recursal/Fanatic-Fandom huggingface dataset:
Anticipation Talent Tree

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

You have studied the ways of your enemies and have learned how to read the actions and thoughts of others. You can predict what they will do, and you gain advantage over them by anticipating their every move.

#### **Anticipate Movement**

Once per round, as a Reaction to an enemy within your line of sight moving, you can enable one ally within your line of sight to move up to his or her speed as a Free Action.

#### **Forewarn Allies**

All allies within 12 squares of you gain a +2 insight bonus on attack rolls and damage rolls for Attacks of Opportunity.

#### **Get Down**

As a Reaction, when an ally is targeted by a ranged attack, you can enable that ally to drop Prone immediately (imposing the normal -5 penalty for a ranged attack against a Prone target to the triggering attack roll) as a Free Action.

#### **Heavy Fire Zone**

*Prerequisite*: **Forewarn Allies**

Once per turn, as a Swift Action, designate a 3x3 square area within your line of sight. Until the end of your next turn, if a target moves into that area you can enable one ally within your line of sight to make an Attack of Opportunity against that target. The ally you choose must be armed with a Weapon capable of making Attacks of Opportunity, and this counts toward the ally's normal limitations for Attacks of Opportunity made in a round.

#### **Summon Aid**

*Prerequisite*: **Get Down**

Once per round, as a Reaction, when an enemy moves adjacent to you, you can enable one ally within your line of sight to immediately make a Charge attack against the triggering enemy. The ally you choose must be able to Charge the enemy from his or her current square under normal Charge rules.
Amani Rebel Honor Guard

*Amani Rebel Honor Guard character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Rebel Alliance*

The guerilla nature of The Rebel Alliance minimizes the use of ceremonial uniforms and personnel. However, there are occasions when pomp and formality are either required by protocol or desired by Alliance leaders and soldiers alike: medal ceremonies, formal visits to high-ranking officials, and bereavement traditions, to name a few.

The first Rebel Honor Guards are survivors of Alderaan, and they adapt their Alderaanian dress uniforms for their new role. Trained as bodyguards, they are the protectors of the Alliance leadership at formal occasions. Though Honor Guards are not trained to the same level of ability or fanaticism as The Royal Guard, they are professional, loyal protectors. Honor Guard personnel are regularly rotated back into standard Rebel units. There they share their new training with other unit members, which increases the likelihood that a few Honor Guards are available in any given sector.

However, the primary reason for the personnel rotation is that Mon Mothma knows the dangers of keeping an elite unit too close to the Alliance's leadership. By rotating the troops, she hopes to prevent the Honor Guards from becoming too loyal to any single leader, and to prevent them from developing a sense of elitism.

## Amani Rebel Honor Guard Statistics (CL 5)

Medium Amani Nonheroic 6/Soldier 3

**Force Points:** 4

**Initiative:** +11; **Senses:** Perception +4

**Languages:** Amanese

### Defenses

Reflex Defense: 17 (Flat-Footed: 14), Fortitude Defense: 17, Will Defense: 13

Hit Points: 41, Damage Threshold: 22

### Offense

**Speed:** 6 Squares; Acceleration

**Melee:** Unarmed +9 (1d6+3)

**Melee:** Ceremonial Staff +9 (1d6+3)

**Melee:** Ceremonial Staff -1 (1d6+3) and Ceremonial Staff -1 (1d6+3)

**Ranged:** Blaster Pistol +9 (3d6+1)

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

**Base Attack Bonus:** +7, **Grapple:** +9

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

**Special Actions:** **Harm's Way**

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

### Base Stats

**Abilities:** Strength 14, Dexterity 14, Constitution 12, Intelligence 8, Wisdom 10, Charisma 8

**Talents:** **Armored Defense**, **Harm's Way**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Improved Damage Threshold, Martial Arts I, Point-Blank Shot, Precise Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11

**Possessions:** Blast Helmet and Vest (+2 Reflex), Blaster Pistol, Ceremonial Staff, Comlink (Short-Range), Ceremonial Uniform
Amit Noloff

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

A leader amongst the castaways on Iego, Amit Noloff strongly believes in the curse of the Ghost of Drol that prevents anyone from leaving Iego. Eight months into the Clone Wars, Anakin Skywalker and Obi-Wan Kenobi come to the world to obtain the Reeksa root. Amit warned them not to attempt to leave, but the Jedi defied him, and prove his belief system wrong.

His galaxy-view shaken, Amit goes into seclusion, only briefly making his presence felt around those who chose to remain on Iego when HELIOS-3D takes over many Droids and creates another impassable barrier. Of course, the Jedi make quick work of that as well, sending Amit back into isolation.
Anticoncussion Fields

*Homebrew Reference Book: Corporate Sector Sourcebook*

**Starship Systems Type:** Starship Accessories

Anticoncussion Fields are umbrella-shaped magnetic fields; they work by absorbing kinetic energy. When an object hits the Anticoncussion Fields, the field compresses inward, spreading the energy along the rest of the magnetic field. Likewise, the force of a blast is spread along the magnetic focusers to neutralize the force of the blast. The fields use an enormous amount of energy, but provide outstanding protection.

Anticoncussion Fields increase a Starship's Shield Rating against Collisions. Light Anticoncussion Fields increase the Starship's SR by 50%, Medium Anticoncussion Fields by 75%, and Heavy Anticoncussion Fields by 100%. For example, a Starship with SR 30 would increase its Shield Rating to SR 45 against Collisions.

Anticoncussion Fields require both Starship Shields and Auxiliary Generators to function. Light Anticoncussion Fields require Auxiliary Generators (+2), Medium Anticoncussion Fields require Auxiliary Generators (+4), and Heavy Anticoncussion Fields require Auxiliary Generators (+6).
Advozse Military Guard Squad

*Advozse Military Guard Squad character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

*If you've seen one Stormtrooper, you've seen them all. But it's probably better if you don't see all the Stormtroopers in Prak City- because this squad is the thin edge of the wedge.*

The basic guard unit of the Empire on Prakith, Military Guards see that order is kept in the Work Zone while construction is going on. They are seen frequently during daylight hours, when a show of force in front of the workers can have the most visual impact.

## Advozse Military Guard Squad Statistics (CL 16)

Large Advozse (Squad) Nonheroic 9/Soldier 6/Elite Trooper 5

**Force Points:** 3; **Dark Side Score:** 12

**Initiative:** +13; **Senses** Low-Light Vision, Perception +19

**Languages:** Advb, Basic

### Defense

Reflex Defense: 31 (Flat-Footed 27), Fortitude Defense: 32, Will Defense: 24

Hit Points: 310, Damage Reduction: 2, Damage Threshold: 47

**Immune:** Squad Traits

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +24 (1d8+8, Area Attack)

**Melee:** Stun Baton +24 (2d6+8 (Stun), Area Attack)

**Ranged:** Blaster Rifle +26 (3d8+9, 1-Square Splash)

**Ranged:** Blaster Rifle +24 (4d8+9, 1-Square Splash) with Rapid Shot

**Fighting Space:** 2x2 Squares; **Reach:** 1 Square

**Base Attack Bonus:** +17; **Grapple:** +20

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

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

**Species Traits (Advozse):** Heightened Awareness, Low-Light Vision, Natural Armor (+1)

### Base Stats

**Abilities:** Strength 16, Dexterity 16, Constitution 18, Intelligence 10, Wisdom 14, Charisma 10

**Talents:** **Armored Defense**, **Devastating Attack (Rifles)**, **Greater Weapon Focus (Rifles)**, **Greater Weapon Specialization (Rifles)**, **Improved Armored Defense**, **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Improved Damage Threshold, Improved Defenses, Martial Arts I, Martial Arts II, Point-Blank Shot, Precise Shot, Rapid Shot, Sniper, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +19 (may reroll, must take second result)

**Possessions:** Military Guard Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Stun Baton
Appendages

*See also: Droids, Droid Systems*

The types of Appendages a Droid has determines how well it is able to touch, hold, lift, carry, push, pull, or place objects. A limb that isn't used for Locomotion or balance has one of the following types of Appendages: Probe, Instrument, Tool, Claw, or Hand.

Droids can use their Appendages to make Unarmed attacks. The damage dealt by an Unarmed attack depends on the Droid's size and the type of Appendage. The table below lists the base Unarmed damage; remember to apply the Droid's Strength modifier to this base damage. A Droid can have any number of Appendages, but this does not increase the number of actions or attacks the Droid can make in a round.

## Appendages List

The below lists all Appendages found within the *Star Wars Saga Edition* system.
Anti-Boarding Systems

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

**Starship Systems Type:**Defense Systems

**Emplacement Points:**5

**Availability:**Restricted

**Size Restriction:**Colossal or Larger

**Cost:**20000 (Base)

Anti-Boarding Systems are a series of cameras, blast doors, and weapons placed throughout a Starship, assisting the ship's crew in combating unwanted visitors without directly exposing themselves. Each Anti-Boarding System checkpoint (a CL 4 Hazard when active) includes the following:

* **Light Blast Door:** DR 10, 250 HP, Damage Threshold 35, Strength 40, Break DC 60, Mechanics DC 25 to Disable Device.
* **Security Camera:** Allows any authorized user to make Perception checks into the area (even when sealed).
* **Blaster Rifle Turret:** Reflex Defense 10, DR 10, 20 HP, Attack +5, 3d8 Energy damage, Autofire capable.

All vital locations (Bridge/cockpit, main engineering, gunnery stations, airlocks, docking rings, and so forth) have a security checkpoint at each entrance. In addition, each section of corridor at least 10 squares long and each room at least 4 squares in size will also have a security checkpoint. Normally, the system is programmed to recognize new crew members as friendly so they won't be attacked. (Passengers are not always so fortunate.)

Although Anti-Boarding Systems are normally controlled by the ship's System Operator, any character with administrator access (that is, to whom the ship's computer has an Attitude of Helpful) can activate or deactivate the system as a routine command. As with other computers, the Will Defense of a Starship's computer is 15 + the Starship's Intelligence bonus, but its default starting Attitude is Hostile (instead of Unfriendly) while the Anti-Boarding Systems are active.

Because Starships are rarely boarded before they have been disabled or voluntarily powered down, Anti-Boarding Systems have independent backup power sources that allow their turrets to make up to 50 shots even after power is lost. (Their sensors, communications, and camera remain active for about 100 hours on internal power.) Despite this utility, Anti-Boarding Systems are rare due to the high expense involved in installing them. They are common among wealthy crime lords who might have reason to fear their "Guests" (often agents of other crime lords)- and perhaps their own crews- rather than any hypothetical boarders. Major corporate executives and political figures also have such systems added to their private transports, largely to fend off assassination attempts.
Agent of Ossus Talent Tree

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

The Agents of Ossus are urban Force-users who specialize in using their powers to survive in the cities and towns at the center of civilization. Their proximity to Imperial authority necessitates both discretion and creativity among their members. You must be a member of The Agents of Ossus Force Tradition to select any of the Talents described below.

#### **Buried Presence**

You can spend a Force Point as a Standard Action to become immune to detection by The Force for 1 hour. During this time, you always avoid detection by characters who are using the Sense Force application of the Use the Force skill, and you cannot be the target of the *Farseeing* Force Power.

You may use this as a Reaction to another character attempting to locate you with Sense Force (but before the character locates you). If you make a Use the Force check, this Talent's effect immediately ends.

#### **Conceal Other**

*Prerequisite:* **Buried Presence**

When you use either the **Buried Presence** Talent or the **Vanish** Talent, you affect one other willing adjacent target, granting it the effect of that Talent as well. You can select this Talent multiple times. Each time you do so, it increases the number of adjacent willing targets you affect by one.

#### **Insightful Aim**

*Prerequisite:* Weapon Proficiency (Pistols) or Weapon Proficiency (Rifles)

You can spend a Force Point as a Swift Action to substitute your Use the Force modifier for your ranged attack bonus when making attacks with a ranged weapon until the beginning of your next turn.

#### **Vanish**

You can make a Use the Force check as a Swift Action to vanish from the sight of a single target within line of sight. If the result of your Use the Force check exceeds the target's Will Defense, you gain Total Concealment from that target until the beginning of your next turn, or until you make an attack roll or Skill Check against the target.
Amani Enforcer (SaV)

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

*Affiliations: General Units*

Enforcers exist somewhere between government authority figures (such as soldiers or law officers) and the common thugs used by crime lords and pirates. Enforcers have a legal right to be armed, but they lack the kind of legitimacy of major military and paramilitary organizations. Enforcers might work for major corporations (such as the Corporate Alliance), independent merchants, wide-scale criminal organizations with internal rules and regulations (such as the Smuggler's Alliance), or fringe quasi-governments like shadowports (such as security forces on The *Errant Venture*). Others have official power but lack the training and jurisdiction of law officers, such as prison guards or a Moff's private security force.

Enforcers have a bad reputation across the galaxy. Lacking the skills needed to carefully track down potential troublemakers or to sift through evidence to determine guilt, Enforcers might react to trouble with quick and overwhelming violence. This prevents any wrongdoer from getting away- and dead men don't complain about their innocence. Enforcers don't usually distinguish between the guilty and the innocent; they let the blaster bolts sort out who lives and who dies.

## Amani Enforcer Statistics (CL 5)

Medium Amani Soldier 5

**Force Points:** 3

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

**Languages:** Amanese

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 22, Will Defense: 16; Combat Reflexes

Hit Points: 62, Damage Threshold: 22; **Tough as Nails**

### Offense

**Speed:** 6 Squares; Acceleration

**Melee:** **Gun Club** +9 (1d6+6)

**Melee:** **Gun Club** +4 (1d6+6) and Bayonet +4 (1d6+6)

**Ranged:** Heavy Blaster Rifle +7 (3d10+2)

**Ranged:** Heavy Blaster Rifle +2 (5d10+2) with Burst Fire

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

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

**Base Attack Bonus:** +5, **Grapple:** +9

**Attack Options:** Autofire (Heavy Blaster Rifle), Burst Fire, **Counterpunch**, **Gun Club**, Point-Blank Shot

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

### Base Stats

**Abilities:** Strength 18, Dexterity 14, Constitution 14, Intelligence 6, Wisdom 12, Charisma 8

**Talents:** **Counterpunch**, **Gun Club**, **Tough as Nails**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Combat Reflexes, Point-Blank Shot, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +8

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Blaster Pistol, Heavy Blaster Rifle with Bayonet, Comlink (Short-Range)
AgriCorps

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

The Agricultural Corps teaches its new recruits to value the nature of life and to maintain balance between living creatures and their environment. These lessons, taught from the first day of their arrival, are meant to instill an overall appreciation for and an understanding of the natural world. The Agricultural Corps also teaches their young pupils patience to wait for results, self-control to let other things find their own way, and ingenuity to seek other methods to resolve a situation without resorting to the destruction of life.

The primary goal of the AgriCorps is to support the Republic's Agricultural Administration, which oversees the production and processing of foodstuffs throughout the Republic. Although most members serve on or near Coruscant, some are sent to other worlds to help with farming operations. Use of The Force by these recruits is restricted to tending the crops and livestock under their care, primarily because they have not learned anything beyond these basic skills at this point.
Alpha-52 Starfighter

*Homebrew Reference Book: Dark Forces Campaign Guide*

Developed during Incom Corporation's reformation, the Alpha-52 was never put into full production. However, several prototypes were produced and sold off to private buyers as a rare collectors item. The reason the fighters never made it into full production was due to its unusual "kick-stand" engine configuration and large size.

However, they are valued by private owners as personal transports due to the roomy interior and formidable firepower the vessels offered. One notable Alpha-52 was The *Shrike*, owned by Talon Karrde and operated by Mara Jade during the days of The New Republic.

## Alpha-52 Starfighter Statistics (CL 11)

Gargantuan Starfighter

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

### Defenses

Reflex Defense: 17 (Flat-Footed: 13), Fortitude Defense: 28; +8 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Shield Rating: 25; Damage Threshold: 48

### Offense

**Speed:** Fly 14 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 900 km/h)

**Ranged:** Heavy Laser Cannons +9 (See Below)

**Ranged:** Light Concussion Missiles +9 (See Below)

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

**Base Attack Bonus:** +5; **Grapple:** +38

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

### Abilities

Strength: 46, Dexterity: 18, Constitution: -, Intelligence: 14

**Skills:** Initiative +7, Mechanics +8, Perception +8, Pilot +7, Use Computer +8

### Ship Statistics

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

**Cargo:** 50 Kilograms; **Consumables:** 2 Days; **Carried Craft:** None

**Payload:** 6 Light Concussion Missiles

**Hyperdrive:** Class 2, Navicomputer

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

### Weapon Systems

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

**Attack Bonus:** +9 (+4 Autofire), **Damage:** 6d10x2

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

**Attack Bonus:** +9, **Damage:** 9d10x2, 4-Square Splash
Assault Blaster Rifle

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

A precision weapon used by military units, the Assault Blaster Rifle is one of the most precise weapons in existence. The original design of the Assault Blaster Rifle comes from The Mandalorians, but it is perfected by The Czerka Corporation.

An Assault Blaster Rifle requires a Power Pack to operate. After 50 shots, the Power Pack must be replaced.

**Weapon Type:** Rifles

**Size:** Large

**Cost:** 1,750

**Damage:** 3d8

**Stun Setting:** YES

**Rate of Fire:** Single-Shot, Autofire

**Weight:** 5 Kilograms

**Type:** Energy

**Availability:** Military

**Accurate:** This weapon takes no penalty when firing at targets at Short Range.
Altiri Mandalorian Soldier

*Altiri Mandalorian Soldier character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Mandalorians*

Tested in battle, the Mandalorian Soldier has proven worthy to be called *mando*. It has been said that a single Mandalorian Soldier is worth five regular soldiers, and they are determined to prove the truth of those for as long as they are able to fight.

### Use in Play

The Mandalorian Soldier favors the "Shock and Awe" approach to combat, frequently holding their position and making as many attacks as possible with their twin pistols, although they can be just as dangerous when forced into melee.

### Build Options

* Swap **Tested in Battle** and **Weapon Specialization (Pistols)** for **Melee Smash** and **Stunning Strike** to make the Mandalorian Soldier more of a melee specialist.
* Concentrate the Mandalorian Soldier's fire by trading Dual Weapon Mastery I and Quick Draw for Rapid Shot and Precise Shot, as well as changing Weapon Focus and **Weapon Specialization** to Rifles instead of Pistols, and then trade the two Heavy Blaster Pistols for a Heavy Blaster Rifle.
* Consider dropping the Dire Vibroblade for a Vibrobayonet to enable them to threaten their immediate area without having to switch weapons.

## Altiri Mandalorian Soldier Statistics (CL 5)

Medium Near-Human (Altiri) Soldier 5

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

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +9

**Languages:** Altirish, Basic, Mando'a

### Defenses

Reflex Defense: 19 (Flat-Footed: 16), Fortitude Defense: 21, Will Defense: 15

Hit Points: 60, Damage Threshold: 21; **Tested in Battle**

**Immune:** Vacuum (10 Hours)

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +7 (1d4+5)

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

**Ranged:** Heavy Blaster Pistol +9 (3d8+4)

**Ranged:** Heavy Blaster Pistol +4 (3d8+4) and Heavy Blaster Pistol +4 (3d8+4)

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

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

**Attack Options:** **Dirty Fighting**, Point-Blank Shot

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

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 14, Intelligence 12, Wisdom 10, Charisma 8

**Talents:** **Dirty Fighting**, **Tested in Battle**, **Weapon Specialization (Pistols)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dual Weapon Mastery I, Point-Blank Shot, Weapon Focus (Pistols), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Initiative +10, Knowledge (Tactics) +8, Mechanics +8, Perception +9

**Possessions:** Light Beskar'gam with Helmet Package (+5 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision; Vacuum Seals, +2 Intimidate), Combat Gloves, Dire Vibroblade, Heavy Blaster Pistol (2), Frag Grenade (2), Utility Belt with Power Pack
Anzati Black Sun Agent

*Anzati Black Sun Agent character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Black Sun*

The ruthless enforcers of the will of the Black Sun Vigos, the Black Sun Agent has begun to make a name for themselves within the organization's ranks. Used to make any inconvenient loose ends vanish, the Black Sun Agent is not the least bit squeamish about their work, although most try to keep things at a professional level and not make a scene unless given direct orders to the contrary.

### Use in Play

The Black Sun Agent can crop up in any place that Black Sun has a vested interest, which is to say just about anywhere. They can make for deadly foes if they manage to get in close and get the drop on an unlucky hero or an unaware NPC ally that claims to have damaging information on a Black Sun Vigo.

### Build Options

* Replace **Cheap Trick** with either **Dastardly Strike** to make the Black Sun Agent's attacks against a Flat-Footed target both debilitating than outright deadly, or with **Advantageous Opening** to take advantage of a larger number of participants in a fight.
* Switch both Lightning Draw and Zero Range for Cunning Attack and Rapid Shot to make the Black Sun Agent less of a covert assassin and more of a general-purpose hitman.
* Give the Black Sun Agent's Heavy Blaster Pistol the Quick Draw Weapon Template and trade Lightning Draw for Combat Trickery to let the agent get the drop on their target that much quicker.
* For a truly sadistic agent, replace the Heavy Blaster Pistol with a Disruptor Pistol with the Extra Power Source upgrade.

## Anzati Black Sun Agent Statistics (CL 4)

Medium Anzati Scoundrel 4

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

**Initiative:** +9; **Senses:** Low-Light Vision, Perception +7

**Languages:** Anzat, Basic, Huttese

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 15, Will Defense: 15

Hit Points: 30, Damage Threshold: 15

### Offense

**Speed:** 6 Squares; Presence Sense

**Melee:** Combat Gloves +4 (1d4+4)

**Melee:** Heavy Knife +4 (1d6+3)

**Ranged:** Heavy Blaster Pistol +5 (3d8+2)

**Base Attack Bonus:** +3, **Grapple:** +5; Energy Drain

**Attack Options:** Lightning Draw, Point-Blank Shot, **Sneak Attack** (+1d6), Zero Range

**Special Actions:** Mesmerize

**Species Traits (Anzati):** Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

### Base Stats

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

**Talents:** **Cheap Trick**, **Sneak Attack** (+1d6)

**Feats:** Lightning Draw, Point-Blank Shot, Quick Draw, Skill Training (Deception), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons), Zero Range

**Skills:** Deception +8 (may reroll to Feint, may keep better result), Initiative +9, Knowledge (Social Sciences) +8, Perception +7, Persuasion +8, Stealth +9

**Possessions:** Combat Gloves, Heavy Blaster Pistol, Heavy Knife (As Short Sword), Comlink (Short-Range), Holster (2; Concealed), Nondescript Clothing
Aiwha

*Reference Book: Star Wars Saga Edition Unknown Regions*

A giant flying creature that lives on watery planets such as Kamino and Naboo, the Aiwha uses its large wing-fins to swim underwater and to fly through the sky. Kaminoans keep large herds of Aiwhas to serve as domesticated riding beasts, since the creatures can traverse the perpetually stormy seas of Kamino with relative ease.

The Gungans of Naboo train the beasts to provide airborne transportation and use them in war for reconnaissance patrols and as bombers. Given the striking similarities between the two Species, the Aiwhas and the Thrantas of Alderaan are believed to share a common ancestor, although no relation has been conclusively proven.

## Aiwha Statistics (CL 4)

Gargantuan Mount (Aquatic Beast 5)

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

### Defenses

Reflex Defense: 6 (Flat-Footed: 6), Fortitude Defense: 16, Will Defense: 11

Hit Points: 47, Damage Threshold: 35

### Offense

**Speed:** 12 Squares (Fying), 12 Squares (Swimming)

**Melee:** Slam +10 (2d6+9)

**Fighting Space:** 4x4 Squares; **Reach:** 2 Squares

**Base Attack Bonus:** +3, **Grapple:** +25

### Base Stats

**Abilities:** Strength 25, Dexterity 10, Constitution 20, Intelligence 2, Wisdom 11, Charisma 8

**Feats:** Improved Defenses, Skill Training (Swim)

**Skills:** Survival +7, Swim +14
Agr Starfighter

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

The Wookiee Agr Starfighter is named after a powerful bird of prey native to Kashyyyk. Like its namesake, the Agr Starfighter is swift, deadly, and fiercely territorial. The craft was used for decades by the Wookiees in various incarnations, undergoing two drastic redesigns during that period. The model in use during the Clone Wars is the second incarnation of the craft, sometimes referred to as the Fast Agr, due to its incredible speeds in atmosphere.

The fighter was made available to Wookiees not just of Kashyyyk, but of all the colonies as well, and was used in daring raids against Trade Federation forces, and later the Confederacy. When the Empire finally took over Kashyyyk, the majority of these fighters were dismantled or destroyed, making them an extreme rarity into The Rebellion Era.

### Capabilities

The Agr Starfighter is a capable atmospheric fighter, but is clearly designed for planetary defense, lacking a Hyperdrive, and exhibiting fairly poor performance in space. In the atmosphere, however, the Agr is king, and enjoys a +2 bonus to its Dexterity. The Wookiees had fought with the Trade Federation for at least a decade prior to the Clone Wars, which clearly led to the installation of a Droid Jammer on all Agr Starfighters.

The Agr retains two Emplacement Points, which, in addition to tweaks from Wookiee engineers, is used to increase hit points and armor, sometimes referred to as the Enhanced Agr.

## Agr Starfighter Statistics (CL 9)

Gargantuan Starfighter

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

### Defense

Reflex Defense: 18 (Flat-Footed: 12), Fortitude Defense: 26; +7 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Shield Rating: 25; Damage Threshold: 46

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 1,300 km/h)

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

**Ranged:** Proton Torpedoes +4 (See Below)

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

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

**Attack Options:** Autofire (Heavy Laser Cannons, Double)

**Special Actions:** Droid Jammer

### Abilities

Strength: 42, Dexterity: 22, Constitution: -, Intelligence: 14

**Skills:** Initiative +7, Mechanics +6, Perception +6, Pilot +7, Use Computer +6

### Ship Statistics

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

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

**Payload:** 3 Proton Torpedoes

**Availability:** Restricted; **Cost:** 146,000 (90,000 Used)

**Emplacement Points:** 2

### Weapon Systems

#### **Heavy Laser Cannons, Double (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 7d10x2

#### **Proton Torpedoes (Pilot)**

**Attack Bonus:** +4, **Damage:** 9d10x2, 4-Square Splash
Aftermath (RaOM)

*Rendezvous at Ord Mantell Adventure Module created by Andy Collins (Converted by Wikia user Darthauthor).*

*Main Page: Rendezvous at Ord Mantell*

*Preceded by The Sunken Mesa*

Once the heroes complete the repairs to Renci Tosh's starfighter and defeat Yarroq and his raiders, Renci prepares to leave Ord Mantell. After retrieving a hidden credstick from her Starfighter, she transfers the agreed-upon sum of credits to each hero. Assuming the heroes have made a good impression (both in competence and opinions of the Empire and Rebellion), she also admits to them her affiliation with the Rebellion and asks whether they would be interested in helping again in the future.

Read the following text to the players:

***With your repairs to Renci Tosh's Z-95 complete and the reward fully paid, Renci says her farewells. As she makes final preparations for departure, she turns toward you.***

***"You handled yourselves pretty well in the last few days. I must admit, I wasn't completely honest with you. In addition to being an explorer, I also occasionally recruit help for some friends of mine who are always looking for new blood. Maybe you've heard of the Rebellion?"***

***"We're still fairly secretive and quiet, but we're growing in power every day. Anyway, if you're interested in fighting against the Empire, I can introduce you to some influential people who can point you in the right direction."***

***"So, what do you say? Want to help us restore freedom to the galaxy?"***

This represents a prime opportunity for the heroes to get involved with the Rebellion. Of course, the precise ramifications of the heroes' decision rests with you, the Gamemaster. Renci Tosh can certainly introduce the heroes to some minor Rebellion leaders (for instance, she doesn't know Princess Leia, Mon Mothma, or other top-ranked Rebels); with her good word, the heroes should get a good reception.

From that point, the Rebellion can supply the heroes with missions (striking against Imperial bases, rescuing Rebel prisoners, aiding enslaved peoples, and so on). Alternately, the heroes might choose to maintain their independence for now. That's fine, too. If they change their mind later, you can devise another adventure to bring them into contact with Renci or another Rebel.

### Experience

Each surviving hero receives an equal share of the 2,000 Experience Points for this adventure.
Alarm System Controls

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

*See also: GaW Bases and Battlestations, Alarms and Responses*

During the course of a Battlestation adventure, it is almost inevitable that alarms will sound to warn the rest of the station that something is wrong. Alarm System Controls activate and deactivate alarms, upgrade and downgrade their severity, and spread alarms to other parts of the station.

If an Alarm System computer has an Attitude of Friendly or better, a user can issue a command that will sound an alarm in a particular section of the station. Deactivating an alarm is slightly more difficult, requiring a computer Attitude of Helpful.

Placing an area of the station on alert requires issuing a routine command (see Use Computer). If the computer has an Attitude of Friendly, the user can place a section on Alert Status (see Alarms and Responses); if the computer has an Attitude of Helpful, the user can place a section on High Alert Status (see Alarms and Responses). Similarly, downgrading a High Alert Status to Alert Status requires a computer with an Attitude of Helpful, and downgrading an Alert Status to Normal Status requires a computer with an Attitude of Friendly.

When an alarm sounds in a particular section of the station, personnel in other areas might not be aware of it. If the computer has an Attitude of Helpful, the user can spread the alarm to other sections by issuing a routine command for each new section.
Ash Jarvee

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

*Affiliations: The Altisian Jedi*

Orphaned sometime in her recent past, Ash Jarvee is able to make ends meet by repairing technology before being recruited by Jedi dissident Djinn Altis. In her late teens when the Clone Wars breaks out across the galaxy, Ash acts as Altis' pilot onboard his *Vernal*-Class Freighter *Wookiee Gunner* during a relief mission to Yarille. However, Altis becomes involved in the conflict on JanFathal, and Jarvee offers her assistance to Captain Gilad Pellaeon of the RAS *Leveler* to provide her master with support while he extracts a captured Republic spy.

Jarvee and other trainees participate in the Battle of JanFathal, using their unique Force talents to meld with the *Leveler's* broken Hyperdrive, enabling it to make two critical jumps. Ash survives the battle and returns to her post onboard *Wookiee Gunner*, acting as a section leader during the relief effort when they finally arrived at Yarille.

## Ash Jarvee Statistics (CL 5)

Medium Human Scout 3/Noble 1/Jedi 1

**Force Points:** 7

**Initiative:** +8; **Senses:** **Field Detection**, Perception +7

**Languages:** Basic, Binary, Bocce, Durese, Givin, Sy Bisti

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 17, Will Defense: 17

Hit Points: 42, Damage Threshold: 17; Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +3 (1d4+2)

**Melee:** Lightsaber +3 (2d8+2)

**Ranged:** By Weapon +4

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

**Special Actions:** **Machine Meld**, Rapport

**Force Power Suite (Use the Force +14):** *Technometry*

### Base Stats

**Abilities:** Strength 10, Dexterity 12, Constitution 13, Intelligence 15, Wisdom 11, Charisma 14

**Talents:** **Field Detection**, **Force Pilot**, **Instinctive Navigation**, **Machine Meld**

**Feats:** Force Sensitivity, Force Training, Linguist, Rapport, Shake It Off, Skill Focus (Use the Force), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +8, Knowledge (Social Sciences) +9, Knowledge (Technology) +9, Mechanics +9, Perception +7, Survival +7, Use Computer +9, Use the Force +14 (may substitute for Pilot checks and Use Computer checks made to Astrogate or Use Sensors)

**Possessions:** Lightsaber, Comlink (Short-Range), Datapad, Various Personal Belongings

### Heroic Traits

**Organization Score (The Altisian Jedi):** 7

**Occupation (Technology):** Ash Jarvee spent much of her life prior to joining The Altisian Jedi making ends meet through the repair and maintenance of technology, gaining Use Computer as a Class Skill.
Anj Dahl

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

*Affiliations: The Galactic Alliance, Rogue Squadron*

Anj Dahl joins Rogue Squadron several years after the Battle of Caamas. She's young, talented, and enthusiastic. She's also known to incite trouble between her squadron mates simply for her own amusement. She's spent most of her short adult life with the Galactic Alliance Core Fleet. The constant feeling that everything could end at any moment probably contributes to her embracement of all that is fun in life. Anj is also a capable scrounger, able to obtain parts and supplies at most spaceports without raising alarms. She does even better when aided by Galactic Alliance Core Fleet sympathizers.

 Anj Dahl Statistics (CL 8)

Medium Human Scoundrel 7/Ace Pilot 1

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

**Initiative:** +11; **Senses:** Perception +9

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 20\*, Will Defense: 19; Vehicular Combat, **Elusive Dogfighter**

Hit Points: 44, Damage Threshold: 20\*

*When not wearing a Flight Suit, Anj Dahl has the following statistics: Fortitude Defense: 19 (Damage Threshold: 19)*

### Offense

**Speed:** 6 Squares; Running Attack

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

**Ranged:** Blaster Pistol +7 (3d6+4)

**Ranged:** Weapon System +9

**Base Attack Bonus:** +5, **Grapple:** +7

**Attack Options:** Point-Blank Shot

**Special Actions:** **Hyperdriven**, **Knack**, **Starship Raider**

**Starship Maneuver Suite (Pilot +16):** *Counter*

### Base Stats

**Abilities:** Strength 12, Dexterity 15, Constitution 12, Intelligence 13, Wisdom 11, Charisma 13

**Talents:** **Elusive Dogfighter**, **Hyperdriven**, **Knack**, **Spacehound**, **Starship Raider**

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

**Skills:** Gather Information +10, Initiative +11, Mechanics +10, Perception +9, Pilot +16, Use Computer +10

**Possessions:** Flight Suit (+1 Fortitude), Blaster Pistol, Comlink (Short-Range), Datapad
Atmospheric Thrusters

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

**Starship Systems Type:** Movement Systems

 Advanced

Atmospheric Thrusters increase a Starship's speed when the ship is flying in the atmosphere of a planet. Any Starship able to operate in an atmosphere has some engine system designed for air flight, normally a combination of repulsorlifts and ion engines. Atmospheric Thrusters are an augmentation of these base systems, designed to make the Starship more competitive with a dedicated Airspeeder.

Standard Atmospheric Thrusters increase a Starship's maximum velocity and fly speed by 10%, while Advanced Atmospheric Thrusters increase these by 25% (rounded down to the nearest square of speed and 10 km/h). Thus, an X-Wing with Standard Atmospheric Thrusters has a maximum velocity of 1,150 km/h and a fly speed of 17 squares at Character Scale.

Atmospheric Thrusters have no effect on Starship Scale movement.
Altiria/Anarris Origin

*Altiria/Anarris Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You were raised in The Altirian Republic or The Anarrian Empire. Your society values diplomacy and scholarly enlightenment, but spares no mercy for Anarrians or your society values strength above all else, save the destruction of the Altiri.

**Relevant Skills:** Knowledge (Physical Sciences), Persuasion, Swim

**Bonus Language:** Altirish or Anarrese
Anakkona

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

Anakkonas are enormous snakes that live dwell on the forest floors of Kashyyyk. They are among the infamous predators feared by Wookiees, due to their enormous size and snapping jaws. A single Anakkona can be seen as a threat to small villages, and hunting parties are formed to prevent a nest forming. Their rough scales allow Anakkonas to navigate the lower boroughs of wroshyr trees, and then dropping on top of unsuspecting travelers.

 Anakkona Statistics (CL 7)

Gargantuan Beast 8

**Initiative:** +5; **Senses:** Darkvision, Scent, Perception +6

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 24, Will Defense: 12

Hit Points: 156, Damage Threshold: 44

### Offense

**Speed:** 10 Squares

**Melee:** Bite +20 (3d6+18)

**Melee:** Gore +20 (3d6+18)

**Fighting Space:** 4x4 Squares; **Reach:** 2 Squares

**Base Attack Bonus:** +6, **Grapple:** +35; Constrict, Crush, Pin

**Attack Options:** Devour

**Species Traits:** Constrict, Darkvision, Devour, Natural Armor (+8), Scent

### Base Stats

**Abilities:** Strength 39, Dexterity 12, Constitution 38, Intelligence 1, Wisdom 14, Charisma 8

**Feats:** Crush, Pin, Skill Focus (Survival)

**Skills:** Survival +16

### Abilities

**Constrict:** An Anakkona that succeeds in Grappling an opponent can use the Crush and Pin Feats as normal. When crushing, however, a Anakkona deals 3d6+18 points of damage.

**Devour:** If an Anakkona hits with it's Bite attack against a Huge or smaller opponent, it can automatically make a Grapple check at its full bonus as a Free Action. If the Grapple check is successful, the Anakkona can begin Devouring it's target.

The creature being Devoured takes 1d6+14 points of damage each round at the start of its turn, before it takes any actions. When the creature reaches 0 Hit Points, it is swallowed by the Anakkona and continues to take 1d4 points of Acid damage each round at the start of its turn.

The Anakkona cannot make Bite attacks until it releases the creature (A Free Action) or swallows it.

**Scent:** Anakkonas ignore Concealment and Cover when making Perception checks to Notice Targets within 10 squares, and they take no penalty from poor visibility when Tracking.
Anointed Hunter

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

*See also: Feats*

You have been anointed as a hunter for your tribe and possess skills few other Nelvaanians do.

**Prerequisite:** Nelvaanian

**Effect:** If you end your Move at least 2 squares from where you started, you gain a +1 competence bonus on attacks made with Thrown Weapons until the end of your turn.
Anjiliac Thug

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

*Affiliations: The Anjiliac Clan*

The Hutt Kajidics, including the Desilijic Clan, employ Gamorreans as thugs, but The Anjiliac Clan has a preference for using Houks. Given the Houks' sinister reputation for foul tempers and raw physical strength, their presence on behalf of Zietta the Hutt in Point Nadir often ends a confrontation before it can begin. This suits the Anjiliacs just fine, but it has an undesirable effect on the Houks, who take out their aggressions on less-deserving targets in their spare time.

Houk can be found nearly everywhere in Point Nadir, with at least eighty of them on the Anjiliac payroll. They wander the shadowport in groups of two to five, looking for trouble. If they are unable to find conflict, they are always willing to generate some of their own. The typical Anjiliac Houk wears a pair of well-worn Combat Gloves, and carries a Vibro-Axe and a Blaster Carbine, as well as a Blaster Pistol "just in case."

## Anjiliac Thug Statistics (CL 3)

Medium Houk Nonheroic 3/Soldier 2

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

**Initiative:** +8; **Senses:** Perception +2

**Languages:** Basic, Houk

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 17, Will Defense: 12

Hit Points: 33, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +9 (1d4+8)

**Melee:** Combat Gloves +9 (2d4+8) with Mighty Swing

**Melee:** Vibro-Axe +9 (2d10+7)

**Melee:** Vibro-Axe +9 (3d10+7) with Mighty Swing

**Ranged:** Blaster Carbine +5 (3d8+1)

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

**Base Attack Bonus:** +4; **Grapple:** +9

**Attack Options:** Autofire (Blaster Carbine), Cleave, Mighty Swing, Power Attack

**Species Traits (Houk):** Natural Armor (+1), Physically Intimidating

### Base Stats

**Abilities:** Strength 20, Dexterity 12, Constitution 16, Intelligence 8, Wisdom 10, Charisma 4

**Feats:** Cleave, Mighty Swing, Power Attack, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +8

**Possessions:** Blaster Carbine, Blaster Pistol, Combat Gloves, Vibro-Axe
Assault

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

*See also: Job Generator, Assault (Mission)*

A mission to assault someone is meant to send a message ("Pay up," or "You can run, but you can't hide"). As with Abductions and Assassinations, the attackers must locate the target, bypass security, fend off any guards, and then deliver a good solid beating. However, the goal is to injure, not kill, and so the assault must render the target unconcious (-5 steps on the Condition Track) but alive.

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

* **Heroes' Pay:** Adventure CL x 1000 credits
* **Target (Easy):** Normal citizen (engineer, accountant, professor, etc.), Nonheroic character, Level = Adventure CL.
* **Target (Moderate):** Famous person (governmental official, holovid star), Heroic character, Level = Adventure CL.
* **Complication (Medium):** Witnesses (Nonheroic 1); heroes must make Medium Stealth checks to avoid Notice.
* **Complication (Moderate):** Secured accommodations require a Medium Gather Information check to locate and a Moderate Mechanics check to breach.
* **Complication (Moderate):** Security team (6 Soldiers, CL = Adventure CL, armed with Blaster Rifles and Stun Grenades).
Attack Combo (Melee)

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

*See also: Feats*

After landing successive blows against a single target, your melee and Unarmed attacks become more devastating.

**Prerequisite:** Base Attack Bonus +3

**Effect:** If you hit a single target with two consecutive melee and/or Unarmed attacks during the same turn, any additional melee or Unarmed attacks you make until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other Feats or Talents.