recursal/Fanatic-Fandom huggingface dataset:
Chaff Gun

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

**Starship Systems Type:** Weapon Systems

**Damage:** -

**Emplacement Points:** 1

**Cost:** 2000

The Arakyd Caltrop-5 Chaff Gun is a typical example of this type of weapon. A Chaff Gun shoots a canister packed with thousands of durasteel shrapnel pieces. Intermixed in this canister are dozens of tiny scramblers that confuse sensor data, making it difficult to lock onto the vessel firing the Chaff Gun with missiles, torpedoes, or fire control computers. In a pinch, Chaff Guns fired in an atmosphere can be used offensively. When fired behind a vessel, the Chaff Gun creates a cloud of debris that can damage pursuing ships' engines and clug intake valves.

When used in Starship Scale, a Chaff Gun creates a cloud of debris in a single square in your Vehicle's space. Attempts to hit you with other than Area Attack-weapons take a -5 penalty to attack rolls while the Vehicle remains in the space with the chaff. Any other Vehicle entering a square filled with chaff takes a -5 penalty to Pilot checks while in the square. The chaff cloud disperses at the end of your next turn.

A standard Chaff Gun holds six canisters. Additional canisters can be added, increasing the cost by 25% for each additional canister (up to a maximum of twelve canisters).
Clone Cadet (Disambiguation)

**This article is a disambiguation page for Clone Cadet (Disambiguation)**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

There are few different versions of use for the term **Clone Cadet:**

## Homebrew

* Clone Youngling (CL 0) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Cadet (CL 0) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Youngling Squad (CL 2) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Cadet Squad (CL 2) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Clone-Nano Virus

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

*See also: Hazards, Diseases*

Developed by a traitorous Kaminoan for the Separatists in the fourth month of the Clone Wars, this genetically engineered virus targets Republic Clones specifically. It can be spread via contact or through airborne contamination. By the sixth month of the Clone Wars, a vaccine had been created and distributed to all the clones in the army, rendering the virus inert.

## Clone-Nano Virus Statistics (CL 6)

**Keywords:** Contact, Disease, Inhaled

**Trigger:** A creature is exposed to the Clone-Nano Virus.

**Attack:** +15 vs Fortitude Defense

**Damage:** 3d6 (-1 Persistent step on the Condition Track)

**Recurrence:** Hourly, until the Clone-Nano Virus is treated.

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

* **Treat Injury (DC 35; Requires Medical Kit):** The character treats the Clone-Nano Virus.
Chevin Jedi Youngling

*Chevin Jedi Youngling character data created by Wikia user SunsetMage001.*

*Affiliations: The Jedi*

A rank novice in the ways of The Force, the Jedi Youngling still has some proficiency in the Jedi arts due to the early start of their training.

### Use in Play

By themselves, Jedi Younglings aren't much of a threat, mostly as their training hasn't progressed much past the basics, although their Force senses provide them at least a small measure of protection. Compared to most heroes, it is the younglings that are going to need their help rather than the other way around.

### Build Options

* Exchange **Lightsaber Defense** for a Talent from one of the Jedi Consular Talent Tree, Jedi Guardian Talent Tree, or Jedi Sentinel Talent Tree to reflect a Jedi Youngling that has received more specialized training in one of these fields.
* Swap Skill Training (Perception) for Force Training to give the Jedi Youngling limited access to The Force, choosing a Force Power with a low activation DC.
* Since most Jedi Younglings are part of a training clan, use the Squad rules to represent a pack of Jedi Younglings fighting in unison.

## Chevin Jedi Youngling Statistics (CL 1)

Medium Chevin (Child) Jedi 1

**Force Points:** 1

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

**Languages:** Basic, Chevin

### Defenses

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

Hit Points: 31; Damage Reduction 2; Damage Threshold: 12

### Offense

**Speed:** 4 Squares

**Melee:** Unarmed +0 (1d4-1)

**Melee:** Training Lightsaber +0 (2d6-1)

**Ranged:** By Weapon +1

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

**Special Actions:** Scheming

**Species Traits (Chevin):** Damage Reduction 2, Natural Armor (+1), Scheming

### Base Stats

**Abilities:** Strength 9, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 11, Charisma 10

**Talents:** **Lightsaber Defense**

**Feats:** Force Sensitivity, Skill Training (Perception), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +5, Perception +5, Use the Force +5

**Possessions:** Training Lightsaber, Jedi Robes
Chandrila Origin

*Chandrila Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You were brought up on the idyllic world of Chandrila, a planet with a robust culture of debate and democracy.

**Relevant Skills:** Climb, Knowledge (Life Sciences), Persuasion

**Bonus Language:** High Galactic
Catastrophic Failure

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

*See also: Challenge Effects*

The Catastrophic Failure effect represents the fact that the heroes' plight is so delicate that a significant Failure causes the situation to worsen rapidly. When a hero attempts an Action and fails by a large margin, that Failure moves the characters much closer to ultimate defeat. In a Skill Challenge with the Catastrophic Failure effect, if a participant fails a Skill Check by 10 or more, the heroes accrue two Failures instead of one.

For example, you might use this effect when the heroes are navigating an extremely dangerous asteroid field or trying to maintain a low profile in the seat of their enemy's power.

**Use the Catastrophic Failure Effect when:**

* Dire failure has a chance of producing dire consequences.
* You want to increase tension in challenges with lower CLs.
* You want to encourage heroes to aid the Skill Checks of their allies instead of making their own checks.
Clawdite Sable Dawn Thug

*Clawdite Sable Dawn Thug character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sable Dawn*

These thugs wear a hooded loose-fitting outfit of black cloth, tied at the waist with a belt, and each is armed with a Blaster Pistol. They are trained killers of The Sable Dawn, albeit low-level agents. If The Sable Dawn has no information on their targets yet, the thugs use their Comlinks to describe the beings to their superiors, then wait for orders. The orders, of course, are to investigate.

*These beings are nondescript and dressed in earth-tone suits. Their expressions are serene, and they betray no emotion whatsoever. Each is armed with a Blaster Pistol. When they see you, they spring into action.*

## Clawdite Sable Dawn Thug Statistics (CL 3)

Medium Clawdite Scoundrel 1/Soldier 2

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

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

**Languages:** Basic, Clawdite, Rodese

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 14, Will Defense: 16

Hit Points: 36, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

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

**Base Attack Bonus:** +2, **Grapple:** +3

**Attack Options:** **Devastating Attack (Pistols)**, Point-Blank Shot, **Sneak Attack** (+1d6)

**Special Actions:** Shapeshift, Startle

**Force Power Suite (Use the Force +14):** *Force Grip*, *Force Lightning*, *Surge*

**Species Traits (Clawdite):** Shapeshift, Startle

### Base Stats

**Abilities:** Strength 8, Dexterity 13, Constitution 8, Intelligence 12, Wisdom 15, Charisma 16

**Talents:** **Devastating Attack (Pistols)**, **Sneak Attack** (+1d6)

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training, Point-Blank Shot, Skill Focus (Use the Force), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +5, Initiative +7, Perception +8, Stealth +7, Use the Force +14

**Possessions:** Blaster Pistol, Comlink (Short-Range)
Clone Commander Rex

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

*Affiliations: The Galactic Republic, Anakin Skywalker, Ahsoka Tano*

A Clone Commander assigned to a detachment of clones under General Anakin Skywalker, Commander Rex is a steadfast and resilient clone officer who is unafraid to do his duty, even if it means placing himself and his men in mortal danger. With a reputation as one of the toughest clones in the galaxy, Commander Rex spits in the face of danger, and though far from reckless, his courage and willingness to leap into the fray has helped the Republic win numerous engagements. Having developed something of a friendship with General Skywalker, Commander Rex has learned not to doubt the resolve of Jedi, nor their capabilities, and when given an order he faithfully executes it with little concern for his own well being.

Commander Rex is a skilled warrior who has survived many battles. He is known for wielding two Heavy Blaster Pistols at once- like Jango Fett- but is trained in a variety of tactics and fighting styles, and can lead specialty clone units into battle whenever the situation calls for them.

 Clone Commander Rex Statistics (CL 10)

Medium Human Soldier 7/Officer 3

**Force Points****:** 5

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

**Languages:** Basic

### Defenses

Reflex Defense: 26 (Flat-Footed: 23), Fortitude Defense: 27, Will Defense: 25; **Shift Defense I**

Hit Points: 90, Damage Threshold: 27

### Offense

**Speed:** 6 Squares; Charging Fire

**Melee:** Unarmed +12 (1d4+7)

**Ranged:** Heavy Blaster Pistol +14 (3d8+5)

**Ranged:** Heavy Blaster Pistol +12 (4d8+5) with Rapid Shot

**Ranged:** Heavy Blaster Pistol +12 (3d8+5) and Heavy Blaster Pistol +12 (3d8+5)

**Ranged:** Heavy Blaster Pistol +10 (4d8+5) and Heavy Blaster Pistol +10 (4d8+5) with Rapid Shot

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

**Attack Options:** Coordinated Attack, **Cover Fire**, Point-Blank Shot, Rapid Shot

**Special Actions:** **Assault Tactics**, **Battle Analysis**, Command Cover (+1), **Indomitable**, Share Talent (**Shift Defense I**)

### Base Stats

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

**Talents:** **Armored Defense**, **Assault Tactics**, **Battle Analysis**, **Cover Fire**, **Indomitable**, **Shift Defense I**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Charging Fire, Coordinated Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Improved Defenses, Point-Blank Shot, Rapid Shot, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +10, Perception +12, Treat Injury +10

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Heavy Blaster Pistol (2)
Chasms and Pits

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

*See also: GaW Bases and Battlestations*

In the *Star Wars* galaxy, many Battlestations contain large Chasms and Pits that lead into the bowls of the site. Most vary in depth from openings that descend only a few meters to holes that seem bottomless. To provide an appropriate challenge for the level of the heroes, Gamemasters can design Chasms and Pits in accordance with the station's rating, giving them a depth in squares equal to twice the station's CL. Thus, in a CL 12 Battlestation, most chasms would be roughly 24 squares deep. Any chasm deep enough to deal fatal damage to a character who falls can be described as bottomless. On the other hand, if the character survives, the Gamemaster can rule that he or she landed on a ledge or outcropping that prevented a lethal fall.
Clone Pilot

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

*Affiliations: The Galactic Republic*

Initially, Clone Pilots are merely Clone Troopers with slightly different skill sets: replacing some of their small-unit tactics drills with flight training. While such pilots are sufficient to fly LAAT/i Gunships and the like, the eventual need for clones to pilot Starfighters results in a bit more variation.

The Clone Pilot presented below is typically found at the controls of transports and certain Ground Vehicles.

## Clone Pilot Statistics (CL 4)

Medium Human Nonheroic 6/Scoundrel 2

**Force Points:** 3

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +12

**Languages:** Basic, Mando'a

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 14, Will Defense: 14; Vehicular Combat

Hit Points: 22, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +7 (3d6+1)

**Ranged:** Blaster Pistol +5 (4d6+1) with Rapid Shot

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

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

**Special Actions:** Coordinated Attack

### Base Stats

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

**Talents:** **Spacehound**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Skill Training (Initiative), Skill Training (Mechanics), Point-Blank Shot, Rapid Shot, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11, Mechanics +10, Perception +12, Pilot +11, Use Computer +10

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol
Chagrian Mandalorian Soldier

*Chagrian 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.

## Chagrian Mandalorian Soldier Statistics (CL 5)

Medium Chagrian Soldier 5

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

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

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

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 21 (26 vs Radiation), Will Defense: 15

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

**Immune:** Vacuum (10 Hours)

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +8 (1d4+6)

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

**Ranged:** Heavy Blaster Pistol +8 (3d8+4)

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

**Ranged:** Frag Grenade (2) +7 (4d6+2, 2-Square Burst)

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

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

**Species Traits (Chagrian):** Breathe Underwater, Low-Light Vision, Radiation Resistance

### Base Stats

**Abilities:** Strength 16, Dexterity 14, 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 +9, Knowledge (Tactics) +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
Chironian Hooligan

*Chironian Hooligan character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

These four Hooligans are typical Mos Eisley street trash. They have come to The Woodoo Dunes for a few cheap drinks and maybe a little bit of action. They are all coming down from a ryll high, and none of them is in the mood for idle chatter. If they see an opportunity to score free spice, they side with Cel N'ero, who is a known dealer, regardless of how much the odds are stacked against them.

The Hooligans shoot at random targets. They do not coordinate their attacks, and they are not concerned with collateral damage they might cause. If more than half their number are killed or incapacitated, the survivors attempt to flee, shooting as they go.

*These four youths are huddled around a small table, each one nursing a tall blue cup filled with some type of alcoholic drink. Their clothes are rumpled, and they appear to be scruffy. They talk a little too loudly, trying to look tough.*

## Chironian Hooligan Statistics (CL 2)

Large Chironian Nonheroic 3/Scoundrel 1

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

**Initiative:** +3; **Senses:** Perception +1

**Languages:** Chironian

### Defenses

Reflex Defense: 12 (Flat-Footed: 11), Fortitude Defense: 13, Will Defense: 11 (13 vs Deception and Persuasion); Stability

Hit Points: 19, Damage Threshold: 23

### Offense

**Speed:** 10 Squares; Bantha Rush, Deft Charge

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

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

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

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

**Base Attack Bonus:** +2, **Grapple:** +8

**Attack Options:** **Dastardly Strike**, Power Attack

**Species Traits (Chironian):** Atypical Physiology, Bonus Feat (Deft Charge), Mental Fortitude, Stability

### Base Stats

**Abilities:** Strength 13, Dexterity 12, Constitution 15, Intelligence 10, Wisdom 8, Charisma 10

**Talents:** **Dastardly Strike**

**Feats:** Bantha Rush, Deft Charge, Improved Damage Threshold, Power Attack, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Persuasion +7

**Possessions:** Blaster Pistol, Vibrodagger
Cato Neimoidia

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

*See also: Galactic Gazetteer*

The oldest of the Neimoidian purse worlds, Cato Neimoidia is home to only the richest Neimoidians. Their treasures are protected in vaults located in difficult landscape and protected by Battle Droids. The cities of Cato Neimoidia are built on large bridges spanning massive rock arches.

###  Cato Neimoidia Statistics

**Region:** The Colonies

**Climate:** Temperate and Moist

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 25 Standard Hours

**Length of Year:** 278 Local Days

**Sapient Species:** 100% Neimoidian

**Government:** Federation

**Capital:** Zarra

**Major Exports:** Droids, Foodstuffs, Technology

**Major Imports:** Labor, Ore

Knowledge (Galactic Lore)
 15
 20

Knowledge (Social Sciences)
 20
Cargo Pod

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

**Starship Systems Type:** Starship Accessories

 Medium
 Heavy

Cargo Pods are additional storage space added to a ship to boost its total carrying capacity. Though they allow independent traders to carry more goods, they also reduce a ship's ability to maneuver quickly, making them unpopular with pirates and military craft. Each Cargo Pod added to a Starship reduces its Dexterity score by 2. You can add multiple Cargo Pods to a Starship, but cannot add a Cargo Pod if it would drop the Starship's Dexterity below 1.

The additional carrying capacity is based on the size of the Starship. A Small Cargo Pod adds (Cost Modifier) x 1 tons of cargo. A Medium Cargo Pod adds (Cost Modifier) x 5 tons of cargo. A Large Cargo Pod adds (Cost Modifier) x 10 tons of cargo.

A Cargo Pod can be made detachable (to act as an Escape Pod) for five times the cost.

## Additional Emplacement Points from Cargo Pods

*Reference Book: Star Wars Saga Edition Web Enhancements (Jedi Counseling)*

**Q:** Can you gain Emplacement Points by converting the cargo space provided by a **Cargo Pod**?

**A:** No. A Starship can only convert its own internal cargo space into Emplacement Points.
Chagrian Militia Saboteur

*Chagrian Militia Saboteur character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Kota's Militia, The Rebel Alliance*

The men and women serving in Kota's Militia represent an enlightened class of citizens who realize that their civic obligation to the Republic requires their direct involvement in galactic affairs. Despite their varied origins- military academy graduates, CorSec agents, responsible nobles- they all believe the burden of military service shouldn't fall to an army of clones that have no vested interest in the Republic, but to the very people who stand to benefit from victory.

These citizens volunteer when the Clone Wars begin, drawn to Master Rahm Kota because he is one of the few generals leading nonclone forces. They undergo military training under his tutelage, including small-unit tactics and commando operations. The militia undertakes several special assignments and joins other nonclone units such as The Antarian Rangers for larger assaults. Like many of those units, they fall victim to Order 66 and share the same fate as their Jedi commanders: to become hunted outlaws labeled as traitors to the Empire.

During The Dark Times, the militia rallies around Master Kota. The soldiers spend their time ensuring their safety, seeking new havens, establishing bases and contacts, working with allies, obtaining necessary supplies and transport, and staying one step ahead of Vader's agents. Once they stabilize their position, the militia members turn to Master Kota for inspiration in striking back at nearby Imperial installations in The Outer Rim. Most become casualties in these small assaults; they ultimately fall victim to the agents sent by Vader to hunt them down.

## Chagrian Militia Saboteur Statistics (CL 5)

Medium Chagrian Nonheroic 8/Saboteur 3

**Force Points:** 2

**Initiative:** +6; **Senses:** Low-Light Vision, Perception +5

**Languages:** Basic, Binary, Chagri

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 14 (19 vs Radiation), Will Defense: 18; Combat Reflexes, Unexpected Results

Hit Points: 38, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d4+3)

**Melee:** Bayonet +10 (1d8+5)

**Ranged:** Rail Detonator Gun +9 (3d8+1, 1-Square Splash)

**Special:** Land Mine (3) (8d6+1, 1-Square Burst)

**Base Attack Bonus:** +8, **Grapple:** +10

**Attack Options:** Destructive, **Shaped Explosion**

**Special Actions:** **Skilled Demolitionist**

**Species Traits (Chagrian):** Breathe Underwater, Low-Light Vision, Radiation Resistance

### Base Stats

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

**Talents:** **Shaped Explosion**, **Skilled Demolitionist**

**Feats:** Armor Proficiency (Light), Combat Reflexes, Skill Focus (Mechanics), Skill Training (Deception), Weapon Focus (Rifles), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +10, Mechanics +16, Use Computer +11

**Possessions:** Blast Helmet and Vest (+2 Reflex), Rail Detonator Gun with Bayonet, Land Mine (3), Comlink (Short-Range), 150 credits
Chiss Jedi Youngling

*Chiss Jedi Youngling character data created by Wikia user SunsetMage001.*

*Affiliations: The Jedi*

A rank novice in the ways of The Force, the Jedi Youngling still has some proficiency in the Jedi arts due to the early start of their training.

### Use in Play

By themselves, Jedi Younglings aren't much of a threat, mostly as their training hasn't progressed much past the basics, although their Force senses provide them at least a small measure of protection. Compared to most heroes, it is the younglings that are going to need their help rather than the other way around.

### Build Options

* Exchange **Lightsaber Defense** for a Talent from one of the Jedi Consular Talent Tree, Jedi Guardian Talent Tree, or Jedi Sentinel Talent Tree to reflect a Jedi Youngling that has received more specialized training in one of these fields.
* Swap Skill Training (Perception) for Force Training to give the Jedi Youngling limited access to The Force, choosing a Force Power with a low activation DC.
* Since most Jedi Younglings are part of a training clan, use the Squad rules to represent a pack of Jedi Younglings fighting in unison.

## Chiss Jedi Youngling Statistics (CL 1)

Small Chiss (Child) Jedi 1

**Force Points:** 1

**Initiative:** +6; **Senses:** Low-Light Vision, Perception +5

**Languages:** Basic, Cheunh

### Defenses

Reflex Defense: 14 (Flat-Footed: 13 (**Lightsaber Defense:** 15)), Fortitude Defense: 11, Will Defense: 12

Hit Points: 30, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +0 (1d3-1)

**Melee:** Training Lightsaber +0 (2d6-1)

**Ranged:** By Weapon +2

**Base Attack Bonus:** +1, **Grapple:** -3

**Species Traits (Chiss):** Low-Light Vision

### Base Stats

**Abilities:** Strength 9, Dexterity 12, Constitution 8, Intelligence 12, Wisdom 11, Charisma 10

**Talents:** **Lightsaber Defense**

**Feats:** Force Sensitivity, Skill Training (Perception), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +6, Initiative +6, Mechanics +6, Perception +5, Use the Force +5

**Possessions:** Training Lightsaber, Jedi Robes
Charge (Mass Combat)

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

*See also: Mass Combat, Commander, First Officer*

The Commander can order the Unit to Charge, moving toward an enemy and making an attack in one Action. As a Standard Action, the Unit moves up to its Speed and then makes a melee attack roll against a target Unit or Vehicle in the same square or a ranged attack against a Unit within weapon range.

The Charging Unit gains a +2 bonus on its attack roll but takes a -2 penalty to its Reflex Defense until the start of its next turn. If a Commander orders a Unit to Charge, the Attack Leader cannot order the Unit to attack until the beginning of the Commander's next turn.
Clone Fighter Pilot

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

*Affiliations: The Galactic Republic*

Initially, Clone Pilots are merely Clone Troopers with slightly different skill sets: replacing some of their small-unit tactics drills with flight training. While such pilots are sufficient to fly LAAT/i Gunships and the like, the eventual need for clones to pilot Starfighters results in a bit more variation.

The Clone Fighter Pilot does not appear until later in the Clone Wars, and is usually found in the cockpit of ARC-170 Starfighters, V-Wing Starfighters, or occasionally Eta-2 *Actis* Interceptors.

 Clone Fighter Pilot Statistics (CL 6)

Medium Human Nonheroic 6/Scoundrel 2/Ace Pilot 2

**Force Points:** 4

**Initiative:** +12; **Senses:** Low-Light Vision, Perception +15

**Languages:** Basic, Mando'a

### Defenses

Reflex Defense: 23 (Flat-Footed: 21), Fortitude Defense: 16, Will Defense: 16; Vehicular Combat, Vehicle Dodge (+1), **Vehicular Evasion**

Hit Points: 31, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Blaster Pistol +6 (4d6+2) with Rapid Shot

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

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

**Special Actions:** Coordinated Attack

### Base Stats

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

**Talents:** **Spacehound**, **Vehicular Evasion**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Skill Focus (Pilot), Skill Training (Initiative), Skill Training (Mechanics), Point-Blank Shot, Rapid Shot, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +12, Mechanics +11, Perception +15, Pilot +17, Use Computer +11

**Possessions:** Armored Flight Suit with Helmet Package (+5 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol
Characters in Units

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

*See also: Mass Combat*

A character in a Unit fills one of several possible roles, determining not only the Actions a character can take but also how the Unit behaves in Mass Combat. Mass Combat allows several distinct roles, but a single character can fill multiple roles at the same time.

You can change roles from round to round, but you can fill a particular role only if no other character has filled that role since the end of your last turn. Characters within Units cannot be specifically targeted by effects or attacks, just as one cannot target specific vehicle systems in most circumstances.

Heroes contribute to the Unit by their leadership and ability to affect the whole Unit, not their individual combat prowess. A single creature or character within a Unit cannot be targeted; all attacks target the Unit, effectively providing all heroes in a Unit with Total Cover from outside attacks.

* **Commander:** A Commander controls the Unit's movement and can also fill every other role not currently filled by another character. A Unit can have only one Commander at a time.
* **First Officer:** A First Officer can perform similar same Actions that the Commander hasn't performed since the end of the First Officer's last turn. A Unit can have only one First Officer at a time.
* **Attack Leader:** The Attack Leader coordinates all the Unit's attacks. An Attack Leader can order attacks and use special tactics. A Unit can have only one Attack Leader at a time.
* **Communications Officer:** The Communications Officer is responsible for coordinating all the orders within the Unit and coordinating with other Units. A Unit can have only one Communications Officer at a time.
* **Medic:** The Medic coordinates a team of combat physicians who oversee the general welfare of the Unit. A Unit can have only one Medic at a time.

## Using Talents, Feats, and Special Abilities

Characters filling the various roles in a Unit might have Talents, Feats, Force Powers, and other special abilities that they can use in Mass Combat. As a general rule, special abilities that function in Character Combat have too small an effect to be noticeable in Mass Combat.

However, some abilities, especially those used by Officers and Nobles, can give Units a big advantage through superior leadership. Talents, Feats, and special abilities can be used in Mass Combat only if they meet certain criteria.

* **All Targets who can See, Hear, and Understand You:** Abilities that require your targets to be able to see, hear, and understand you function only for targets within your same square in Mass Combat.
* **All Targets in Line of Sight:** Abilities that affect enemies, allies, or targets in line of sight function in Mass Combat. They affect all targets of the appropriate type within your same square.
* **Single Target, Limited Number of Targets, or Nearby Targets:** Abilities that affect a single target, a limited number of targets, or targets within a certain number of squares of you have no effect during Mass Combat.
Cassie Cryar

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

*Affiliations: The Fringe, Ione Marcy*

A pair of minor players in the underworld, Cassie Cryar and Ione Marcy work together to get themselves off the streets through a series of robberies and schemes. Cassie is the more ambitious of the two, and handles the planning and the physical aspects of most of their jobs, while Marcy uses her frail appearance to gain information and pity to further the duo's ends.

Nine months into the Clone Wars, Ione discovers that assassin Nack Movers had come into possession of a Lightsaber. Cassie felt that with the Jedi weapon, she would be unstoppable; if nothing else, she could sell it offworld and net enough for a fresh start for herself and Ione. After the poisoning of Nack Movers, the two were unable to flee before Ahsoka Tano catches up to them. Cassie flees the scene, leaving Ione to try and talk her way out. After an epic aerial chase across the Coruscant skyline and a brief hostage crisis, Cassie and Ione are both arrested for the remainder of the Clone Wars.

## Cassie Cryar Statistics (CL 6)

Medium Terrelian Scout 6

**Force Points:** 4; **Dark Side Score:** 3

**Initiative:** +12; **Senses:** Perception +3

**Languages:** Basic, Huttese

### Defenses

Reflex Defense: 23 (Flat-Footed: 18), Fortitude Defense: 18, Will Defense: 16

Hit Points: 50, Damage Threshold: 18; Shake It Off

### Offense

**Speed:** 8 Squares (Walking), 4 Squares (Climbing), 2 Squares (Jumping), 4 Squares (Swimming); Burst of Speed, Risk Taker, **Sprint**, **Surefooted**

**Melee:** Unarmed +5 (1d6+4)

**Melee:** Lightsaber +0 (2d8+4)

**Ranged:** By Weapon +8

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

**Special Actions:** Conditioning

**Species Traits (Terrelian):** Conditional Bonus Feat (Burst of Speed), Expert Jumper, Heightened Agility

### Base Stats

**Abilities:** Strength 13, Dexterity 18, Constitution 13, Intelligence 12, Wisdom 10, Charisma 8

**Talents:** **Long Stride**, **Sprint**, **Surefooted**

**Feats:** Burst of Speed, Conditioning, Increased Agility, Martial Arts I, Risk Taker, Shake It Off, Skill Focus (Jump), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +12 (may reroll, must take second result), Climb +9, Endurance +9, Initiative +12, Jump +14 (may reroll, must take second result; may Take 10 when distracted), Stealth +12

**Possessions:** Lightsaber (Stolen), Comlink (Short-Range), Bone Mask

### Heroic Traits

**Event (Imprisoned):** Cassie Cryar has been in and out of the Republic penal system a number of times. As such, Acrobatics is always considered a Class Skill for her, and she can obtain Black Market goods in half the time it usually takes (minimum 1 day).
Chaff Projector

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

**Starship Systems Type:** Defense Systems

**Emplacement Points:** 3

**Availability:** Restricted

**Cost:** 8000 (Base)

A Chaff Projector is a countermeasure system that protects a craft from incoming projectiles and disrupts targeting computers attempting to gain a lock. As a Reaction, the Chaff Projector fires a trail of energized durasteel shards and particles from the rear of the craft in a 6-square cone, dealing 7d10x2 damage to any objects (incoming missiles, Starships, etc) caught in the affected area as they are showered with flechette. Additionally, for 2 rounds after the chaff is deployed, any attacks rolls made against the ship do not benefit from their craft’s Intelligence modifier as the targeting software is unable to obtain a lock on its prey.

**Launcher:** The ammunition capacity for a Chaff Projector is equal to the ship’s Cost Modifier. Additional capacity can be added, increasing the cost by 20% for each additional chaff burst (up to a maximum of double capacity).
Chadra-Fan Gray Jedi Rogue

*Chadra-Fan Gray Jedi Rogue character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Knights of the Republic*

Seeking a deeper understanding of The Force, apart from the perceived restrictions of Jedi dogma, a Gray Jedi wanders the galaxy and often interacts with those deemed unsavory.

Whether this journey will lead to enlightenment or corruption, who can say?

## Chadra-Fan Gray Jedi Rogue Statistics (CL 9)

Small Chadra-Fan Jedi 5/Scoundrel 3/Force Adept 1

**Force Points:** 6, Force Readiness; **Dark Side Score:** 3

**Initiative:** +7; **Senses:** Darkvision, Perception +10

**Languages:** Basic, Chadra-Fan, Huttese

### Defenses

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 22, Will Defense: 24

Hit Points: 84, Damage Threshold: 22; **Force Recovery**, Recovering Surge

### Offense

**Speed:** 4 Squares; Running Attack

**Melee:** Unarmed +10 (1d4+3)

**Melee:** Lightsaber +11 (2d8+3)

**Ranged:** Blaster Pistol +10 (3d6+4)

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

**Attack Options:** **Sneak Attack** (+1d6), Weapon Finesse

**Special Actions:** **Adept Negotiator**, **Indomitable Will**, **Mystical Link**

**Force Power Suite (Use the Force +16):** *Force Grip*, *Force Thrust*, *Mind Trick*, *Negate Energy*

**Species Traits (Chadra-Fan):** Darkvision, Heightened Awareness, Quality Repairs

### Base Stats

**Abilities:** Strength 8, Dexterity 17, Constitution 12, Intelligence 12, Wisdom 12, Charisma 15

**Talents:** **Adept Negotiator**, **Equilibrium**, **Force Recovery**, **Indomitable Will**, **Mystical Link**, **Sneak Attack** (+1d6)

**Feats:** Force Readiness, Force Sensitivity, Force Training (2), Recovering Surge, Running Attack, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Perception +10 (may reroll, must take second result), Use the Force +16

**Possessions:** Blaster Pistol, Lightsaber (Self-Built), Jedi Robes
Charlatan (Character)

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

*Affiliations: The Fringe*

A Charlatan is a master of deception, misdirection, graft, and persuasion. When a Charlatan does things right, you never realize they aren't your best friend or even acting in your best interest. A Charlatan must survive on wits and charm; once the situation turns violent, the Charlatan has missed the best chance of success. However, it is common for a Charlatan to talk around a foe even once shooting has started or to have friends (or paid thugs) act as backup when plans go down the garbage chute.

Charlatans might be simple con artists or cheats, but they can also be spies, investigative reporters, counterintelligence agents, or freedom fighters using misdirection over violence. Regardless of their motives, they have learned that it's easier to talk people out of their credits than to threaten them. These Charlatans are crooks even though they might be subtle about their crimes (leaving their victims happy, at least until they realize what happened).

## Charlatan Statistics (CL 8)

Medium Human Noble 7/Charlatan 1

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

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

**Languages:** Basic, Bothese, High Galactic, Huttese, Ryl, Sullustese

### Defenses

Reflex Defense: 22 (Flat-Footed: 20), Fortitude Defense: 18, Will Defense: 24; Combat Reflexes, Dodge, Slippery Maneuver, **Unreadable**

Hit Points: 49, Damage Threshold: 18

### Offense

**Speed:** 6 Squares; Opportunistic Retreat

**Melee:** Unarmed +4 (1d4+3)

**Ranged:** Hold-Out Blaster Pistol +7 (3d4+4)

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

**Attack Options:** Melee DefenseH

**Special Actions:** **Dirty Tactics**, **Innocuous**, **Misplaced Loyalty**, **Two-Faced**

*H- Human bonus Feat*

### Base Stats

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

**Talents:** **Dirty Tactics**, **Innocuous**, **Misplaced Loyalty**, **Two-Faced**, **Unreadable**

**Feats:** Combat Reflexes, Dodge, Linguist, Melee DefenseH, Opportunistic Retreat, Skill Focus (Deception), Skill Focus (Persuasion), Slippery Maneuver, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +17, Gather Information +12, Initiative +11, Knowledge (Bureaucracy) +11, Knowledge (Galactic Lore) +11, Perception +11, Persuasion +17, Pilot +11H, Use Computer +11

**Possessions:** Hold-Out Blaster Pistol, Comlink (Long-Range), Credit Chip, Datapad (Cheater), Holorecorder, Pocket Scrambler

*H- Human bonus Feat or Trained Skill*
Champala Origin

*Champala Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You were raised on the waterworld of Champala, where you learnt to endure both the extreme tides and the high levels of radiation. You were likely educated to a high standard, though your homeworld is somewhat behind in terms of technological advancement.

**Relevant Skills:** Endurance, Knowledge (Any, except Knowledge (Technology)), Swim

**Bonus Language:** Chagri
Chiba DR-10 Protocol Droid

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

*Affiliations: The Galactic Empire*

Produced by the Chiba Corporation, the DR-10 Protocol Droid, commonly called the Chiba Drio, is utilized by the Empire in great numbers. Originally used as a negotiator and translator for legal matters, the Chiba DR-10 is found in shops, law offices, and customs checkpoints throughout the galaxy. Its memory banks contain a staggering array of law, customs, and trade information, as well as other vital business information. The Chiba DR-10 has an added feature rarely seen in other Protocol Droids- a built-in, pop-out blaster that can be deployed in a moment's notice.

The DR-10 has a notorious programming flaw causing it to grow increasingly impatient, irritated, and aggressive when negotiations do not go its way. Without warning, a DR-10 might draw its blaster and start shooting. Imperial forces take advantage of this quirk by employing Chiba DR-10s as guards, monitors, probes, and security Droids, where their small size, Hovering Locomotion, and propensity to ask questions before shooting proves useful.

Chiba DR-10 Protocol Droids can be played as Droid Heroes.

## Chiba DR-10 Protocol Droid Statistics (CL 1)

Small 3rd-Degree Droid Nonheroic 3

**Initiative:** +4; **Senses:** Perception +3

**Languages:** Basic, Binary, 5 Unassigned; Translator Unit (DC 5)

### Defenses

Reflex Defense: 14 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 12

Hit Points: 7, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Hovering)

**Melee:** Unarmed +1 (1d3-1)

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

**Base Attack Bonus:** +2; **Grapple:** +0

### Base Stats

**Abilities:** Strength 8, Dexterity 16, Constitution -, Intelligence 14, Wisdom 14, Charisma 15

**Feats:** Linguist, Skill Focus (Persuasion), Skill Training (Deception), Weapon Proficiency (Pistols)

**Skills:** Deception +7, Knowledge (Bureaucracy) +7, Knowledge (Galactic Lore) +7, Persuasion +12

**Droid Systems:** Hovering Locomotion, Heuristic Processor, Translator Unit (DC 5), 1 Probe Appendage, Concealed Item (Blaster Pistol), Internal Comlink, Vocabulator

**Possessions:** Blaster Pistol (Concealed Item)

**Availability:** Restricted; **Cost:** 9,500 credits
Chlovi

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

One of the most common plant species on Nyriaan is the Chlovi, a large fungus that grows in large, spiraling patches all across the planet's surface. It is edible and, having become an important part of the local cuisine, is considered a delicacy. Attempts to cultivate Chlovi have varying degrees of success. Problems in the Chlovi's development arise when the fungi produce spores. Some growers hypothesize that Chlovi depends upon interaction with the predatory Chlovi Cats, which use patches of the fungus as hunting and nesting grounds. The specific connection between the two is yet to be determined.

Chlovi grows in spiral formations, with individual plants consisting of oblong brown bodies with brightly colored phosphorescent red and orange gills that produce spores.
Clak'dor VII Origin

*Clak'dor VII Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You grew up in one of the Bith's domed cities on the irradiated world of Clak'dor VII.

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

**Bonus Language:** Bith
Chironian SpecForce Infiltrator

*Chironian SpecForce Infiltrator character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Rebel Alliance, The New Republic*

Infiltrator units are composed of some of the most vengeance-ridden members of The Rebel Alliance. They channel their anger into direct, personal action against the Imperials and are the most feared of all SpecForce operatives- for their skills as well as their attitude.

Infiltrators slip into enemy-held facilities, causing confusion and disrupting command and control measures. They excel at stealth and fight with close personal weapons designed to eliminate enemies quickly and quietly.

## Chironian SpecForce Infiltrator Statistics (CL 7)

Large Chironian Scout 4/Scoundrel 3

**Force Points:** 4

**Initiative:** +10; **Senses:** Perception +7

**Languages:** Chironian

### Defenses

Reflex Defense: 22 (Flat-Footed: 18), Fortitude Defense: 21, Will Defense: 17 (19 vs Deception and Persuasion); Stability

Hit Points: 69, Damage Threshold: 26

### Offense

**Speed:** 10 Squares; Deft Charge, **Hidden Movement**, Running Attack

**Melee:** Unarmed +7 (1d10+5)

**Ranged:** Heavy Blaster Pistol +7 (3d8+3)

**Ranged:** Frag Grenade (1) +7 (4d6+3, 2-Square Burst)

**Ranged:** Stun Grenade (1) +7 (4d6+3 (Stun), 2-Square Burst)

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

**Base Attack Bonus:** +5, **Grapple:** +12; Pin

**Attack Options:** **Dastardly Strike**, Point-Blank Shot, **Sneak Attack** (+1d6)

**Species Traits (Chironian):** Atypical Physiology, Bonus Feat (Deft Charge), Mental Fortitude, Stability

### Base Stats

**Abilities:** Strength 14, Dexterity 14, Constitution 17, Intelligence 10, Wisdom 9, Charisma 8

**Talents:** **Dastardly Strike**, **Hidden Movement**, **Improved Stealth**, **Sneak Attack** (+1d6)

**Feats:** Deft Charge, Martial Arts I, Martial Arts II, Pin, Point-Blank Shot, Running Attack, Skill Focus (Stealth), Skill Training (Acrobatics), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +10, Climb +10, Initiative +10, Mechanics +8, Perception +7, Stealth +10 (May reroll, must take second result)

**Possessions:** Heavy Blaster Pistol, Frag Grenade (1), Stun Grenade (1), Detonite with Timer, Comlink (Short-Range, Encrypted)