recursal/Fanatic-Fandom huggingface dataset:
Force Techniques

This page best viewed with the right sidebar hidden.
The Force   The Dark Side   Force Powers   Force Talents   **Force Techniques**   Force Secrets   Force Traditions
Force techniques represent a deeper understanding of the Force and, like martial skills, usually come with years of practice. A few gifted or devoted Force-users learn to master them more quickly. In general, Force techniques are only available to characters with levels in certain Force-using prestige classes (such as the Force adept, Jedi Knight, and Sith apprentice).
      Whenever you gain access to a new Force technique, select it from the following list. Once selected, a Force technique cannot be changed.

### Force Point Recovery

      *Saga Edition Core Rules*, page 102.
At the end of an encounter, you automatically recover 1 Force Point spent during the encounter.

### Force Power Mastery

      *Saga Edition Core Rules*, page 102.
Choose a single Force power. You may take 10 on Use the Force checks to activate this Force power even when distracted or threatened.
      You may select this Force technique multiple times; each time you select this Force technique, it applies to a different Force power.

### Improved Force Trance

      *Saga Edition Core Rules*, page 102.
Each hour you remain in a Force trance you regain a number of hit points equal to 2 x your character level.

### Improved Move Light Object

      *Saga Edition Core Rules*, page 103.
You may make a Use the Force check to move a light object as a swift action instead of a move action. Using the light object as a projectile weapon requires a move action (instead of a standard action).

### Improved Sense Force

      *Saga Edition Core Rules*, page 103.
You may use the sense Force ability of the Use the Force skill as a move action rather than a full-round action.

### Improved Sense Surroundings

      *Saga Edition Core Rules*, page 103.
You may use the sense surroundings ability of the Use the Force skill as a free action rather than a swift action.

### Improved Telepathy

      *Saga Edition Core Rules*, page 103.
Whenever you use the telepathy ability of the Use the Force skill, you can reroll your Use the Force check and keep the better result.
The Force   The Dark Side   Force Powers   Force Talents   **Force Techniques**   Force Secrets   Force Traditions

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

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

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

Once an Imperial officer discharged for saving the life of a Wookiee slave, Han Solo goes on to become one of the best pilots and smugglers in the galaxy. One lost shipment of spice, however, leads to a debt to Jabba the Hutt that Han can’t repay, and his shady past comes back to haunt him on Cloud City after the Battle of Hoth. Still, his friends manage to free Han from the clutches of the Hutt gangster, and Han leads the Rebel commando team that destroys the shield generator on Endor.
      Years later, Han and Leia are married and have children, all of whom grow to be Jedi studying under their Uncle Luke. When the Yuuzhan Vong invade the galaxy, Han’s suffers one loss after another, beginning with the deaths of Chewbacca and, later, his youngest son, Anakin Solo. Even after the end of the war, Han’s personal pain continues as he watches the Galactic Alliance and his native Corellia square off…and the fear of losing his only remaining son to the dark side begins to grow.

## Rebellion Era

#### Han Solo (Episode VI)            (CL 12)

Medium Human Scoundrel 5 / Soldier 2 / Ace Pilot 3 / Gunslinger 2

**Destiny:** 2; **Force:** 6; **Dark Side:** 99

**Initiative:** +18; **Senses:** Perception +12

**Languages:** Basic, Huttese, Rodese, Shyriiwook

**Defenses:** Fort 25, Ref 28 (flat-footed 26), Will 24

**Hit Points:** 77; **Damage Threshold:** 25

**Speed:** 6 squares

**Melee:** unarmed +10 (1d4+7)

**Ranged:** heavy blaster pistol +12 (3d8+6) or

**Ranged:** heavy blaster pistol +12 (4d8+6) with Rapid Shot

**Base Attack:** +9; **Grapple:** +11

**Attack Options:** Point Blank hot, Precise Shot, Rapid Shot, Sneak Attack +1d6, Trigger Work

**Special Actions:** Full Throttle, Quick Draw, Stellar Warrior

**Abilities:** Cha 14, Con 13, Dex 15, Int 14, Str 13, Wis 12

**Talents:** Full Throttle, Keep it Together, Sneak Attack +1d6, Spacehound, Stellar Warrior, Trigger Work, Weapon Specialization (pistols)

**Feats:** Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, ]]Skill Focus

**Skills:** Deception +13, Initiative +18, Knowledge [galactic lore] +13, Mechanics +13, Perception +12, Pilot +18

**Posessions:** heavy blaster pistol with targeting scope, tool kit, modified YT-1300 transport (*Millennium Falcon*)

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

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

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

This page best viewed with the right sidebar hidden.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Garrote

**Exotic Weapon**
      *Clone Wars Campaign Guide*, page 97.      **Cost:** 50   **Weight:** 1.5kg   **Availability:** Rare
      **Damage:** 1d6\*   **Stun:** —   **Type:** SlashingTypically fashioned from a strand of spun durasteel, a garrote is designed to crush the target’s throat and prevent breathing. A garrote requires two hands to use, and any attack made with the garrote is treated as a grab attack. Bonuses granted by talents and feats apply to the grab attack as though it was a garrote attack; for example, a character with the Weapon Focus (garrote) feat gains a +1 bonus on grab attacks made with the garrote.
      The effects of a garrote are felt on the target’s turn. At the beginning of the grabbed target’s turn, before it can take any actions, the target takes damage from the garrote and moves −1 step along the condition track. The target also suffers the normal effects of a grab. The target may attempt to break the grab, as normal.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

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

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

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

**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates
The 15.5-meter tall All‑Terrain Armored Transport (AT‑AT) is an imposing, four-legged behomth that shakes the ground as it plods toward enemy fortifications. (The Empire used AT‑ATs to overwhelm Rebel forces on Hoth in *Episode V: The Empire Strikes Back*.)

#### AT-AT             (CL 14)

      *Saga Edition Core Rulebook*, page 175.
Colossal ground vehicle (walker)

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

**Defenses:** Fort 29, Ref 16 (flat-footed 16) ; +16 armor

**Hit Points:** 200; **DR:** 20; **Damage Threshold:** 79

**Speed:** 4 squares (max. velocity 60 km/h)

**Ranged:** heavy laser cannons +7 and
blaster cannons +7

**Fighting Space:** 6×12; **Cover:** total

**Base Attack:** +5; **Grapple:** +42

**Attack Options:** autofire (medium blaster cannons)

**Abilities:** Con —, Dex 10, Int 14, Str 48

**Skills:** Initiative −2, Perception +8, Pilot −2

**Crew:** 5 (expert); **Passengers:** 40

**Cargo:** 1 ton; **Consumables:** 1 week; **Carried Craft:** 5 speeder bikes or 2 AT‑STs

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

**Heavy laser cannons (gunner)
Attack:** +7, **Damage:** 6d10×2, 2-square splash

**Blaster cannons (gunner)
Attack:** +7 (+2 autofire), **Damage:** 3d10×2

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

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

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

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

**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates
The 74‑Z is a basic speeder bike designed for military scouting and urban patrol missions. It consists of a powerful repulsorlift engine with two small thrust engines, a long forward control vane, and a small blaster cannon in a rotating forward mount. It is designed for a single pilot but has room for a passenger as well—both straddling the engine block of the vehicle.

#### Aratech 74-Z Speeder Bike             (CL 4)

      *Saga Edition Core Rulebook*, page 176.
Large ground vehicle (speeder)

**Initiative:** +14; **Senses:** Perception +8

**Defenses:** Fort 14, Ref 16 (flat-footed 10) ; +1 armor

**Hit Points:** 40; **DR:** 5; **Damage Threshold:** 19

**Speed:** 12 squares (max. velocity 500 km/h)

**Ranged:** laser cannon +7

**Fighting Space:** 2×2; **Cover:** none

**Base Attack:** +5; **Grapple:** +14

**Attack Options:** autofire (laser cannon)

**Abilities:** Con —, Dex 24, Int 14, Str 18

**Skills:** Initiative +14, Mechanics +8, Perception +8, Pilot +14

**Crew:** 1 (expert); **Passengers:** 1

**Cargo:** 3kg; **Consumables:** 1 day; **Carried Craft:** none

**Availability:** Restrcted; **Cost:** 6,750 (1,200 used)

**Laser cannon (pilot)
Attack:** +7 (+2 autofire), **Damage:** 4d10

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

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

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

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

This page best viewed with the right sidebar hidden.
**Starship Modifications**   Movement   Defense   Weapons   Accessories   **Templates**
**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   **Templates**
**General Equipment**   Communications   Computers   Surveillance   Implants   Life Support   Medical   Survival   Tools   Accessories   **Templates**

Templates are used to apply a certain set of modifications to reflect a unique version of a given vehicle or piece of equipment. For example, if a player had an old lightsaber that was passed down through their family for generations, one would apply the antiquated weapon template. Likewise if a troupe acquired a bleeding edge starship the GM may apply either the advanced starship template or prototype starship template depending on how best either would fit into the storyline. Below are the available templates for in Star Wars Saga Edition.

* Cinnagaran Manufacture
* Cortosis Weave/Phrik Alloy
* Echani Manufacture
* GenoHaradan Manufacture
* Iridonian Manufacture
* Krath Manufacture
* Mandalorian Manufacture
* Massassi Manufacture
* Prototype
* Verpine Manufacture
* Antiquated Vehicle (Template)
* Archaic Starship (Template)
* Junker Starship (Template)
* Prototype Starship (Template)
* Refitted Vehicle (Template)
* Baragwin Weapon
* Bothan Weapon
* Dashade Weapon
* Gand Weapon
* Quick Draw Weapon
* Rakatan Weapon
* Reftted Weapon (Template)
* Sith Alchemical Weapon
* Bronzium Cast Armor
* Durasteel Cast Armor
* Environmental Bastion Armor
* Eriadun Armor

**Starship Modifications**   Movement   Defense   Weapons   Accessories   **Templates**
**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   **Templates**
**General Equipment**   Communications   Computers   Surveillance   Implants   Life Support   Medical   Survival   Tools   Accessories   **Templates**
Careful Shot

*Saga Edition Core Rules*, page 82.
      *Starships of the Galaxy*, page 20.
You are particularly skilled at aiming your attacks.
      This feat is a bonus feat for the Scout and Soldier classes.
      **Prerequisites:** BAB +2, Point Blank Shot.
      **Benefit:** If you aim before making a ranged attack, you gain a +1 bonus on your attack roll.
      **Starship/Vehicle:** Pilots can use this feat, but since they must spend at least one move action operating their vehicles, they must split their aim (two swift actions) and attack (standard action) into two separate turns, making it more likely that the target will break line of sight or otherwise avoid you.

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

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

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
B2 Series Super Battle Droid

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

The B2 Series Super Battle Droid is a marked improvement in the original B1 Series Battle Droid design. Larger and armored, the Super Battle Droid relies on a central control computer for guidance, but it doesn’t deactiviate when it loses contact with the remote processor thanks to a backup internal processor—a droid brain that takes over when the droid loses communication with the central computer. This second brain allows the droid to store its last set of orders and continue acting on them even after the remote processor has shut down.
      Super Battle Droids can be played as droid heroes.

#### B2 Series Super Battle Droid             (CL 2)

      *Saga Edition Core Rules*, page 199.
Medium droid (4th-degree) nonheroic 6 playable

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

**Languages:** Basic, Binary

**Defenses:** Fort 12, Ref 12 (flat-footed 12), Will 10

**Hit Points:** 21; **Damage Threshold:** 12

**Immune:** droid traits

**Speed:** 6 squares (walking)

**Melee:** unarmed −6 (1d3+1)

**Ranged:** wrist blasters +4 (3d8) or

**Ranged:** wrist blasters +2 (4d8) with Rapid Fire

**Fighting Space:** 1 square; **Reach:** 1 square

**Base Attack:** +4; **Grapple:** +6

**Attack Options:** autofire (wrist blasters), Charging Fire, Rapid Fire, aid another (+5)

**Abilities:** Cha 7, Con —, Dex 11, Int 10, Str 14, Wis 11

**Feats:** Armor Proficiency (light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (heavy weapons, rifles, simple weapons)

**Skills:** Perception +8

**Systems:** walking locomotion, remote receiver, backup processor, synchronized fire circuits, 2 hand appendages, integrated commlink, vocabulator, plasteel shell (+2 armor)

**Possessions:** wrist blasters (treat as blaster rifle)

**Availability:** Military, **Cost:** 3,300 credits

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

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

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

*Saga Edition Core Rules*, page 96.
You use the Force to enhance your battle prowess.
      **Time:** Swift action.
      **Target:** You.
      **Make a Use the Force check:** If successful, gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal additional damage if the attack hits.
            *DC 15:* power activation, +1d6 damage
            *DC 20:* +2d6 damage
            *DC 25:* +3d6 damage
      **Special:** You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.

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

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

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

**Make a Use the Force check:** Use the result in place of your attack roll when attempting to disarm the target. If your disarm attempt succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which case you must have a free hand to catch it).
      **Special:** You can spend a Force Point to damage or destroy the target weapon instead. If your disarm attempt succeeds, the weapon takes damage equal to your Use the Force check result. You must declare that you are using this option before making your disarm attempt.

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

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

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

Characters can win or lose credits by betting on swoop races or playing games of chance, such as sabaac und jubilee. Use these rules whenever a character plays against the house, gambles against other characters, or takes their chances on games of pure chance.
      **Gambling against the House:** When gambling against the house, such as when playing the jubilee wheel or betting on the outcome of a race, you must declare how many credits you want to wager as your stake. A Wisdom check determines whether you win or lose, and by how much:

 5-9
 10-14
 15-19
 20-24
 25 or higher

**Gambling against Other Characters:** When gambling against other opponents, including GM characters and other heroes, each participant declares an amount to wager and makes a Wisdom check. the character with the highest result wins; if two participants are tied for the highest result, they split the winnings. Each participant other than the winner compares his check result against the winner’s result, using the difference in scores to determine how much money is deducted from their stake and added to the winner’s take.

 5-9
 10 or more

**Games of Pure Chance:** When you play a game of pure chance, Wisdom checks never come into play. Simply roll 1d20 and consult the chart below:

 16
 17
 18
 19
 20

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

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

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

*Saga Edition Core Rules*, page 83.
You can deal damage to a creature that you’re grappled.
      This feat is a bonus feat for the Soldier class.
      **Prerequisites:** BAB +1, Pin.
      **Benefit:** If you successfully pin an opponent with a grapple attack, you can immediately deal bludgeoning damage to it equal to your unarmed damage or claw damage, whichever is greater.

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

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

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

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

In the Battle of Geonosis, the Commerce Guild deployed forces of dwarf spider droids. Larger than a standard battle droid and armed with a powerful blaster cannon, the dwarf spider droid gives mobile heavy weapon support to advancing infantry.
      The original function of dwarf spider droids was to root out hidden mining operations. The Commerce Guild requires a tribute payment for all commercial operations within its borders; however, small independent operations often dig within Commerce Guild borders and attempt to smuggle the precious ore into a neutral region, avoiding tribute payments. Dwarf spider droids are equipped to descend own rocky crags liek those found inside rough-hewn mine shafts, to catch offenders red-handed before they can reach the safety of the Commerce Guild border. Commerce Guild star cruisers also carry compliments of dwarf spider droids for security and tribute enforcement.
      Dwarf spider droids can’t be played as droid heroes.

#### Dwarf Spider Droid             (CL 3)

      *Saga Edition Core Rules*, page 200.
Large droid (4th-degree) nonheroic 9 nonplayable

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

**Languages:** Basic, Binary

**Defenses:** Fort 16, Ref 13 (flat-footed 13), Will 11

**Hit Points:** 32; **Damage Threshold:** 26

**Immune:** droid traits

**Speed:** 8 squares (walking)

**Melee:** unarmed −8\* (1d6+10)

**Ranged:** blaster cannon +5 (6d8)

**Fighting Space:** 2×2; **Reach:** 1 square

**Base Attack:** +6; **Grapple:** +17

**Attack Options:** Far Shot, Point Blank Shot, Power Attack

**Abilities:** Cha 8, Con —, Dex 9, Int 10, Str 22, Wis 12

**Special Qualities:** stability

**Feats:** Armor Proficiency (light), Far Shot, Improved Damage Threshold, Point Blank Shot, Power Attack, Skill Focus (Perception), Weapon Proficiency (heavy weapons, simple weapons)

**Skills:** Climb +6 (may reroll, may take 10 when threatened), Perception +12, Stealth −6

**Systems:** walking locomotion (extra legs), climbing claws, magnetic feet, remote receiver, darkvision, improved sensor package, locked access, 1 tool appendage, quadanium plating (+5 armor)

**Possessions:** blaster cannon

**Availability:** Military, **Cost:** 8,500 credits

**Stability**—A dwarf spider droid gains a +5 stability bonus on checks made to resist being knocked prone.

*\* Includes 4 points of Power Attack*

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

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

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

This page best viewed with the right sidebar hidden.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Electronet

**Heavy Weapon (ammunition)**
      *Scum and Villainy*, page 50.      **Cost:** 2,000   **Weight:** 5kg   **Availability:** Restricted
      **Damage:** —   **Stun:** 3d8   **Type:** —  **Mode(s)** SingleThe Electronet is a special weapon frequently employed by bounty hunters to bring down fleeing prey. An electronet acts as a grenade that can only be fired from a grenade launcher. When an electronet is fired from a grenade launcher, target a 2×2 square area and make an attack roll, omparing the result to the Reflex Defense of each target in the area. If a target is hit, it takes stun damage from the electronet and is grabbed as per the normal rules for a net. Each round, at the beginning of your turn, any targets still trapped by an electronet take stun damage from the weapon at its normal amount.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

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

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

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

*Saga Edition Core Rules*, page 83.
      *Starships of the Galaxy*, page 20.
You are skilled at coordinating your attacks with your allies.
      This feat is a bonus feat for the Soldier class.
      **Prerequisites:** BAB +2.
      **Benefit:** You are automatically successful when using the aid another action to aid an ally’s attack or suppress an enemy as long as the target is adjacent to you or within Point blank range.
      **Starship/Vehicle:** You may use this feat to aid an ally’s attack. You can’t use the aid another action to suppress a vehicle, but you can suppress an individual gunner (such as the lead gunner for a single weapon battery). You may use this feat even if you are using the aid another action as a sensor operator using a Use Computer check or a commander using a Knowledge [tactics] check.
      **Normal:** You must make an attack roll against a Reflex Defense of 10 to gain the benefits of aid another action.

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

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

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

*Starships of the Galaxy*, page 25.
A teamwork-focused starfighter tactic, the Corellian Slip maneuver allows a pilot to destroy an opposing starship that threatens one of their allies by flying at the enemy vessel head-on.
      **Time:** Full-round action.
      **Target:** One enemy airspeeder or starfighter within (2 × your vehicle’s speed) squares.
      **Make a Pilot check:** When you activate this maneuver, you move up to twice your vehicle’s speed in a straight line through your opponent’s square. If something halts your movement before you enter your opponent’s square (such as being drawn into a dogfight), the maneuver fails to activate. When you enter your opponent’s square, you make an attack as a free action against the target. The result of the Pilot check determines the effectiveness of this maneuver:
            *DC 15:* If you destroy your target with your attack, a collision does not occur.
            *DC 20:* As DC 15, but add a +1 circumstance bonus to your attack roll.
            *DC 25:* As DC 15, but add a +1 circumstance bonus to your attack roll and +1 die of damage.
            *DC 30:* As DC 15, but add a +2 circumstance bonus to your attack roll and +1 die of damage.
            *DC 35:* As DC 15, but add a +2 circumstance bonus to your attack roll and +2 dice of damage.
      **Special:** If you fail to successfully activate this manuver, you still move through your opponent’s square and a collision occurs. You do not get to make an attack as a swift action, and you cannot make a Pilot check to avoid the collision. (Your opponent may do so, however.)

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

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

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

This maneuver lets you score an incrediblty precise hit on a target, punching holes in vital systems and potentially disabling your target.
      **Time:** Standard action.
      **Target:** A single vehicle within weapons range.
      **Make an attack roll:** If the attack roll equals or exceeds the target’s Reflex Defense, the attack succeeds and deals normal damage plus additional damage determined by how much the attack roll exceeds the target’s Reflex Defense:
            *0-4:* +1 extra die of damage.
            *5-9:* +2 extra dice of damage.
            *10 or more:* +3 dice of extra damage.

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

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

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

*Acid burns through metal and skin alike, corroding them.*

**Type:** Acid, contact, natural

**Trigger:** A creature, a droid, or an object comes into contact with the acid.

**Attack:** +4 vs. Fortitude Defense

**Damage/Effect:** 2d10 acid (*Miss*: Half damage)

**Recurrence:** Each round at the start of the target’s turn, until the acid is washed off or treated.

**Skill:**
**Treat Injury (DC 14; requires medical kit):** The character treats the acid.

#### Acid (Deprecated)

      *Saga Edition Core Rules*, page 252.Corrosive acid deals damage on contact.
      **Acid (CL 2):** When a target comes into contact with acid, make an attack roll (1d20+5) against the target’s Fortitude Defense. If the attack succeeds, the target takes 2d6 points of acid damage. If the attack fails, the target takes half damage that round. This attack occurs again each round until the acid is washed off or treated (requiring a DC 15 Treat Injury check and a medical kit).

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

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

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

This page best viewed with the right sidebar hidden.
**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   **Capital Ships**   Vehiculum Personæ   Templates
Capital ships are the backbone of any star fleet, more than compensating for their lack of speed and maneuverability with their weapons, armor and powerful shields. The largest carry hangars full of starfighters to supplement their own impressive banks of blasters and ion cannons, gravity-well projectors to stop fleeing opponents from entering hyperspace, or thousands of ground troops and their support vehicles. Capital ship commanders take great pride in knowing that they can make a difference just by bringing their guns to bear, let alone firing them.
      Some capital ships are so large that they are considered to be space stations. As there are very few space stations in the *Star Wars* Role-playing Game, both the actual space stations and the large-enough-to-be-a-space-station capital ships are listed here.

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

Footnotes and References

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

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

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

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
2-1B Medical Droid

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

Programmed by some of the finest medical minds in the galaxy, Industrial AUtomaton’s 2-1B Series was the first commercially successful surgical droid. Each 2-1B is equipped with a computer interface socket and tether; what it doesn’t know about patient’s species or medical history, it can download from any medical mainframe.
      The 2-1B’s servogrip pincer hands are precision-engineered for smooth, steady action. The core programming of 2-1B surgical droids includes the “physician’s code.” This prevents the droid from refusing medical aid to any being (unless specifically ordered otherwise by an authorized operator), as well as preventing it from deliberately inflicting harm on an organic creature (except as defined by extensive guidelines for saving a life). This includes a stricture against entering combat.
      2-1B Series droids can be played as droid heroes.

#### 2-1B Medical Droid             (CL 0)

      *Saga Edition Core Rules*, page 197.
Medium droid (1st-degree) nonheroic 2 playable

**Initiative:** +1; **Senses:** low-light vision; Perception +5

**Languages:** Basic, Binary, 2 unassigned

**Defenses:** Fort 9, Ref 10 (flat-footed 10), Will 12

**Hit Points:** 5; **Damage Threshold:** 9

**Immune:** droid traits

**Speed:** 6 squares (walking)

**Melee:** unarmed +0 (1d3−1)

**Fighting Space:** 1 square; **Reach:** 1 square

**Base Attack:** +1; **Grapple:** 0

**Abilities:** Cha 9, Con —, Dex 11, Int 14, Str 8, Wis 15

**Feats:** Cybernetic Surgery, Skill Focus (Knowledge [life sciences], Treat Injury), Skill Training (Use Computer), Surgical Expertise

**Skills:** Knowledge [life sciences]+13, Perception +5, Treat Injury +13, Use Computer +8

**Systems:** walking locomotion, heuristic processor, 2 hands, improved sensor package, vocabulator

**Availability:** Licensed, **Cost:** 4,300 credits

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

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

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

*Saga Edition Core Rules*, page 84.
Choose an exotic weapon, such as a bowcaster or atlatl. You understand how to use that type of exotic weapon in combat.
      This feat is a bonus feat for the Noble and Soldier classes.
      **Prerequisites:** BAB +1.
      **Benefit:** You make attack rolls with the weapon normally.
      **Normal:** A chracter who uses a weapon without being proficient with it takes a −5 penalty on attack rolls.
      **Special:** You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.

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

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

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

This page best viewed with the right sidebar hidden.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Immobilized
When a creature is immobilized it cannot move by its own volition. An immobilized creature can take move actions, but it cannot move from its current space, and it cannot make skill checks associated with movement (such as Acrobatics, Climb, Jump, or Swim). An immobilized creature can still be moved by other effects, such as being the target of a Bantha Rush or the *Force thrust* power.
#### Carbonite Rifle

**Heavy Weapon**
      *Knights of the Old Republic*, page 69.      **Cost:** 1,200   **Weight:** 6kg   **Availability:** Licensed
      **Damage:** —   **Stun:** 3d10   **Type:** Energy  **Mode(s)** SingleA weapon crafted by scientists from the planet Empress Teta, teh carbonite rifle fires a short stream of liquid carbonite that solidifies on contact with a target. Any target moved down the condition track by this weapon also is immobilized (see sidebar) until the end of its next turn.
      A carbonite rifle requires special carbonite cartridges, which each cost 50 credits and weigh 1kg. After 20 shots, the carbonite cartridge must be replaced.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

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

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

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

**Allies and Opponents**   Nonheroic Codex   Beast Codex

The ARC Troopers (Advanced Recon Commandos) are elite clone units that were personally trained by Jango Fett. Whereas most clone troopers are trained to work as a unit, ARC Troopers function well as individuals, making them even more formidable as foes.

#### ARC Trooper             (CL 8)

      *Saga Edition Core Rules*, page 282.
Medium Human nonheroic 6 / Soldier 3 / Elite Trooper 3 NPC

**Initiative:** +12; **Senses:** low-light vision; Perception +13

**Languages:** Basic, Mando’a

**Defenses:** Fort 24, Ref 23 (flat-footed 21), Will 16

**Hit Points:** 57; **DR:** 1; **Damage Threshold:** 24; delay damage

**Speed:** 6 squares

**Melee:** unarmed +12 (1d4+5)

**Ranged:** heavy repeating blaster +10 (5d10+5) with Burst Fire or

**Ranged:** heavy repeating blaster +10 (3d10+5) with autofire or

**Ranged:** missle launcher +12 (6d6+5, 2-square splash) or

**Ranged:** heavy blaster pistol +6 (3d8+3) and heavy blaster pistol +6 (3d8+3) or

**Ranged:** frag grenade +11 (4d6+3, 2-square burst) or

**Ranged:** ion grenade +11 (4d6+3 ion, 2-square burst)

**Base Attack:** +4; **Grapple:** 5

**Special Actions:** Point Blank ShotH

**Abilities:** Cha 8, Con 12, Dex 13, Int 9, Str 12, Wis 10

**Special Qualities:** Delay damage

**Feats:** Armor Proficiency (light), Improved Damage Threshold, Point Blank ShotH, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)

**Skills:** Initiative +9, Perception +8H

**Possessions:** blast helmet and vest (+2 armor), blaster pistol, 2 frag grenades, comlink (encrypted)

*H Human bonus feat or trained skill*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

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

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

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

**Make a Use the Force check:** If the result equals a target’ Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target’ Fortitude Defense, it takes half damage and is not knocked prone. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
      This is an area effect.
      **Special:** When you activate this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.

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

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

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