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B'ink Utrila

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Masters (Part 1)*

*Affiliations: The Jedi, The Galactic Republic*

As an instructor in the Jedi Temple on Coruscant, B'ink Utrila's experience as a teacher becomes increasingly important as The Jedi are dwindled down during the Clone Wars. Although she received a general's commission in the Grand Army of the Republic, Utrila's tenure affords her the luxury of remaining on the capital the majority of the war.

During the Second Battle of Coruscant, B'ink, along with fellow Jedi Foul Moudama, Roron Corobb, and Roth-Del Masona spirit Palpatine to the safety of his security bunker, but are cut off by General Grievous. Although Utrila's skill with a Lightsaber is impressive, it isn't enough to stop the cyborg general from skewering her through and capturing the Chancellor.

## B'ink Utrila Statistics (CL 13)

Medium Twi'lek Jedi 7/Jedi Knight 5/Jedi Master 1

**Force Points:** 6

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

**Languages:** Basic, High Galactic, Ryl

### Defenses

Reflex Defense: 29 (Flat-Footed: 26), Fortitude Defense: 28, Will Defense: 29; **Block**, **Deflect**, **Niman**, **Shii-Cho**

Hit Points: 102, Damage Threshold: 28

**Immune:** Fear effects

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +16 (1d4+6)

**Melee:** Lightsaber +18 (2d8+8)

**Melee:** Lightsaber +16 (3d8+8) with Rapid Strike

**Melee:** Lightsaber +13 (2d8+8) and Lightsaber +13 (2d8+8) with Double Attack

**Melee:** Lightsaber +11 (3d8+8) and Lightsaber +11 (3d8+8) with Double Attack and Rapid Strike

**Ranged:** By Weapon +16

**Base Attack Bonus:** +13, **Grapple:** +16

**Attack Options:** Accelerated Strike, Double Attack (Lightsabers), Rapid Strike, Weapon Finesse

**Special Actions:** **Lightsaber Form Savant**, **Redirect Shot**, **Share Talent** (**Niman**)

**Force Power Suite (Use the Force +14):** *Battle Strike*, *Disarming Slash*, *Draw Closer*, *Enlighten*, *Force Slam*, *Inspire*, *Move Object*, *Pushing Slash*, *Rebuke*, *Saber Swarm*, *Sarlacc Sweep*, *Surge*

**Force Techniques:** Improved Battle Strike, Improved Move Light Object

**Species Traits (Twi'lek):** Deceptive, Great Fortitude, Low-Light Vision

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 11, Intelligence 13, Wisdom 16, Charisma 16

**Talents:** **Block**, **Deflect**, **Lightsaber Form Savant**, **Niman**, **Redirect Shot**, **Share Talent** (**Niman**), **Shii-Cho**, **Weapon Specialization (Lightsabers)**

**Feats:** Accelerated Strike, Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Jedi Heritage, Rapid Strike, Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +14, Knowledge (Galactic Lore) +12, Use the Force +14

**Possessions:** Lightsaber (Self-Built), Jedi Robes
Automated Defense Systems

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

*See also: GaW Bases and Battlestations*

A common presence in most Battlestations, Automated Defense Systems are a deadly part of security. They frequently use Autoblaster laser cannons, although nonlethal systems might use Stun varieties of the weapon. Most automated systems are controlled from the Security Control Room and are activated only on command- a safeguard to prevent authorized personnel from being attacked due to malfunction or mechanical failure. An Autoblaster (5 Hit Points; DR 5) makes one attack per round at an attack bonus equal to a station Hazard's expected attack roll (see Battlestation Challenge Level), and it has an Initiative equal to 5 + the Battlestation's CL. For example, on a CL 6 station, Autoblasters attack on an Initiative Count of 11 with an attack bonus of +8. Autoblasters are usually clumped together in groups of two or three and can effectively hold off intruders until security forces arrive.
Assured Strike

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

*See also: Force Powers*

**[*Lightsaber Form*]**

You trade power for accuracy.

**Time:** Standard Action

**Targets:** One enemy within reach

**Make a Use the Force check.** The result of the check determines the effects, if any:

 20
 25
 30

**Lightsaber Form (Juyo):** If you have the **Juyo** Talent and miss with both attack rolls, this Form Power remains in your Force Power Suite instead of being spent as normal.

**Special:** You can spend a Force Point to roll your attack roll three times, keeping the highest result.
Astromech Droid

*Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids*

*See also: Droid Chassis*

All Astromech Droids have the following Chassis Traits:

* **Ability Modifiers:** All Astromech Droids receive a +2 bonus to Intelligence, but suffer a -2 penalty to Charisma. Astromech Droids' intelligence and adaptability enable them to properly repair and maintain machinery.
	+ Like other Droids, Astromech Droids have no Constitution score.
* **Size:** The vast majority of Astromech Droids are of Small size, giving them a + 1 size bonus to their Reflex Defense and a +5 size bonus to Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium creatures.
* **Speed:** Astromech Droids have a base speed of 6 squares and use Wheeled Locomotion. Astromech Droids also have a Walking speed of 4 squares.
* **Droid Traits:** Astromech Droids are 2nd-Degree Droids and have all Droid immunities and typical Droid Traits.
* **Bonus Equipment:** Astromech Droids are constructed with the following Droid Systems installed in each:
	+ Wheeled Locomotion, Walking Locomotion, and Magnetic Feet
	+ Heuristic Processor
	+ 6 Tool Appendages and 1 Claw Appendage
	+ Astrogation Buffer (5 Memory Units), Diagnostics Package, and Internal Storage (2 kg)
* **Hardwired Design (Mechanics):** All Astromech Droids are Trained in the Mechanics skill. This is a bonus Trained Skill.
* **Conditional Bonus Feat:** An Astromech Droid with Mechanics or Use Computer as a Trained Skill can select Skill Focus (Mechanics) or Skill Focus (Use Computer) as a bonus Feat. An Astromech Droid can take only one of these bonus Feats.
* **Automatic Languages:** All Astromech Droids can speak Binary and understand Basic.
Auxiliary Generators

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

**Starship Systems Type:**Starship Accessories

 +4
 +6

A Starship uses a lot of energy, drawing power from its engines for motion, defenses, weapons, sensors, computing power, environmental systems, and dozens of other systems both major and minor. Building bigger engines creates a need for greater bracing and fuel storage, which in turn results in a larger Starship, and thus a need for even more power. In this constant battle between energy needs and engine size, one solution is to add Auxiliary Generators.

Auxiliary Generators are able to step in and supply power to specific systems when engine power is needed to propel the ship or engage in other crucial functions (such as maintaining the shields). Because they need to produce power only at peak usage, the generators are smaller and use less fuel than an equivalent engine upgrade. This doesn't provide any additional speed for the Starship in question, but it does give it more power when engines or tractors beams are at maximum capacity.

Auxiliary Generators give a Starship a +2, +4, or +6 equipment bonus to its Strength score. They also allow a Starship's systems to continue when the engines are shut down or destroyed.
Aura of Oppression

*Aura of Oppression Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

Your people have exploited a workforce of slaves for many centuries.

**Prerequisite:** Chevin, T'landa Til, or Zygerrian

**Effect:** You can designate any number of targets within 6 squares of you to take a -2 penalty on any check made to escape a Grapple or other Immobilizing effects. This is a Mind-Affecting Fear effect.
Armor Proficiency (Heavy)

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Feats*

You are proficient with Heavy Armor, and can wear it without impediment.

**Prerequisites:** Armor Proficiency (Light) Feat, Armor Proficiency (Medium) Feat

**Effect:** When you wear Heavy Armor, you take no Armor Check Penalty on attack rolls or Skill Checks. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).

**Normal:** A character who wears Heavy Armor with which they are not proficient takes a -10 Armor Check Penalty on attack rolls as well as Skill Checks made using the following Skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special Equipment bonuses.
Arcona SpecForce Infiltrator

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

*Affiliations: The Rebel Alliance, The New Republic*

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

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

## Arcona SpecForce Infiltrator Statistics (CL 7)

Medium Arcona Scout 4/Scoundrel 3

**Force Points:** 4

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

**Languages:** Arconese, Basic

### Defenses

Reflex Defense: 23 (Flat-Footed: 19), Fortitude Defense: 22, Will Defense: 17

Hit Points: 62, Damage Threshold: 22

### Offense

**Speed:** 6 Squares; **Hidden Movement**, Running Attack

**Melee:** Unarmed +7 (1d8+5)

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

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

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

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

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

**Species Traits (Arcona):** Great Fortitude, Scent

### Base Stats

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

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

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

**Skills:** Acrobatics +10, Climb +10, Initiative +10, Mechanics +8, Perception +7, Stealth +15 (may reroll, must take second result)

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

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

*Affiliations: General Units*

At its simplest, an Automated Sentry Gun is an automatic blaster controlled by a simple Droid Brain. The most advanced examples are practically War Droids in their own right. They are positioned at strategic points across the battlefield and monitor their field of fire for movement or other stimuli. When enemy units are spotted within range, the guns open fire. Most such guns are equipped with Identify Friend or Foe (IFF) systems that allow allied units to enter the gun's field of fire without being shot.

## Automated Sentry Gun Statistics (CL 2)

Small 4th-Degree Droid Nonheroic 3/Soldier 1

**Initiative:** +8; **Senses:** Darkvision, Perception +16

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 10, Will Defense: 13

Hit Points: 13, Damage Threshold: 10

**Immune:** Droid Traits

### Offense

**Speed:** Immobile

**Melee:** Unarmed +10 (1d6+4)

**Ranged:** Light Repeating Blaster (Braced) +3 (3d8+2, 2-Square Autofire)

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

**Attack Options:** Autofire (Light Repeating Blaster (Only)), Point-Blank Shot

### Base Stats

**Abilities:** Strength 4, Dexterity 12, Constitution -, Intelligence 6, Wisdom 14, Charisma 8

**Feats:** Armor Proficiency (Light), Point-Blank Shot, Skill Focus (Perception), Skill Training (Initiative), Weapon Focus (Rifles), Weapon Proficiency (Rifles)

**Skills:** Initiative +8, Perception +16

**Droid Systems:** Basic Processor, 1 Tool Mount (Stabilized), Darkvision, Improved Sensor Package, Locked Access

**Possessions:** Light Repeating Blaster (Extra Power Source x4 (150 Shots)), Power Pack (5), Plasteel Shell (Droid Armor; +2 Reflex)

**Availability:** Military; **Cost:** 2,500 credits (1,000 Used)
Asajj Ventress (Disambiguation)

**This article is a disambiguation page for Asajj Ventress (Disambiguation)**

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

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

There are few different version of statistics for **Asajj Ventress:**

## Official

* Asajj Ventress (CL 13) from the *Clone Wars Campaign Guide*
* Asajj Ventress, Strike Leader (CL 14) from Star Wars Miniatures Previews

## Homebrew

* Asajj Ventress, Jedi Padawan (CL 5) from the *Dathomir Field Guide*
* Asajj Ventress, Dark Warlord (CL 10) from the *Dathomir Field Guide*
* Asajj Ventress, Separatist Commander (CL 14) from the *Dathomir Field Guide*
* Asajj Ventress, Dark Acolyte (CL 15) from the *Clone Wars Saga Edition Fan Sourcebook - The Dark Side*
Armorplast

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

**Upgrade Type:** Armor Upgrade

**Cost:** 900

**Upgrade Point Cost:** 0

**Availability:** Common

This Upgrades the standard Durasteel or other defensive plates of Armor with high-strength Armorplast or a similar lightweight, high-cost material. This reduces the weight of the Armor by 50%.
Advanced V-19 Torrent Starfighter

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

The following is an example of an Advanced Ship, created by adding the Advanced Vehicle Template to a V-19 Torrent Starfighter.

## Advanced V-19 Torrent Starfighter Statistics (CL 12)

Gargantuan Starfighter (Advanced Vehicle Template)

**Initiative:** +12; **Senses:** Perception +6

### Defenses

Reflex Defense: 23 (Flat-Footed: 12), Fortitude Defense: 27; +7 Armor, Vehicular Combat

Hit Points: 125; Damage Reduction: 10; Shield Rating: 30; Damage Threshold: 47

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 1,150 km/h)

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

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

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

**Base Attack Bonus:** +2; **Grapple:** +34

**Attack Options:** Autofire (Laser Cannons), Fire-Link (Medium Concussion Missiles)

### Abilities

Strength: 45, Dexterity: 33, Constitution: -, Intelligence: 20

**Skills:** Initiative +8, Mechanics +6, Perception +6, Pilot +12, Use Computer +6

### Ship Statistics

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

**Cargo:** 70 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Payload:** 6 Medium Concussion Missiles

**Hyperdrive:** Class 1 (With Booster Ring), Limited Navicomputer (2-Jump Memory)

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

### Weapon Systems

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

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

#### **Medium Concussion Missiles (Pilot)**

**Attack Bonus:** +9, **Damage:** 9d10x2, 4-Square Splash
Bargaining with Raalo (WaR)

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

*Main Page: Wreck and Ruin*

With a successful opposed Persuasion check (against Raalo's modifier of +15), the heroes can negotiate Raalo's base pay up to 4,000 credits. If they beat his check by 5 or more, they can negotiate him up to 5,000 credits.

Similarly, a second opposed Persuasion check lets them increase their cut to 25% of the sale price for the salvage. If they beat his check by 5 or more, Raalo increases their cut to 30%.

If the heroes have to rent the YT-1300 Transport from Raalo, a successful opposed Persuasion check gets him to lower the rental price to 3,000 credits; beating his result by 5 or more drops the price to 2,500 credits. A DC 20 Mechanics check to inspect the ship reveals its flaws (see below) and grants a +2 circumstance bonus to the heroes' Persuasion check.

If the heroes restock or otherwise repair Raalo's ship, they can reasonably charge him for the service (much to his chagrin), offsetting the cost of renting the ship from him in the first place. If the heroes win an opposed Persuasion check with Raalo, he agrees to pay for 50% of the work. (He offers only 50% because he did not authorize the work.) If Raalo's check beats theirs, however, he pays them only for provisioning (not repairs). The heroes are free, of course, to take back any provisions they purchased.

#### The YT-1300

Sude Raalo's YT-1300 Transport is not in the best of shape. He long ago sold the primary Hyperdrive, and has made do ever since with the Backup Hyperdrive. The ship's communication array is also badly damaged (from a hull breach incident) and requires a DC 25 Mechanics check to repair before subspace communication is possible (though the standard transmitter still allows transmissions to and from nearby ships and planets).

Making matters worse, the ship's Laser Cannon is faulty and requires 3 full rounds to recharge after every shot. And to cap things off, Raalo uses the ship as a sort of mobile apartment. He has been living off the ship's provisions; less than three days' worth of consumables are left aboard.

On the plus side, however, the YT-1300's sublight engines are in good shape, so its speed is unaffected by Raalo's poor maintenance habits.

*Continued in* *Finding The* Starworm
Armor Qualities

*See also: Armor*

If you choose armor for your character, refer to the above links for details about the various armors. The Armor Qualities on those tables are explained below:

**Cost:** The cost of the Armor. Armor sized for Small characters cost half as much, while Armor for Large characters costs double the listed price. Some armor has limited availability (see Rare, below).

**Armor Bonus to Reflex Defense:** When you are wearing the armor, you add this value as an armor bonus to your Reflex Defense (instead of adding your Heroic Level to your Reflex Defense).

**Equipment Bonus to Fortitude Defense:** When you are wearing the armor, you add this value as an Equipment bonus to your Fortitude Defense. Some types of Armor do not provide an Equipment bonus to your Fortitude Defense.

**Maximum Dex Bonus:** This is the maximum bonus you can apply to your Reflex Defense from Dexterity when wearing this type of Armor. Heavier armor limits your mobility, reducing your ability to avoid attacks.

For example, an Armored Flight Suit has a maximum Dexterity bonus of +3. A character with a Dexterity of 18 normally gains a +4 bonus to their Reflex Defense from Dexterity, but if they're wearing an Armored Flight Suit, they only apply a +3 bonus to their Reflex Defense.

**Speed:** Medium Armor and Heavy Armor reduces your Speed to three-quarters normal (rounded down). The individual tables per Armor Proficiency show these reductions if you have a speed of 6 squares or 4 squares.

In addition, when wearing Heavy Armor, you can only move up to three times your speed when Running (instead of four times your Speed).

**Weight:** The Weight of the Armor. Armor fitted for Small characters weighs half as much. Armor fitted for Large characters weighs twice as much.

**Availability:** Some armor has limited availability, as indicated below.

* **Rare:** This armor is generally only available by going to its planet of origin or by acquiring it directly from its wearer (for example, getting Vonduun Crabshell armor from a Yuuzhan Vong warrior).
	+ When available on the open market elsewhere, these items usually cost double the listed price, sometimes much more.
* **Licensed, Restricted, Military, or Illegal:** Ownership of the armor is limited to certain people, as described in Restricted Items.
Attack an Object

*See also: Actions in Combat*

Sometimes you need to Attack an Object such as a door, a control console, or a held weapon, either to destroy it or bypass it. An unattended, immobile Object has a Reflex Defense of 5 + its size modifier. If you hit it with a Standard Action, you deal damage as normal.

However, an object usually has Damage Reduction (DR), which means that any attack that hits it has its damage reduced by the indicated amount. (Lightsabers ignore an objects' Damage Reduction.) An object reduced to 0 Hit Points is disabled. If the damage that reduces the object to 0 Hit Points also equals or exceeds the object's Damage Threshold, the object is destroyed instead.

Like characters, objects become increasingly debilitated if they take a lot of damage at once. If an object takes damage from a single attack that equals or exceeds its Damage Threshold, it moves -1 step on the Condition Track. An object that moves -5 steps on the Condition Track is disabled.

### Held, Carried, or Worn Objects

A Held, Carried, or Worn Object is much harder to hit than an unattended object, and has a Reflex Defense equal to 10 + the object's size modifier + the Reflex Defense of the holder (not counting Armor Bonus or Natural Armor Bonus, if any).

### Multipart Objects

Very large objects have separate Hit Point totals for different sections. For example, you can break the window of an Airspeeder without destroying the whole speeder.

### The Right Weapon for the Job

The GM may determine that certain weapons just can't deal damage effectively to certain objects. For example, you will have a hard time breaking open a blast door with a Cesta or cutting a cable with a Club.

The GM may also rule that certain attacks are especially successful against some objects. For example, it's easy to shear or ignite a curtain with a Lightsaber.

### Strength

All objects have a Strength score that represents their innate ability to bear weight (see Encumbrance). An object supporting weight in excess of its Heavy Load moves -1 step along the Condition Track immediately, and another -1 step each round on the same Initiative Count.

If an object is supporting weight in excess of twice its Heavy Load, it is immediately disabled.

### Breaking an Object

When you try to break something with sudden force rather than dealing regular damage, use a Strength check to determine whether you succeed. The DC depends more on the construction of the item than on the material, but it is usually equal to 15 + the object's Strength modifier.

Attempting to break an object is a Standard Action. If the object has moved down the Condition Track, apply the condition penalty to the object's Break DC.
Axe

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

Though this weapon is a smaller, unpowered version of the Vibro-Axe, many fringers find a blade on a haft to be indispensable in the wilds of untamed planets. An Axe also has the advantage of being legal nearly everywhere, largely because no one thinks to outlaw such a simple tool.

Modern versions made of advanced composite materials are common in many explorers' shops, and various Species pressed into service by the Empire bring their own traditional Axes with them when they are shipped across the galaxy.

**Weapon Type:** Simple Weapons (Melee)

**Size:** Medium

**Cost:** 35

**Damage:** 1d8

**Weight:** 2 Kilograms

**Type:** Slashing

**Special:** Can be Thrown
BC7 Medium Blaster Carbine

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

The BC7 Medium Blaster Carbine is a dependable weapon built for a variety of combat situations. An optional rocket/grenade attachment is available for the BC7 that can be mounted in 1 minute with a DC 15 Mechanics check (damage and range varies by payload) and carries 4 Grenades.

This was a standard weapon for many members of various Republic-allied militias, including the Republic Regular Militia on Haruun-Kal.

**Weapon** **Type:** Rifles

**Size:** Medium

**Cost:** 1,000

**Damage:** 3d8

**Stun Setting:** Yes

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

**Weight:** 3.1 Kilograms

**Type:** Energy

**Availability:** Licensed
Believer Zealot

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Echoes of the Jedi)*

*Affiliations: The Believers*

The Believers are a group of Sith worshippers that got its start in the Cularin System. They are males and females of different humanoid Species, and they come from all walks of life. Some are even trained in The Force. They were aided in their organization by the Sith scholar Murk Lundi, and they had grown into a formidable force by the time of the Clone Wars.

The ones encountered on this sublevel have been driven mad by repeated attacks from the T'salak. They are encountered in small groups, though, since two large groups of Believers in the same room would kill each other. Many Believers have fallen victim to their crazed companions.

## Believer Zealot Statistics (CL 6)

Medium Nonheroic 9/Soldier 3

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

**Languages:** Basic

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 19, Will Defense: 13

Hit Points: 50, Damage Threshold: 24

### Offense

**Speed:** 6 Squares; Powerful Charge

**Melee:** Unarmed +13 (1d4+8)

**Melee:** Spear +13 (1d8+8)

**Melee:** Spear +13\* (1d8+20) with Powerful Charge

**Ranged:** Spear +12 (1d8+1)

**Base Attack Bonus:** +9, **Grapple:** +12

**Attack Options:** Power Attack, **Stunning Strike**

*\*Includes 4 points of Power Attack*

### Base Stats

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

**Talents:** **Melee Smash**, **Stunning Strike**

**Feats:** Armor Proficiency (Light), Improved Damage Threshold, Improved Defenses, Power Attack, Powerful Charge, Skill Training (Perception), Skill Training (Persuasion), Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +13, Perception +10, Persuasion +13

**Possessions:** Cobbled-Together Armor (As Combat Jumpsuit (+4 Reflex)), Spear, Tattered Clothes
BT-16 Perimeter Security Droid

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

*Affiliations: General Units*

Arakyd's BT-16 Perimeter Security Droid is a walking Guard Droid that resembles a large, thin-legged spider. These Droids were originally designed for basic perimeter defense around private estates and government compounds, although many find their ways into the hands of criminals who used the BT-16s to protect their dens of illegal activity. These Droids are extremely stable and have the ability to climb over low objects and even up vertical surfaces. The BT-16 reacts quickly against intruders, and it can unleash a torrent of blaster fire.

BT-16 Perimeter Security Droids can't be played as Droid Heroes.

 BT-16 Perimeter Security Droid Statistics (CL 5)

Large 4th-Degree Droid Nonheroic 6/Scout 3

**Force Points:** 2

**Initiative:** +6; **Senses:** Low-Light Vision,Perception +16

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 17 (Flat-Footed: 15), Fortitude Defense: 20, Will Defense: 16; Extra Legs

Hit Points: 39, Damage Threshold: 25

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Leg Spike +11 (1d6+6)

**Ranged:** Heavy Repeating Blaster +4 (3d10+1, 2-Square Autofire)

**Ranged:** Heavy Repeating Blaster +4 (5d10+1) with Burst Fire

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

**Base Attack Bonus:** +6; **Grapple:** +16

**Attack Options:** Autofire (Heavy Repeating Blaster (Only)), **Blast Back**, Burst Fire

**Special Actions:** **Fade Away**

### Base Stats

**Abilities:** Strength 20, Dexterity 14, Constitution -, Intelligence 9, Wisdom 14, Charisma 10

**Talents:** **Blast Back**, **Fade Away**

**Feats:** Burst Fire, Improved Defenses, Skill Focus (Climb), Skill Focus (Perception), Skill Training (Climb), Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles)

**Skills:** Climb +19, Perception +16

**Droid Systems:** Walking Locomotion, Extra Legs, Heuristic Processor, Improved Sensor Package, Internal Comlink, Vocabulator

**Possessions:** Heavy Repeating Blaster, Videorecorder

**Availability:** Restricted; **Cost:** 4,100 credits
Battle Anthem

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 2)*

*See also: Feats*

The power with which you can play music of historical and cultural significance can inspire others to fight on.

**Prerequisites:** Musician, Solo Flourish

**Effect:** Once per day, at the start of an encounter, make a DC 20 Persuasion check. If successful, select a number of allies equal to 1d4 + your Charisma bonus. The first time each of those allies suffer an attack that moves them down the Condition Track, they gain a temporary Force Point that must be used by the end of the encounter or it is lost. However, playing this song negates your allies’ ability to participate in the Surprise Round.

You may select this Feat multiple times, each selection grants an additional use per day.
Biohazard Suit

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

The Biohazard Suit is a common piece of Equipment that protects the wearer from hazardous biological matter. The standard Biohazard Suit is bright yellow and features a domed, transparent helmet to allow for normal vision.

A Biohazard Suit provides immunity to all Atmospheric Hazards and inhaled Poisons, as well as to any Diseases spread by inhalation or contact. A Biohazard Suit provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced.

**Type:** Medium Armor

**Cost:** 4,000

**Bonus to Fortitude Defense:** +3

**Maximum Dexterity Bonus:** +0

**Weight:** 9 Kilograms

**Availability:** Licensed
Blast Pauldron

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

**Equipment Type:** Weapon and Armor Accessories

**Cost:** 500

**Weight:** 1 Kilogram

Pauldrons are worn over the shoulders and generally provide additional protection to vital areas such as the heart and major arteries. ARC Troopers and some Clone Trooper Commanders often wore color-coded pauldrons to denote rank. This practice became scarce as the war progressed, however, as it made officers easier to spot by enemy snipers. A Blast Pauldron grants Damage Reduction 5 versus Critical Hits scored on the wearer.
BD Explorer Droid

*BD Explorer Droid data created by Wikia users GirlCreator and Lukewarner.*

*Affiliations: General Units*

Chiper and upbeat, BD Explorer Droids were created during the time of the Republic to serve as companions and assistants to archaeologists and scouts of far-flung worlds. With advanced sensors and and powerful scanning unit, BD units allowed their owners to safely rest and document their findings without worrying of surprise attacks by native fauna.

Their powerful servos also allowed BD Droids to keep pace on even the most inhospitable terrain. Combined their their cheerful personalities, these Droids were expected to become a major success on the market. However, the sudden collapse of the manufacturer put the series in limbo, and only a few units were able to be purchased while the production rights were languishing in court.

BD Explorer Droids can't be played as Droid Heroes.

## BD Explorer Droid Statistics (CL 1)

Tiny 2nd-Degree Droid Nonheroic 2/Scoundrel 1

**Force Points:** 1

**Initiative:** +3; **Senses:** Automap, Darkvision, Perception +10

**Languages:** Basic (understand only), Binary, 2 Unassigned

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 9, Will Defense: 13

Hit Points: 11, Damage Threshold: 8

**Immune:** Droid Traits

### Offense

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

**Melee:** Electroshock Probe -2 (1d8-3 (Ion))

**Ranged:** By Weapon +2

**Base Attack Bonus:** +1, **Grapple:** -8

**Special Actions:** Gearhead, **Gimmick**, Quick Skill

### Base Stats

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

**Talents:** **Gimmick**

**Feats:** Gearhead, Quick Skill, Skill Focus (Treat Injury), Skill Focus (Use Computer), Weapon Proficiency (Simple Weapons)

**Skills:** Mechanics +9, Perception +10, Treat Injury +13, Use Computer +14

**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 3 Medpacs)

**Availability:** Licensed; **Cost:** 7,500 credits
Avionics Interface

*Avionics Interface Equipment data created by Wikia user TheMightyWagon.*

**Equipment Type:** Advanced Cybernetics

**Rejection Attack Bonus:** +4

**Cost:** 1,500

**Installation Cost:** 3,000

**Availability:** Restricted

Favored by the best pilots across the galaxy, the Avionics Interface is a small HMD placed next to one of the recipient's eyes. It displays a variety of advanced information, including predicted flight paths, missile trajectories, and analyses of environmental conditions directly to the pilot to inform the many split-second decisions they may make on any mission. An Avionics Interface grants a +2 Equipment bonus to all Pilot skill checks. Once per encounter as a Free Action, the user can increase the bonus to +5, but moves -1 Persistent step down the Condition Track that can only be removed by resting for an hour as their brain is assailed with massive amounts of information in an instant.
B1-Series Battle Droid Sergeant

*Reference Book: Star Wars Saga Edition Web Enhancements (Star Wars Miniatures Previews)*

*Affiliations: The Confederacy of Independent Systems*

The Separatists believed that overwhelming force was the answer to any conflict and used Battle Droids to fill this need. With the incredible number of Droids used they needed to program some to act as commanders in the field. Like the Commander OOM-Series Battle Droid, the B1-Series Battle Droid Sergeant had authority over other Droids in the field of battle and were usually tasked with commanding a squad of Droids.

Even though they had additional programing for their position they still suffered from the same problem that plagued all Battle Droids- the inability to think creatively. This drawback made all Droids slow to respond to events that were not in their pre-existing programming and gave them the appearance of not being very bright.

B1-Series Battle Droid Sergeants can't be played as Droid Heroes.

## B1-Series Battle Droid Sergeant Statistics (CL 3)

Medium 4th-Degree Droid Nonheroic 6/Soldier 1

**Initiative:** +1; **Senses:** Perception +5

**Languages:** Basic, Binary, 1 Unassigned

### Defenses

Reflex Defense: 11 (Flat-Footed: 10), Fortitude Defense: 12, Will Defense: 10

Hit Points: 27, Damage Threshold: 12

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +4 (1d3-1)

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

**Base Attack Bonus:** +5; **Grapple:** +6

**Attack Options:** Autofire (Blaster Rifle), Point-Blank Shot, Precise Shot

**Special Actions:** **Battle Analysis**

### Base Stats

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

**Talents:** **Battle Analysis**

**Feats:** Point-Blank Shot, Precise Shot, Toughness, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Tactics) +6, Perception +5

**Droid Systems:** Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Blaster Rifle

**Availability:** Military; **Cost:** 4,200 credits
Armor Proficiency (Medium)

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Feats*

You are proficient with Medium Armor, and can wear it without impediment.

**Prerequisite:** Armor Proficiency (Light) Feat

**Effect:** When you wear Medium Armor, you take no Armor Check Penalty on attack rolls or Skill Checks. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).

**Normal:** A character who wears Medium Armor with which they are not proficient takes a -5 Armor Check Penalty on attack rolls as well as Skill Checks made using the following Skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special Equipment bonuses.
Avalanche

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*The ground rumbles as the surface above you begins cascading down at high speed.*

Being caught in an Avalanche during combat is sure to change the nature of battle, as the heroes and their foes scramble to get out of the path of the Avalanche. The sound of a blaster discharge is enough to set an Avalanche in motion, so this Hazard is likely to be triggered by combat.

## Avalanche Statistics (CL 10)

**Keywords:** Natural

**Trigger:** A loud noise occurs within the area of the Hazard; targeting every being and object in the area.

**Attack:** +12 vs Reflex Defense

**Damage:** 2d8+1 (-1 step on the Condition Track)

**Recurrence:** Each round at the start of the target's turn, until the being escapes the Avalanche.

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

* **Knowledge (Physical Sciences) (DC 18):** The character identifies the weak shelf that could cause the Avalanche.

**Special:** If the Hazard's attack roll exceeds the target's Reflex Defense by 5 or more, the target is Immobilized under the Avalanche.
Assassination

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

*See also: Job Generator*

Taking money for murdering someone might be one of the most despicable acts that a sentient being can do, but there is nevertheless a market for it. The assassins must locate the target, circumvent any physical security (for example, locked doors, high walls, and so on), and deal with the target's bodyguards- who are more than willing to respond to an assassination attempt with a little lethal force of their own.

In addition, the assassins have to avoid (or silence) witnesses. The assassins' employers might refuse to pay the agreed-upon price if any witnesses can identify the assassins- and perhaps, through them, their employers. (In fact, some may have prepared to kill the assassins in this case, to prevent the trail of witnesses from ever leading to the employer.)

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

* **Heroes' Pay:** Adventure CL x 2000 credits
* **Target (Moderate):** Heroic character, Level = Adventure CL.
* **Target (Hard):** Heroic character, Level = Adventure CL, Force-sensitive with the Force Training Feat.
* **Complication (Easy):** Security team (4 opponents, CL = Adventure CL, armed with Blaster Pistols and Stun Grenades).
* **Complication (Easy):** Entourage of assistants (5 opponents, CL = Adventure CL, armed with Hold-Out Blaster Pistols).
* **Complication (Medium):** Witnesses (Nonheroic 1); heroes must make Medium Stealth checks to avoid Notice.
* **Complication (Moderate):** Security team (6 Soldiers, CL = Adventure CL, armed with Blaster Rifles and Stun Grenades).
* **Complication (Moderate):** Secured accommodations require a Medium Gather Information check to locate and a Moderate Mechanics check to breach.
* **Complication (Hard):** Multiple layers of security, including a detachment of military personnel or bodyguards (8 opponents, CL = Adventure CL, split into two groups, armed with Blaster Rifles, Stun Grenades, and Combat Jumpsuits).
* **Complication (Hard):** High security accommodations require a Moderate Gather Information check to locate and a Hard Mechanics check to breach.
Atollon

*Atollon Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

A remote world of rock, the Rebellion sought to establish a secret base on Atollon. But the planet was not as devoid of life as originally believed. Giant, multi-legged, spider-like creatures called Krykna lived below the surface. They were aggressive beasts and relentlessly attacked the rebels. Eventually, the freedom fighters were able to repel the Krykna using sensor markers and could keep their new home base.

### Atollon Statistics

**Region:** Wild Space

**Climate:** Arid

**Gravity:** Standard

**Moons:** 1

**Length of Day:** 29.5 Standard Hours

**Length of Year:** 505 Local Days

**Sapient Species:** 77% Human, 19% Twi'lek, 4% Other Species

**Government:** None

**Capital:** None

**Major Exports:** None

**Major Imports:** Foodstuffs, Starships, Weapons
Attack with Melee Weapons (Mass Combat)

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

*See also: Mass Combat, Attack Leader*

A ground Unit can make melee weapon attacks against another ground Unit in its square. If a Unit occupies occupies the same square as an enemy Unit or Vehicle, it can make a single melee attack against that target as a Standard Action.

Individual characters cannot make melee attacks against Units.
B2-Series Super Battle Droid Commander

*Reference Book: Star Wars Saga Edition Web Enhancements (25 to Rescue)*

*Affiliations: The Confederacy of Independent Systems*

The Super Battle Droid Commander is a further upgraded B2-Series Super Battle Droid. It is enabled with built-in command functions and limited operational autonomy in case it becomes disconnected from the Droid Control System.

*A Droid very similar to the Heavy Super Battle Droids is clearly in charge here. Although it is issuing orders to subordinate Droids, is also clearly not afraid to participate in the battle. The Droid swings its guns toward you.*

### Tactics

The Commander positions itself so that it can see as many Droids as possible, thereby maximizing the use of **Droid Defense**. It uses its missiles as much as possible, but it avoids making attacks that would damage the prisoners.

B2-Series Super Battle Droid Commanders can't be played as Droid Heroes.

 B2-Series Super Battle Droid Commander Statistics (CL 4)

Medium 4th-Degree Droid Nonheroic 6/Soldier 1/Droid Commander 1

**Initiative:** +5; **Senses:** Perception +9

**Languages:** Basic, Binary, 2 Unassigned

### Defenses

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

Hit Points: 50; Damage Threshold: 16

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking); Charging Fire

**Melee:** Unarmed +8 (1d3+3)

**Ranged:** Wrist Blasters +7 (3d8+1)

**Ranged:** Wrist Blasters +5 (4d8+1) with Rapid Shot

**Ranged:** Missile Launcher +7 (6d6+1, 2-Square Burst)

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

**Attack Options:** Autofire (Wrist Blasters), Rapid Shot, Synchronized Fire Circuits

**Special Actions:** **Droid Defense**, **Keep Them at Bay**

### Base Stats

**Abilities:** Strength 14, Dexterity 12, Constitution -, Intelligence 14, Wisdom 11, Charisma 7

**Feats:** Armor Proficiency (Light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

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

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

**Possessions:** Wrist Blasters (AsBlaster Rifle), Missile Launcher (4 Missiles), Plasteel Shell (Droid Armor; +2 Reflex)

**Availability:** Military; **Cost:** 6,000 credits
B-7 Light Transport

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

By the time of the Clone Wars, the Loronar B-7 Light Transport is already ancient by galactic standards. It mostly sees use as a civilian vessel, but occasionally acts as a landing ship or ferry between nearby star systems. A well-weathered example of this model was bargained for and bought by Yoda, after he and Padawans Scout and Whie Malreaux became stranded, so that they could covertly travel to the planet of Vjun, in an effort to capture Count Dooku near the end of the Clone Wars.

### Capabilities

As anything other than a civilian vessel, the B-7 Light Transport is largely unremarkable. It has a common area, sleeping quarters and a galley to accommodate the crew and eight passengers. Its extra Emplacement Points allow it to be equipped with a number of additions, most commonly weapons to protect the ship from asteroids, debris and other hazards. In lieu of cargo space, the ship is capable of holding two Large Speeder Bikes.

## B-7 Light Transport Statistics (CL 4)

Gargantuan Space Transport

**Initiative:** +1; **Senses:** Perception +5

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 22; +10 Armor

Hit Points: 100; Damage Reduction: 10; Shield Rating: 15; Damage Threshold: 42

### Offense

**Speed:** Fly 6 Squares (Character Scale), Fly 1 Square (Starship Scale); (Maximum Velocity 650 km/h)

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

**Base Attack Bonus:** +0; **Grapple:** +27

### Abilities

Strength: 35, Dexterity: 12, Constitution: -, Intelligence: 12

**Skills:** Initiative +1, Mechanics +5, Perception +5, Pilot +1, Use Computer +5

### Ship Statistics

**Crew:** 1 (Normal Crew Quality); **Passengers:** 8

**Cargo:** 5 Tons; **Consumables:** 1 Month; **Carried Craft:** None

**Hyperdrive:** Class 3 (Backup Class 10), Navicomputer

**Availability:** Licensed; **Cost:** 50,000 (20,000 Used)

**Emplacement Points:** 5
Assassin (Disambiguation)

**This article is a disambiguation page for Assassin (Disambiguation)**

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

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

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

## Official

* Assassin Prestige Class from *Scum and Villainy*
* Assassin (CL 4) from *Galaxy of Intrigue*
* Assassin (CL 5) from Saga Edition Core Rulebook
* Assassin (CL 10) from *Threats of the Galaxy*
* *Assassin*-Class Corvette (CL 16) from the *Rebellion Era Campaign Guide*