recursal/Fanatic-Fandom huggingface dataset:
Aruk Enforcer

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

*Affiliations: Aruk the Hutt*

Loyal **Minions** of Aruk the Hutt, faithfully serving their master.

Medium Human (**Minion**) Nonheroic 13

**Dark Side Score:** 3

**Initiative:** +13; **Senses:** Perception +11

**Languages:** Basic, Huttese

Hit Points: 65, Damage Threshold: 14

**Melee:** Unarmed +11 (1d4+2)

**Melee:** Force Pike +11 (2d8+2)

**Ranged:** Blaster Rifle +12 (3d8)

**Ranged:** Blaster Rifle +7 (3d8, 6-Square Cone) with Autofire Sweep

**Base Attack Bonus:** +9, **Grapple:** +11

**Attack Options:** Autofire (Blaster Rifle), Autofire Assault, Autofire Sweep

### Base Stats

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Autofire Assault, Autofire Sweep, Weapon Focus (Rifles), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +12, Perception +11

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Blaster Rifle, Force Pike
Arquitens-Class Command Cruiser

Arquitens*-Class Command Cruiser vehicle data created by unknown Wikia user.*

An enhanced *Arquitens*-Class Light Cruiser, the Imperial *Arquitens*-Class Commanded Cruiser is a double threat, both powerful and fast. It is equipped with multiple quad laser turrets and double-barreled turbolaser batteries, as well as concussion missile launchers, while quicker and more maneuverable than a typical Star Destroyer. After the destruction of the Lothal communications tower, a *Arquitens*-Class Command Cruiser was used to capture and relay information from surface courier Droids brought aboard.

## *Arquitens*-Class Command Cruiser Statistics (CL 20)

Colossal (Frigate) Capital Ship

**Initiative:** +1; **Senses:** Perception +6

### Defenses

Reflex Defense: 19 (Flat-Footed 14), Fortitude Defense: 41; +14 Armor, Vehicular Combat

Hit Points: 1,000; Damage Reduction: 15; Shield Rating: 150; Damage Threshold: 141

### Offense

**Speed:** Fly 5 Squares (Starship Scale)

**Ranged:** Light Turbolaser, Quad, Batteries (4) +\* (See Below)

**Ranged:** Laser Cannon, Quad, Batteries (8) +\* (See Below)

**Ranged:** Concussion Missile Launchers (4) +7\* (See Below)

**Ranged:** Tractor Beam +7\* (See Below)

**Fighting Space:** 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +40

**Attack Options:** Focused Fire (1 Square)

*\*Apply a -20 penalty on attacks against targets smaller than Colossal size.*

### Abilities

Strength: 71, Dexterity: 20, Constitution: -, Intelligence: 20

**Skills:** Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6

### Ship Statistics

**Crew:** 750 (Skilled Crew Quality); **Passengers:** 100

**Cargo:** 1,000 Tons; **Consumables:** 3 Months; **Carried Craft:** 3 TIE Fighters, 2 TIE Bombers or 1 *Sentinel*-Class Landing Craft

**Hyperdrive:** Class 2 (Backup Class 12), Navicomputer

**Availability:** Military, **Cost:** 5 million

### Weapon Systems

#### **Light Turbolaser****, Quad, Battery ()**

**Attack Bonus:** + (- against targets smaller than Colossal size), **Damage:**

#### **Heavy Laser Cannon, Quad, Battery ()**

**Attack Bonus:** + (- against targets smaller than Colossal size), **Damage:**

#### **Concussion Missile Launcher (Gunner)**

**Attack Bonus:** +7 (-13 against targets smaller than Colossal size), **Damage:**

#### **Tractor Beam (Gunner)**

**Attack Bonus:** +7 (-13 against targets smaller than Colossal size), **Damage:** - (Grapple +40)
Assassin-Class Corvette

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

   Intended as a more combat-ready version of the CR90 Corellian Corvette, the *Assassin*-Class Corvette sacrifices speed and grace for armor and strength.

The *Assassin*-Class is more streamlined than a standard corvette, and its engines are a combination of eight large thrusters and three smaller ones.

The *Assassin*-Class is commonly used by the Empire alongside CR90s in antipiracy or anti-Rebel operations.

## *Assassin*-Class Corvette Statistics (CL 16)

Colossal (Frigate) Capital Ship

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 38; +12 Armor, Vehicular Combat

Hit Points: 880; Damage Reduction: 15; Shield Rating: 120; Damage Threshold: 138

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 950 km/h)

**Ranged:** Turbolasers, Dual (2) +10\* (See Below)

**Ranged:** Proton Torpedoes +6\* (See Below)

**Fighting Space:** 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +50

**Attack Options:** Focused Fire (1 Square)

*\*Apply a -20 penalty on attacks against targets smaller than Colossal size.*

### Abilities

Strength: 66, Dexterity: 14, Constitution: -, Intelligence: 18

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

### Ship Statistics

**Crew:** 60 to 150\* (Skilled Crew Quality); **Passengers:** 60\*

**Cargo:** 2,100 Tons\*; **Consumables:** 1 Year; **Carried Craft:** None

**Payload:** 10 Proton Torpedoes

**Hyperdrive:** Class 2 (Backup Class 8), Navicomputer

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

*\*Maximum values for different configurations; typical values are Crew: 84, Passengers: 51, and Cargo: 1,500 Tons with given Weapon Systems.*

### Weapon Systems

#### **Turbolasers, Dual (3 Gunners)**

**Attack Bonus:** +10 (-10 against targets smaller than Colossal size), **Damage:** 6d10x5

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

**Attack Bonus:** +6 (-14 against targets smaller than Colossal size), **Damage:** 9d10x2, 2-Square Splash
BD-1

*BD-1 character data created by Wikia user GirlCreator.*

*Affiliations: Cal Kestis, Eno Cordova*

A companion Droid designed to assist operations in remote or dangerous locations across the galaxy, BD-1 has an almost disturbing enthusiasm for data collection and little regard for self-preservation. Like other BD units, this Droid was programmed to be the ideal assistant to a researcher or explorer operating alone in the field with its ability to traverse all types of terrain.

BD-1 accompanies the former Jedi Padawan Cal Kestis during the time after Order 66. He was equipped with various tools for scouting and surveying backwater planets by his former owner, Jedi Master Eno Cordova, in their adventures studying an ancient and long-dead civilization called the Zeffo.

## BD-1 Statistics (CL 4)

Tiny 2nd-Degree Droid Nonheroic 2/Scoundrel 3/Independent Droid 1

**Force Points:** 5

**Initiative:** +4; **Senses:** Automap, Darkvision, Perception +16

**Languages:** Basic (understand only), Binary, 4 Unassigned

### Defenses

Reflex Defense: 19 (Flat-Footed: 18), Fortitude Defense: 12, Will Defense: 21

Hit Points: 36, Damage Threshold: 11

**Immune:** Droid Traits, Sapience

### Offense

**Speed:** 4 Square (Walking), 2 Squares (Climbing); Jump Servos, Magnetic Feet

**Melee:** Electroshock Probe +1 (1d8+3 (Ion))

**Ranged:** By Weapon +4

**Base Attack Bonus:** +3, **Grapple:** -8

**Attack Options:** Coordinated Attack

**Special Actions:** Gearhead, **Gimmick**, Quick Skill, **Scomp Link Slicer**

### Base Stats

**Abilities:** Strength 6, Dexterity 12, Constitution -, Intelligence 19, Wisdom 16, Charisma 11

**Talents:** **Scomp Link Slicer**, **Gimmick**, **Master Slicer**

**Feats:** Coordinated Attack, Gearhead, Quick Skill, Skill Focus (Perception), Skill Focus (Treat Injury), Skill Focus (Use Computer), Skill Training (Gather Information), Weapon Proficiency (Simple Weapons)

**Skills:** Gather Information +8, Knowledge (Galactic Lore) +12, Mechanics +12, Perception +16, Treat Injury +16, Use Computer +17 (may reroll to Improve Access, may keep better result)

**Droid Systems:** Walking Locomotion, Magnetic Feet, Climbing Claws, Jump Servos, Heuristic Processor, 2 Claw Appendages, Automap, Darkvision, Improved Sensor Package, Scomp Link, Internal Comlink

**Possessions:** Personal Holoprojector, Recording Unit (Holo), Tool Kit (Electroshock Probe, Power Calibrator), Medpac Reservoir (As 5 Medpacs)
Autoblaster

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

**Starship Systems Type:** Weapon Systems

**Damage:** -

**Emplacement Points:** 0

**Availability:** Restricted

**Cost:** Base Weapon System Cost x2

Blaster Cannons can be designed with a higher cyclic firing rate so long as they have sufficient cooling systems to keep the firing elements from overheating. Only single-mounted blasters are generally made into Autoblasters, however.
Assassin (GoI)

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

*Affiliations: The Fringe*

This unknown male Zabrak was sent to kill representative Belai Kaleeg to stop the trade agreement from being signed. After the assassination attempt fails, the Assassin receives new orders- take out Koon Odan instead. The Assassin does not attack the heroes unless he is threatened by them in melee. He spends all of his efforts trying to kill Koon Odan. During The Chase Skill Challenge, once the Changing Objectives Challenge Effect is initiated, the Assassin is revealed in his hiding place atop the building in the center of the encounter map, and he begins shooting at Odan. If the assassin kills Odan, he flies off on a small repulsorlift craft.

## Assassin Statistics (CL 4)

Medium Zabrak Scoundrel 4

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

**Initiative:** +10; **Senses:** Perception +3

**Languages:** Basic, Zabrak, 2 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 17), Fortitude Defense: 15, Will Defense: 17

Hit Points: 29, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +6 (3d6+2)

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

**Base Attack Bonus:** +3, **Grapple:** +6

**Attack Options:** Careful Shot, Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot, **Sneak Attack** (+2d6)

**Species Traits (Zabrak):** Heightened Awareness, Superior Defenses

### Base Stats

**Abilities:** Strength 14, Dexterity 16, Constitution 10, Intelligence 14, Wisdom 12, Charisma 11

**Talents: Sneak Attack** (+2d6)

**Feats:** Careful Shot, Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +10, Deception +7, Gather Information +7, Initiative +10, Stealth +10, Use Computer +9

**Possessions:** Baton, Blaster Pistol, Cloak, 1,600 credits
Attack Run

*See also: Vehicle Combat, Pilot*

As a Standard Action, you can move up to your Vehicle's Speed (minimum 2 squares) in a straight line through unobstructed terrain directly toward your target, and then make an attack with a Vehicle Weapon at that target at the end of your movement.

You gain a +2 bonus on your attack roll, and take a -2 penalty to your Vehicle's Reflex Defense until the start of your next turn.

In Starship Scale, you cannot make an Attack Run through squares occupied by opponents, but allies do not hinder your Attack Run.
Atuarre

*Homebrew Reference Book: Corporate Sector Sourcebook*

*Affiliations: The Trianii Rangers*

Atuarre is part of the famous Trianii Rangers, guardians of Trianii Space. She hadn't planned on becoming a Ranger, she wanted a life as an executive in one of the prosperous Trianii companies, or as a model or dancer. However, as *gol'purrlta* (a Trianii phrase that means "the will and destiny of the spirits of the ancestors") would have it, she had had the luck to fall in love with a Ranger.

At first, Atuarre resisted the idea of joining her mate on the frontier. Although it was Ranger custom to assign family units to work together on patrol, Atuarre doubted she wanted to live on the frontier. She had been raised in a life of comfort and peaceful contemplation, a class accustomed to leading the people, not serving them; life in the colonies was violent and dangerous. In time, she found she had an aptitude for the job; she didn't feel all that comfortable hefting a blaster, but her dance training as a youth helped her master the delicate and deadly Trianii martial arts. She also found that she had the most important quality that all Rangers must share- a desire to see justice prevail.

Atuarre was awarded Ranger status and forms her own Ranger group alongside her mate Keeheen and their cub Pakka. The family is assigned to Fibuli, one of the flashpoints of the continuing struggle between The Trianii Rangers and The Corporate Sector Authority.

## Atuarre Statistics (CL 6)

Medium Trianii Soldier 2/Scoundrel 4

**Force Points:** 8

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

**Languages:** Basic, Trianii

### Defenses

Reflex Defense: 22 (Flat-Footed: 18), Fortitude Defense: 20, Will Defense: 16; Vehicular Combat

Hit Points: 62, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5 (1d8+3)

**Ranged:** By Weapon +8

**Ranged:** Weapon System +8 (+3)

**Base Attack Bonus:** +5, **Grapple:** +10; Trip

**Attack Options:** Point-Blank Shot

**Special Actions:** **Knack**

**Species Traits (Trianii):** Heightened Agility, Natural Weapons, Prehensile Tail

### Base Stats

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

**Talents:** **Expert Grappler**, **Knack**, **Trace**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Martial Arts I, Point-Blank Shot, Skill Focus (Acrobatics), Skill Training (Acrobatics), Skill Training (Persuasion), Trip, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +16 (may reroll, must take second result), Endurance +10, Knowledge (Tactics) +9, Persuasion +10, Pilot +11, Use Computer +9 (may substitute for Gather Information checks)

**Possessions:** Code Cylinder, Computer Spike (+4), Datapad, HiBaka 2000 Mem-Stik, Lectroticker (+2), Belt with Pouches, Exotic Costume and Perfumes, Fake ID
Attack with Vehicle Weapons (Mass Combat)

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

*See also: Mass Combat, Attack Leader*

Vehicle Units can attack with each Weapon System that has its own Gunner. As a result, a Vehicle Unit can make more attacks per round than ground-based Units. Vehicle Weapon attacks follow all the same rules as in Vehicle Combat.

Unlike individual creatures, an individual Vehicle can attack Units.
Attack with a Vehicle Weapon

*See also: Vehicle Combat, Pilot, Copilot, Gunner*

Any Gunners (including the Pilot or Copilot, if there are Pilot-operated weapons on the Vehicle) can make an Attack with their Vehicle Weapon as a Standard Action.

The maximum Range and the Range Modifiers of a Vehicle Weapon Attack depend on the Vehicle Weapon used (see Weapon Systems).

**Trained Pilot:** If you are Trained in the Pilot skill, you gain a +2 bonus on all attacks made with any Vehicle Weapon identified as being crewed by the Pilot.

### Capital Ships

Capital Ship Weapons are designed for long-range bombardment against large or immobile targets, and they have difficulty tracking very small targets.

When Attacking a target of less than Colossal size, a Vehicle that is Colossal (Frigate) size or larger takes a -20 penalty on its attack rolls. Point-Defense Weapons are specifically designed to attack smaller targets, and do not take these penalties.
Auren Yomm

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

*Affiliations: The Rebel Alliance*

A dark-skinned, athletic Human, Auren Yomm is an adventurous woman who, in her mid and late teens, was a four-time drainsweeper champion at the Colonial Games, a contest in which representatives from the provinces of Roon compete against one another in varied contests of skill, bravery, and strength. A skilled Kalak handler, she was raised in the rural regions of the Umboo Province.

During The Rebellion Era, after she and Mungo Baobab defeat Governor Koong, Auren Yomm is an active member of Rebellion-allied resistance groups, inciting animosity toward the Empire through various means (all the while dedicated to her love, the dashing Baobab).

Yomm has gained considerable respect within the Rebellion for training the infamous "Caldera's Crest" guerrilla fighters on New Bornalex. In addition to teaching survival techniques, she helped train the Crest fighters to handle the world's indigenous Bluffbeats, creatures similar to Roon's Mogos.

## Auren Yomm Statistics (CL 6)

Medium Human Scout 6

**Destiny Points:** 1; **Force Points:** 3

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

**Languages:** Basic, 2 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 19, Will Defense: 17

Hit Points: 61, Damage Threshold: 19; Shake It Off, Stay Up

### Offense

**Speed:** 8 Squares; **Expert Tracker**

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

**Melee:** Survival Knife +5 (1d6+4)

**Ranged:** Sporting Blaster Rifle +7 (3d6+3)

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

**Base Attack Bonus:** +4, **Grapple:** +6

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

### Base Stats

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

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

**Feats:** Point-Blank Shot, Precise Shot, Skill Focus (Ride), Skill Focus (Survival), Shake It Off, Stay Up, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons), Wilderness First Aid

**Skills:** Endurance +10, Initiative +10, Knowledge (Galactic Lore) +10, Knowledge (Tactics) +10, Perception +9 (may reroll, must take second result), Ride +15, Stealth +10, Survival +14 (Wilderness First Aid)

**Possessions:** Blaster Pistol, Sporting Blaster Rifle, Survival Knife
Assassin (Character)

*Affiliations: The Fringe*

An Assassin usually maintains a cover that allows them to travel freely, yet also explains why they're in a given location at a given time. Many Assassins hold jobs as merchants, sales representatives for interstellar corporations, or diplomats.

A truly villainous Assassin has a "Signature" consisting of a unique weapon, a particular approach, or some memento left with their victims.

## Assassin Statistics (CL 5)

Medium Human Scoundrel 5

**Force Points:** 1; **Dark Side Score:** 12

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

**Languages:** Basic, 2 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 17), Fortitude Defense: 14, Will Defense: 17

Hit Points: 27, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

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

**Melee:** Vibroblade +4 (3d6+2) with Rapid Strike

**Ranged:** Blaster Pistol +6 (3d6+2)

**Ranged:** Hold-Out Blaster Pistol +6 (3d4+2)

**Base Attack Bonus:** +3, **Grapple:** +6

**Attack Options:** Careful ShotH, **Dastardly Strike**, Point-Blank Shot, Precise Shot, Rapid Strike, **Sneak Attack** (+2d6), Weapon Finesse

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 8, Intelligence 14, Wisdom 12, Charisma 13

**Talents:** **Dastardly Strike**, **Sneak Attack** (+2d6)

**Feats:** Careful ShotH, Point-Blank Shot, Precise Shot, Rapid Strike, Weapon Finesse, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10

**Possessions:** Blaster Pistol with Targeting Scope (Enhanced Low-Light), Hold-Out Blaster Pistol, Vibroblade, Vibrodagger, Comlink (Encrypted, Short-Range), Utility Belt with Medpac

*H- Human bonus Feat or Trained Skill*
Armor Upgrades

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

*See also: Equipment Upgrades*

Armor Upgrades are designed specifically for personal armors. Popular with bounty hunters and infiltrators, they allow Armor to be more than a protective item. Many individual use their armor as a walking collection of gadgets and gizmos to avoid detection, process data, or escape combat.

Like most Equipment, all armors have one free Upgrade Slot, but Powered Armor always has two free Upgrade Slots. This often makes these heavier, slower armors appealing to mercenaries and hunters as mobile Equipment platforms, even if a lighter armor might allow them to avoid more attacks.
Avoid Collision

*See also: Vehicle Combat, Pilot*

Any time your Vehicle is subject to a Collision, you can make a DC 15 Pilot check as a Reaction. If you succeed on the check, all targets involved in the Collision take half damage.

You can't attempt to Avoid Collision when you intentionally Ram a target, or when using All-Out Movement.

**Starship Scale:** Collisions are easier to avoid at Starship Scale. If you succeed on the Pilot check to Avoid Collision in Starship Scale, no Collision occurs.
Asteroid Field Escape

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

*See also: Sample Skill Challenges*

This Skill Challenge represents a chase sequence through an asteroid field. The heroes, aboard their ship, are attempting to escape from pursuing enemy Starfighters. This challenge is intended for use during a combat encounter, giving the crew of the ship something to work toward while the Gunners fend off the enemy Starships.

 Asteroid Field Escape Statistics (CL 9)

**Complexity:** 1 (5 Successes before 3 Failures)

**Suggested Skills:** The following are suggested Primary Skills for this Skill Challenge:

* **Fire Weapon System (Reflex Defense 23):** A Gunner aboard the heroes' ship can fire a Weapon System (which must deal at least 2d10x2 points of damage) to clear a path through the asteroid field.
* **Knowledge (Physical Sciences)** **(DC 18):** The heroes can attempt to use their knowledge of asteroid field physics to determine the safest route through the field.
* **Mechanics (DC 23):** The System Operator aboard the ship can make a Mechanics check to boost the strength of the ship's shields against an incoming asteroid collision, blunting or negating the impact.
* **Pilot** **(DC 28):** The Pilot of the ship can make a Pilot check to keep the pursuing Starfighters at bay and make it safely through the asteroid field.

### Challenge Effects

The following are suggested Challenge Effects for this Skill Challenge:

* **Catastrophic Failure****:** Any hero making a Pilot check to control the ship who fails the check by 10 or more earns two Failures instead of one.
* **Degrees of Success****:** The heroes' progress through the asteroid field makes it harder for the pursuing Starfighters to avoid the ship's Gunners. Each time the heroes earn a Success, one of the ship's Gunners gains a +2 circumstance bonus to his or her next attack roll made before the end of his or her next turn.
* **Initiative****:** The heroes must act in Initiative Order during the Skill Challenge.

### Success and Failure

**Success:** The heroes evade the pursuing Starfighters and make it safely through the asteroid field.

**Failure:** The heroes' ship is shot down or damaged by asteroids, crash-landing on one of the largest asteroids in the field.
B2-AA Air Assault Super Battle Droid

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

*Affiliations: The Confederacy of Independent Systems*

Specializing in boarding and capturing enemy vessels, the B2-AA Air Assault Super Battle Droid is a companion to the B1-A Air Battle Droid. Unlike the B1-A, the Air Assault Super Battle Droid boasts an advanced Jet Pack with a special volatile solid fuel system. Although this enables the B2-AA to fly the greater distances required in space combat, the fuel is extremely explosive. A consequence of the volatile fuel is the B2-AA's tendency to explode when destroyed, effectively giving the Droid a Self-Destruct System.

The Confederacy uses B2-AA Air Assault Super Battle Droids to stage raids against Republic Starships, launching them in waves to blast through the ship's shields, carve into the vessels, and secure the interiors of the ships. B2-AA Super Battle Droids are also used as advanced attack parties, clearing the way for Droid commando raids. B2-AA Super Battle Droid attack forces are often used instead of *Droch*-Class Boarding Ships, particularly when the target has excellent Point-Defense Weapon Systems or a Starfighter escort.

B2-AA Air Assault Super Battle Droids can't be played as Droid Heroes.

 B2-AA Air Assault Super Battle Droid Statistics (CL 4)

Medium 4th-Degree Droid Nonheroic 6/Soldier 2

**Force Points:** 3

**Initiative:** +6; **Senses:** Perception +4

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 15, Will Defense: 12

Hit Points: 26, Damage Threshold: 15

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking), 6 Squares (Jet Pack); Charging Fire

**Melee:** Unarmed +7 (1d3+2)

**Ranged:** Wrist Blaster +8 (3d8+1)

**Ranged:** Wrist Blaster +6 (4d8+1) with Rapid Shot

**Ranged:** Wrist Blaster +6 (3d8+1) and Wrist Blaster +6 (3d8+1)

**Ranged:** Wrist Blaster +4 (4d8+1) and Wrist Blaster +4 (4d8+1) with Rapid Shot

**Special:** Self-Destruct System +5 (6d6, 2-Square Burst)

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

**Attack Options:** Autofire (Wrist Blasters), **Penetrating Attack (Rifles)**, Rapid Shot

**Special Actions:** Synchronized Fire Circuits

### Base Stats

**Abilities:** Strength 13, Dexterity 15, Constitution -, Intelligence 10, Wisdom 10, Charisma 7

**Talents:** **Penetrating Attack (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Charging Fire, Dual Weapon Mastery I, Dual Weapon Mastery II, Rapid Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Pilot +11

**Droid Systems:** Walking Locomotion, Remote Receiver, Backup Processor, Synchronized Fire Circuits, 2 Hand Appendages, Internal Comlink, Self-Destruct System, Vocabulator

**Possessions:** Wrist Blaster (2; as Blaster Rifle), Jet Pack (Integrated, 10 Charges), Durasteel Battle Armor (Droid Armor; +8 Reflex)

**Availability:** Military; **Cost:** 16,225 credits
Ascension Specialists

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

*See also: Feats, Team Feats*

You and your allies train on the sheer cliffs of Teth and the sinkholes of Utapau as a matter of course.

**Prerequisite:** Trained in Climb

**Effect:** You gain a +3 competence bonus on Climb checks. At the time you make a check, for each ally within 12 squares of you who also has this Feat, the competence bonus increases by +1 (to a maximum of +7).

Additionally, when you climb, you climb at half your speed as a Move Action (or at your normal speed as a Full-Round Action).
Artillery Shot

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

*See also: Feats*

You have learned to use the angle and distance between you and your target to devastating effect.

**Effect:** When you make an attack with a Burst or Splash weapon with which you are proficient against a target at greater than Point-Blank Range, you can affect two additional squares adjacent to the normal Burst radius or Splash area.
Aurek Tactical Strikefighter

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

When The Republic Navy's coffers began to overflow with credits during The Restoration, the Navy sponsored one of the greatest engineering contests in years. More than three dozen shipwrights were solicited to submit designs for the "Generation Tomorrow Starfighter," intended to replace the Star Saber XC-01 Starfighter as the stock Starship in the Navy's arsenal. The winning design- coproduced with the Republic though its Republic Fleet Systems consortium of manufacturers- is a Starfighter for the ages.

The 9.2-meter-long Aurek Tactical Strikefighter combines speed and maneuverability, with the ability to deal surprising amounts of damage. Ease of refueling and rearmament make the Aurek Tactical Strikefighter ideal for Capital Ship squadrons. And their simple fuselage minimizes production time, to such an extent that the Republic frequently foregoes all but the most minor repair work, choosing instead to ship out new Strikefighters. This results in many scrapped Aurek Tactical Strikefighters finding their way into civilian use.

The chevron-shaped fighter's wings can be reconfigured in different attack positions, one of which resembles the Aurebesh letter that inspired the craft's name.

## Aurek Tactical Strikefighter Statistics (CL 11)

Huge Starfighter

**Initiative:** +10; **Senses:** Perception +6

### Defenses

Reflex Defense: 18 (Flat-Footed: 12), Fortitude Defense: 25; +4 Armor, Vehicular Combat

Hit Points: 110; Damage Reduction: 5; Shield Rating: 15; Damage Threshold: 32

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 5 Squares (Starship Scale); (Maximum Velocity 1,400 km/h)

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

**Ranged:** Proton Torpedoes +6 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

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

**Attack Options:** Autofire (Heavy Laser Cannons), Fire-Link (Heavy Laser Cannons)

### Abilities

Strength: 43, Dexterity: 25, Constitution: -, Intelligence: 14

**Skills:** Initiative +10, Mechanics +6, Perception +6, Pilot +10, Use Computer +6

### Ship Statistics

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

**Cargo:** 20 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Payload:** 6 Proton Torpedoes

**Hyperdrive:** Class 2, Navicomputer

**Availability:** Military; **Cost:** Not available for sale (Estimated 360,000)

### Weapon Systems

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

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

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

**Attack Bonus:** +6, **Damage:** 9d10x2, 4-Square Splash
Arkanian Offshoot Assassin (Character)

*Arkanian Offshoot Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Fringe*

An Assassin usually maintains a cover that allows them to travel freely, yet also explains why they're in a given location at a given time. Many Assassins hold jobs as merchants, sales representatives for interstellar corporations, or diplomats.

A truly villainous Assassin has a "Signature" consisting of a unique weapon, a particular approach, or some memento left with their victims.

## Arkanian Offshoot Assassin Statistics (CL 5)

Medium Arkanian Offshoot Scoundrel 5

**Force Points:** 1; **Dark Side Score:** 12

**Initiative:** +11; **Senses:** Perception +8

**Languages:** Arkanian, Basic, 2 Unassigned

### Defenses

Reflex Defense: 21 (Flat-Footed: 17), Fortitude Defense: 13, Will Defense: 17

Hit Points: 22, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+2)

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

**Melee:** Vibroblade +5 (3d6+2) with Rapid Strike

**Ranged:** Blaster Pistol +7 (3d6+2)

**Ranged:** Hold-Out Blaster Pistol +7 (3d4+2)

**Base Attack Bonus:** +3, **Grapple:** +7

**Attack Options:** **Dastardly Strike**, Point-Blank Shot, Precise Shot, Rapid Strike, **Sneak Attack** (+2d6), Weapon Finesse

**Special Actions:** Determination

**Species Traits (Arkanian Offshoot):** Determination

### Base Stats

**Abilities:** Strength 10, Dexterity 18, Constitution 6, Intelligence 14, Wisdom 12, Charisma 13

**Talents:** **Dastardly Strike**, **Sneak Attack** (+2d6)

**Feats:** Point-Blank Shot, Precise Shot, Rapid Strike, Weapon Finesse, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Gather Information +8, Initiative +11, Perception +8, Persuasion +8, Stealth +11

**Possessions:** Blaster Pistol with Targeting Scope (Enhanced Low-Light), Hold-Out Blaster Pistol, Vibroblade, Vibrodagger, Comlink (Encrypted, Short-Range), Utility Belt with Medpac
Avka Eggs

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*The stony structure jutting up from the floor of the cliff quivers before shattering, spraying hard fragments of shell and revealing the Avka Young inside.*

## Avka Eggs Statistics (CL 7)

**Keywords:** Area, Natural

**Trigger:** A being enters a square adjacent to an Avka Egg.

**Attack:** +9 vs Reflex Defense

**Damage:** 2d6+6 (Half Damage on Miss)

**Recurrence:** On Trigger; Once per Avka Egg

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

* **Acrobatics (DC 23):** Until the end of this movement, the character can enter squares adjacent to unexploded Avka Eggs without triggering the Hazard.
* **Knowledge (Life Sciences) (DC 18):** The character recognizes the rocky outcroppings as Avka Eggs, and knows that the young inside can break out violently.
* **Perception (DC 23):** The character notices that there are creatures within the stone outcroppings waiting to emerge.

**Special:** Each time an Avka Egg is triggered, place an Avka Young in the space the egg once occupied.
Armor Specialist Talent Tree

*Reference Book: Star Wars Saga Edition Core Rulebook*

You can maximize the benefits of wearing Armor while reducing or eliminating some of its drawbacks.

#### **Armor Mastery**

*Prerequisite:* **Armored Defense**

The maximum Dexterity bonus of your Armor improves by +1. You must be proficient with the Armor you are wearing to gain this benefit.

#### **Armored Defense**

When calculating your Reflex Defense, you may add either your Heroic Level or your Armor bonus, whichever is higher. You must be proficient with the Armor you are wearing to gain this benefit.

#### **Improved Armored Defense**

*Prerequisite:* **Armored Defense**

When calculating your Reflex Defense, you may add your Heroic Level plus one-half your Armor bonus (rounded down), or your Armor bonus, whichever is higher. You must be proficient with the Armor you are wearing to gain this benefit.

#### **Juggernaut**

*Prerequisite:* **Armored Defense**

Your Armor does not reduce your Speed or the distance you can move while Running. You must be proficient with the Armor you are wearing to gain this benefit.

#### **Second Skin**

*Prerequisite:* **Armored Defense**

When wearing Armor with which you are proficient, your Armor bonus to your Reflex Defense and Equipment bonus to your Fortitude Defense each increases by +1.

## Additional Armor Specialist Talents

#### **Shield Expert**

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

*Prerequisite:* Armor Proficiency (Light)

You are an expert in using Energy Shields for maximum effectiveness. Once per encounter, you can spend a Swift Action to regain 10 points of SR (up to the shield's maximum) on an active Energy Shield.
Aric Jorgan

*Homebrew Reference Book: The Old Republic Sourcebook*

*Affiliations: The Old Republic, Havoc Squad*

A born leader, Aric Jorgan is one of the Republic’s most capable field officers. He enlisted in the military at an early age and quickly distinguished himself as a talented marksman. His impeccable service record earned him a spot in the Republic’s top sniper squad, where he successfully carried out over a dozen missions against high-ranking Imperial targets. Since his transfer to Fort Garnik, Jorgan has earned a reputation as a hard and demanding taskmaster.

However, few realize his surly demeanor belies a genuine concern for the well-being of his troops. While those under his command may not particularly like the brooding Cathar, they almost always respect him.

## Aric Jorgan Statistics (CL 9)

Medium Cathar Soldier 7/Elite Trooper 1/Officer 1

**Force Points:** 5; **Dark Side Score:** 2

**Initiative:** +8; **Senses:** Perception +9

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 25 (Flat-Footed: 21), Fortitude Defense: 26, Will Defense: 23

Hit Points: 103, Damage Threshold: 26

### Offense

**Speed:** 8 Squares

**Melee:** Unarmed +11 (1d6+6)

**Melee:** Survival Knife +11 (1d6+6)

**Ranged:** Assault Blaster Rifle +15 (3d8+6)

**Ranged:** Assault Blaster Rifle +16 (4d8+6) with Deadeye

**Ranged:** Blaster Pistol +13 (3d6+4)

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

**Base Attack Bonus:** +9, **Grapple:** +13

**Attack Options:** Autofire (Assault Blaster Rifle), Careful Shot, **Cover Fire**, Deadeye, **Devastating Attack (Rifles)**, Point-Blank Shot, Precise Shot, Reactive Claw

**Special Actions:** **Battle Analysis**, Delay Damage, Republic Military Training

**Species Traits (Cathar):** Bonus Class Skills (Climb, Stealth), Natural Weapons, Reactive Claw

### Base Stats

**Abilities:** Strength 14, Dexterity 19, Constitution 15, Intelligence 10, Wisdom 11, Charisma 9

**Talents:** **Armored Defense**, **Battle Analysis**, **Cover Fire**, **Greater Weapon Focus (Rifles)**, **Devastating Attack (Rifles)**, **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Careful Shot, Deadeye, Martial Arts I, Point-Blank Shot, Precise Shot, Republic Military Training, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +11, Knowledge (Tactics) +9, Perception +9

**Possessions:** Republic Light Armor (+4 Reflex, +1 Fortitude), Assault Blaster Rifle with Targeting Scope (Enhanced Low-Light), Blaster Pistol, Frag Grenade (2), Survival Knife, Bandolier, Comlink (Short-Range), Electrobinoculars
Awaken Force Sensitivity

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

*See also: Force Regimens*

This Training Regimen is used to awaken another character to the larger world of Force Sensitivity. You and the beneficiary of this Force Regimen practice meditation, quieting your minds and listening to The Force.

**Time:** 1 Hour

**Targets:** One willing ally who does not possess the Force Sensitivity Feat.

**Make a Use the Force check.** The result of the check determines the benefits of the regimen:

 18-22
 23-27
 28+
Artillery Strikes

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

*See also: Battlefield Encounter Tool Kit, Special Orders*

Sometimes, the heroes need artillery support, especially in campaigns where battlefield adventures are common. The information presented below pertains to Artillery Strikes called in by heroes. All Artillery Strikes are considered to be Area Attacks.

Artillery Strikes, as detailed below, are requisitioned during the initial phase of the mission, just like any other gear (see Gear Requisition). When the mission begins, the heroes can set aside a certain amount of their mission funds for support without having to requisition entire gunnery emplacements or Starships.

All the costs given below are for a single Artillery Strike of that stype; the one exception, Orbital Turbolaser, cannot be purchased when gearing up, but must instead be called in as a Command Special Order.

A hero acting as a forward observer chooses a single square within his or her line of sight as the center of an Artillery Strike. The hero must possess a Comlink or some other way of relaying information to the artillery source, as well as a rangefinding device (such as a Rangefinder or a pair of Electrobinoculars) and a Datapad for determining planetary coordinates.

The hero makes a Knowledge (Tactics) check as a Standard Action against a DC of 15; if the check is successful, the artillery fires and its attack hits the target square a number of rounds later equal to the Delay values given above.

If the hero's check fails, the attack is off-target by a number of squares equal to the amount by which the check fails. The Gamemaster determines the direction in which the attack is off.

If, however, the Knowledge (Tactics) check was a success, the artillery strike hits the target square and makes an attack at +5 against the Reflex Defense of any creature, object, or Vehicle in the target square.

The attack rolls gains a +1 bonus for every two points by which the Knowledge (Tactics) check exceeds a DC of 15. If an attack hits, the target takes full damage from the Artillery Strike; the target takes half damage on a miss.

Likewise, compare the attack roll to the Reflex Defense of all targets within the attack's Splash radius; those targets take half damage on a hit and no damage on a miss.

On subsequent rounds, the hero can call in additional Artillery Strikes on the same location as a Standard Action. If the hero chooses to target the same square, that hero can use the same Knowledge (Tactics) check result as was used on the last round instead of rolling a new Skill Check to re-aim the device.
Attack with a Ranged Weapon (Vehicle Combat)

*See also: Vehicle Combat, Crew Positions*

With a ranged weapon, you can throw or shoot at any target within your line of sight, as long as your Vehicle does not grant you Total Cover.

For example, Clone Troopers can fire their blasters at targets outside a LAAT/i Gunship, as long as the ship's doors are open. Range modifiers apply normally for your weapon.

You cannot make a personal ranged attack in Starship Scale, except within the confines of the Vehicle you occupy.
BB-8

*BB-8 character data created by Wikia user Darthauthor.*

*Affiliations: The Resistance, Poe Dameron*

A skittish but loyal astromech, BB-8 accompanied Poe Dameron on many missions for The Resistance, helping to keep his X-Wing in working order. When Poe's mission to Jakku ended with his capture by The First Order, BB-8 fled into the desert with a vital clue to the location of Luke Skywalker.

BB-8 rejoined Poe in time for the attack on Starkiller Base, then helped Rey locate Skywalker's planet of exile. As The Resistance rebuilt its forces after the Battle of Crait, BB-8 helped both Poe and Rey.

## BB-8 Statistics (CL 7)

Tiny 2nd-Degree Droid Nonheroic 2/Scoundrel 7

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

**Initiative:** +7; **Senses:** Darkvision, Perception +9

**Languages:** Basic (understand only), Binary (**Burst Transfer**), Mon Calamarian (understand only), Shyriiwook (understand only)

### Defenses

Reflex Defense: 24 (Flat-Footed: 21), Fortitude Defense: 16, Will Defense: 18; Dodge, Mobility

Hit Points: 36, Damage Threshold: 16

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Wheeled); Magnetic Feet

**Melee:** Electroshock Probe +9 (1d8+3 (Ion))

**Ranged:** By Weapon +8

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

**Attack Options:** Melee Defense, Point-Blank Shot

**Special Actions:** **Gimmick**, **Scomp Link Slicer**

### Base Stats

**Abilities:** Strength 8, Dexterity 16, Constitution -, Intelligence 16, Wisdom 10, Charisma 7

**Talents:** **Burst Transfer**, **Gimmick**, **Master Slicer**, **Scomp Link Slicer**

**Feats:** Dodge, Improved Defenses, Melee Defense, Mobility, Point-Blank Shot, Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Perception), Toughness, Weapon Finesse, Weapon Proficiency (Simple Weapons)

**Skills:** Deception +7, Mechanics +17 (+19 to Diagnose Problems), Perception +9, Pilot +12, Use Computer +17 (may reroll to Improve Access, may keep better result)

**Droid Systems:** Wheeled Locomotion, Magnetic Feet, Heuristic Processor, 1 Claw Appendage, 6 Tool Mounts, Compartment Space (2 kg), Darkvision, Diagnostics Package

**Possessions:** Electroshock Probe, Holorecorder, Personal Holoprojector, Electric Arc Welder
Ammonal 3

A stick of dynamite

## Appearance

Ammonal\_3, or dynamite, looks very similar to ammonal\_2. It is a thin cylinder, with a red band near one end and writing across the rest of the body. The only visual difference between ammonal\_2 and dynamite is a fuse protruding from the ignition charge.

## Acquisition

Ammonal\_3 does not spawn naturally. Instead, it is acquired by combining a fuse with ammonal\_2.

## Use

Dynamite can be ignited by combining a lighter with it. When lit, the used ammonal will disappear from the player's inventory, and lit dynamite will appear on the ground. The lit dynamite explodes on a timer, and deals substantial damage to any player caught in the blast. Additionally, it is capable of destroying player-made structure pieces, and vehicles.
"Oevvaor" Jet Catamaran

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

Named after the Oevvaor, a flying marine reptile indigenous to Kashyyyk's coasts, this flying Catamaran is designed to navigate the surfaces of freshwater lagoons on Kashyyyk.

Incorporating Podracer-style jet engines and compact repulsorlifts, this 15-meter-long vessel can attain speeds of up to 370 kilometers per hour over water. Its hull, fashioned from thick wroshyr timber, is strong enough to provide protection against enemy blaster fire.

## "Oevvaor" Jet Catamaran Statistics (CL 3)

Gargantuan Air Vehicle (Airspeeder)

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

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 16; +3 Armor

Hit Points: 60; Damage Reduction: 5; Damage Threshold: 36

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 370 km/h)

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

**Fighting Space:** 4x4 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover** (Crew), **No Crew Cover** (Passengers)

**Base Attack Bonus:** +0; **Grapple:** +31

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

**Special Actions:** Battlefield Effects

### Abilities

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

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

### Ship Statistics

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

**Cargo:** 50 Kilograms; **Consumables:** 3 Days; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 12,125 (2,700 Used)

### Weapon Systems

#### **Blaster Cannon (Gunner)**

**Attack Bonus:** +2 (-3 Autofire), **Damage:** 3d10
Arranging the Assassination

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

*Main Page:* *Decoding the Transmission*

*See also: Sample Skill Challenges*

The heroes travel to Duro. Once they arrive in orbit around the planet, they can contact an ally of The Rebel Alliance in the Duro corporate government. The heroes engage in a Skill Challenge to talk the official into aiding their attempt on the Emperor's life.

 Arranging the Assassination Statistics (CL 9)

**Complexity:** 3 (11 Successes before 3 Failures)

**Suggested Skills:** The following are suggested Primary Skills for this Skill Challenge:

* **Deception (Opposed DC):** The heroes fabricate evidence that Emperor Palpatine is a direct threat to the Duros or that he has no intentions of honoring his contract. The argument might convince the official to give in to the heroes' request.
* **Knowledge (Galactic Lore) (DC 23):** The heroes recall something they know of the Duro official, perhaps his past assistance to The Rebel Alliance, that they can use as leverage.
* **Knowledge (Social Sciences) (DC 28):** The heroes put forth a point of philosophy, well known on Duro, that speaks to the official and convinces him that their plan is a necessary course of action.
* **Persuasion (Opposed DC):** The heroes plead for the official to give them aid, using reason and promises of justice for the Emperor's dark deeds.
* **Use the Force (Opposed DC):** The heroes attempt to detect the mood and surface thoughts of the official, which might help them avoid upsetting or offending him during the negotiation.

### Challenge Effects

The following are suggested Challenge Effects for this Skill Challenge:

* **Opposed DC:** Skills used against the Duro government official, including Deception, Persuasion, and Use the Force, target the official's Will Defense of 27.
* **Recovery****:** Since the official has a history of aiding the Alliance, he is willing to listen despite his fear of being discovered. Any hero who succeeds on a Skill Check by 5 or more can forfeit that Success in exchange for removing one Failure.

### Success and Failure

**Success:** The heroes convince the official to give them special access to the building where Emperor Palpatine will negotiate the new Capital Ship contract.

**Failure:** The official decides that the risks outweigh the potential benefits and refuses to help. The heroes must find their own way into the building. In addition, the official might warn his staff that intruders are expected.