**Equipment Type:** Implant

**Cost:** 50,000

**Weight:** 5 Kilograms

This device was developed by the Techno Union during the Clone Wars in an experiment on Nelvaan to turn its tribal natives into an army of mutant warriors. When worn and activated, the wearer suffers an attack (1d20+10) against their Will Defense. If the attack exceeds their Will Defense, the target loses control of their faculties and the character is relinquished to the control of the character controlling the device. If at any time the target’s Will Defense changes, the device makes a new attack. If the attack roll fails, the device has no effect on the wearer. This device was extremely rare during the Clone Wars, as it was available only in an experimental stage on Nelvaan in the third year of the Clone Wars.
Blaster Pistol

"Blaster Pistol" is a blanket term for literally thousands of different designs from hundreds of manufacturers, such as the popular BlasTech DL-18. Blaster Pistols are popular with urban police forces, traders, and anyone who needs to pack respectable firepower in an easily carried package.

A Blaster Pistol requires a Power Pack to operate. After 100 shots, the Power Pack must be replaced.

**Weapon Type:** Pistols

**Size:** Small

**Cost:** 500

**Damage:** 3d6

**Stun Setting:** YES

**Rate of Fire:** Single-Shot

**Weight:** 1 Kilogram

**Type:** Energy

**Availability:** Restricted
Bombardment (PB)

*Reference Book: Star Wars Saga Edition Web Enhancements*

*Main Page: Point-Blank RPG*

The heroes are expected to be members of, or highly integrated with, the clone military units, and of high enough rank or stature to warrant leading units of the ground assault. If the heroes do not have the authority to do so, they may be placed under the command of a higher ranking officer, but this will diminish their tactical choices during the Mass Combat encounters. Alternatively, the players could run alternate heroes or GM characters that have the authority to carry out the attack and then switch to their normal characters for the battlefield encounter.

The heroes begin aboard an *Acclamator*-Class Assault Ship, preparing to depart with their Mass Combat Battalions. Each of the heroes must join one of two ground assault units and choose a role to fill. The ground assault units are battalions of Clone Troopers. These are not the only two units in the battle, but they are the only two the heroes may join. As long as the GM allows it, heroes may fulfill any of the typical Mass Combat Roles.

Initially, the heroes are told that the plan is for the ground units to mop up fighting within the base after an orbital and air bombardment blows the defenses to pieces. However, plans soon change when the Droids activate their shield.

### Read-Aloud Text

While the heroes are en route to the battle zone, the orbital bombardment and air assault begins. Read the following aloud.

***As you descend through the atmosphere aboard your assault craft, you see the orbital bombardment beginning to strike the target area. Great flashes of turbolaser fire burst into fiery hues as they pound the base, followed by the familiar rockets from LAAT/i Gunships. As you approach the rendezvous points and staging areas for the mop-up action, an energy field ignites, covering the central structures of the base. The voice of the assault’s commanding officer, Admiral Jonoin, immediately cuts through all other communications:***

***"All units: That shield is strong enough to nullify our bombardment. All air and ground units will attack the base via the southern valley. Once you smash through their defenses, penetrate the shield, enter the Droid control center, and shut down the Droids and the shield."***

***With that, the ground units are deployed in the designated attack zone, while the air units target droid defensive structures and defending units outside the shield.***

Clone firepower will not penetrate the shield, but individuals and vehicles may pass through it at low speed. The heroes probably know this, but if they are not used to battlefield conditions, the GM can have them make a DC 15 Knowledge (Technology) or DC 5 Knowledge (Tactics) check.

*Continued in Ground Assault*
Bothawui Origin

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

*See also: Backgrounds*

**Background Planet of Origin**

You were raised on the Bothan homeworld of Bothawui, the center of the galaxy's most devious political maneuvers. You spent your youth in the cut-throat world of Bothan society, learning that manipulation and deception are fine arts to be savored and mastered.

**Relevant Skills:** Deception, Gather Information, Persuasion

**Bonus Language:** Bothese
Burrowing Flank

*Homebrew Reference Book: New Republic Campaign Guide*

*See also: Feats, Species Feats*

You may Flank an opponent by burrowing underneath them.

**Prerequisite:** Ranat

**Effect:** If you start your turn adjacent to an opponent in combat, you may burrow under your opponent to a square opposite of your starting point, still adjacent to the opponent, and be able to perform an attack with a Flanking bonus, even without an ally to assist.

You must have an available Move Action and Standard Action to perform this action. The terrain must be usable by you with your burrowing speed.
Blood Carver CSA Commando

*Blood Carver CSA Commando character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Corporate Sector Authority*

*The humanoid in the blackened battle armor moves carefully, firing as they advance toward you. The visor of their helmet emits a dim green light, and if not for their fluid movements you might think they were some kind of Droid.*

The CSA Commandos in this encounter are highly trained Corporate Sector Authority warriors. They are likely to be the most capable enemies that the heroes have yet faced. Each is dressed in blackened Battle Armor and wields a Blaster Rifle with skilled precision. Their orders are to eradicate the heroes in short order and recover any stolen information that they might possess.

## Blood Carver CSA Commando Statistics (CL 4)

Medium Blood Carver Soldier 4

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +8

**Languages:** Basic, Batorese, Nyriaanan, Sullustese

### Defenses

Reflex Defense: 22 (Flat-Footed: 19), Fortitude Defense: 20, Will Defense: 13

Hit Points: 54, Damage Threshold: 25

### Offense

**Speed:** 4 Squares

**Melee:** Unarmed +5 (1d4+3)

**Ranged:** Blaster Rifle +9 (3d8+4)

**Ranged:** Blaster Rifle +7 (4d8+4) with Rapid Shot

**Ranged:** Blaster Pistol +8 (3d6+2)

**Ranged:** Frag Grenade (2) +8 (4d6+2, 2-Square Burst)

**Base Attack Bonus:** +4; **Grapple:** +8

**Attack Options:** Autofire (Blaster Rifle), Deathstrike, **Devastating Attack (Rifles)**, Point-Blank Shot, Rapid Shot

**Species Traits (Blood Carver):** Deathstrike

### Base Stats

**Abilities:** Strength 13, Dexterity 18, Constitution 14, Intelligence 14, Wisdom 8, Charisma 6

**Talents:** **Devastating Attack (Rifles)**, **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Improved Damage Threshold, Point-Blank Shot, Rapid Shot, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11, Knowledge (Tactics) +9, Perception +8, Pilot +11, Treat Injury +6

**Possessions:** Battle Armor with Helmet Package (+9 Reflex, +3 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Blaster Rifle, Frag Grenade (2), Datapad, Medpac
Backup Battery

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

**Starship Systems Type:** Starship Accessories

**Emplacement Points:**0

**Availability:**Licensed

**Cost:**10000 (Base)

A Backup Battery is a common safety precaution taken by all space travelers, but smugglers and pirates put it to even better use. A Backup Battery allows the ship to operate, at least its basic functions, for up to 1 hour after the ship's power generator fails. Additionally, if a ship is pushed to the bottom of the Condition Track by Ion damage, the ship's Engineer can make a DC 25 Mechanics check to reverse the ionization using the Backup Battery, moving the ship +1 step up the Condition Track. However, doing so drains the Backup Battery, which must then be replaced.
Boba Fett's Mandalorian Armor

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

**Equipment Type:** Heirloom Items

**Base Item:** Battle Armor (Mandalorian Armor Template)

**Heirloom Bonus:** Extra Modification (Protective Armor)

The famous bounty hunter Boba Fett wore a special suit of patchwork Mandalorian Armor for decades. The Mandalorian Armor is outfitted with dozens of special modifications, making it the ideal suit of Armor for any bounty hunter or mercenary.

Upon his death, Boba Fett's Mandalorian Armor would have been split up into separate pieces to be worn by other members of his clan to honor him, as per the Mandalorian tradition. Reassembling Boba Fett's Mandalorian Armor might be the subject of a personal quest undertaken by a hero in a Legacy era campaign, or the reassembled suit could be worn by an enemy wishing to capitalize on the Armor's legendary status.

**Type:** Medium Armor

**Bonus to Reflex Defense:** +9

**Bonus to Fortitude Defense:** +3

**Maximum Dexterity Bonus:** +2

**Weight:** 16 Kilograms

**Mandalorian Armor Template:** This suit of Armor has its Equipment bonus to Fortitude Defense increase by +1. Additionally, if the wearer has Damage Reduction, they can apply it's benefit against attacks made by Lightsabers.

**Extra Modification (Protective Armor):** This suit of Armor contains the Protective Armor modification (+1 bonus to Reflex Defense), and can receive a second modification from the Tech Specialist feat.
Bonadan-Alloy Armor Template

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

**Template Type:** Armor Templates

**Manufactured By:** Bonadan (Planet)

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

**Applicable To:** Any Armor that provides an Equipment bonus to Fortitude Defense

Although weapons are Illegal on the crowded world of Bonadan, armor crafted from a unique alloy created on the planet is second to none.

**Armor:** Bonadan-Alloy Armor provides Damage Reduction 2 against Slashing damage, but any Equipment bonus to Fortitude Defense provided by the Armor is reduced by one (to a minimum of +0).
Bufon Taire

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

*Affiliations: The Fringe*

A large man with a badly scarred face and one eye that is bereft of pigment, the chief bartender of the Outlander Club makes for an imposing sight. Bufon Taire has been working with club owner Volven Roxe for years, and is trusted to oversee drink service throughout the club. The Outlander Club has a rough clientele, attracted to the gaming tables and galactically broadcast sporting events, and Taire has been called upon to help break up many a barroom brawl when an upset costs enough patrons their savings.

Taire was working at the Outlander Club the night Jedi Kenobi and Skywalker came in pursuing a wanted criminal; Taire served the elder Jedi a drink just minutes before he caused a scene, severing the arm of another patron.

## Bufon Taire Statistics (CL 2)

Medium Human Nonheroic 6

**Dark Side Score:** 4

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

**Languages:** Basic

### Defenses

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

Hit Points: 36, Damage Threshold: 12

### Offense

**Speed:** 6 Squares

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

**Ranged:** By Weapon +5

**Base Attack Bonus:** +4, **Grapple:** +6; Knock Heads

**Special Actions:** Conditioning

### Base Stats

**Abilities:** Strength 14, Dexterity 12, Constitution 15, Intelligence 11, Wisdom 12, Charisma 10

**Feats:** Conditioning, Knock Heads, Multi-Grab, Skill Training (Gather Information), Skill Training (Knowledge (Galactic Lore)), Skill Training (Perception), Toughness

**Skills:** Gather Information +8, Initiative +9, Knowledge (Galactic Lore) +8, Perception +9

**Possessions:** Comlink (Short-Range), Datapad, Bartender's Tunic

### Heroic Traits

**Event (Scarred):** Bufon Taire was horribly scarred while in a fight in his past. As such, he always has Favorable Circumstances when attempting to Intimidate.
Bow

The Bow is a typical hunter's weapon on low-tech worlds, but it is also used for sport on high-tech planets. A primitive Bow and its arrows are made of wood and augmented with metal or stone, while more advanced versions tend to be made from durable, lightweight composite materials.

The wielder's Strength modifier applies to damage dealt with a Bow. A Bow only holds a single arrow at a time, but can be reloaded as a Free Action. A quiver of 10 arrows costs 20 credits, and weighs 0.8 kg.

**Weapon Type:** Simple Weapons (Ranged)

**Size:** Medium

**Cost:** 300

**Damage:** 1d6

**Rate of Fire:** Single-Shot

**Weight:** 1.4 Kilograms

**Type:** Piercing
Boarding The Starworm (WaR)

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

*Main Page: Wreck and Ruin*

*Preceded by Finding The* Starworm

The wreckage of The *Starworm* is drifting toward the Geonosis System, surrounded by a "Cloud" of debris: the shattered husks of Starfighters, a few Battle Droids, and pieces of the battleship. The *Starworm* is also slowly spinning, requiring a DC 30 Pilot check to line up the airlock of the heroes' ship with one of the two airlocks in the aft section of the derelict. (Of course, the heroes can choose to take up a relatively stationary position and space-walk over in Space Suits.)

Amid all this wreckage are a handful of Battle Droids that were retrofitted with independent programming after the disastrous incident at the Battle of Naboo. They are still active after all this time, and if the heroes attempt to space-walk to the derelict, some of these Battle Droids spot them and take a few shots (at a -5 penalty for operating in Zero Gravity). For each round the heroes are moving between their ship and The *Starworm* (including on their way back), roll 1d20: on a result of 1-8, a Battle Droid has drifted within line of sight and takes a shot at a randomly determined hero.

Further, while the heroes' ship is within the debris field, the ship is continually pelted by chunks of debris- some large enough to cause problems. Roll on the following table once per round to see how large an object, if any, collides with the heroes' ship (see Collisions).

 9-14
 15-19
 20+

*Continued in Wreck of The* Starworm
Bridge Crew

*Reference Book: Star Wars Saga Edition Dawn of Defiance (A Reckoning of Wraiths)*

*Affiliations: General Units*

*This crew member looks exhausted and utterly frightened, but a steely determination is visible deep in his eyes.*

These five crewmembers represent the last of The *Resurgence's* Bridge Crew. They're tired and scared, but they trust Captain Verana to a fault. Each one is armed with a single Blaster Pistol. Though most are Human, one or two might be members of other Species at your option.

## Bridge Crew Statistics (CL 1)

Medium Nonheroic 5

**Initiative:** +3; **Senses:** Perception +2

**Languages:** Basic, Bocce, Mon Calamarian

### Defenses

Reflex Defense: 11 (Flat-Footed: 10), Fortitude Defense: 10, Will Defense: 10; Vehicular Combat

Hit Points: 12, Damage Threshold: 10

### Offense

**Speed:** 6 Squares

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

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

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

### Base Stats

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

**Feats:** Skill Training (Knowledge (Physical Sciences)), Skill Training (Mechanics), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Galactic Lore) +9, Knowledge (Physical Sciences) +9, Mechanics +9, Pilot +8, Use Computer +9

**Possessions:** Blaster Pistol, Uniform
Armored Space Suit

This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.

**Type:** Heavy Armor

**Cost:** 12,000

**Bonus to Reflex Defense:** +9

**Bonus to Fortitude Defense:** +3

**Maximum Dexterity Bonus:** +1

**Weight:** 35 Kilograms

**Availability:** Restricted
Boring Machine

*Boring Machine data created by Wikia user LilLiteralist*

Suited for digging through hard rock, these machines are used in mining operations all over the galaxy to dig tunnels in rock or extract precious resources from underground.

Boring Machines are airtight with their own environmental systems, which allows them to be used in asteroid mining as well.

## Boring Machine (CL 5)

Large Ground Vehicle (Tracked Vehicle)

**Initiative:** +4; **Senses:** Perception +5

### Defenses

Reflex Defense: 15 (Flat-Footed: 15), Fortitude Defense: 21; +6 Armor

Hit Points: 90; Damage Reduction: 10; Damage Threshold: 26

### Offense

**Speed:** 4 Squares (Character Scale), 1 Square (Burrowing); (Maximum Velocity 40 km/h)

**Melee:** Drill +3 (See Below)

**Melee:** Claw (2) +3 (See Below)

**Fighting Space:** 2x2 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +21

**Special Actions:** Battlefield Effects

### Abilities

Strength: 32, Dexterity: 10, Constitution: -, Intelligence: 16

**Skills:** Initiative +4, Mechanics +5, Perception +5, Pilot +4, Use Computer +5

### Ship Statistics

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

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

**Availability:** Licensed; **Cost:** 14,000
Blessing of Uuru

*Blessing of Uuru Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

The water goddess seems to have blessed your arid land with remarkable fertility.

**Prerequisite:** Weequay

**Effect:** You may use your Endurance modifier in place of your Knowledge (Life Sciences) modifier when you Determine Farm Plot or Farm for Credit Crops.
Bonus Class Talents

*Bonus Class Talent rules created by TheSagaContinues user richterbelmont10.*

*See also: House Rules*

At Character Creation, the player can choose from a list of these Talents which have been hand-picked because they are weak Talents that no one usually picks. The purpose of this rule is to grant players the ability to add a little spice and variety to their characters without significantly affecting the general capability of the character and making them overpowered. This also encourages the use of some talents which are otherwise overlooked.

The player chooses their **Bonus Class Talent** for the relevant Heroic Class from this list at character creation. For example, if he has created a Noble, he would choose a **Noble Bonus Class Talent**. To choose a Force Bonus Class Talent, the PC must have Force Sensitivity. Some Talents have prerequisites, which would have to be fulfilled at level 1 before selecting the Talent.
Burglary

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

*See also: Job Generator*

Burglary missions involve breaking into a location, stealing something of value, and then selling it. Like Espionage jobs, the trick is to get in, get the goods, and get out without attracting significant attention, a task made considerably more difficult because the goods are physical rather than electronic.

The following section provides guidelines on creating Burglary missions at various challenge levels:

* **Heroes' Pay:** Adventure CL x 450 credits
* **Target (Easy):** Easily portable items, computers, datpads, small art objects.
* **Target (Moderate):** Cumbersome items, such as furniture, statues, large weapons, or a large number of items.
* **Complication (Medium):** Witnesses (Nonheroic 1); heroes must make Medium Stealth checks to avoid Notice.
* **Complication (Moderate):** Secured accommodations require a Medium Gather Information check to locate and a Moderate Mechanics check to breach.
* **Complication (Moderate):** Security team (6 Soldiers, CL = Adventure CL, armed with Blaster Rifles and Stun Grenades).
* **Complication (Hard):** High security accommodations require a Moderate Gather Information check to locate and a Hard Mechanics check to breach.
Blaster Recharge Interface

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

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

**Cost:** 300

**Weight:** 1 Kilogram

**Availability:** Licensed

This Hand accessory enables a Droid to recharge a standard Power Pack for it's master. As a Swift Action, the Droid can plug in and transfer energy to the Power Pack. Recharging a Power Pack depletes energy from the Droid. For each recharge, the Droid loses Hit Points equal to one of the blaster's damage-dice type. Thus, a Droid recharging a Power Pack for a Heavy Blaster Pistol (3d8) takes 8 points of damage (since the die type is d8).
C-Wing Ugly Fighter

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

The C-Wing, also known as the Corellian/B-Wing Ugly, is a typical example of a Starfighter built from pieces found floating about after a major Starship battle. Though the exact configurations of C-Wings vary, they are essentially a YT-series light freighter cockpit bolted on to a B-Wing's main fuselage.

These Uglies originally came about because The New Republic determined that if a B-Wing's battle damage included its complex gyrating cockpit section, it was cheaper to build a new Starfighter than to repair the complicated mechanism. Thus, many B-Wings with that damage were left behind at battle sites. The C-Wing design gets around this problem by taking out the rotating component entirely, and turning the B-Wing fuselage sidewise in normal flight.

The big freighter cockpit gives the fighter room for a Pilot and Gunner, as well as two passengers. Though passenger seats normally sit empty, the C-Wing could be used as a short range armed shuttle. The spacious accommodations (by Starfighter standards) also allow a C-Wing to go on longer-range missions than normal, in relative comfort. In fact, if a C-Wing were to sacrifice firepower for a sensor suite, it might make a fair scout fighter.

## C-Wing Ugly Fighter Statistics (CL 8)

Gargantuan Starfighter (Unreliable)

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

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 23; +7 Armor

Hit Points: 100; Damage Reduction: 10; Shield Rating: 30; Damage Threshold: 43

### Offense

**Speed:** Fly 8 Squares (Character Scale), Fly 2 Squares (Starship Scale); (Maximum Velocity 650 km/h)

**Ranged:** Laser Cannon, Assault +5 (See Below)

**Ranged:** Light Ion Cannons +3 (See Below)

**Ranged:** Proton Torpedoes +3 (See Below)

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

**Base Attack Bonus:** +0; **Grapple:** +28

**Attack Options:** Autofire (Light Ion Cannons)

### Abilities

Strength: 36, Dexterity: 13, Constitution: -, Intelligence: 16

**Skills:** Initiative +1, Mechanics +5, Perception +5, Pilot +1, Use Computer +5

### Ship Statistics

**Crew:** 2 (Normal Crew Quality); **Passengers:** 2

**Cargo:** 450 Kilograms; **Consumables:** 2 Weeks; **Carried Craft:** None

**Payload:** 8 Proton Torpedoes

**Hyperdrive:** Class 2

**Availability:** Restricted; **Cost:** 110,000

### Weapon Systems

#### **Light Ion Cannons (Gunner)**

**Attack Bonus:** +3 (-2 Autofire), **Damage:** 4d10x2 (Ion)

#### **Proton Torpedoes** **(Gunner)**

**Attack Bonus:** +3, **Damage:** 10d10x2, 4-Square Splash
Bo'tous Toxin

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*See also: Hazards, Poisons*

Bo'tous are tiny mite-like creatures that infest the lungs of living organisms, laying billions of eggs in the lung tissue of their host. The eggs hatch rapidly, destroying the lungs and generally killing their host. When used under proper conditions, Bo'tous Toxin is a subtle and effective weapon by a carefully conditioned assassin.

A single Bo'tous in the lungs will not kill the victim, but it will lay millions of eggs that remain dormant until freed from the host- usually by a forceful and deliberate exhalation (a Standard Action). Once in the atmosphere, the eggs hatch and the tiny creatures looking for new hosts. The host must consciously release the Bo'tous, though in some cases, unwitting victims are brainwashed into releasing it after receiving a particular visual or verbal cue.

Skilled (willing) hosts are capable of producing three successful exhalations (or charges) of toxin, whereas unskilled (unwilling/brainwashed) hosts can only produce one successful exhalation.

## Bo'tous Toxin Statistics (CL 12)

**Keywords:** Inhaled, Poison

**Trigger:** A creature is within 2 squares of a Bo'tous Host who releases their Toxin.

**Attack:** +15 vs Fortitude Defense

**Damage:** 3d6 (-1 step on the Condition Track; Half Damage on Miss)

**Recurrence:** Each round at the start of the target's turn, until the Bo'tous Toxin is treated.

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

* **Endurance (DC 10):** The character holds his or her breath for 1 round, reducing the Bo'tous Toxin's attack roll by 10. Each round the character holds his or her breath in this manner, the check DC increases by 2.
* **Treat Injury (DC 35; Requires Medical Kit):** The character treats the Bo'tous Toxin.
Bossk, Bounty Hunter

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

*Affiliations: The Bounty Hunters' Guild*

The son of Cradossk, head of The Bounty Hunters' Guild, Bossk is a savage Trandoshan hunter who has already begun gaining valuable experience alternately working with, and competing for hunts against, the likes of Jango Fett, Aurra Sing, Zam Wesell, and others on worlds like Esselles, Kuat, and Balmorra. By the time of the Battle of Geonosis, Bossk is already a respected pilot and bounty hunter by his peers, if still a bit green.

Bossk eventually takes over a faction of the the splintered Bounty Hunters' Guild, spending most of his time working out of Tatooine for Lady Valarian or Jabba the Hutt; though he also conducts guild business from *Hound's Tooth*, which routinely patrols the Kashyyyk System on the hunt for free Wookiees.

## Bossk, Bounty Hunter Statistics (CL 6)

Medium Trandoshan Scout 4/Soldier 2

**Destiny Points:** 5; **Force Points:** 8; **Dark Side Score:** 4

**Initiative:** +10; **Senses:** Darkvision, Perception +4

**Languages:** Basic, Dosh

### Defenses

Reflex Defense: 22 (Flat-Footed: 19), Fortitude Defense: 22, Will Defense: 17; Dive for Cover, Vehicular Combat

Hit Points: 67; Damage Threshold: 22; Limb Regeneration, Regenerative Healing, Shake It Off

### Offense

**Speed:** 6 Squares; **Expert Tracker**

**Melee:** Unarmed +8 (1d4+6)

**Ranged:** Micro Grenade Launcher +7 (2d6+3 (Stun), 2-Square Burst)

**Base Attack Bonus:** +5, **Grapple:** +8

**Attack Options:** Forceful Blast, Targeted Area

**Special Actions:** **Commanding Presence**

**Species Traits (Trandoshan):** Darkvision, Limb Regeneration, Natural Armor (+1), Bonus Feat (Toughness)

### Base Stats

**Abilities:** Strength 16, Dexterity 14, Constitution 15, Intelligence 12, Wisdom 13, Charisma 10

**Talents:** **Acute Senses**, **Commanding Presence**, **Expert Tracker**

**Feats:** Armor Proficiency (Light), Dive for Cover, Forceful Blast, Regenerative Healing, Shake It Off, Targeted Area, Thick Skin, Toughness, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Initiative +10, Jump +11, Pilot +10, Survival +9, Use Computer +9

**Possessions:** Flight Suit (+1 Fortitude), Micro Grenade Launcher with Stun Grenade (10), Comlink (Short-Range)

### Heroic Traits

**Organization Score (The Bounty Hunters' Guild):** 9

**Destiny (Champion):** It is Bossk's Destiny to champion The Bounty Hunters' Guild, a fact he held dear from the moment of his birth.
Burba of Strekk

*Homebrew Reference Book: Geonosis and the Outer Rim Worlds (Converted by Wikia user Darthauthor)*

*Affiliations: The Fringe*

Burba is a proud flatstender of the Tract, skimming over the monotonous expanse 36 hours of every day in a battered speeder, searching for damaged squares, lost supplicants, or schinga carcasses. Although young, Burba is an able scout and will report or apprehend anyone who violates that sanctity of the Tract by traversing it without proper sacraments.

## Burba of Strekk Statistics (CL 4)

Medium Swokes Swokes Scout 4

**Force Points:** 4

**Initiative:** +2; **Senses:** Perception +9

**Languages:** Basic, Swoken

### Defenses

Reflex Defense: 16 (Flat-Footed: 16), Fortitude Defense: 19, Will Defense: 16 (21 vs Persuasion)

Hit Points: 47, Damage Threshold: 19; Extra Second Wind, Limb Regeneration, Shake It Off

### Offense

**Speed:** 6 Squares; **Expert Tracker**

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

**Ranged:** Heavy Blaster Pistol +3 (3d8+2)

**Base Attack Bonus:** +3, **Grapple:** +5

**Species Traits (Swokes Swokes):** Great Fortitude, Limb Regeneration, Repulsive Appearance

### Base Stats

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

**Talents:** **Acute Senses**, **Expert Tracker**

**Feats:** Extra Second Wind, Shake It Off, Skill Focus (Survival), Skill Training (Mechanics), Skill Training (Pilot), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Mechanics +6, Perception +9 (may reroll, must take second result), Pilot +7, Ride +7, Survival +14

**Possessions:** Heavy Blaster Pistol, Comlink (Short-Range), Landspeeder