recursal/Fanatic-Fandom huggingface dataset:
Clone Grenadier

*Homebrew Reference Book: DMF's Big List of SWSE NPCs*

*Affiliations: The Galactic Republic*

Providing concentrated firepower to the Grand Army of Republic, the Clone Grenadier specializes in the usage of explosive devices. One particular tactic is to use suppression fire from a group of regular Clone Troopers to pin down the opposition and terminate them with a single well-placed Grenade.

Clone Grenadiers can't be bribed, blackmailed, or seduced. Any such attempt automatically fails.

### Use in Play

The Clone Grenadier uses well-placed Explosive Charges to disrupt enemy tactics by dispersing formations and flushing their foes out from behind Cover and into their squad's line of fire.

### Build Options

* Exchange Weapon Proficiency (Rifles) for Weapon Proficiency (Heavy Weapons) and equip the Clone Grenadier with a Grenade Launcher, giving them much greater range for their explosive ordinance.
* To deal with heavier targets, equip the Clone Grenadier with Concussion Grenades instead of Frag Grenades.
* Drop Skill Training (Mechanics) for Point-Blank Shot to make the Clone Grenadier more effective in close-quarters fighting.

## Clone Grenadier Statistics (CL 2)

Medium Human Nonheroic 6

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

**Languages:** Basic

### Defenses

Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 13, Will Defense: 10

Hit Points: 20, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

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

**Ranged:** Frag Grenade (5) +5 (4d6, 2-Square Burst)

**Ranged:** Ion Grenade (5) +5 (4d6 (Ion), 2-Square Burst)

**Base Attack Bonus:** +4, **Grapple:** +5

**Attack Options:** Forceful Blast

### Base Stats

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

**Feats:** Armor Proficiency (Light), Forceful Blast, Skill Training (Endurance), Skill Training (Mechanics), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Initiative +9, Mechanics +8, Perception +10

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Frag Grenade (5), Ion Grenade (5), Bandolier, Explosive Charge and Timer, Utility Belt
Catuman Street Gang Brute

*Catuman Street Gang Brute character data created by Wikia user SunsetMage001.*

*Affiliations: General Units*

Often the largest and toughest member of a gang, the Street Gang Brute often has the fearful respect of their fellow gang members, but rarely leads due to a lack of cunning, as most of their schemes tend to focus on straight-forward mayhem rather than subtler ploys.

### Use in Play

The Street Gang Brute is a straight-forward combat challenge, either using their weapons to bash the heroes' heads in, or engaging a hero in a Grapple to prevent them from acting against any other street gang members that are present.

### Build Options

* Replace Pin with Mighty Swing to have the Street Gang Brute focus entirely on melee damage.
* Swap Stay Up for Recovering Surge to enable the Street Gang Brute to move up the Condition Track rather than just surviving a lucky shot.
* Increase the level of threat presented by replacing Armor Proficiency (Light) with Weapon Proficiency (Advanced Melee Weapons) and equipping the Street Gang Brute with a suitable Advanced Melee Weapon.

## Catuman Street Gang Brute Statistics (CL 3)

Medium Catuman Nonheroic 3/Soldier 2

**Dark Side Score:** 4

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

**Languages:** Basic, Catuman

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 17, Will Defense: 12

Hit Points: 35, Damage Threshold: 17; Stay Up

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6\* (1d4+7)

**Melee:** Heavy Pipe +6\* (1d8+12)

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

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

**Attack Options:** **Melee Assault**, Power Attack

**Species Traits (Catuman):** Warrior Culture

*\*Includes 2 points of Power Attack*

### Base Stats

**Abilities:** Strength 18, Dexterity 13, Constitution 17, Intelligence 6, Wisdom 12, Charisma 9

**Talents:** **Melee Assault**

**Feats:** Armor Proficiency (Light), Pin, Power Attack, Skill Training (Initiative), Stay Up, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10

**Possessions:** Leather jacket with gang emblems (as Blast Helmet and Vest (+2 Reflex)), Blaster Pistol, Heavy Pipe (As Mace)
Clone Jet Trooper

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

*Affiliations: The Galactic Republic*

Certain missions call for more mobility among the Clone Troopers, so the Kaminoans train a number of clones in the use of Jet Packs. While the average clone can strap on a Jet Pack and fly a few hundred feet, Jet Troopers are trained to optimize the limited fuel capacity of Jet Packs by alternating ground movement with short "Burst" flights to get them over obstacles or circumvent Difficult Terrain.

## Clone Jet Trooper Statistics (CL 4)

Medium Human Nonheroic 6/Soldier 2

**Force Points:** 3

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +5

**Languages:** Basic

### Defenses

Reflex Defense: 19 (Flat-Footed: 17), Fortitude Defense: 17, Will Defense: 11

Hit Points: 34, Damage Threshold: 17

### Offense

**Speed:** 6 Squares (Walking), 6 Squares (Jet Pack)

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

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

**Ranged:** Blaster Rifle +8 (4d8+1) with Deadeye

**Ranged:** Blaster Pistol +8 (3d6+1)

**Ranged:** Blaster Pistol +8 (4d6+1) with Deadeye

**Ranged:** Grenade Launcher +8 (3d6+1 (Ion), 2-Square Burst)

**Ranged:** Grenade Launcher +8 (4d6+1 (Ion), 2-Square Burst) with Deadeye

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

**Attack Options:** Deadeye, **Devastating Attack (Heavy Weapons)**, Point-Blank Shot, Precise Shot

**Special Actions:** Coordinated Attack

### Base Stats

**Abilities:** Strength 12, Dexterity 14, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8

**Talents:** **Devastating Attack (Heavy Weapons)**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Deadeye, Point-Blank Shot, Precise Shot, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11, Pilot +11

**Possessions:** Clone Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Blaster Rifle (Dual Gear: Grenade Launcher), EMP Grenade (6), Jet Pack
Chekkoo Legacy

*Chekkoo Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

A major clan on Rodia, the Chekkoo Clan are skilled engineers and manufacturers, and have held a great feud against the ruling Chattza Clan for centuries. From a young age, you too have learned how to best create and maintain your own gear and personal items, as a sort of tradition within your family.

**Prerequisite:** Rodian

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to automatically treat your next Mechanics check as though you had rolled a 20 on the check.
Byblos Origin

*Byblos Origin data created by Wikia user DX-2052.*

*See also: Backgrounds*

**Background Planet of Origin**

You were raised among the many corporate offices and factories of Byblos, one of the most important worlds in The Colonies. Your experiences have given you a firm grasp on technology, its sale, and navigating corporate politics. You may have been a non-Human pushed out of the workforce by the Empire's Human High Culture, and/or your home could have been seized and destroyed to build the planet's new defenses.

**Relevant Skills:** Mechanics, Persuasion, Use Computer

**Bonus Language:** Binary
Charros IV Origin

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

You call the stark plateaus and black lakes of Charros IV home, likely toiling in the cathedral-workshops of one of the Xi Charrian clans. Charros IV is best known for its precision engineering of custom-made or modified devices and vehicles. The galaxy's elite place orders at outrageous prices, knowing that each Xi Char creation is both a work of art and the best technology credits can buy.

**Relevant Skills:** Knowledge (Technology), Mechanics, Perception

**Bonus Language:** Xi Char
Cato Parasitti

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*

*Affiliations: The Fringe*

A Clawdite assassin from Zolan, Cato Parasitti is a frequent partner of bounty hunter Cad Bane. The infamous mercenary often uses her unique abilities as a changeling and slicer to complete complicated assignments, or even subcontract out work he did not have the time to do himself. In one such instance, Cato takes on the form of Jedi Ord Eminence, a Skrilling member of The Jedi Order that Cad Bane had recently killed to steal a Jedi Holocron.

Parasitti was caught, but hoped to fight her way past young Ahsoka Tano to escape the temple and disappear into Coruscant's lower levels. Unfortunately, Ahsoka was far too skilled a duelist, and managed to capture Cato in short order. Loyal only to herself, Cato gave the Jedi all the information she knew related to Cad Bane's next stop, in hopes of avoiding a lengthy prison sentence. She spends the remainder of the Clone Wars in the Republic Penal System regardless.

## Cato Parasitti Statistics (CL 13)

Medium Clawdite Scoundrel 7/Scout 3/Infiltrator 2/Assassin 1

**Force Points:** 8; **Dark Side Score:** 5

**Initiative:** +14, **Surprise Strike**; **Senses:** Perception +13

**Languages:** Basic, Bocce, Clawdite, Huttese

### Defenses

Reflex Defense: 31 (Flat-Footed: 27), Fortitude Defense: 25, Will Defense: 27; Bracers, Greaves

Hit Points: 73, Damage Reduction: 5 (vs Critical Hits), Damage Threshold: 25

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +11 (1d6+9)

**Melee:** Combat Gloves +11 (2d6+9 (Stun)) with Unarmed Stun

**Ranged:** Sporting Blaster Rifle +13 (3d6+6)

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

**Attack Options:** Assured Attack, **Dastardly Strike**, K'tara Training, Mighty Swing, **Murderous Arts I**, Point-Blank Shot, Precise Shot, **Silent Takedown**, **Sneak Attack** (+1d6), Sniper, Unarmed Stun (+1d\_)

**Special Actions:** **Gimmick**, Shapeshift, Startle

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

### Base Stats

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

**Talents:** **Blend In**, **Dastardly Strike**, **Gimmick**, **Incognito**, **Murderous Arts I**, **Silent Takedown**, **Sneak Attack** (+1d6), **Surprise Strike**

**Feats:** Assured Attack, Impersonate, K'tara Training, Martial Arts I, Mighty Swing, Point-Blank Shot, Precise Shot, Skill Focus (Deception), Skill Training (Stealth), Sniper, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +14, Deception +17 (+37 to Deceptive Appearance, Impersonate; may reroll Deceptive Appearance, may keep better result), Initiative +14, Perception +13, Stealth +19 (may substitute for Deceptive Appearance), Use Computer +13

**Possessions:** Combat Gloves, Sporting Blaster Rifle, Blast Pauldron, Bracers, Comlink (Short-Range), Greaves, Holoshroud, Mechanical Interface Visor
Clawdite Security Guard

*Clawdite Security Guard character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Evad Court employs some of the best security personnel within Point Nadir. The nine who patrol this safe house are Evad's entry-level Security Guards. Although competent, they lack the extensive experience of Evad's higher-priced employees. Nevertheless, they are an adequate obstacle. They wear the latest armored clothing, which provides a professional appearance while granting protection from attacks.

*This being wears a sharp black suit of Corellian cotton, accented with a red square of silk that emerges flawlessly from the breast pocket of his short coat.*

## Clawdite Security Guard Statistics (CL 1)

Medium Clawdite Soldier 1

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

**Languages:** Basic, Clawdite, Huttese

### Defenses

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

Hit Points: 30, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

**Melee:** Stun Baton +1 (2d6 (Stun))

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

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

**Base Attack Bonus:** +1, **Grapple:** +2

**Attack Options:** Rapid Shot

**Special Actions:** **Harm's Way**, Shapeshift, Startle

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

### Base Stats

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

**Talents:** **Harm's Way**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Rapid Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +7, Perception +7, Treat Injury +7, Use Computer +6

**Possessions:** Armored Flight Suit (+5 Reflex, +2 Fortitude), Blaster Pistol, Comlink (Short-Range)
Chironian Resistance Gunner

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

*Affiliations: The Resistance*

Resistance Gunners are rarely seen heavy infantry units of The Resistance. Due to their heavy firepower and expensive equipment, Resistance Gunners are all but nonexistent prior to the Battle of Starkiller Base (and remain uncommon even after the fall of The New Republic).

Resistance Gunners are as fire support to Resistance Combatants, laying down Suppressing Fire against First Order units. During the conflict against The First Order, Resistance Gunners are invaluable during major battles with their large field of fire and supportive barrages.

## Chironian Resistance Gunner Statistics (CL 3)

Large Chironian Nonheroic 6/Soldier 1

**Initiative:** +5; **Senses:** Perception +2

**Languages:** Basic, Chironian

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 16, Will Defense: 10 (12 vs Deception and Persuasion); Stability

Hit Points: 54, Damage Threshold: 21

### Offense

**Speed:** 10 Squares; Deft Charge

**Melee:** Unarmed +7 (1d6+2)

**Ranged:** Rotary Blaster Cannon +3 (3d10, 2-Square Autofire)

**Ranged:** Rotary Blaster Cannon (Braced) +6 (3d10, 2x4-Square Autofire)

**Ranged:** Rotary Blaster Cannon +3 (3d10, 6-Square Cone) with Autofire Sweep

**Ranged:** Rotary Blaster Cannon (Braced) +6 (3d10, 6-Square Cone) with Autofire Sweep

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

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

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

**Attack Options:** Autofire (Rotary Blaster Cannon (Only)), Autofire Sweep

**Special Actions:** **Improved Suppression Fire**

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

### Base Stats

**Abilities:** Strength 14, Dexterity 15, Constitution 16, Intelligence 13, Wisdom 9, Charisma 10

**Talents:** **Improved Suppression Fire**

**Feats:** Armor Proficiency (Light), Autofire Sweep, Deft Charge,Toughness, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +11, Treat Injury +7

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Pistol, Rotary Blaster Cannon, Comlink (Short-Range)
Cloaking Device

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

**Starship Systems Type:** Starship Accessories

 Stygium

A Cloaking Device creates a field of invisibility around a ship, making it nearly impossible to detect with sensors or the naked eye. The oldest form is the Stygium Cloaking Device, which uses rare crystals found only on Aeten II, a planet of The Outer Rim. These devices were used extensively on military craft during the time of the Old Republic. They were fantastically expensive, but fairly small and extremely effective. The supply of Stygium crystals was so limited that they were almost impossible to find by the time of the Empire. A second technology uses Hibridium, an ore found on the planet Garos IV. These cloaks are much larger and produce a "Double-Blind" effect, making it impossible for those within the ship to see out as long as the Cloaking Device is operating.

A cloaked ship is considered to have Total Concealment, and may alway make a Stealth check to Sneak. (Remember to apply the -10 penalty to notice a target that has Total Concealment when making checks to notice a cloaked ship.) Noticing a cloaked ship does not negate it's Concealment, but does allow you to make attacks against it, taking the normal penalty on attacks for Concealment. A Starship using a Hibridium Cloaking Device also treats all other targets as having Total Concealment as long as the cloak is active.
Chagrian Emperor's Hand

*Chagrian Emperor's Hand character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Galactic Empire, Darth Sidious*

Every Emperor's Hand is a highly specialized individual, selected by the Emperor for ability with The Force and loyalty to Palpatine. Very few Imperial officers or officials dare refuse to help when an Emperor's Hand appears in their midst. Many don't believe they exist, until confronted with an authorization code that demands any and all aid, as if the Emperor himself is requesting it. And in many ways, he is.

Each Emperor's Hand believes that he or she is the only one, a belief bestowed by the Emperor and encouraged by Darth Vader and the rest of Palpatine's inner circle. Although no "Standard" Emperor's Hand exists, many of the individuals share similar basic abilities. Below is a prototypical Emperor's Hand, ready to be adapted for the Gamemaster's campaign.

## Chagrian Emperor's Hand Statistics (CL 15)

Medium Chagrian Scout 5/Scoundrel 5/Force Adept 5

**Force Points:** 6; **Dark Side Score:** 12

**Initiative:** +14; **Senses:** Low-Light Vision, Perception +13

**Languages:** Basic, Chagri, 1 Unassigned

### Defenses

Reflex Defense: 31 (Flat-Footed: 28), Fortitude Defense: 19 (24 vs Radiation), Will Defense: 22; Dodge, Mobility, Vehicular Combat

Hit Points: 112, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; Running Attack, **Skirmisher**, **Surefooted**

**Melee:** Unarmed +11 (1d6+9)

**Melee:** Lightsaber +11 (2d8+9)

**Melee:** Lightsaber +6 (2d8+9) and Lightsaber +6 (2d8+9) with Double Attack

**Ranged:** Heavy Blaster Pistol +11 (3d8+7)

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

**Attack Options:** Double Attack (Lightsabers), Point-Blank Shot, **Power of the Dark Side**, Weapon Finesse

**Special Actions:** **Equilibrium**, **Force Focus**, **Greater Force Talisman**, **Swift Power**, **Telekinetic Savant**

**Force Power Suite (Use the Force +15):** *Force Disarm*, *Force Thrust*, *Move Object*, *Surge*

**Force Techniques:** Force Point Recovery, Improved Move Light Object

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

### Base Stats

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

**Talents:** **Equilibrium**, **Force Focus**, **Force Talisman**, **Greater Force Talisman**, **Power of the Dark Side**, **Skirmisher**, **Surefooted**, **Swift Power**, **Telekinetic Savant**

**Feats:** Dodge, Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Martial Arts I, Mobility, Point-Blank Shot, Running Attack, Vehicular Combat, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +14, Knowledge (Galactic Lore) +13, Perception +13, Pilot +14, Stealth +14, Use the Force +15

**Possessions:** Heavy Blaster Pistol, Lightsaber, Comlink (Encrypted, Short-Range, Holo Capability), Credit Chip, **Greater Force Talisman**
Chazrach

*Chazrach Species data created by wizards forum user Darth\_Scorpion.*

The shock troopers of The Yuuzhan Vong Empire, the Chazrach are a reptilian Species known to The New Republic only as "Reptoids." Bred for untold generations as slaves, Chazrach learn to wield Amphistaffs and stay in rough squads. While not as formidable as Yuuzhan Vong of the warrior caste, Chazrach tend to be single minded and incapable of surrender.

### Chazrach Characteristics

**Personality:** The Chazrach are warriors, serving the Yuuzhan Vong single-mindedly. They were long ago conquered by the extragalactic Species, as have since served as their mindless shock troopers and cannon fodder.

**Physical Description:** Chazrach are reptilian in appearance, with scaly hides and inset eyes. They average 1.9 meters in height, with green scales and eyes ranging between yellow and orange.

**Age Groups:** Chazrach age at the following stages:

**Homeworld:** Whatever planet the Chazrach originally hailed from is lost to the ages, and they now serve the Yuuzhan Vong at Zonama Sekot.

**Languages:** Chazrach learn to speak Yuuzhan Vong, but most lack the ability to become literate.

**Example Names:** None, Chazrach lack individual names, instead relying on assigned designations for organization.

**Adventurers:** Chazrach adventurers are unheard of. Their lack of will and inbred sense of loyalty makes them Nonheroic cannon fodder. Aged Chazrach warriors might become Soldiers, but these rare few typically don't last.

### Chazrach Species Traits

Chazrach share the following Species Traits:

* **Ability Modifiers:** All Chazrach receive a +2 bonus to their Strength, but suffer -2 penalties to both their Intelligence and Wisdom. Chazrach are bred for war, and never bother to learn much else.
* **Medium Size:** As Medium creatures, Chazrach have no special bonuses or penalties due to their size.
* **Speed:** Chazrach have a base speed of 6 squares.
* **Darkvision:** Chazrach ignore Concealment (including Total Concealment) from darkness. However, they cannot perceive colors in total darkness.
* **Limited Weapon Familiarity:** Chazrach treat Amphistaffs as Simple Weapons instead of Exotic Weapons, but only for the Quarterstaff and Spear forms. Chazrach cannot utilise the Whip form of the Amphistaff without the Exotic Weapon Proficiency (Amphistaff) feat.
* **Natural Armor:** Chazrach have thick scales that provide a +2 Natural Armor bonus to their Reflex Defense. A Natural Armor bonus stacks with an Armor bonus.
* **Primitive:** Chazrach do not gain Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), or Weapon Proficiency (Rifles) as starting Feats at first level, even if their Class normally grants them.
* **Automatic Languages:** All Chazrach can speak Yuuzhan Vong.
Chant of Resurrection

*Homebrew Reference Book: Dathomir Field Guide*

*See also: Force Powers*

A powerful Nightsister can raise the dead with Dark Magic.

**[*Dark Side*]**

**Time:** Full-Round Action

**Targets:** One creature within 12 squares and line of sight.

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

Targets restored to life through a *Chant of Resurrection* are not in full control of their minds, instead operating on instinct. The simple instincts of this creature are to obey its creator (the person who restored its life) and to eat raw flesh (preferably neural tissue) when it can.

 35
 40

**Special:** You may spend a Force Point to move the target an additional +1 step on the Condition Track. You may spend a Destiny Point to target a number of creatures equal to your Character Level.
Challenge Effects

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

*Main Articles: Skill Challenges, Designing Skill Challenges*

The effects described in this section provide small alterations to the game mechanics of a Skill Challenge, changing the way it plays out. Each effect has a unique rule associated with it, and some of the effects might be incompatible with one another- or at least require some adjudication from the Gamemaster. The description of each effect includes examples of how it can be used, and suggestions for when it might be included in a Skill Challenge.
Clone Scout Trooper

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

*Affiliations: The Galactic Republic*

The need for reconnaissance spurred the creation of thousands of Clone Scout Troopers skilled at infiltrating enemy positions and reporting back. Stealth and mobility are paramount to their purpose, with combat capability falling a distant third. Scout Troopers usually wear camouflaged armor.

## Clone Scout Trooper Statistics (CL 2)

Medium Human Nonheroic 6

**Initiative:** +4; **Senses:** Low-Light Vision, Perception +10

**Languages:** Basic

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 11, Will Defense: 10; Vehicular Combat

Hit Points: 21, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Rifle +5 (3d8)

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

**Ranged:** Frag Grenade (1) +5 (4d6, 2-Square Burst)

**Base Attack Bonus:** +4, **Grapple:** +5

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

### Base Stats

**Abilities:** Strength 10, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 11, Charisma 8

**Feats:** Armor Proficiency (Light), Point-Blank Shot, Skill Training (Stealth), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +10, Pilot +9, Stealth +9

**Possessions:** Clone Scout Trooper Armor (As Combat Jumpsuit with Helmet Package (+4 Reflex; +2 Perception, Low-Light Vision)), Blaster Rifle, Blaster Pistol, Frag Grenade (1), Utility Belt with Medpac, BARC Speeder
Clone Heavy Trooper (Disambiguation)

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

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

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

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

## Official

* Clone Heavy Trooper (CL 3) from Star Wars Miniatures Previews

## Homebrew

* Shinie Clone Heavy Trooper (CL 1) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Veteran Clone Heavy Trooper (CL 3) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Heavy Trooper Sergeant (CL 5) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Class-4 Cargo Ship

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

Much of the Republic's military surplus is converted to Imperial use, particularly when it can be easily upgraded or modified to fit the Empire's change from warfare to peacekeeping.

A sizeable number of assault ships are fitted for use as cargo ships, sacrificing weaponry to increase the ships' cargo capacity and making them suitable for use as both military supply craft and transport vessels.

## Class-4 Cargo Ship Statistics (CL 12)

Colossal (Cruiser) Capital Ship

**Initiative:** -3; **Senses:** Perception +6

### Defense

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 53; +12 Armor, Vehicular Combat

Hit Points: 980; Damage Reduction: 20; Shield Rating: 110; Damage Threshold: 253

### Offense

**Speed:** Fly 8 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 980 km/h)

**Ranged:** Turbolaser, Quad, Batteries (2) +15\* (See Below)

**Ranged:** Light Laser Cannon, Point-Defense, Batteries (4) +15 (See Below)

**Fighting Space:** 2x2 Squares (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +65

**Attack Options:** Autofire (Light Laser Cannon, Point-Defense, Batteries), Focused Fire (2x2 Squares)

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

### Abilities

Strength: 96, Dexterity: 12, Constitution: -, Intelligence: 16

**Skills:** Initiative -3, Mechanics +6, Perception +6, Pilot -3, Use Computer +6

### Ship Statistics

**Crew:** 14,857 (Skilled Crew Quality); **Passengers:** 16,000 (Stormtroopers)

**Cargo:** 502,212 Tons; **Consumables:** 2 Years; **Carried Craft:** Varies

**Payload:** 10 Proton Torpedoes

**Hyperdrive:** Class 2, Advanced Navicomputer

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

### Weapon Systems

#### **Turbolaser, Quad, Battery (6 Gunners)**

**Attack Bonus:** +15 (-5 against targets smaller than Colossal size), **Damage:** 6d10x5

#### **Light Laser Cannon, Point-Defense, Battery (6 Gunners)**

**Attack Bonus:** +15 (+10 Autofire), **Damage:** 2d10x2
Ciasi

*Homebrew Reference Book: Saga Species Sourcebook*

The Ciasi are the native, bipedal, digitigrade, rodent-like Species of Tund. The Ciasi traverse their world on the branches of the trees of the rainforests and prairies, allowing them to quickly travel without the need for advanced technology. Ciasi have elongated legs and feet allowing them to move with a hopping motion. Ciasi place great emphasis on attention to detail, a character trait that often earns them the reputation of being aloof.

The Ciasi are a moribund Species. At some point, presumably within three decades before the Battle of Yavin, Rokur Gepta, the last Sorcerer of Tund, destroyed the planet and all life on it, with his Electromagnetic Torpedo, leaving behind nothing more than a desolate wasteland full of deadly radiation (except some places where the radiation was held in check by force fields, though even there it would take billions of years for life to grow again). Presumably, the only Cias to have survived were those off-world when the cataclysm occurred. Hence, during the Clone Wars and thereafter, Ciasi are all but extinct.

### Ciasi Characteristics

**Personality:** placeholder

**Physical Description:** The Ciasi are bipedal, digitigrade, rodent-like species, and covered from snout to toe in fur, most commonly some shade of brown in colour, although many have black, grey, or white markings. Ciasi are arboreal and typically have a slender body with a scaled tail, and pointed snouts with prominent whiskers.

**Age Groups:** Ciasi age at the following stages:

**Homeworld:** placeholder

**Languages:** Ciasi is nasally language with great guttural sounds. Their presence in The Centrality results in many Ciasi becoming proficient in High Trammic.

**Example Names:** Bedia Husaline, Crate Slameda, Slide Paramita

**Adventurers:** placeholder

### Ciasi Species Traits

Ciasi share the following Species Traits:

* **Ability Modifiers:** All Ciasi receive a +2 bonus to their Dexterity, but suffer a -2 penalty to their Strength. Ciasi have quick reflexes and can easily traverse their homeworld.
* **Small Size:** As Small creatures, Ciasi gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
* **Speed:** Ciasi have a base speed of 4 squares. They also have a climb speed of 2 squares.
* **Conditional Bonus Feat:** A Ciasi with Climb as a Trained Skill gains Brachiated Movement as a bonus Feat.
* **Heightened Awareness:** With their intense attention to detail, a Ciasi may choose to reroll any Perception check, but the result of the reroll must be accepted, even if it is worse.
* **Automatic Languages:** All Ciasi can speak, read, and write both Ciasi and High Trammic.
Chistori Militia Saboteur

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

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

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

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

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

## Chistori Militia Saboteur Statistics (CL 5)

Medium Chistori Nonheroic 8/Saboteur 3

**Force Points:** 2

**Initiative:** +6; **Senses:** Perception +5

**Languages:** Basic, Chistori

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 14 (9 vs Extreme Cold), Will Defense: 18; Combat Reflexes, Unexpected Results

Hit Points: 38, Damage Reduction: 2, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

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

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

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

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

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

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

**Special Actions:** Rage (1/Day), **Skilled Demolitionist**

**Species Traits (Chistori):** Cold-Blooded, Damage Reduction 2, Rage (1/Day)

### Base Stats

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

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

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

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

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

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

**Upgrade Type:** Universal Upgrade

**Cost:** 750

**Upgrade Point Cost:** 1

**Availability:** Licensed

Cloaked Equipment has it's energy signatures baffled, any noises it makes muffled, it's appearance camouflaged and slenderized, and it comes with a case that allows it to be placed in an inconspicuous location. When not in use, such Equipment imposes a -5 penalty on any Perception or Use Computer check made to detect it. When in use, it imposes only a -2 penalty on such checks. Weapons are obvious when in use, even if Cloaked. Cloaked Armor does not help with Stealth checks made to Sneak, but it applies when you make a Deception check to produce a Deceptive Appearance (such as making the Armor appear as ordinary clothing).
Circle of Shelter

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

*See also: Force Powers*

**[*Lightsaber Form*]**

You create a protected area around yourself, through which enemies have difficulty reaching you or your allies.

**Time:** Standard Action

**Targets:** Self, plus all adjacent allies

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

 25
 30

**Lightsaber Form (Soresu)**: If you have the **Soresu** Talent, you can add the deflection bonus on Use the Force checks made to use the **Block** and **Deflect** Talents until the end of your next turn.

**Special:** You can spend a Force Point to also apply the deflection bonus from this Form Power to the Fortitude Defense of all adjacent allies.
Celebrity

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

*See also: Backgrounds*

**Background Occupation**

You were a celebrity of some kind, and your name was known throughout several worlds or sectors, or possibly even the entire galaxy. Perhaps you were a holovid star whose work was broadcast across The HoloNet, or maybe you are the son or daughter of a wealthy noble family, constantly in the public eye.

**Relevant Skills:** Deception, Gather Information, and Persuasion
Chistori Inquisitor Apprentice

*Chistori Inquisitor Apprentice character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Inquisitorius*

*The Lightsaber-wielding beings wear no insignia on their all-black jumpsuits. Their short hair is neatly trimmed and they carry a blaster at their side. They have a disturbing air of confidence about them.*

The Inquisitor Apprentices are new to The Inquisitorius, having been recently recruited, but they are skilled nonetheless.

## Chistori Inquisitor Apprentice Statistics (CL 8)

Medium Chistori Scoundrel 7/Force Adept 1

**Force Points:** 5; **Dark Side Score:** 13

**Initiative:** +5; **Senses:** Perception +10

**Languages:** Basic, Chistori

### Defenses

Reflex Defense: 22 (Flat-Footed: 21), Fortitude Defense: 20 (15 vs Extreme Cold), Will Defense: 24

Hit Points: 44, Damage Reduction: 2, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Lightsaber +9 (2d8+7)

**Ranged:** Heavy Blaster Pistol +6 (3d8+4)

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

**Attack Options:** **Channel Aggression**, Point-Blank Shot

**Special Actions:** **Disciplined Strike**, **Equilibrium**, **Fool's Luck**, **Telekinetic Savant**, Rage (1/Day)

**Force Power Suite (Use the Force +11):** *Dark Rage*, *Force Slam*, *Force Thrust*, *Rebuke*

**Species Traits (Chistori):** Cold-Blooded, Damage Reduction 2, Rage (1/Day)

### Base Stats

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

**Talents:** **Channel Aggression**, **Disciplined Strike**, **Equilibrium**, **Fool's Luck**, **Telekinetic Savant**

**Feats:** Force Sensitivity, Force Training (2), Improved Defenses, Point-Blank Shot, Skill Training (Use the Force), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +10, Deception +11, Perception +10, Persuasion +11, Stealth +10, Use the Force +11

**Possessions:** Heavy Blaster Pistol, Lightsaber, Code Cylinder
Climbing Claws (Armor Upgrade)

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

**Upgrade Type:** Armor Upgrade

**Cost:** 200

**Upgrade Point Cost:** 1

**Availability:** Common

Climbing Claws are retractable spikes worked into the arms and legs of a suit of Armor. When wearing this Armor, you gain a Climb Speed equal to one-half your your armored walking speed. Additionally, you can reroll a failed Climb check (keeping the better of the two results) and can Take 10 on Climb checks even when rushed or threatened.

The wearer can use Climbing Claws to attack foes in melee. They count as being Weapons two sizes smaller than the wearer, and they deal Slashing Damage equal to the base Claw Damage for a Beast of that size (see Allies and Opponents). For example, a Medium character would have Tiny Climbing Claws that deal 1d4 points of Slashing Damage. If your are proficient with the suit of Armor you're wearing, you are proficient with any Climbing Claws installed on it.
Chazrach Shock Squad

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*Affiliations: The Yuuzhan Vong Empire*

Chazrach Shock Troopers are typically deployed in large squads to hunt down, flush out, or draw out their enemies. In battle against these killers, many overconfident Jedi guardians charge against what they think are weak shock troops- only to find more powerful foes waiting for them nearby.

 Chazrach Shock Squad Statistics (CL 3)

Large Chazrach (Squad) Nonheroic 3

**Dark Side Score:** 4

**Initiative:** +1; **Senses:** Darkvision, Perception +0

**Languages:** Yuuzhan Vong

### Defenses

Reflex Defense: 18 (Flat-Footed: 18), Fortitude Defense: 15, Will Defense: 9

Hit Points: 23, Damage Threshold: 25

**Immune:** Squad Traits

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4+1, Area Attack)

**Melee:** Amphistaff (Spear Form) +4 (1d8+1 (Amphistaff Poison), Area Attack)

**Melee:** Amphistaff (Quarterstaff Form) -6 (1d6+1, Area Attack) and Amphistaff (Quarterstaff Form) -6 (1d6+1, Area Attack)

**Ranged:** Amphistaff (Spit Ability) -1 (Amphistaff Poison, 1-Square Splash)

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

**Species Traits (Chazrach):** Darkvision, Limited Weapon Familiarity (Amphistaff), Primitive, Natural Armor (+2)

### Base Stats

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

**Feats:** Armor Proficiency (Light), Toughness, Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +6

**Possessions:** Amphistaff, Vonduun Crabshell (+5 Reflex, +5 Fortitude)
Christophsis

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

*See also: Galactic Gazetteer*

Christophsis is a crystalline world in The Outer Rim Territories' Savareen Sector. Orbited by a single moon amongst the mineral-rich asteroids of the Christoph System, Christophsis was for a time a target for stray rocks because of its closeness to various asteroid belts, but the planet was refined by Tepasi nobles around 600 BBY, and later by the world's native Christophsian inhabitants, who originated as Humans from The Core. Christophsis is eventually protected from the asteroids and transformed into the center of a mining hub.

###  Christophsis Statistics

**Region:** The Outer Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 0

**Length of Day:** 26 Standard Hours

**Length of Year:** 369 Local Days

**Sapient Species:** 51% Human, 49% Other Species

**Government:** Empire

**Capital:** Chalcydonia

**Major Exports:** Raw Materials (Crystals)

**Major Imports:** Foodstuffs

Knowledge (Galactic Lore)
 15+

Knowledge (Physical Sciences)
 25+
Charging Fire

*See also: Feats*

You are able to make ranged attacks while Charging.

**Prerequisite:** Base Attack Bonus +4

**Effect:** When you Charge, you may make a ranged attack instead of a melee attack at the end of your movement. Unlike a normal Charge, your momentum does not help you overcome your target, so you gain no bonus on your attack roll. As with a normal Charge, you still take a -2 penalty to your Reflex Defense.

**Normal:** You can make a single melee attack with a +2 bonus on your attack roll at the end of a Charge.

## Additional Charging Fire Effects

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

**Combined Feat (Dodge):** You reduce your penalty to your Reflex Defense against all opponents to -1 when making a ranged attack at the end of a Charge.
Citadel Inquisitor

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Sword of the Empire)*

*Affiliations: The Inquisitorius, The Galactic Empire*

Inquisitors in the Citadel are the cream of the crop. Their organization is new and growing, but they've reached the pinnacle (literally) of their chosen profession- though what they do for a living isn't very nice.

## Citadel Inquisitor Statistics (CL 17)

Medium Human Jedi 7/Jedi Knight 5/Force Adept 5

**Force Points:** 7; **Dark Side Score:** 14

**Initiative:** +16; **Senses:** Improved Sense Force, Improved Sense Surroundings, Use the Force +21

**Languages:** Basic, Bocce, High Galactic

### Defenses

Reflex Defense: 32 (Flat-Footed: 29), Fortitude Defense: 30, Will Defense: 33; **Block**, **Deflect**, **Shii-Cho**

Hit Points: 130, Damage Threshold: 30

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +18 (1d4+8)

**Melee:** Lightsaber +20 (2d8+8)

**Melee:** Short Lightsaber +20 (2d6+8)

**Melee:** Lightsaber +18 (2d8+8) and Short Lightsaber +18 (2d6+8)

**Ranged:** By Weapon +18

**Base Attack Bonus:** +15, **Grapple:** +18

**Attack Options:** Acrobatic StrikeH, **Inquisition**, **Power of the Dark Side**, Weapon Finesse, Whirlwind Attack

**Special Actions:** **Dark Presence**, **Force Haze**, **Gauge Force Potential**, Melee Defense

**Force Power Suite (Use the Force +21):** *Dark Rage*, *Force Grip*, *Force Lightning*, *Force Slam*, *Negate Energy*, *Rebuke*

**Force Techniques:** Force Power Mastery (*Force Grip*, *Negate Energy*), Improved Sense Force, Improved Sense Surroundings

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 11, Dexterity 16, Constitution 12, Intelligence 13, Wisdom 14, Charisma 16

**Talents:** **Block**, **Clear Mind**, **Dark Presence**, **Deflect**, **Force Haze**, **Force Perception**, **Gauge Force Potential**, **Inquisition**, **Power of the Dark Side**, **Shii-Cho**

**Feats:** Acrobatic StrikeH, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Melee Defense, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons), Whirlwind Attack

**Skills:** Acrobatics +16, Initiative +16, Knowledge (Galactic Lore) +14H, Use the Force +21 (may substitute for Perception checks; may reroll to oppose Sense Force, must take second result)

**Possessions:** Lightsaber (Self-Built), Short Lightsaber (Self-Built), Code Cylinder, Comlink (Short-Range), Inquisitor's Robes

*H- Human bonus Feat or Trained Skill*
Clone Pilot (Disambiguation)

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

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

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

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

## Official

* Clone Pilot (CL 4) from the *Clone Wars Campaign Guide*

## Homebrew

* Shinie Clone Pilot (CL 2) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Veteran Clone Pilot (CL 5) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Ace Clone Pilot (CL 8) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Stealth Clone Pilot (CL 8) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Squadron Leader (CL 11) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Cheater

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

**Upgrade Type:** Universal Upgrade

**Cost:** 500

**Upgrade Point Cost:** 1

**Availability:** Illegal

A Cheater is a hand-held device designed to allow you to cheat at the popular Gambling game of Sabacc. Because they are Illegal (and likely to get you killed to boot), Cheaters usually are disguised and added to another piece of functional Equipment.

While you use a Cheater, you gain a +2 Equipment bonus on the Wisdom check made to determine the outcome of Gambling. You have to make a Stealth check opposed by any observers' Perception checks to conceal the use of a Cheater, but you gain a bonus on your check determined by the objects size. (Generally, Cheaters are placed in Fine-sized devices such as Credit Chips or Comlinks, granting a +10 size bonus on Stealth checks to conceal their use.) However, if anyone ever beats your Wisdom check in a Sabacc game by 6 or more, that person realizes you must be cheating somehow (though they won't know exactly how- often leading to a demand for a search of your possessions).

A Cheater installed into a rigged Sabacc Card is called a Skifter.