recursal/Fanatic-Fandom huggingface dataset:
Added Power Couplings

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

**Starship Systems Type:** Starship Accessories

 +2
 +3

While some Starship’s Emplacement Points are limited by physical space, typically it is the power demands of additional systems that limit modifications to a craft. In order to keep ships within acceptable safety margins, most manufacturers install fewer power couplings than the generators are actually capable of accommodating. By installing additional power couplings, a Vehicle is able to tap into that otherwise unrealized potential. Added Power Couplings give a Vehicle a +1, +2, or +3 bonus to its total available Emplacement Points.
A-A5 Speeder Truck

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

The Speeder Truck is a common sight on numerous worlds, since it's the fastest and most economical way to carry tons of cargo. The Trast Heavy Transport A-A5 Speeder Truck is a typical example of dozens of different heavy cargo speeder designs. It is found on numerous different worlds throughout the Clone Wars, the rise of the New Order, and the Galactic Civil War.

The A-A5 was designed for hard duty on rough worlds, and as such it was covered in heavy armor plates to protect it (and its cargo) from harsh environmental conditions. Its three-person crew cabin makes it perfect for long runs over several days, allowing the crew to drive constantly by sleeping in shifts (two small bunks fold out of the cabin's back wall). Its internal cargo capacity is an impressive 25 tons, and its interior cargo bays have more fold-out benches, allowing the Vehicle to carry twenty-five people securely.

A number of groups, especially militias and insurgents, use A-A5 Speeder Trucks as simple troop transports, depending on their armor and range to move infantry into the thick of battle. Although it serves reasonably well in this capacity, and requires no modifications that would cause it to stick out during an Imperial customs inspection, the A-A5 is not truly tough enough for frontline military duty. Much of its toughness is a result of its size, and though an A-A5 might well survive an attack by infantry troops or even those on AT-RTs, if it faced a similarly sized military vessel (such as an AT-AT), the A-A5 would be destroyed in moments.

## A-A5 Speeder Truck Statistics (CL 5)

Colossal Ground Vehicle (Speeder)

**Initiative:** -3; **Senses:** Perception +5

### Defenses

Reflex Defense: 15 (Flat-Footed: 13), Fortitude Defense: 19; +13 Armor

Hit Points: 100; Damage Reduction: 15; Damage Threshold: 69

### Offense

**Speed:** 8 Squares (Character Scale); (Maximum Velocity 160 km/h)

**Fighting Space:** 6x14 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +29

**Special Actions:** Battlefield Effects

### Abilities

Strength: 28, Dexterity: 14, Constitution: -, Intelligence: 14

**Skills:** Initiative -3, Mechanics +5, Perception +5, Pilot -3, Use Computer +5

### Ship Statistics

**Crew:** 3 (Normal Crew Quality); **Passengers:** 25

**Cargo:** 25 Tons; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 30,500 (8,000 Used)
ABC Scrambler

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

**Equipment Type:** Survival Gear

**Cost:** 3000

**Weight:**3 Kilograms

This device is used to ward off missile attacks. Commonly used by bounty hunters against other bounty hunters, the ABC Scrambler is worn on the belt or attached to a suit of Armor and emits false audio, biological, and chemical signals to confuse missile guidance systems. A character with an ABC Scrambler gains a +5 deflection bonus to their Reflex Defense against Grenade Launchers, Micro Grenade Launchers, and Missile Launchers.
AT-HE

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

The AT-HE was developed in response to Separatist mine-laying tactics that were reducing the effectiveness of the low-crawling AT-TE. The taller legs decreased the odds of setting off mines, and even when set off, often the blast would only consume the leg, leaving the vehicle main body full of troops intact. The AT-HE was used on Felucia and many other worlds during the Outer Rim Sieges toward the end of the Clone Wars.

### Capabilities

The AT-HE is a tall walker able to tower above enemies and rain down heavy laser barrages. The four Heavy Laser Cannons deal an impressive amount of damage, able to break through most enemy armored vehicle hulls or blast doors. In order to deploy troops, the AT-HE must either let them deploy via fast-rope or jetpack, or lay prone for four full rounds (AT-HE becomes Immobile and Helpless, and loses the effects of a Tall Walker).

## AT-HE Statistics (CL 11)

Gargantuan Ground Vehicle (Walker)

**Initiative:** +2; **Senses:** Perception +6

### Defenses

Reflex Defense: 19 (Flat-Footed: 18), Fortitude Defense: 26; +11 Armor, Tall Walker, Vehicular Combat

Hit Points: 200; Damage Reduction: 15; Damage Threshold: 46

### Offense

**Speed:** 4 Squares; (Maximum Velocity 60 km/h)

**Ranged:** Heavy Laser Cannons (4) +4 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +33

**Special Actions:** Battlefield Effects

### Abilities

Strength: 42, Dexterity: 12, Constitution: -, Intelligence: 14

**Skills:** Initiative +2, Mechanics +6, Perception +6, Pilot +2, Use Computer +6

### Ship Statistics

**Crew:** 6 (Skilled Crew Quality); **Passengers:** 20 (Troops)

**Cargo:** 200 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Military; **Cost:** 220,000 (160,000 Used)

**Emplacement Points:** 1
AT-CT

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

For large-scale construction projects on distant worlds, many Imperial engineers have adapted the AT-ST frame to produce a Vehicle capable of assisting in the construction of new facilities. Using advanced Tractor Beam technology, these All-Terrain Construction Transports (as the variant is commonly known) can lift, manipulate, and move unattended objects at range, effectively allowing them to place girders, crates, and other pieces of heavy equipment exactly where construction crews need them.

In order to maintain this fine level of control over the Tractor Beams, all other weapons and extraneous systems had to be stripped out of the Walker, leaving it unarmed. AT-CT pilots quickly learned to defend themselves against attacks, using the Vehicle's Tractor Beams to hurl objects at their targets.

If an AT-CT has successfully Grabbed an object with its Tractor Beam, it can move the object up to 10 squares in any direction (instead of being limited to bringing the object closer). Additionally, an AT-CT can hurl a Grabbed object at another target within 10 squares, making a ranged attack roll using the Tractor Beam's attack bonus. If the attack roll exceeds the target's Reflex Defense, the target takes damage based on the size of the object being hurled (See Falling Objects).

## AT-CT Statistics (CL 10)

Huge Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 23; +4 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Damage Threshold: 43

### Offense

**Speed:** 6 Squares; (Maximum Velocity 90 km/h)

**Ranged:** Tractor Beam +8 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +5; **Grapple:** +28

**Special Actions:** Battlefield Effects

### Abilities

Strength: 36, Dexterity: 14, Constitution: -, Intelligence: 16

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

### Ship Statistics

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

**Cargo:** None; **Consumables:** 2 Days; **Carried Craft:** None

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

### Weapon Systems

#### **Tractor Beam (Copilot)**

**Attack Bonus:** +8, **Damage:** - (Grapple +28)
Aboard the Flagship (TBoDR)

*Reference Book: Star Wars Saga Edition Web Enhancements*

*Main Page: The Betrayal of Darth Revan*

*Preceded by Part 2: Engaging the Sith*

Once the heroes have landed, they will need to move quickly. Although the hangar currently has no ships present, it does have a sensors array and a set of automated defenses consisting of three heavy repeating blasters mounted on the ceiling that will activate as soon as the computer recognizes the new arrivals as enemies. At least one of the heroes will need to make his way to the console on the wall and shut down the landing bay's sensors and security systems. Treat the computer system as having an Intelligence of 15 and a Will Defense of 18. As soon as the heroes signal that the sensors and security systems are shut down, the boarding party's shuttle will land and disembark.

Bastila informs the heroes that they need to clear the way for her and her group to reach the bridge. The heroes will need to make their way through the ship to Security Command (SecCom) and order all security teams aftward. As soon as this is done, they are to update Bastila with their progress and make their way back to the hangar to prep the ships for their return flight to the Republic fleet.

## Flagship Advance

The corridors of the ship are mostly deserted, mainly due to the combat situation in which the ship is currently engaged. The heroes should find avoiding most of the crew to be quite easy. Deckplans of the ship are found at major intersections that will aid the heroes in plotting their course to avoid potential hazards and reach SecCom quickly.

If time permits and especially if shutting down the hangar's sensors and security systems took longer than they hoped for, the heroes can play through "Repelling the Repellers" below. If time is running short for the session, this encounter may be omitted. Regardless of whether the encounter takes place or not, the heroes receive no other resistance reaching SecCom.
Aayla Secura

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

*Affiliations: The Jedi, The Galactic Republic*

Discovered by Jedi Master Tholme and his apprentice Quinlan Vos, Aayla Secura is rescued from certain death at the hands of a Hutt's Wampa guard on Ryloth. Quinlan, sensing her sensitivity to The Force, convinces his master to take her back to Coruscant for testing, Accepted into The Jedi Order, Aayla grows to become highly skilled with a Lightsaber, mastering the **Ataru** style many years earlier than expected. After overcoming amazing challenges; including a period of memory loss, rescuing Vos on Ord Mantell, and freeing Tholme from the clutches of The Morgukai- Aayla's deeds convince the High Council to promote her to Jedi Knight.

After participating in the Battle of Geonosis. Aayla becomes a general in the Grand Army of the Republic, taking command of the 327th Star Corps. She fights alongside her troops in various battles during the Clone Wars, including the Battle of Kamino, the Siege of Saleucami, and the Battle of Hypori, where she faces off against General Grievous and almost dies at the cyborg's hands.

## Aayla Secura Statistics (CL 11)

Medium Twi'lek Jedi 8/Jedi Knight 3

**Force Points:** 6; **Dark Side Score:** 2

**Initiative:** +13; **Senses:** Improved Sense Surroundings, Low-Light Vision, Perception +12

**Languages:** Basic, Huttese, Nautolan, Ryl

### Defenses

Reflex Defense: 26 (Flat-Footed: 23), Fortitude Defense: 26, Will Defense: 25; **Acrobatic Recovery**, **Deflect**, Mobility

Hit Points: 96, Damage Threshold: 26

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +14 (1d4+5)

**Melee:** Lightsaber +16 (2d8+11)

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

**Melee:** Lightsaber +6 (2d8+8) and Lightsaber +6 (2d8+8) and Lightsaber +6 (2d8+8) with Double Attack

**Ranged:** By Weapon +14

**Base Attack Bonus:** +11, **Grapple:** +14

**Attack Options:** Acrobatic Strike, **Ataru**, Double Attack (Lightsabers), Weapon Finesse

**Special Actions:** **Force Haze**, **Redirect Shot**

**Force Power Suite (Use the Force +13):** *Force Thrust*, *Mind Trick*, *Surge*

**Force Techniques:** Force Point Recovery, Improved Sense Surroundings

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

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 14, Charisma 17

**Talents:** **Acrobatic Recovery**, **Ataru**, **Clear Mind**, **Deflect**, **Force Haze**, **Redirect Shot**

**Feats:** Acrobatic Strike, Dodge, Double Attack (Lightsabers), Dual Weapon Mastery I, Force Sensitivity, Force Training, Mobility, Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +13, Initiative +13, Perception +12, Use the Force +13 (may reroll to Sense Force, must take second result)

**Possessions:** Lightsaber (2, Self-Built), Twi'lek Jedi Uniform
A-24 Sleuth Scout Ship

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

The Incom A-24 Sleuth is a highly maneuverable Scout Ship with excellent sublight speed. Despite being older than more popular scout ship models, the sleuth became Mol Hedron's choice for spying on the fledgling New Republic. Most of the time, The New Republic never even knew he was there. On the rare occasion when they did discover his presence, he was able to complete transmission and jump away.

The modified Sleuth Scout Ship contains a high-powered transmitter capable of sending a nearly undetectable signal by tight beam. Intercepting these signals is extremely difficult. Even if intercepted, the signal is often coded and requires deciphering.

## A-24 Sleuth Scout Ship Statistics (CL 10)

Gargantuan Starfighter

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 12), Fortitude Defense: 25; +7 Armor, Vehicular Combat

Hit Points: 110; Damage Reduction: 10; Shield Rating: 15; Damage Threshold: 45

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 1,000 km/h)

**Ranged:** Laser Cannons +7 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover** (Pilot), +5 **Cover** **Bonus** (Astromech Droid)

**Base Attack Bonus:** +2; **Grapple:** +32

### Abilities

Strength: 40, Dexterity: 18, Constitution: -, Intelligence: 16

**Skills:** Initiative +5, Mechanics +6 (+13\*), Perception +6, Pilot +5, Use Computer +6 (+13\*)

*\*If the ship has an Astromech Droid, use these Skill modifiers instead.*

### Ship Statistics

**Crew:** 1 plus Astromech Droid (Skilled Crew Quality) **Passengers:** 1

**Cargo:** 3 Tons; **Consumables:** 3 Months; **Carried Craft:** None

**Hyperdrive:** Class 1 (Backup Class 10), 10-Jump Memory (Astromech Droid)

**Availability:** Military; **Cost:** Not available for sale
22-B Nightfalcon Speeder Bike

*Reference Book: Star Wars Saga Edition Unknown Regions*

Appealing to civilians, racers, and the military, one of Ikas-Adno's most popular vehicles is the 22-B Nightfalcon Speeder Bike. Marketed as a fast and sturdy bike, the Nightfalcon can be seen throughout the galaxy in a wide variety of roles, including personal transport, racing bike, and scouting speeder.

Although not faster or stronger than Aratech's 74-Y Speeder Bike or 74-Z Speeder Bike, the 22-B Nightfalcon offers a combination of speed and strength that attracts the attention of both civilians and the military.

## 22-B Nightfalcon Speeder Bike Statistics (CL 2)

Large Ground Vehicle (Speeder)

**Initiative:** +15; **Senses:** Perception +5

### Defenses

Reflex Defense: 16 (Flat-Footed: 10), Fortitude Defense: 13; +1 Armor

Hit Points: 32; Damage Reduction: 5; Damage Threshold: 18

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 400 km/h)

**Ranged:** Laser Cannon +2 (See Below)

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

**Base Attack Bonus:** +0; **Grapple:** +11

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 16, Dexterity: 23, Constitution: -, Intelligence: 14

**Skills:** Initiative +15, Mechanics +5, Perception +5, Pilot +15, Use Computer +5

### Ship Statistics

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

**Cargo:** 4 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 6,250 (1,000 Used)

### Weapon Systems

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

**Attack Bonus:** +2 (-3 Autofire), **Damage:** 4d10
Admiral Varth

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Traitor's Gambit)*

*Affiliations: The Galactic Empire*

Admiral Varth is a slightly overweight man with close-cropped gray hair and a bushy mustache. He has clearly seen better days; his right eye is swollen and bruised, and a trail of dried blood stains the corner of his mouth.

If the heroes manage to free Varth, he is grateful but confused as to the identity of his rescuers. He expected to be freed by Bail Organa's staff, not by hired freelancers. However, he is willing to accept whatever stories the heroes tell him as long as they promise to get him out of the facility. Varth is eager to take the ruse to the next stage and pass on so-called vital secrets that will lure Organa and his agents into a trap.

Admiral Varth is fairly guarded about the specifics of his imprisonment. Unsure of who the heroes are, he doesn't want to reveal too much, but he confirms that he is a former Imperial Admiral who has been funneling information to "Interested third parties" for some time now. He says that he was captured a short while ago and is being held at the Felucian prison facility until the proper Imperial authorities can arrive to retrieve him.

Admiral Varth agrees to help the heroes escape from the facility, but he's not terribly interested in helping them fight. He can give them advice, but he is reluctant to pick up a blaster, even in his own defense. If pressed, he lends his aid, but in combat he usually provides the heroes with tactical assistance rather than shooting at anyone.

## Admiral Varth Statistics (CL 9)

Medium Human Nonheroic 4/Noble 3/Officer 5

**Dark Side Score:** 5

**Initiative:** +5; **Senses:** Perception +12

**Languages:** Basic, High Galactic

### Defenses

Reflex Defense: 20 (Flat-Footed: 20), Fortitude Defense: 19, Will Defense: 24; **Shift Defense I**, Vehicular Combat

Hit Points: 51, Damage Threshold: 24

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d4+4)

**Ranged:** By Weapon +9

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

**Special Actions:** **Assault Tactics**, **Born Leader**, Command Cover (+2), **Coordinate** (+1), Share Talent (**Assault Tactics**, **Shift Defense I**), **Trust**

### Base Stats

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

**Talents:** **Assault Tactics**, **Born Leader**, **Coordinate** (+1), **Shift Defense I**, **Trust**

**Feats:** Armor Proficiency (Light), Improved Damage Threshold, Improved Defenses, Skill Focus (Persuasion), Skill Training (Deception), Skill Training (Pilot), Toughness, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +13, Knowledge (Tactics) +12, Perception +12, Persuasion +18, Pilot +10

**Possessions:** Tattered Officer's Uniform
ARC Caster

*ARC Caster weapon created by Wikia user Jayjaxx123.*

The ARC Caster is a modified E-11 Blaster Rifle that when fired unleashed powerful electrical bolts, capable of destroying electronics and organics alike. They were used by both Phase 0 and Phase II Dark Troopers, as well as by Imperial Royal Guards.

The ARC Caster can be charged as either a Swift Action or Standard Action, allowing its electrical bolt to arc between multiple nearby targets. The weapon remains charged until fired and can only be discharged by firing. For every full minute it remains charged without firing, it moves -1 step down the Condition Track.

When a target is hit by a charged ARC Caster, in addition to the normal effects, a random target within 2 squares. That target suffers half damage if the attack exceeds its Fortitude Defense. If the ARC Caster was charged as a Standard Action, this process is repeated, even if the secondary target took no damage, jumping another 2 squares to a random target. The ARC Caster can never arc to its original target, its wielder, or a target it has already suffered its secondary effects.

ARC Casters are treated as Rifles for the purposes of determining weapon Range. An ARC Caster requires a Power Pack to operate. After 5 shots, the Power Pack must be replaced. You may not use any ability that consumes more than one shot (such as Autofire or Rapid Shot) in conjunction with an ARC Caster.

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

**Size:** Medium

**Cost:** 3,500

**Damage:** 3d8

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 5.5 Kilograms

**Type:** Energy

**Availability:** Military, Rare

**Special:** This weapon can only fire at targets at Point-Blank Range.
Advanced Education

*Advanced Education Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

Your people are known for their excellent education, despite their lack of technological advancement.

**Prerequisite:** Chagrian, **Exceptional Skill** (Knowledge (Any (Except Knowledge (Technology))))

**Effect:** Choose a Knowledge skill (except Knowledge (Technology)) for which you possess the **Exceptional Skill** Talent. Whenever you roll a Skill Check with that Skill, a result of 2-8 on the die is always treated as though you had rolled a 9.
AV-1S Scout Armor

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

A scaled-down version of the GTU AV-1C Combat Armor, the GTU AV-1S Scout Armor is lighter and allows for a greater degree of mobility, making it a favored suit for bounty hunters that rely on their speed and stealth to capture a mark.

The AV-1S is also Vacuum Sealed and includes a built-in Helmet Package, and a reduced-power repulsorlift system similar to the GTU AV-1C Combat Armor. This repulsorlift functions as a Jet Pack (following all the normal rules for the Jet Pack) except that it produces no noise, heat, or flames, but grants a Fly speed of only 4 squares instead of 6 squares.

Scout Armor is Powered Armor, giving it two free Upgrade Slots, and includes a built-in Glow Rod.

**Type:** Medium Armor

**Cost:** 15,000

**Bonus to Reflex Defense:** +7

**Bonus to Fortitude Defense:** +2

**Maximum Dexterity Bonus:** +2

**Weight:** 18 Kilograms

**Availability:** Military
AT-TE

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

Adapted from industrial security Vehicles built by Rothana Heavy Engineering, the All-Terrain Tactical Enforcer, or AT-TE is a formidable weapons platform capable of delivering an entire platoon of Clone Troopers to strategic points on the battlefield, then providing them with covering fire while they take up positions. A dorsal Rail Cannon enables the AT-TE to serve as mobile artillery, and an array of missile payloads allow it to be custom-armed to fit whatever purpose is necessary on the battlefield.

The AT-TE's six massive walker legs and low profile provide great stability, but this design also makes the Vehicle vulnerable to Mines and infantry equipped with Explosives, as none of the AT-TE's seven weapons covers the Vehicle's underside.

An unusual feature of the AT-TE is its magnetic grapplers, which enable it to scale even sheer cliffs. The rear passenger compartment is also equipped with a Medical Droid for stabilizing wounded troopers until they can be safely transported to the nearest Republic Mobile Surgical Unit.

## AT-TE Statistics (CL 12)

Gargantuan Ground Vehicle (Walker)

**Initiative:** +3; **Senses:** Perception +8

### Defenses

Reflex Defense: 14 (Flat-Footed: 14), Fortitude Defense: 26; +9 Armor, Vehicular Combat

Hit Points: 240; Damage Reduction: 15 (30 vs Ion); Damage Threshold: 46

### Offense

**Speed:** 4 Squares (Walking), 2 Squares (Climbing); (Maximum Velocity 60 km/h)

**Ranged:** Rail Cannon +7 (See Below)

**Ranged:** Medium Laser Cannons (6) +7 (See Below)

**Fighting Space:** 6x4 Squares (Character Scale); **Total Cover** (Crew), **+5 Crew Cover** (Rail Cannon Gunner)

**Base Attack Bonus:** +5; **Grapple:** +41

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 42, Dexterity: 10, Constitution: -, Intelligence: 14

**Skills:** Initiative +3, Mechanics +8, Perception +8, Pilot +3, Use Computer +8

### Ship Statistics

**Crew:** 7 (Expert Crew Quality); **Passengers:** 38

**Cargo:** 10 Tons; **Consumables:** 15 Days; **Carried Craft:** None

**Payload:** 48 Heavy Concussion Warheads

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

### Weapon Systems

#### **Medium Laser Cannon (Gunner)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 2d10x2
AT-AA

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

Built for surface-to-air defense, the All Terrain Anti-Aircraft suffers from an inability to fire at ground targets- a flaw later corrected by the addition of gun ports that allow the crew to fend off attacks by enemy infantry.

The standard AT-AA comes with an Anti-Aircraft Flak Pod, capable of punching through light metals (such as that found in Starfighters and Airspeeders); variant models replace the Flak Pod with Concussion Missile Launchers, making the AT-AA more effective against landing craft.

Sophisticated electronic countermeasures aboard the AT-AA make it harder for aircraft to target the Walker. It gains a +5 bonus to Reflex Defense against Missiles and Torpedoes.

## AT-AA Statistics (CL 10)

Colossal Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 14 (19 vs Missiles and Torpedoes)), Fortitude Defense: 27; +14 Armor

Hit Points: 210; Damage Reduction: 20; Damage Threshold: 77

### Offense

**Speed:** 4 Squares; (Maximum Velocity 60 km/h)

**Ranged:** Anti-Aircraft Flak Pod +2 (See Below)

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

**Fighting Space:** 6x12 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +41

**Special Actions:** Battlefield Effects

### Abilities

Strength: 44, Dexterity: 10, Constitution: -, Intelligence: 14

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

### Ship Statistics

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

**Cargo:** 250 Kilograms; **Consumables:** 3 Days; **Carried Craft:** None

**Payload:** 36 Light Concussion Missiles

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

### Weapon Systems

#### **Anti-Aircraft Flak Pod (Gunner)**

**Attack Bonus:** +2, **Damage:** 5d10x5, 2-Square Burst

#### **Light Concussion Missiles (Gunner)**

**Attack Bonus:** +2, **Damage:** 7d10x2, 2-Square Burst
Admin To-Do List

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## General Upkeep

1. Repair Broken Redirects (if any exist at the time.)
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## Major Projects

* Restructure General Equipment pages
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These links are intended for admin use within the wiki.

* AdminSpeciesGuide
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Acrobatic Dodge

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Feats*

When you react to an attack, your acrobatics training improves your mobility.

**Prerequisites:** Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics)

**Effect:** Once per encounter, as a Reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an Attack of Opportunity.

**Special:** You must be aware of the attacker to benefit from this Feat. You can use this Feat a second time during the encounter by spending a Force Point.
"Bantha" Rawk

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

*Affiliations: The Fringe*

Once a Jedi named Nat Skywalker who left The Jedi Order, "Bantha" Rawk is a chief mechanic at the Selonian shipyards in the Corellia System. A large, tough Human, Bantha is better known for his side business: creating custom weaponry for those with credits to spare. His handiwork is carried by some of the finest bounty hunters in the galaxy, and includes Cade Skywalker's distinctive Double-Barreled Blaster Carbine.

Bantha operates out of his own compound, called Rawk's Nest, on the planet of Iego. It's largely a family-run operation, and much like Bantha himself, his family is boisterous and opinionated. He is married to Droo, has a teenage daughter named Ahnah, a teenage son named Skeeto, and an adopted son named Micah. Rawk's clan is a match for local threats and can protect itself even from the likes of large criminal organizations such as Black Sun.

## "Bantha" Rawk (Nat Skywalker) Statistics (CL 8)

Medium Human Scoundrel 8

**Destiny Points:** 1; **Force Points:** 4

**Initiative:** +5; **Senses:** Perception +10

**Languages:** Basic, Bocce, Huttese

### Defenses

Reflex Defense: 21 (Flat-Footed: 20), Fortitude Defense: 19, Will Defense: 20

Hit Points: 51, Damage Threshold: 19

### Offense

**Speed:** 6 Squares

**Melee:** Vibroblade +8 (2d6+6)

**Ranged:** Blaster Carbine +7 (3d8+6)

**Ranged:** Blaster Carbine +7 (4d8+6) with Deadeye

**Ranged:** Blaster Pistol +7 (3d6+6)

**Ranged:** Blaster Pistol +7 (4d6+6) with Deadeye

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

**Attack Options:** Autofire (Blaster Carbine), Deadeye, Point-Blank Shot, Precise Shot, Rapid Shot

**Special Actions:** **Disruptive**, **Knack**, **Lucky Shot**, Tech Specialist, **Trace**

### Base Stats

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

**Talents:** **Disruptive**, **Knack**, **Lucky Shot**, **Trace**

**Feats:** Deadeye, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Mechanics), Tech Specialist, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Knowledge (Technology) +11, Mechanics +16, Perception +10, Persuasion +9, Pilot +10, Use Computer +11

**Possessions:** Blaster Carbine (Improved Damage), Blaster Pistol (Improved Damage), Comlink (Short-Range)
Advanced Vehicle Template

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

**Template Type:** Vehicle Templates

**Cost:** Advanced Vehicles are normally cutting-edge prototypes with project costs easily reaching millions of credits.

An Advanced Vehicle is on the cutting edge of technology, one that includes numerous new systems and improvements to old systems. Individual prototypes of new ship classes, specially modified private vessels for the rich and powerful, and special ships built by cultures that have particularly advanced technology are all represented by adding this template to standard Starships.

Advanced Vehicles are rarely a class of vessel. Even the most cutting-edge culture can't make more than a few of these vessels at a time. They require regular maintenance (taking 1 day and a DC 30 Mechanics check each week) or move -1 Persistent step on the Condition Track until missed Mechanics checks are made.

### Modifications

To create an Advanced Vehicle, make the following changes to an existing Starship:

* **Challenge Level (CL):** The CL of an Advanced Vehicle is 125% of its normal value (rounded up).
* **Shield Rating (SR):** Increase the ship's SR by an amount based on its size; Huge +5, Gargantuan +10, Colossal +20, Colossal (Frigate) +30, Colossal (Cruiser) +40, Colossal (Station) +50. If the base ship doesn't have Starship Shields normally, give it shields with a total SR of double the given bonus +10.
* **Hit Points:** Increase the ship's total Hit Points by 25% (rounded up).
* **Strength:** Increase the ship's Strength by the following bonus based on its size; Huge +2, Gargantuan +6, Colossal +10, Colossal (Frigate) +16, Colossal (Cruiser) +22, Colossal (Station) +36. Increase the ship's Fortitude Defense, Damage Threshold, and Grapple modifier to represent the new Strength modifier.
* **Dexterity:** Increase the Dexterity of Huge and Gargantuan Starships by 8, Colossal (Station) ships by 2, and all others by 4. Increase the ship's Initiative, Reflex Defense, and Pilot check modifier to represent the new Dexterity modifier.
* **Intelligence:** Increase the ship's Intelligence by 4. Increase your weapon attack bonuses to represent your new Intelligence modifier.
* **Weapon Systems:** Increase the damage dealt by all Weapon Systems by 1 die.
AEG-77 "Vigo" Gunship

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

A lightly armed but capable transport ship, the AEG-77 "Vigo" becomes the mainstay of Xizor Transport Systems, the transportation company Prince Xizor uses as a front for Black Sun shipments. Able to carry legitimate and illegal cargoes with equal ease, the AEG-77 attracts attention from pirates and competing organizations. After the loss of many vessels, Xizor Transport Systems upgrades the weaponry of its fleet. The AEG-77 Gunship version sacrifices much of its cargo space for 6 turrets- 4 upper and 2 lower- and better shielding.

The ship has three decks and multiple cargo areas. Its irregular floor plan enables Black Sun to install hidden cargo bays or compartments in different locations on its vessels.

## AEG-77 "Vigo" Gunship Statistics (CL 10)

Colossal Space Transport

**Initiative:** -2; **Senses:** Perception +6

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 26; +12 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 15; Shield Rating: 20\*; Damage Threshold: 76

*\*AEG-77 "Vigo" Transport: Shield Rating: 10*

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 800 km/h)

**Ranged:** Laser Cannons +6 (See Below)

**Ranged:** Light Laser Cannon\* (6) +4 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +38

**Attack Options:** Autofire (Laser Cannons, Light Laser Cannon\*), Fire-Link (Laser Cannons)

*\*AEG-77 "Vigo" Gunship*

### Abilities

Strength: 42, Dexterity: 14, Constitution: -, Intelligence: 14

**Skills:** Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer +6

### Ship Statistics

**Crew:** 8 (Skilled Crew Quality); **Passengers:** 6

**Cargo:** 25 Tons\*; **Consumables:** 1 Month; **Carried Craft:** None

**Hyperdrive:** Class 3 (Backup Class 15), Navicomputer

**Availability:** Licensed; **Cost:** 200,000 (75,000 Used)

*\*AEG-77 "Vigo" Transport: Cargo: 100 Tons*

### Weapon Systems

#### **Laser Cannons (Pilot)**

**Attack Bonus:** +6 (+1 Autofire), **Damage:** 4d10x2

#### **Light Laser Cannon (Gunner)\***

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 3d10x2

*\*AEG-77 "Vigo" Gunship*
A Round for All My Friends (LCaL)

*Last Call at Leatherback's Adventure Module created by Cory Herndon (Converted by Wikia user Darthauthor).*

*Main Page: Last Call at Leatherback's*

*Preceded by Drink Up*

The Rodian introduces himself as Falloon and makes an offer to the heroes: If they help him and his Droid, 9T-LOM, reach their ship on the other side of town, he will get them off-planet personally. If that's not payment enough for them, he offers them a thousand credits each once he arrives at his destination- that's the best he can do, as he has no money on him. He reminds them, however, that rides off of Sriluur are not easy to come by these days.

The Droids that the heroes saved begin to gather around, offering their gratitude. Many also want to know what they should do. The heroes might recommend that they hide, shut down, or even run out into the desert, but unfortunately, there is really little they can do. Passenger space is going to be far too precious to evacuate mechanicals, and it's probably only a matter of time before The Peace Brigade or their masters destroy the Droids.

At that very moment, a sonic boom pierces the sky, and a group- or perhaps a squadron- of what look like flying rocks the size of starfighters cuts across the greenish sky. They're followed by larger Yorik-trema landing craft. Falloon suggests that this would be a good time to run.

## Chazrach Attack

As Falloon shouts directions and stays close to his LOM-unit, the heroes wind their way through the city to the starport on the other side. As they cut down a street, maneuvering through a suddenly panicked (albeit thin) crowd, they are cut off by a landing craft that settles to the ground directly in from of them. To their horror, a fleshy, oval hatch opens and disgorges a squad of 12 reptilian troops. They're armed with small Amphistaffs and have large, bony, dome-like protrusions on top of their heads. They scream with blood curdling fury and charge en masse.

These are the Chazrach, or "Reptoids," as The New Republic calls them. They are nothing more or less than mindless killing machines. In battle, the Yuuzhan Vong use organic control vehicles to direct the Chazrach. While the control vehicle is present and operational, the Chazrach cannot retreat, surrender, or stop fighting. When the control vehicle is gone, however, the Chazrach go berserk, attacking anything in sight- including their Yuuzhan Vong masters and each other.

Chazrach are typically deployed in large squads to hunt down, flush out, or draw out their enemies. In battle against these killers, many overconfident Jedi guardians charge against what they think are weak shock troops- only to find more powerful foes waiting for them nearby.

Once the heroes plow through the Chazrach, Falloon points out his ship at the starport. It's about 300 meters ahead,down a long alley. He leads them down the darkened street to the ship and freedom. Any character with the appropriate Knowledge skill or Pilot can tell that Falloon's ship is very, very expensive. Just who is this Rodian, anyway? And what's so important about his LOM Droid?

*Continued in Closing Time*
AT-MI

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

The AT-MI, or Clone Personal Walker, was developed in response to the high price tag of the otherwise stalwart AT-PT. Mere months into the Clone Wars, the AT-MI saw wide production, and most commands had access to at least a single squad of the walkers. Of course, the AT-MI was not nearly as effective as the AT-PT, but still was able to wade into large groups of Battle Droid infantry and mow them down at little risk to the pilot.

Jedi General Echuu Shen-Jon was fond of the walkers, and used them extensively in his battles against Separatist General Sev'rance Tann during the early days of the Clone Wars. Years later, the AT-MI would be redesigned as the Imperial CAP-2 Captivator.

### Capabilities

The All Terrain Mechanized Infantry can do the job of an entire squad of standard Clone Troopers. The clone sits inside in full armor, able to quickly abandon the vehicle should it suffer extensive damage (DC 15 Dexterity check).

## AT-MI Statistics (CL 5)

Large Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 17 (Flat-Footed: 14), Fortitude Defense: 17; +5 Armor, Vehicular Combat

Hit Points: 80; Damage Reduction: 10; Damage Threshold: 27

### Offense

**Speed:** 6 Squares; (Maximum Velocity 75 km/h)

**Ranged:** Medium Blaster Cannon, Double +4 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +19

**Attack Options:** Autofire (Medium Blaster Cannon, Double)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 24, Dexterity: 16, Constitution: -, Intelligence: 12

**Skills:** Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6

### Ship Statistics

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

**Cargo:** 10 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Military; **Cost:** 38,000 (21,000 Used)

**Emplacement Points:** 0

### Weapon Systems

#### **Medium Blaster Cannon, Double (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 5d10x2
AT-RE

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

Also known as the Clone Scout Walker, the AT-RE was designed to be deployed by an LAAT/c Gunship to allow a single Clone Trooper to perform a detailed survey of a region of a planet prior to engaging in combat operations. The walker was designed specifically for recon on worlds with extreme atmospheric conditions, where the walker's weight and sealed environment allowed it to easily withstand harsh winds, toxic rains, and more. Further, the walker was common for missions on worlds with dangerous wildlife or hostile, primitive locals.

The vehicles saw limited use early in the Clone Wars under the command of Jedi General Echuu Shen-Jon, who used the AT-RE in an anti-armor role. Unfortunately, the walker proved inadequate against the various Tank Droids of the Separatists. A much more heavily armored version, the AT-RE/h, was created a few months into the Clone Wars, helping it match up better against Confederate Forces.

Unfortunately, the AT-RE never saw widespread use; its scouting role was performed much more efficiently by Airspeeders, and there were plenty of vehicles much better suited to perform as anti-armor platforms. The AT-RE/h variant did see use as a VIP transport on hostile planets, but even then kept an escort of AT-RTs or Speeder Bikes.

### Capabilities

The AT-RE has an extensive cargo area for a vehicle of its size, designed to bring back samples of note from scouted planets. The passenger seat can be removed with little effort (a Full-Round Action) to make room for an additional 250 kg of cargo. Conversely, the cargo space can be converted to hold an additional two passenger seats, which is often done in the case of the VIP variant of the AT-RE/h to accommodate an additional bodyguard and a personal aide.

## AT-RE Statistics (CL 8)

Huge Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 25; +6 Armor, Vehicular Combat

Hit Points: 140; Damage Reduction: 15; Damage Threshold: 35

### Offense

**Speed:** 6 Squares; (Maximum Velocity 75 km/h)

**Ranged:** Heavy Laser Cannon +6 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +27

**Special Actions:** Battlefield Effects

### Abilities

Strength: 40, Dexterity: 14, Constitution: -, Intelligence: 14

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

### Ship Statistics

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

**Cargo:** 500 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Military; **Cost:** 45,000 (28,000 Used)

**Emplacement Points:** 1
AT-RCT

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

The urban successor to the AT-ST, the All Terrain Riot Control Transport is designed for use in cities and other highly developed areas with large populations. Based on Vehicle designs dating back to the Clone Wars, the AT-RCT features an open cockpit, allowing the crew full 360-degree vision and the ability to fire personal weapons at targets approaching from lines of fire outside of the Vehicle's own fire arcs. Unfortunately, this also leaves the Pilot and Copilot open to attacks from the ground, though the AT-RCT's primary mission is crowd control and riot suppression, which usually means dealing with unruly (though not usually well-armed) mobs. Additionally, since the AT-RCT is used in support of ground troops, there is usually enough suppressing fire in the area to protect the crew.

The AT-RCT operates effectively in urban sprawls where the terrain is hindered by narrow alleys, winding streets, and uneven surfaces. With a more narrow front profile than the AT-ST, the AT-RCT can usually turn 180 degrees in a single spot, allowing it to get in and out of tight places where Speeders are impractical. Thanks to the insurgency of both The Galactic Alliance and The Fel Empire, the AT-RCT has seen greatly increased use on Imperial worlds throughout the galaxy.

## AT-RCT Statistics (CL 8)

Huge Ground Vehicle (Walker)

**Initiative:** +10; **Senses:** Perception +8

### Defenses

Reflex Defense: 16 (Flat-Footed: 12), Fortitude Defense: 20; +4 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Damage Threshold: 30

### Offense

**Speed:** 6 Squares; (Maximum Velocity 90 km/h)

**Ranged:** Medium Blaster Cannons, Double +9 (See Below)

**Ranged:** Suppression Cannons +7 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **+5 Crew Cover**

**Base Attack Bonus:** +5; **Grapple:** +25

**Attack Options:** Autofire (Medium Blaster Cannons, Double; Suppression Cannons)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 30, Dexterity: 18, Constitution: -, Intelligence: 14

**Skills:** Initiative +10, Mechanics +8, Perception +8, Pilot +10, Use Computer +8

### Ship Statistics

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

**Cargo:** None; **Consumables:** 2 Days; **Carried Craft:** None

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

### Weapon Systems

#### **Medium Blaster Cannons, Double (Pilot)**

**Attack Bonus:** +9 (+4 Autofire), **Damage:** 5d10x2

#### **Suppression Cannons (Copilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 4d10x2 (Stun, ignore standard 6-Square restrictions to Stun Attacks)
ACP Array Gun

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

The ACP Array Gun is often used by Trandoshan slavers in the years surrounding the Clone Wars. Each blast fires a spread of charged particles in a 6-Square Cone.

Make a single attack roll and compare it to the Reflex Defense of every target within this area (this is an Area Attack). A successful attack deals 3d6 points of Piercing damage to the target; if the attack misses, the target takes half damage instead.

A target with the **Evasion** talent takes half damage from a successful attack, and no damage if the attack misses. Additionally, if a successful attack is made on a target 2 squares away or less, the target moves -1 step down the Condition Track, even if their Damage Threshold has not been exceeded.

The ACP Array Gun takes clips containing "Shells," with each clip holding 8 Shells. Reloading an ACP Array Gun requires a Full-Round Action. Clips for the Array Gun cost 25 credits each.

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

**Size:** Medium

**Cost:** 1,500

**Damage:** 3d8

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 4.5 Kilograms

**Type:** Piercing

**Availability:** Restricted

**Special:** This is an Area Attack Weapon.