recursal/Fanatic-Fandom huggingface dataset:
Force Grip

**Make a Use the Force check:** If your result equals the target’ Fortitude Defense, the target takes damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power.
            *DC 15:* power activation, 2d6 points
            *DC 20:* 4d6 points
            *DC 25:* 6d6 points
      The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
      **Special:** You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the *Force grip* is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a *Force grip*, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.
      You can spend a Force Point to deal an additional 2d6 points of damage with your *Force grip*.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Forest Moon of Endor

**Climate:** Temperate

**Gravity:** Standard

**Moons:** —

**Length of Day:** 18 standard hours

**Length of Year:** 402 local days

**Sapient Species:** 95% Ewok (native), 4% Yuzzum (native), 1% other species

**Government:** None

**Capital:** None

**Major Exports:** None

**Major Imports:** None

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Ascension Gun

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Ascension Gun

**Pistol**
      *Galaxy at War*, page 37.      **Cost:** 1,200   **Weight:** 2kg   **Availability:** Military
      **Damage:** 3d8   **Stun:** Yes   **Type:** Energy  **Mode(s)** SingleThe ascension gun is a heavy blaster pistol with a special synthrope tether and grappling-dart launcher attached. As a swift action, you can switch the weapon from blaster mode to ascension mode. When fired in ascension mode, the weapon shoots a grappling dart attached to the synthrople, tethering the weapon to the target. If the tether is projected vertically, the ascension gun can pull the wielder upward at a speed of 12 squares per round, with a maximum vertical left capacity of roughly 720kg. An ascension gun can also be used to create a zipline to a target surface after the synthrope has been secured to a fixed object at the shooter’s location. The zipline allows the wielder to slide along the line at a speeed of 12 squares per round if the destination has a lower elevation. In ascension mode, the gun has a maximum range of 30 squares (45 meters).
      In blaster mode, an ascension gun functions like a normal heavy blaster pistol. Ascension guns are somewhat bulkier than other weapons of the same size category, imposing a −5 penalty to Stealth checks made to conceal the weapon.
      An ascension gun requires a power pack to operate. After 50 shots, the power pack must be replaced. Additionally, the ascension gun carries only teo lengths of synthrope; after 2 uses, the syntherope must be replaced.
      **Inaccurate Weapon:** This weapon cannot fire at targets at long range.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Acklay

**Allies and Opponents**   Nonheroic Codex   Beast Codex

The most dangerous predator native to Geonosis is the savage acklay, a monstrous arthropod with an armored exoskeleton and slashing foreclaws.

#### Acklay             (CL 10)

      *Saga Edition Core Rules*, page 275.
Huge beast 11

**Initiative:** +9; **Senses:** Perception +10

**Defenses:** Fort 19, Ref 15 (flat-footed 15), Will 10

**Hit Points:** 148; **Damage Threshold:** 29

**Immune:** mild, moderate, and severe radiation

**Speed:** 8 squares

**Melee:** 2 claws +11\* (1d8+18) or

**Melee:** bite +11\* (2d6+18)

**Fighting Space:** 3×3; **Reach:** 2 squares

**Base Attack:** +8; **Grapple:** 26

**Abilities:** Cha 11, Con 29, Dex 9, Int 2, Str 27, Wis 11

**Feats:** Cleave, Power Attack, Skill Training (Initiative, Perception)

**Skills:** Climb +18, Initiative +9, Perception +10

*\* Includes 5 points of Power Attack*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Amphistaff

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#### Amphistaff

   **Exotic Weapon**
      *Saga Edition Core Rules*, page 121.      **Cost:** —   **Weight:** 2kg   **Availability:** Rare
      **Damage:** Special   **Stun:** —   **Type:** See belowAn Amphistaff is a serpentine creature genetically engineered by the Yuuzhan Vong to serve as a weapon. The amphistaff can become as rigid as stone or as flexible as rope, and it can contract the muscles around its head and tail to form razor-sharp edges.
      The amphistaff has three distinct weapon forms: quarterstaff, spear, or whip. Switching from one weapon form to another takes a swift action.
      **Quarterstaf Form:** A rigid amphistaff has all the qualities of a Quarterstaff.
      **Spear Form:** A rigid amphistaff can be wielded or thrown as a Spear. The spear’s head is poisonous: If the target takes damage and the attack roll equals or exceeds its Fortitude Defense, the target moves &#87221 persistent step on the condition track.
      **Can be thrown.**
      **Whip Form:** A flixible amphistaff has a reach of 2 squares. The whip’s tail deals 1d4 points of piercing damage (plus the wielder’s Strength modifier) and is poisonous: If the target takes damage and the attack roll equals or exceeds its Fortitude Defense, the target moves &#87221 persistent step on the condition track. Instead of dealing damage with the whip, the wielder may use it to pin or trip the target (see Grapple) as though he was using the Pin or Trip feat; the wielder must be proficient with the amphistaff but doesn’t need to have the Pin or Trip feat to use this feature of the weapon.
      In any of its weapon forms, an amphistaff may be coaxed by its wielder to spit venom up to 10 squares away (a standard action). If this ranged attack hits both the target&rsuo;s Reflex Defense and Fortitude Defense, the target moves −1 persistent step on the condition track. An amphistaff can only spit venom once every standard 24 hours.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Armor Proficiency

**Benefit:** When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’ special equipment bonuses (if any).
      **Normal:** A character who wears light armor with which she is not proficient takes a −2 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump. Stealth, and Swim. Additionally, the character gains none of the armor’ special equipment bonuses.

### Armor Proficiency (medium)

      *Saga Edition Core Rules*, page 82.
You are proficient with medium armor and can wear it without impediment.
      This feat is a bonus feat for the Scout and Soldier classes.
      **Benefit:** When you wear medium armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’ special equipment bonuses (if any).
      **Normal:** A character who wears medium armor with which she is not proficient takes a −5 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump. Stealth, and Swim. Additionally, the character gains none of the armor’ special equipment bonuses.

### Armor Proficiency (heavy)

      *Saga Edition Core Rules*, page 82.
You are proficient with heavy armor and can wear it without impediment.
      This feat is a bonus feat for the Scout and Soldier classes.
      **Benefit:** When you wear heavy armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’ special equipment bonuses (if any).
      **Normal:** A character who wears heavy armor with which she is not proficient takes a −10 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump. Stealth, and Swim. Additionally, the character gains none of the armor’ special equipment bonuses.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Ground Vehicles

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**Vehicle Codex**   **Ground Vehicles**   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates

### Speeders

Ground-based repulsor vehicles, collectively known as landspeeders, are common on planets throughout the galaxy. They are used widely by military forces, civilian authorities, businesses, and private citizens. Most families own at least one landspeeder, particularly on planets with scant urbanization and little public transportation. Landspeeders are propelled by repulsorlifts, although some racing and military models use ion engines for greater top-end speed.

### Speeder Bikes

These small, fast personal transports appeal to teenagers looking for thrills, military forces that require effective scout vehicles, and law enforcers needing swift pursuit craft. Speeder bike races are popular in the Core systems, where they are viewed as more refined than the extremely dangerous Podraces. Still, speeder bikes emphasize speed and maneuverability over safety and protection.

### Walkers

Most walkers are used as armored assault vehicles. Their sheer size and strength enable them to carry more armor and weapons than a similarly sized repulsorlift vehicle, and they can step over smaller obstacles.

### Weapon Emplacements

**Vehicle Codex**   **Ground Vehicles**   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ 1.0 1.1 1.2 1.3 1.4 This vehicle is also a droid.
2. ↑ This is a waterbound vehicle.
3. ↑ External source: Star Wars: The Roleplaying Game, 2nd Edition
4. ↑ 4.0 4.1 The Tsmeu‑6 can convert from a wheeled vehicle to a walker.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Farseeing

*Saga Edition Core Rules*, page 96.
You gain a vague, momentary impression of events happening around a particular being in some distant place.
      **Time:** Full-round action.
      **Target:** One creature you know or have met before.
      **Make a Use the Force check:** If your result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and cannot use this Force power against the same target for 24 hours. If your check result equals the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force power.
      **Special:** If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 6 squares of it.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Bounty Hunter (npc)

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Bounty hunters track and recover sentient beings to bring them to “justice”—even if that’s little more than a Hutt’s personal vendetta. Before the Empire, most bounty hunters were members of a galaxy-wide guild that worked openly, taking contracts to hunt down criminals for various atuhorities. During the Emperor’s reign, the guild fragmented, leaving a large number of independent operatives. Though they occasionally band together to tackle particularly difficult targets, most of the time they work alone, vying against each other to collect the largest rewards. Bounty hunters differ from assassins in they they usually seek to capture their targets, not kill them.

#### Bounty Hunter             (CL 7)

      *Saga Edition Core Rules*, page 283.
Medium Human nonheroic 4 / Scout 3 / Bounty Hunter 3 NPC

**Initiative:** +13; **Senses:** low-light vision; Perception +14

**Languages:** Basic

**Defenses:** Fort 20, Ref 23 (flat-footed 217), Will 18

**Hit Points:** 64; **Damage Threshold:** 20

**Speed:** 4 squares

**Melee:** vibrobayonet +10 (2d6+7) or

**Melee:** vibrobayonet +10 (3d6+7) with Mighty Swing

**Ranged:** blaster carbine +11 (3d8+3) or

**Ranged:** blaster carbine +9 (4d8+3) with Rapid Shot or

**Ranged:** stun grenade +9 (4d6+3 stun, 2-square burst)

**Base Attack:** +8; **Grapple:** 11

**Attack Options:** Hunter’s Mark, Mighty Swing, Rapid Shot

**Special Actions:** familiar foe +1, Hunter’s Target, Point Blank Shot, Precise ShotH

**Abilities:** Cha 10, Con 14, Dex 16, Int 8, Str 15, Wis 14

**Talents:** Acute Senses, Expert Tracker, Hunter’Mark, Hunter’Target

**Feats:** Armor Proficiency (light, medium), Mighty Swing, Point Blank Shot, Precise ShotH, Rapid Strike, Weapon Proficiency (adv. melee, pistols, rifles, simple)

**Skills:** Perception +14H, Survival+12

**Possessions:** blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, comlink (encrypted), utility belt with medpac

*H Human bonus feat or trained skill*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Dark Side Marauder

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Though the Jedi are the most powerful Force-users in the galaxy, they are by no means the only ones. Dark side marauders are Force-sensitive individuals consumed with rage, hatred, or an insatiable hunger for personal power.

#### Dark Side Marauder             (CL 4)

      *Saga Edition Core Rules*, page 284.
Medium Human Soldier 4 NPC

**Initiative:** +7; **Senses:** Perception +4

**Languages:** Basic

**Defenses:** Fort 19, Ref 19 (flat-footed 19), Will 16

**Hit Points:** 50; **Damage Threshold:** 24

**Speed:** 4 squares

**Melee:** vibro-ax +7 (2d10+10) or

**Melee:** vibro-ax +7 (3d10+10) with Mighty Swing

**Ranged:** hold-out blaster +4 (3d4+2)

**Base Attack:** +4; **Grapple:** 7

**Attack Options:** Mighty Swing

**Special Actions:** Indomitable

**Force Powers (known)** (Use the Force +8): *dark rage(2), surge*

**Abilities:** Cha 12, Con 13, Dex 10, Int 8, Str 16, Wis 14

**Talents:** Indomitable, Weapon Specialization (adv. melee)

**Feats:** Armor Proficiency (light, medium), Force Sensitivity, Force Training, Improved Damage ThresholdH, Mighty Swing, Weapon Proficiency (adv. melee, pistols, rifles, simple)

**Skills:** Endurance +8H, Initiative +7, Use the Force +8

**Possessions:** battle armor (+8 armor, +2 equipment), vibro-ax, hold-out blaster, comlink, 100 credits

*H Human bonus feat or trained skill*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Bryar Weapons

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Bryar weapons have the distinct ability to overcharge their shots, thereby increasing the damage dealt.As a swift action, you can prime a Bryar pistol or rifle for a built-up shot. If you make no attacks with the Bryar pistol or rifle before the start of your next turn, the next attack you make before the end of the encounter deals +1 die of damage and consumes 5 shots. You may not use any ability that consumes more than one shot (such as autofire or Rapid Shot) in conjunction with a primed shot.
#### Bryar Pistol

**Pistol**
      *Force Unleashed*, page 98.      **Cost:** 1,350   **Weight:** 3kg   **Availability:** Licensed
      **Damage:** 3d4   **Stun:** —   **Type:** Energy  **Mode(s)** Single, AutofireA Bryar pistol is a cut-down version of a Bryar rifle (see below). Though it has less range than the rifle (using standard pistol ranges) and deals slightly less damage, the Bryar pistol is actually more manageable and accurate at short ranges than the rifle version.
      A Bryar pistol requires a power pack to operate. After 100 shots, the power pack must be recharged.
      **Accurate Weapon:** This weapon takes no penalty when firing at targets at short range.
#### Bryar Rifle

**Rifle**
      *Force Unleashed*, page 98.      **Cost:** 1,350   **Weight:** 2.2kg   **Availability:** Licensed
      **Damage:** 3d8   **Stun:** —   **Type:** Energy  **Mode(s)** SingleA Bryar rifle is a large blaster rifle with a heftier firing chamber than on standard designs. Heavy and less accurate than most blaster rifles, the Bryar rifle makes up for its shortcomings by being able to charge up an overpowered blaster shot, allowing it to hit with much more power than typical weapons its size.
      A Bryar rifle requires a power pack to operate. After 50 shots, the power pack must be recharged.
      **Inaccurate Weapon:** This weapon cannot fire at targets at long range.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Ghuughs Snack Shack

Overview Hierarchy Shop Log

> "*Good food comes from love, no amount of machinery nor money can compete with an honest cook and a chopping block. You want food with love, you come to the Snack Shack, so pucker up them lips for some fine dining.*"
>
> **- Ghuugh Bolordax**
>
>

Below is all of the tasty and noteworthy menu items and butchers works of the Snack Shack owned by the ever charming Ghuugh Bolordax. Within his shop you will find Agatropian wonders lining the walls, such as great leaders and signatures of other Agatropian businessmen that stay on the homeworld. On his menu you will find a diverse range of treats to be had, drinks all the way from the Marric Union, to meals from Aratacia, and back to his homeworld where all clans come from and go where the best and most tasty culturally important treats are found.

As well as multiple physical franchises, delivery ships and entertainers for parties, there is an extranet website that will show the menus of different franchises on different worlds. Currently in the works, two different franchises are being set up and each have their own customary foods as it pertains to different cultures.

## History

### Founding

Sometime in the Clans of Torkac in early 22 NAC, an up-and-coming businessman birthed the earliest version of Ghuughs Snack Shack, a small restaurant business known for its homemade and gourmet food. It was given notoriety by selling its food on the planet of Vigila, with its founder there in person taking orders and getting down in the nitty gritty with his employees. By the time the Snack Shack had become popular, it had already begun orienting itself in the direction of a franchising company.

     In 23 NAC at the Vigilian Games, Ghuugh Bolordax made his company renown by attending the games and as his wealth grew he found it prudent to get into the dirt of franchising to spread the Snack Shack legacy. He helped initiate the first franchise with the aid of Evgeniya Kiseleva, head of the Krizovian Astroindustrial Charter Corporation. He was a visionary who viewed his company as in its earliest stages of development, and has made great strides towards expanding his vision. He has on occurance made deals with outside influences to further his own future legacy, such as coercing his government to give him ownership of a garden world. His funding into Agatropian programs to help shift galactic views on his species has solidified the necessity of the overarching government back in the Clans of Torkac.

Late into the month of Priphos of 23 NAC, Ghuugh Bolordax made plans for the first subsidiary of the Snack Shack to further its gains. The Bolordax Brewing Company is what has become of the plans, only needing someone to take charge of it as Mr. Bolordax can no longer do much himself in terms of being everywhere.
Ackbar Slash

*Starships of the Galaxy*, page 24.
A starship tactic made famous by the Mon Calamari Admiral Ackbar, the *Acbar slash* involves a ship moving into the midst of enemy forces in order to cause an opponent to strike its own allies.
      **Time:** Reaction
      **Target:** One adjacent opponent.
      **Make a Pilot check:** When you are the target of an attack made by an adjacent opponent that misses, you may activate this maneuver. The results of the Pilot check are as follows:
            *DC 20:* The missed attack is instead redirected to a different adjacent opponent of your choice. Compare the original attack roll to the Reflex Defense of the new target; if the attack roll exceeds the target’s Reflex Defense, resolve damage as normal.
            *DC 25:* As DC 20, but add a +1 circumstance bonus to the redirected attack roll.
            *DC 30:* As DC 20, but add a +2 circumstance bonus to the redirected attack roll.
            *DC 35:* As DC 20, but add a +5 circumstance bonus to the redirected attack roll.

      **Special:** The new target of the redirected attack may not in turn use the *Ackbar slash* maneuver to redirect that attack.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Charging Fire

*Saga Edition Core Rules*, page 82.
You are able to make ranged attacks while charging.
      This feat is a bonus feat for the Soldier class.
      **Prerequisites:** BAB +4.
      **Benefit:** When you charge, you may make a ranged attack instead of a melee attack at the end of your movement. Unlike a normal charge, your momentum does not help overcome your target, so you gain no bonus on your attack roll. As with a normal charge, you still take a −2 penalty to your Reflex Defense.
      **Normal:** You can make a single melee attack with a +2 bonus on your attack roll at the end of a charge.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Galactic Empire (disambiguation)

The are multiple references to the Galactic Empire. While technically there was only one Empire, the significance of the Empire as a galactic power wained after the Battle of Endor and did not gain back its prominence until Darth Krayt became emperor.

* Galactic Empire (Dark Times) <- Palpatine’s rule.
* Galactic Empire (Legacy Era) <- Darth Krayt’s rule.
Clone Trooper Commander

**Allies and Opponents**   Nonheroic Codex   Beast Codex

To counter the threat of the Trade Federation’s droid armies, the Republic deploys an army of cloned warriors. The clone’s creators, the Kaminoans, concieve the clones from a single genetic blueprint (that of the Bounty Hunter Jango Fett, making a few alterations to ensure the trooper’ rapid maturation and unwavering obedience. The true loyalty of the clone troopers is revealed at the end of the Clone Wars, when Darth Sidious issues Order 66 and turns the clones against the Jedi order.
      Although identical in appearance, clone troopers have different levels of training, which accounts for their varying levels of ability. Clone toopers can’t be bribed, blackmailed, or seduced. Any such attempt automatically fails.

#### Clone Trooper Commander             (CL 2)

      *Saga Edition Core Rules*, page 282.
Medium Human nonheroic 6 / Soldier 2 / Officer 1 NPC

**Initiative:** +4; **Senses:** low-light vision; Perception +11

**Languages:** Basic, High Galactic

**Defenses:** Fort 17, Ref 18 (flat-footed 18), Will 17

**Hit Points:** 30; **Damage Threshold:** 17

**Speed:** 6 squares

**Melee:** unarmed +7 (1d4+1)

**Ranged:** heavy blaster rifle +8 (3d10+1) or

**Ranged:** frag grenade +7 (4d6+1, 2-square burst) or

**Ranged:** ion grenade +7 (4d6+1 ion, 2-square burst)

**Base Attack:** +7; **Grapple:** 7

**Attack Options:** autofire (heavy blaster rifle)

**Special Actions:** Assault Tactics, Battle Analysis, Coordinated Attack, Vehicular Combat

**Abilities:** Cha 12, Con 10, Dex 10, Int 13, Str 11, Wis 10

**Feats:** Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Skill Training (Perception, Pilot) Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

**Skills:** Endurance +9, Knowledge (tactics)+10, Perception +11, Persuasion +11, Pilot +11

**Possessions:** clone trooper armort (+6 armor, +2 equipment), heavy blaster rifle, frag grenade, ion grenade, comlink (encrypted, long-range [minaturized], holo capability), utility belt with medpac

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Hardlight Blades

**Hardlight blades** are a form of  **Ult-Tech** which is relatively common in the Aegis Cluster. Hardlight blades leverage a type of exotic matter formed by freezing photons in place in a matrix-like pattern which allows for extremely intricate and precise projected constructs. Hardlight blades use this technology in order to create blade edges and tips which are only a few atoms thick, meaning that they can cut through just about anything at the molecular level.

Hardlight blades come in many shapes and sizes, ranging from small daggers to two-handed longswords to enormous zweihanders. However, they require a metallic blade projector which is delicate when the blade is turned off, requiring that the sword be kept in a sheath. When turned on, the photonic blade hums powerfully and the wielder can feel the energy coursing through it. The blades can be any number of different colors as desired by the wielder.

Hardlight blades cut through everything except hardlight, which makes hardlight blades a highly effective anti-armor weapon. Hardlight is also repelled by energy shielding, although the interaction is explosive and depletes the shield.

## Partial hardlight blades

Partial hardlight blades are very common and are frequently used by mass armies. These types of weapons only project hardlight at the edge of the blade, economizing on power. These types of blades can be powered using regular batteries which can be depleted, or they can utilize minor empyrean power crystals which last forever and are decently common. However, partial hardlight blades are vulnerable to having their projectors cut when parrying another hardlight blade.

That is why other hardlight blades use full hardlight blades, where the hardlight fully engulfs and protects the projector. These kinds of blades are more power-intensive and require rarer and more powerful empyrean power crystals, with the power and energy requirements scaling with the size of the blade. That is why in many cultures full hardlight longswords are most often the weapons of the elite and the wealthy.

## Notable hardlight blades

* [Reforged Oriksul, Blade of the Ascendancy]
* [Dominion]
* [Gyéndramist, the Last Light]
* [Tahuenata, the Verdant Blade]
* [Wild Dances]
* [Trollhunter]

## Gallery

Tahuenata, a Muaran hardlight longsword.Gwahndrathalzar, a hardlight kilij owned by Umbyrvraxa.Wild Dances, a Rakniki hardlight shashka.Trollhunter, a Varstek hardlight battleaxe.
Evasive Action

This maneuver allows a starship to slip free of close pursuit, escaping from a dogfight more easily.
      **Time:** Move action.
      **Target:** You.
      **Make a Pilot check:** the result of the Pilot check determines the effect, if any:
            *DC 15:* You immediately attempt to disengage from the dogfight (no action required). You gain a +2 bonus on your opposed Pilot check to disengage.
            *DC 20:* As DC 15, except the bonus on your Pilot check is +5.
            *DC 25:* As DC 15, except the bonus on your Pilot check is +10.
            *DC 30:* As DC 15, except the bonus on your Pilot check is +20.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Class Talents

A talent is a special feature that either gives your character a new capability or improves a current one. Unlike feats which are more general and available to any character so long as the prerequisites are met, talents are tuned to your class. For example, both a soldier and a Jedi could learn Martial Arts but a soldier is not able to learn Lightsaber Combat unless they take a level in the Jedi class. Likewise a Jedi cannot learn to be a Commando without a level in the soldier class.
      Listed below are all the class talent trees in *Star Wars™ Saga Edition*. While more than a few talents of a given tree may have come from different books, only the book in which the talent tree was first introduced will be linked. If you follow a link to a talent tree, the individual talents will have links to their reference sources.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Acrobatic Strike

*Saga Edition Core Rules*, page 82.
Your Dexterous maneuvers and skilled acrobatics allow you to slip past a foe’s defenses and deliver an accurate strike against him.
      This feat is a bonus feat for the Jedi class.
      **Prerequisite:** Acrobatics (Trained).
      **Benefit:** If you succeed in tumbling to avoid an attack of opportunity, you gain a +2 competence bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Aurial Blaster

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Aurial Blaster

**Exotic Weapon**
      *Knights of the Old Republic*, page 67.      **Cost:** 2,500   **Weight:** 1kg   **Availability:** Restricted
      **Damage:** 3d8   **Stun:** —   **Type:** Energy (sonic)  **Mode(s)** SingleDesigned by a weapons manufacturer called Systech, this weapon is awkward and difficult to wiled without special training. Shaped like a pistol with auxiliary sonic emitters attached to either side of the barrel, the aurial blaster can deafen a target with a successful hit. When a target is struck by an aurial blaster, if the attack roll beats the target’s Fortitude Defense the target takes a−5 penalty on all Perception checks made until the end of the attacker’s next turn. An aurial blaster is treated as a pistol for the puropse of determining range.
      An aurial blaster requires a power pack. After 50 shots, the power pack must be replaced.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Dark Rage

**Make a Use the Force check:** You gain a rage bonus on melee attack rolls until the end of your turn.
            *DC 15:* power activation, +2 rage bonus
            *DC 20:* +4 rage bonus
            *DC 25:* +6 rage bonus
      **Special:** While consumed by rage, you cannot use skills or perform tasks that require patience or concentration.
      You can spend a Force Point to extend the duration of your dark rage until the end of the encounter.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Darkstick

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Darkstick

**Exotic Weapon**
      *Galaxy at War*, page 36.      **Cost:** 165   **Weight:** 1.5kg   **Availability:** Rare
      **Damage:** 1d6   **Stun:** —   **Type:** SlashingThe darkstick is a curved blade developed by the Kerestian species. Difficult to master, the weapon is deadly in the hands of a proficient wielder. Although they vary in size, a typical darkstick is about 20 cintimeters long with a handle designed to be gripped between the large knuckles of a Kerestian. Masters of the darkstick can hold two or even three of the blades in each hand, greatly increasing the damage they deal. Darksticks are named for the Kerestian belief of the Great Darkness that awaits all souls.
      Later versions of the darkstick also incorporate special webs of light-absorbing cells, which shroud the wielder in darkness. Attacks from enemies who are immediately adjacent treat the wielder as if they were in total concealment. Creatures or characters with darkvision ifnore this penalty. The darkstick wielder must be able to see in the dark or take the penalty as well.
      Any character proficient in the use of the darkstick can hold more than one in one hand, as Kerestians do. Wen wielding multiple darksticks in one hand, you are considered to be wielding only one weapon, but you increase the damage dice for the darkstick from 1d6 to 2d8. (The damage remains 2d8 for any number of darksticks ove two.)
      A darkstick can be thrown. If your attack exceeds the target’s Reflex Defense by 5 or more, the darkstick also returns to your hand immediately after the attack.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Illarian Empire/Navy

The **Imperial Navy** as it's colloquially called consists primarily of the **Imperial Flotilla of Illaria** and its subordinate organization, the **Illarian Merchant Flotilla**; it is also joined with organizations such as the **Illarian Etherguard** which have more civilian trappings. These organizations, together, present a massive and byzantine body which in various (a near countless number in-fact) forms have served to protect Illaria well in excess of fourteen thousand years.

It is primarily organized into several fleets, built around the concept of a heavily armored core, which is supported by a fast carrier/pinnace skirmish line to complete its objectives. This same skirmish force also serves as the main extension of Illaria's galactic presence in Selten, being able to project power across near inconceivable distances.

## Imperial Flotilla of Illaria

### Ship Designs

#### Strike Craft and Shuttles

Munitions Loadout Codes

(IS): Close Defense Role
(MTB): Torpedo Role
(ROR): SEAD Role
Quad Numerical Classification System

First Two Numbers: Procurement Series
Second Two Numbers: Frame Type
00: Multirole Fighter
10: Interceptor
20: Bomber
25: Stealth Bomber
30: Pinnace
Manufacturer Codes

BA: Illariana Astronautics
VM: Vescina Manufactory

### Imperial Battle Fleets

**Imperial Battle Squadrons** fall under the direct purview of the **Imperial Flotilla of Illaria**, and act as the primary forward core of the Illarian fleet in Grand Battle.

### Imperial Strike Squadrons

**Imperial Strike Squadrons** are the mobile/skirmishing element of the Imperial Flotilla, and fall under the subordinate **Illarian Merchant Flotilla** in most circumstances. While utilized in Grand Battle just as the Imperial Battle Fleets, in peacetime they also serve trade protection roles against heavy piracy, and as a means to generally forward Illarian interests abroad in quick fashion.

### Etherlane Supervisories

Click here to access fleet pages.
**Etherlane Supervisories** are the organizational bodies assigned to rendering aid along etherlanes Illaria has constructed, and combatting light pirate activity. The responsibility of the **Illarian Etherguard**, these maintain full law-enforcement capability and have the power to perform arrests.