recursal/Fanatic-Fandom huggingface dataset:
Baronial-Class Yacht

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

The ornately designed *Baronial*-Class Luxury Yachts from Eleanor Propulsion were commissioned by the Draay Trust. Too expensive for The Jedi Order's bankroll, these majestic 26-meter-long ships serve Covenant WatchCircles. Models can vary when credits talk, but seating capacity is restricted to a Pilot and four passengers (or a Circle Guardian and four Seers), with removable benches in back for Padawans or cargo. Rigged for stealth and maneuverability, the yacht's shielding is not stupendous, but it is deceptively well armed and equipped with a modest Hyperdrive.

## *Baronial*-Class Yacht Statistics (CL 6)

Colossal Space Transport

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 25; +12 Armor, Vehicular Combat

Hit Points: 115; Damage Reduction: 15; Shield Rating: 10; Damage Threshold: 75

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 900 km/h)

**Ranged:** Light Laser Cannons, Double +7 (See Below)

**Fighting Space:** 12x12 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +37

**Attack Options:** Autofire (Light Laser Cannons, Double)

### Abilities

Strength: 41, Dexterity: 14, Constitution: -, Intelligence: 16

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

### Ship Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** 4

**Cargo:** 30 Tons; **Consumables:** 1 Month; **Carried Craft:** None

**Hyperdrive:** Class 3

**Availability:** Restricted; **Cost:** 200,000 (120,000 Used)

### Weapon Systems

#### **Light Laser Cannons****, Double (Pilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 4d10x2
Azzameen Legacy

*Azzameen Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

The Azzameen family is a proud family of traders and spacers who owned a small shipping business. After losing everything from a betrayal by the competing Viraxo family, they found refuge within The Rebel Alliance where their hard-working, courageous and dedicated temperaments were highly valued. They’re at home in space.

**Prerequisite:** Human or Near-Human

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action. For the rest of the encounter, you gain access to any one Talent from the Spacer Talent Tree or Hyperspace Explorer Talent Tree that you meet the prerequisites of.
Assassin Talent Tree

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

You do not fight fair. If you are ever caught in a straightforward fight, the odds are you are not going to make it, so your best move is to set up your attacks and use every trick at your disposal.

#### **Advantageous Positioning**

*Prerequisite:* **Shift**

Any opponent that you are Flanking is considered Flat-Footed and is denied its Dexterity bonus to its Reflex Defense against you.

#### **Get Some Distance**

*Prerequisites:* **Advantageous Positioning**, **Shift**

Once per encounter as a Standard Action you can make a melee attack against a target and then move up to your speed away from that target. This movement does not provoke an Attack of Opportunity.

#### **Murderous Arts I**

When your successful attack causes an opponent to move -1 step along the Condition Track, that opponent immediately takes an additional +1d6 damage.

#### **Murderous Arts II**

*Prerequisite:* **Murderous Arts I**

Whenever you successfully hit an opponent that you have Marked, your melee and ranged attack attacks deal an additional +1d6 damage.

#### **Ruthless**

Once per encounter, when you drop a foe to 0 Hit Points or push an opponent to the bottom of the Condition Track, you can immediately take a bonus Standard Action.

#### **Shift**

As a Move Action, you can move 1 square without provoking an Attack of Opportunity.

#### **Sniping Assassin**

When you make a ranged attack against a target that is not at Point-Blank Range, you add half your Class Level to your damage roll.

#### **Sniping Marksman**

*Prerequisite:* **Sniping Assassin**

Once per encounter, when you make a ranged attack against a target that is not at Point-Blank Range, you can ignore your target's Armor bonus to their Reflex Defense.

#### **Sniping Master**

*Prerequisites:* **Sniping Assassin**, **Sniping Marksman**

By taking only a single Swift Action, you can Aim at a target that is not within Point-Blank Range.
121-B Interstellar Space Yacht

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

The 121-B Interstellar Space Yacht is a popular pleasure yacht used among upper-middle class citizens during the final days of the Republic; manufactured by Kuat Leisure, a subsidiary of Kuat Drive Yards.

Aayla Secura and Ylenic It'kla used one of these ships, designated The *Flare*, for a secret mission to Corellia seven days after the Battle of Geonosis.

### Capabilities

The twin turbine engines of the 121-B Interstellar Space Yacht make for a smooth and stable ride, which adds to its appeal among travel enthusiasts. The ship is equipped with a team of Repair Droids and an autopilot system, which afford its passengers the comfort of not having to concern themselves with the headaches of maintenance or the chores of manning consoles.

The advanced luxury suites within the ship (as the Advanced Luxury Upgrade) are spacious and stocked with a variety of amenities; its cargo hold is easily refitted to hold a number of pleasure vehicles such as Speeders and Airspeeders.

## 121-B Interstellar Space Yacht Statistics (CL 6)

Colossal Space Transport

**Initiative:** -3; **Senses:** Perception +5

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 26; +12 Armor

Hit Points: 120; Damage Reduction: 15; Damage Threshold: 46

### Offense

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

**Fighting Space:** 12x12 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +36

### Abilities

Strength: 42, Dexterity: 14, Constitution: -, Intelligence: 18

**Skills:** Initiative -3, Mechanics +5, Perception +5, Pilot -3, Use Computer +5

### Ship Statistics

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

**Cargo:** 10 Tons; **Consumables:** 2 Months; **Carried Craft:** None

**Hyperdrive:** Class 2 (Backup Class 15), Navicomputer

**Availability:** Licensed; **Cost:** 280,000 (160,000 Used)

**Emplacement Points:** 1
Attack Combo (Ranged)

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

*See also: Feats*

Your damage-dealing ability improves after hitting a single target with successive ranged attacks.

**Prerequisite:** Base Attack Bonus +3

**Effect:** If you hit a single target with two consecutive ranged attacks during the same turn, any additional ranged attacks you make until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other Feats or Talents.
Attack Leader

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

*See also: Characters in Units*

The Attack Leader coordinates all the Unit's attacks. An Attack Leader can order attacks and use special tactics. A Unit can have only one Attack Leader at a time.

The below Actions include all Actions that can be performed while functioning as an Attack Leader in Mass Combat.

## Standard Actions

Standard Actions include the following:

* Aid Another
* Attack with Melee Weapons
* Attack with Ranged Weapons
* Attack with Vehicle Weapons
* Fight Defensively
Arla Fett

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

*Affiliations: The Mandalorians*

Sister to the famed mercenary and bounty hunter Jango Fett, Arla, like her brother, gows up on Concord Dawn. During the Battle of Concord Dawn, the Fett family shelters Jaster Mereel's forces on their homestead, letting them recover from their most recent battle with Death Watch. However, they are easily tracked down, and the family is threatened unless they gave them information. Arla's mother shoots a mercenary aiming a blaster at Arla's father, resulting in the slaughter of both her parents. Arla herself is beaten, abused, and enslaved before eventually escaping.

Her fractured psyche never recovers from the intense trauma, and she is later arrested for a triple homicide. She serves over thirty years in a variety of prison environments, frequently making escape attempts and murdering fellow inmates. Eventually, she moves to Coruscant's Valorum Center for Mental Health. During General Grievous' invasion of Coruscant and capture of Chancellor Palpatine, Arla Fett is freed by Kal Skirata and brought to Mandalore. Arla receives only the best and most humane treatment over the next several years.

## Arla Fett Statistics (CL 2)

Medium Human Nonheroic 4/Scout 1

**Force Points:** 4; **Dark Side Score:** 5

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

**Languages:** Basic, Mando'a

### Defenses

Reflex Defense: 15 (Flat-Footed: 13), Fortitude Defense: 13, Will Defense: 12

Hit Points: 18, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

**Melee:** Concealed Shiv +4 (2d4+1)

**Ranged:** By Weapon +5

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

**Attack Options:** Lightning Draw

### Base Stats

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

**Talents:** **Improved Stealth**

**Feats:** Grapple Resistance, Lightning Draw, Quick Draw, Skill Training (Perception), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +9, Perception +8, Stealth +9 (may reroll, must take second result)

**Possessions:** Concealed Shiv, Inmate Uniform

### Heroic Traits

**Event (Orphaned):** Arla Fett's parents were murdered at an early age, forcing her to fend for herself. As such, when she spends a Force Point to add to an Untrained skill, she adds an extra +1d6 to the Skill Check.
BCA-11/X Training Droid

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

*Affiliations: The Jedi*

Before the Invasion of Naboo, Baktoid Combat Automata produces a number of training droids for The Jedi Order, but the results convince them that helping to train young Jedi might not be the best business decision. The 11/X's most unusual feature is the use of a cortosis matrix in the bonding of the Droids' Quadanium Armor, designed resist the energy of a Lightsaber and make the 11/X harder to disable or destroy.

BCA-11/X Training Droids can't be played as Droid Heroes.

## BCA-11/X Training Droid Statistics (CL 2)

Medium 4th-Degree Droid Nonheroic 3/Soldier 1

**Initiative:** +9; **Senses:** Low-Light Vision,Perception +4

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 13, Will Defense: 11

Hit Points: 17, Damage Reduction: 5 vs Lightsabers, Damage Threshold: 13

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

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

**Ranged:** Blaster Carbine +6 (3d8+2)

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

**Attack Options:** Autofire (Blaster Carbine), Coordinated Attack

### Base Stats

**Abilities:** Strength 13, Dexterity 14, Constitution -, Intelligence 9, Wisdom 11, Charisma 8

**Talents:** **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Coordinated Attack, Toughness, Weapon Focus (Rifles), Weapon Proficiency (Rifles)

**Skills:** Initiative +9, Perception +4

**Droid Systems:** Walking Locomotion, Basic Processor, Improved Sensor Package, Internal Comlink, Vocabulator

**Possessions:** Blaster Carbine, Quadanium Battle Armor (Droid Armor; +7 Reflex (Cortosis Weave/Phrik Alloy General Template))

**Availability:** Military; **Cost:** 5,860 credits
Bite Attack

*Homebrew Reference Book: New Republic Campaign Guide*

*See also: Feats, Species Feats*

You may use a bite attack in combat.

**Prerequisite:** Ranat

**Effect:** You gain a Bite attack in additional to your other Natural Weapons. You are considered proficient with the attack for the purposes of Feats and Talents. The attack, if successful, deals 1d4 + Strength piercing damage per hit.

**Special:** This Feat can only be taken at 1st level.
Baragwin Connections

*Baragwin Connections Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

You maintain a network of underworld connections among your fellow Baragwin.

**Prerequisite:** Baragwin

**Effect:** When buying weapons with the Baragwin Weapon Template from The Black Market, you reduce the x5 cost multiplier for buying Illegal items to only x2.
Believer Disciple Talent Tree

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

The Believers follow the teachings of The Sith from ancient times and strive to extend the influence of The Dark Side of The Force. You must be a member of The Believers Force Tradition to select any of the Talents described below.

#### **Believer Intuition**

As a Reaction, when an opponent successfully attacks you, make a Use the Force check and compare the result to your opponent's attack roll. If the check equals or exceeds the result of the attack roll, you can add your Charisma modifier to your Reflex Defense.

#### **Defense Boost**

As a Swift Action, you can make a DC 15 Use the Force check. If the check succeeds, you gain a +1 Force bonus to your Fortitude Defense until the end of the encounter. Before you make your Use the Force check, you can increase the target number to DC 20 to gain a +1 Force bonus to all your Defenses.

#### **Hardiness**

You can spend a Force Point to reduce the number of Swift Actions it takes you to move +1 step along to Condition Track by one.

#### **High Impact**

As a Swift Action, make a DC 15 Use the Force check. If your check succeeds, double your Strength bonus to the next melee damage roll you make before the end of your turn.

#### **Sith Reverence**

You gain a +1 morale bonus on your attack rolls while you are within 20 squares and in line of sight of an ally with a Dark Side Score equal to or greater than your own.
BT Assassin Droid

*BT Assassin Droid data created by Wikia user Max Waspace.*

*Affiliations: The Galactic Empire*

BT Assassin Droids are designed by the Empire to disguise themselves as normal Astromechs before killing their target.

BT Assassin Droids can be played as Droid Heroes.

## BT Assassin Droid Statistics (CL 0)

Small 4th-Degree Droid Nonheroic 2

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

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

### Defense

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 10; Internal Defenses

Hit Points: 7, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Wheeled), 4 Squares (Walking), 9 Squares (Flying); Magnetic Feet

**Melee:** Vibroblade -5 (2d6-1)

**Ranged:** Missile Launcher +3 (6d6, 2-Square Burst)

**Base Attack Bonus:** +1; **Grapple:** -2

### Base Stats

**Abilities:** Strength 9, Dexterity 14, Constitution -, Intelligence 15, Wisdom 10, Charisma 7

**Feats:** Skill Focus (Use Computer), Skill Training (Deception), Skill Training (Perception), Toughness, Weapon Proficiency (Heavy Weapons)

**Skills:** Deception +8, Mechanics +8, Perception +8, Use Computer +13, 1 Unassigned

**Droid Systems:** Wheeled Locomotion, Walking Locomotion, Flying Locomotion (Limited), Magnetic Feet, Heuristic Processor, 1 Claw Appendage, 6 Tool Mounts (2 Stabilized Mounts), Darkvision, Improved Sensor Package, Internal Defenses

**Possessions:** Electroshock Probe, Flamethrower, Holorecorder, Holoprojector, Astrogation Buffer (Storage Device, 10 Memory Units), Circular Saw, Electric Arc Welder, Vibroblade, Missile Launcher

**Availability:** Military; **Cost:** 15,000 credits
Birok

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

*Affiliations: The Fringe*

Leader of a swoop gang on Diado, Birok was recruited by the Separatists to keep the locals from organizing against a Confederate R&D facility. Birok's gang includes a dozen of the toughest scum on Diado in its ranks, where most had lived their entire lives.

Eleven months after the Battle of Geonosis, Birok picked a fight with the wrong tourist: Jedi Master Saesee Tiin. After a brief scuffle, Birok recognized him as a Jedi Knight, and rallied his gang. Birok and his gang lost a brief battle that traversed the streets of Diado's main settlement, but they stalled the Jedi General long enough for vast Droid reinforcements to arrive.

Birok is rewarded by his Separatist masters for Tiin's capture, but when the Jedi Master escaped, Birok finds himself on the wrong side of a prototype fighter stolen by Tiin for his getaway. Birok dies alongside his Confederate contacts when Tiin unleashes a salvo of laserfire into the hangar control room.

## Birok Statistics (CL 4)

Medium Human Scout 1/Soldier 3

**Force Points:** 7; **Dark Side Score:** 4

**Initiative:** +4; **Senses:** Perception +7

**Languages:** Basic

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 18, Will Defense: 14; Vehicular Combat

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

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +5 (3d6+2)

**Ranged:** Snare Pistol +5 (1d4+2 (Stun)) and +5 (Grapple)

**Base Attack Bonus:** +3, **Grapple:** +5; Pin, Trip

**Attack Options:** Gunnery Specialist, Vehicle Drag

**Special Actions:** **Commanding Presence**

### Base Stats

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

**Talents:** **Commanding Presence**, **Gang Leader**, **Mechanized Rider**

**Feats:** Armor Proficiency (Light), Gunnery Specialist, Pin, Shake It Off, Trip, Vehicle Drag, Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Perception +7, Persuasion +8 (**Gang Leader**), Pilot +9 (**Mechanized Rider**), Ride +9, Survival +7

**Possessions:** Blaster Pistol, Snare Pistol, Comlink (Short-Range), Utility Belt, Swoop Bike
BL-39 Interrogator Droid

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

*Affiliations: General Units*

A direct successor to the IT-0 Interrogator Droid, the Aratech BL-39 Interrogator Droid is the result of a private company purchasing the schematics for the Imperial interrogation Droid and adapting them to a civilian model. Following the decline of the Empire after the Galactic Civil War, Aratech paid large sums for access to a number of top secret Imperial technological designs, including Droids, weapons, and Vehicles. The BL-39 is the result of this deal, and the Droid's design came about due to high demand from law enforcement agencies and local governments.

The BL-39 Interrogator Droid uses many components from modern medical Droids, and part of the reason the Droid is so effective is that it can extract information from the target with minimal pain or physical injury. Its method of painless, medical information extraction actual results in the Droid being classified as a 1st-Degree Droid, where its predecessor (a highly specialized torture Droid) was a 2nd-Degree Droid. Likewise, the BL-39 can be converted into a medical assistant Droid with little reprogramming, taking advantage of the Droid's existing medical knowledge.

Moff Nyna Calixte often employs BL-39 Interrogator Droids in her duties as the Director of Imperial Intelligence.

BL-39 Interrogator Droids can be played as Droid Heroes.

## BL-39 Interrogator Droid Statistics (CL 1)

Small 1st-Degree Droid Nonheroic 1/Scoundrel 1

**Force Points:** 1

**Initiative:** +2; **Senses:** Low-Light Vision, Perception +11

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 9, Will Defense: 15

Hit Points: 6, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Hovering; Maximum Altitude: 2 Squares)

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

**Base Attack Bonus:** +0; **Grapple:** -4

### Base Stats

**Abilities:** Strength 8, Dexterity 12, Constitution -, Intelligence 14, Wisdom 17, Charisma 15

**Talents:** **Interrogator**

**Feats:** Skill Focus (Treat Injury), Skill Training (Persuasion), Skill Training (Use Computer), Surgical Expertise, Weapon Proficiency (Pistols)

**Skills:** Knowledge (Life Sciences) +8, Perception +11, Persuasion +8, Stealth +7, Treat Injury +14 (may substitute for Persuasion checks to Intimidate), Use Computer +8

**Droid Systems:** Hovering Locomotion, Heuristic Processor, 1 Claw Appendage, 5 Tool Mounts, Improved Sensor Package, Locked Access, Vocabulator

**Possessions:** Blaster Pistol, Medical Kit, Audio Recording Unit, Video Recording Unit

**Availability:** Restricted; **Cost:** 13,000 credits
Bankrupt

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

*See also: Backgrounds*

**Background Event**

You lost all or nearly all your credits and material possessions. Perhaps you were blackmailed by a COMPNOR agent who found out that you had a relative with Rebel sympathies, or maybe Imperial Intelligence seized your finances and assets as a part of a larger investigation that had nothing to do with you. Regardless, the event unjustly robbed you of your worldly possessions and reduced you to abject poverty, leaving you with nothing but your drive to recover your life and punish those who made you destitute.

As a result of being nearly impoverished, you can use the Survival skill to sustain yourself in urban or civilized environments. See the Basic Survival application of the Survival skill for more information.

**Relevant Skills:** Deception, Gather Information, and Survival
BX-Series Droid Commando Captain

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

*Affiliations: The Confederacy of Independent Systems*

When a mission called for more strength than a B1-Series Battle Droid but more agility than a B2-Series Super Battle Droid, then the BX-Series Droid Commandos were called in. The Commando Droids had better armor and programming than the standard Battle Droids, which made them much more effective in combat. However, these upgraded abilities came at a higher price, so as a result, far fewer of them were produced.

Like the other Commando Droids, the Commando Droid Captain is faster and more human in shape than the typical Battle Droid. Along with infiltration programming, the Commando Droid Captain has additional programming in tactics to better lead their squads of three to six other Commandos.

BX-Series Droid Commando Captains can't be played as Droid Heroes.

## BX-Series Droid Commando Captain Statistics (CL 7)

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

**Force Points:** 3

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

**Languages:** Basic, Binary, 3 Unassigned

### Defenses

Reflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 18, Will Defense: 20

Hit Points: 42, Damage Threshold: 17

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +9 (1d3+2)

**Ranged:** Blaster Rifle +13 (3d8+2)

**Ranged:** Blaster Rifle +8 (3d8+2) andBlaster Rifle +8 (3d8+2) with Double Attack

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

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

**Special Actions:** **Automated Strike**, **Battle Analysis**, **Cover Fire**

### Base Stats

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

**Talents:** **Automated Strike**, **Battle Analysis**, **Cover Fire**

**Feats:** Double Attack (Rifles), Improved Defenses, Point-Blank Shot, Precise Shot, Skill Training (Use Computer), Sniper, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +13, Perception +12, Stealth +13, Use Computer +13

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

**Possessions:** Blaster Rifle, Electrobinoculars

**Availability:** Military; **Cost:** 18,800 credits
Bando Gora Captain

*Bando Gora Captain character data created by wizards forum user richterbelmont10.*

*Affiliations: The Bando Gora*

The Bando Gora is a cult of ruthless force-sensitive criminals, selling narcotics all across the galaxy to supplement its finances. Bando Gora Captains are the most extreme of these cultists, donning terrifying horned masks and wielding staffs that shoot green balls of fire.

## Bando Gora Captain Statistics (CL 11)

Medium Near-Human Jedi 3/Scout 1/Soldier 3/Force Adept 4

**Force Points:** 8, Force Boon, Strong in the Force; **Dark Side Score:** 17

**Initiative:** +11; **Senses:** Perception +10

**Languages:** Basic

### Defenses

Reflex Defense: 24 (Flat-Footed: 23), Fortitude Defense: 25, Will Defense: 28

Hit Points: 102, Damage Threshold: 25; **Bando Gora Surge**, **Force Fighter**, **Resist Enervation**, Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d4+6)

**Melee:** Bando Gora Staff\* +11 (2d6+7)

**Melee:** Bando Gora Staff\* +6 (2d6+6) and Bando Gora Staff +6 (2d6+6)

**Ranged:** Bando Gora Staff\* +11 (3d8+5 (Fire))

**Base Attack Bonus:** +9, **Grapple:** +10

**Attack Options:** **Power of the Dark Side**

**Special Actions:** **Dark Presence**, **Empower Weapon**, **Victorious Force Mastery**

**Force Power Suite (Use the Force +17):** *Dark Rage*, *Fear* (3), *Memory Walk* (2), *Repulse* (2)

**Force Techniques:** Improved Dark Rage, Improved Repulse

*\*This Weapon is Empowered*

### Base Stats

**Abilities:** Strength 12, Dexterity 13 Constitution 14, Intelligence 10, Wisdom 17, Charisma 14

**Talents:** **Bando Gora Surge**, **Dark Presence**, **Empower Weapon**, **Force Fighter**, **Power of the Dark Side**, **Resist Enervation**, **Victorious Force Mastery**

**Feats:** Dual Weapon Mastery I, Force Boon, Force Sensitivity, Force Training (2), Shake It Off, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (Simple Weapons), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +12, Initiative +11, Perception +10, Use the Force +17

**Possessions:** Bando Gora Staff (as Quarterstaff with Dual Gear (unlimited Energy Balls (Arkanian General Template))), Horned Mask
Bantha

*Reference Book: Star Wars Saga Edition Unknown Regions*

Perhaps the most adaptable herbivores in the galaxy, Banthas are found on numerous worlds and are so well known that their name is used in a plethora of proverbs, sayings, and children's stories. Several fringe religions see the Bantha as a divine messenger. Banthas can survive in most environmental extremes, and are able to go without food or water for several weeks. Although many subspecies have adapted to the peculiarities of their environments, most Banthas have large, curving horns and long, shaggy fur.

Banthas are commonly used as transportation and as beasts of burden. Their meat and hides are highly prized, particularly by the Tusken Raiders of Tatooine, who use the beasts extensively.

### Banthas Across the Galaxy

The Bantha serves as an archetypical mount and pack animal anywhere in the galaxy. The Bantha statistics below represent the baseline for the common Bantha. Gamemasters should feel free to alter that statistics block to make the Bantha better fit the environment in which it is found.

As examples, the dune Banthas of Tatooine would have the Desert Beast trait, and the white-furred Banthas of Nelvaan would have the Arctic Beast trait. The Kashyyyk grayclimber subspecies would exchange the Trample attack for the Expert Climber quality. Aquatic or Subterranean Banthas might be waiting out there in the galaxy for your intrepid group of explorers to discover.

## Bantha Statistics (CL 2)

Huge Mount (Beast 3)

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

### Defenses

Reflex Defense: 8 (Flat-Footed: 8), Fortitude Defense: 18, Will Defense: 10

Hit Points: 37, Damage Threshold: 28

### Offense

**Speed:** 4 Squares; Bantha Rush, Trample

**Melee:** Gore +11 (2d6+10)

**Melee:** Trample +11 (1d8+10)

**Fighting Space:** 3x3 Squares; **Reach:** 1 Square

**Base Attack Bonus:** +2, **Grapple:** +21

### Base Stats

**Abilities:** Strength 28, Dexterity 10, Constitution 26, Intelligence 2, Wisdom 11, Charisma 4

**Feats:** Bantha Rush, Skill Training (Endurance)

**Skills:** Endurance +14, Survival +6

### Abilities

**Trample:** As a Move Action, a Bantha can move up to its speed and through enemies' spaces. This movement provokes Attacks of Opportunity as normal, and the Bantha must end its movement in an unoccupied space. When it enters an enemy's space, the Bantha makes a Trample attack; on a hit, the target is knocked Prone.
Armor Reinforcement

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

**Equipment Type:** Weapon and Armor Accessories

**Upgrade Type:** Armor Upgrade

**Cost:** 3000

**Upgrade Point Cost:** 1

**Availability:** Common

The Armor Reinforcement Armor Accessory increases Armor's ability to harmlessly deflect incoming attacks by coating the interior of the Armor with tough materials, adding an extra layer of defense. Reinforced Armor grants the wearer Damage Reduction 2 against Piercing damage.
Back to the Ship (RJ)

*Rebel Justice Adventure Module data created by James B. King.*

*Main Page: Rebel Justice*

*Preceded by Wild Night Excitement*

This episode begins with a wild speeder chase scene involving the PCs and local police units. After losing the police, the PCs must deal with six enforcers they find guarding bay 56. Then they break the new keycode that locks the bay doors. With police closing in the PCs quickly board their ship.

## Encounter 7: A Speeder Chase

When the PCs have boarded their speeder and are moving out, read aloud the following paragraph:

***As you fly out of the garage, you are suddenly blinded by the headlights of a rapidly closing vehicle- a police speeder! The fast-approaching speeder veers to avoid colliding with you and plows into a permacite wall. With a smash, scrape, and crumple, the speeder bounces off the wall and sideswipes your own speede, crumpling the panels along one whole side, then skips and spins to a stop in the street. Though the speeder is a complete wreck, the operator's cockpit appears intact. One speeder is down and out, but two more are closing fast. From a loudspeaker on one, you hear, "Thish ish the polish. You are ordered to shtop your shpeeder and shurrender!"***

The heroes must complete the Fleeing the Police Skill Challenge to escape their pursuers.

Now on foot, the PCs must walk the rest of the way to bay 56.

## Encounter 8: Getting Into Bay 56

When the PCs get within sight of bay 56, they see six very alert police enforcers standing under the lights at the bay doors. All wear protective jackets and helmets and are armed with Blaster Rifles set to Stun. It appears that the PC's have somehow been made.

Hopefully, the players decide that a bit of cleverness, not just gunplay, is the answer to this dilemma, Determine appropriate DCs for whatever solution they come up with lf they take to long in planning, tell them they see increased police patrols in the area. When the police are taken care of the PCs discover that the bay doors won't open with their keycode- it's been changed! They must break the keycode using a DC 20 Use Computer check to get the doors open.

As the PCs are working on the doors, they hear yelling a short distance away, then hear the tramping of rnany booted feet growing louder. Just as the doors open (cheat if you have to), a dozen police enforcers come running into view. The PCs exchange a few stun bolts with the police as they quickly clamor aboard their vessel.

*Continued in A Battle to Escape*
B'omarr Monk Talent Tree

*Homebrew Reference Book: Saga Edition All-Purpose Sourcebook*

By cutting themselves off from all civilization and distraction, B'omarr Monks are capable of achieving a certain sense of "Enlightenment." You must be a member of The B'omarr Order Force Tradition to select any of the Talents described below.

#### **Cyborg Avatar**

*Prerequisite:* **Droid Receptacle**, **Shedding of the Body**

When catching a Second Wind, you may add your Hit Points to the **Droid Receptacle** when calculating the amount healed (one-quarter of the total). Likewise, when you are healed by *Vital Transfer*, **Bolster Ally**, or similar abilities, you may add the Droid's Character Levels to your own to determine the amount healed.

#### **Cyborg Martyr**

*Prerequisite:* **Droid Receptacle**, **Shedding of the Body**

When you take damage, as a Reaction you may transfer any amount of damage done to the **Droid Receptacle** to your Hit Points instead. You can also transfer any number of levels on the Condition Track to yourself as part of the Reaction. You may use this ability to lower the amount of damage below the Droid's Damage Threshold, for example. However, if the damage you absorb is above your own Damage Threshold, you move -1 on the Condition Track as usual.

#### **Droid Receptacle**

*Prerequisite:* **Shedding of the Body**

B'omarr brain jars may be carried by a small **Droid Receptacle** (typically a modified Arakyd BT-16 Security Droid). While the character's brain jar is carried, they are treated as piloting the **Droid Receptacle** as a Vehicle with Total Cover. (Pilot skill checks and related Talents and Feats such as Vehicular Combat apply and may even perform Starship Maneuvers.) Additionally this "Blindsight" allows you to ignore Concealment (including Total Concealment) from darkness. However, you cannot perceive colors in total darkness.

#### **Enlightened Meditation**

*Prerequisite:* **Serene Courage**

You may enter a brief meditative state as a Full-Round Action. You may remain in this trance as long as you wish, and you are still aware of your surroundings. However, you loses your Dexterity bonus to Reflex Defense during your meditation. Upon emerging from the trance (a Swift Action), you may roll your first skill check or attack roll made in the following round twice, keeping the better result.

#### **Serene Courage**

You are immune to Mind-Affecting Fear effects.
Backup Processor

**Droid System Type:**Processor Systems

**Cost:** 100

**Requires:** Remote Processor

A Droid with a Remote Receiver can also have a Backup Processor that allows the Droid to function even if it loses contact with its Remote Processor. The Droid will continue executing its last received orders until contact is reestablished.
Bhat Jul

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

*Affiliations: The Jedi, The Galactic Republic*

Bhat Jul was apprenticed to fellow desert native A'Sharad Hett, a common ground that caused the two to share a deep bond. More so than most Jedi, the pair retained much of their culture before admittance into the Jedi ranks- something the Council generally looked down upon. However, when the Clone Wars erupted, the Jedi High Council knew Bhat Jul and his master would be an irreplaceable asset for desert combat and planning operations.

Bhat Jul and A'Sharad Hett were assigned to sack the Techno Union purse world of Metalorn in the second month of the Clone Wars. Bhat Jul and his master succeeded in claiming the Techno Union world in the name of the Republic after nearly two months of conflict. Due to the staggering number of wounded coming into the medical center at New Holstice, A'Sharad Hett and Bhat Jul were reassigned to provide logistical and medical assistance.

After a week of directing traffic at New Holstice, their expertise was called upon by Jedi General Ki-Adi-Mundi to serve at Aargonar. Early in the conflict, the gunship carrying Bhat, his master, and Anakin Skywalker was shot down behind enemy lines and the Jedi were cut off from their Clone Troopers. Bhat Jul was caught in a large explosion that mortally wounded the Nikto, and he was dragged off of the battlefield by Skywalker. Despite Skywalker's desperate efforts to revive him, Bhat Jul perished and his body was left to become one with the desert.

## Bhat Jul Statistics (CL 3)

Medium Nikto Jedi 3

**Force Points:** 2

**Initiative:** +2; **Senses:** Perception +3

**Languages:** Basic, Huttese, Nikto

### Defenses

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

Hit Points: 52, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +4 (1d4+2)

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

**Ranged:** By Weapon +4

**Base Attack Bonus:** +3, **Grapple:** +4

**Attack Options:** **Master of the Great Hunt**

**Special Actions:** **Equilibrium**

**Force Power Suite (Use the Force +6):** *Battle Strike*, *Falling Avalanche*, *Force Thrust*, *Move Object*, *Surge*, *Vital Transfer*

**Species Traits (Nikto):** Great Fortitude, Natural Armor (+2), Survival Instinct

### Base Stats

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

**Talents:** **Equilibrium**, **Master of the Great Hunt**

**Feats:** Force Sensitivity, Force Training (2), Skill Focus (Survival), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +8, Survival +13 (may reroll, must take second result), Use the Force +6

**Possessions:** Lightsaber, Utility Belt, Jedi Robes
Battle Armor

Battle Armor combines protective metal or composite plates with a Padded Flight Suit to form a layer of protection. While off-the-rack Battle Armor is available, most users cobble together their gear from various sources.

**Type:** Medium Armor

**Cost:** 7,000

**Bonus to Reflex Defense:** +8

**Bonus to Fortitude Defense:** +2

**Maximum Dexterity Bonus:** +2

**Weight:** 16 Kilograms

**Availability:** Military
Atele

*Atele character data created by TheSagaContinues user Malancthon.*

*Affiliations: The Rebel Alliance, Tebact'let*

The lone survivor when her family's ship was shot down by an Imperial Customs Corvette, Atele might not have survived the wilds of Teriane if she had not helped a native orphan who was also being attacked by Imperial forces. The native was Tebact'let, a native Shijin. The Imperials ignored the Shijins' sentience, hardly believing such beasts could be intelligent, and was slaughtering them mercilessly.

Atele managed to rescue the cub, and for a number of years Atele and Tebact'let worked as a team to battle the Imperials on Teriane. When a Rebellion commando unit landed on Teriane, the pair revealed themselves, offering to assist the Rebels. After putting a final disruptive blow to Imperial productions on the planet, Atele was offered a chance to reclaim the stars, but she refused to leave without her companion. Tebact'let comforted Atele, and promised to stay with her wherever she went. Heartened, the two took to the stars to help reclaim the galaxy from the tyranny of The Galactic Empire...

## Atele Statistics (CL 12)

Medium Human Scout 4/Soldier 4/Gladiator 4

**Force Points:** 10; **Dark Side Score:** 1

**Initiative:** +15; **Senses:** Perception +12

**Languages:** Basic

### Defenses

Reflex Defense: 30 (Flat-Footed: 26), Fortitude Defense: 27, Will Defense: 23; Combat Reflexes

Hit Points: 121, Damage Threshold: 32; Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Vibroblade +16 (2d6+9)

**Melee:** Vibroblade +14 (3d6+9) with Rapid Strike

**Melee:** Vibroblade +11 (4d6+9) with Improved Rapid Strike

**Ranged:** Blaster Pistol +15 (3d6+6)

**Ranged:** Blaster Pistol +13 (4d6+6) with Rapid Shot

**Base Attack Bonus:** +11, **Grapple:** +15

**Attack Options:** Advantageous Attack, Assured Attack, **Brutal Attack (Advanced Melee Weapons)**, **Devastating Attack (Advanced Melee Weapons)**, **Distracting Attack (Advanced Melee Weapons)**, Improved Rapid Strike, Rapid Shot, Rapid Strike

**Special Actions:** **Reconnaissance Actions**, Unflinching (2/Encounter)

### Base Stats

**Abilities:** Strength 13, Dexterity 18, Constitution 15, Intelligence 9, Wisdom 12, Charisma 14

**Talents:** **Brutal Attack (Advanced Melee Weapons)**, **Devastating Attack (Advanced Melee Weapons)**, **Distracting Attack (Advanced Melee Weapons)**, **Reconnaissance Actions**, **Reconnaissance Team Leader** (Tebact'let), **Weapon Specialization (Advanced Melee Weapons)**

**Feats:** Advantageous Attack, Armor Proficiency (Light), Assured Attack, Combat Reflexes, Improved Damage Threshold, Improved Rapid Strike, Rapid Shot, Rapid Strike, Shake It Off, Weapon Finesse, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +14, Initiative +15, Perception +12, Ride +15, Survival +12

**Possessions:** Blaster Pistol, Vibroblade
Bando Gora Captain Talent Tree

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

The cultists of The Bando Gora have a reputation for being merciless, and you are no exception. You must be a member of The Bando Gora Force Tradition to select any of the Talents described below.

#### **Bando Gora Surge**

Whenever you move up the Condition Track by any means, you gain Bonus Hit Points equal to 5 + your Heroic Level. Bonus Hit Points are consumed before regular Hit Points, and unused Bonus Hit Points go away at the end of the encounter. Bonus Hit Points from multiple sources do not stack.

#### **Force Fighter**

Whenever you spend a Force Point to add to an attack roll, you heal a number of Hit Points equal to the Force Point result if the attack hits.

#### **Resist Enervation**

Whenever an effect would move you down the Condition Track, you can spend a Force Point to negate that movement down the Condition Track.

#### **Victorious Force Mastery**

*Prerequisite:* Force Training

Whenever an enemy you have damaged in this encounter is reduced to 0 Hit Points, you may automatically return one spent Force Power to your Force Power Suite as a Free Action.
Bivall

*Bivall Species data created by TheSagaContinues user Serfious.*

The Bivall are a sentient species of humanoids renowned for their high intelligence, leading to them being spread across the galaxy in various scientific pursuits. Because of their superior intellects, Bivall could be found in prominents galactic positions as physicians, political advisors, and researchers. Hailing from agriworld of Protobranch, the Bivall homeworld is a major producer of bacta.

### Bivall Characteristics

**Personality:** Bivall are soft-spoke intellects, with a penchant for research and study. A Bivall might find themselves immersed in a number of different fields, and in their lifetime might earn degrees in most of those.

**Physical Description:** Bivall are tall, bipedal sentients with large eyes, crested heads, long fingers, and slender bodies. They have scaly skin that ranged in color from white and red all the way to green.

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

**Homeworld:** Bivall hail from the Core World of Protobranch, a planet of universities and research labs.

**Languages:** Bivall speak their short-worded language of Bivall, and most learn to understand Basic at a young age.

**Example Names:** Okalin, Pira, Quin, Scover Byne, Sionver Boll, Tavetti, Usk Haffa.

**Adventurers:** Bivall are intellects at their core, and most that travel offworld usually due to to expand on their studies. Most Bivall adventurers tend to become Nobles or Technicians, although Bivall Force-users are also not unheard of as they attempt to unravel the mysteries of The Force.

### Bivall Species Traits

Bivall share the following Species Traits:

* **Ability Modifiers:** All Bivall receive a +2 bonus to their Intelligence, but suffer a -2 penalty to their Strength. Bivall are intelligent and inquisitive, but lack the brawn of other Species.
* **Medium Size:** As Medium creatures, Bivall have no special bonuses or penalties due to their size.
* **Speed:** Bivall have a base speed of 6 squares.
* **Dependable Worker:** Bivall reliably achieve good results. Once per encounter, a Bivall can treat one Skill Check with certain Skills (Climb, Endurance, Gather Information, Jump, Knowledge, Mechanics, Pilot, Ride, Survival, Swim, Treat Injury, or Use Computer) as though he or she had Taken 10, even after the roll has been made (but before the result of the check is known).
* **Flash of Genius:** Bivall often have sudden leaps in thought while in stressful situations. Once per encounter, a Bivall can add a +5 circumstance bonus to to the result of one Knowledge, Mechanics, or Use Computer skill check.
* **Automatic Languages:** All Bivall can speak, read, and write both Basic and Bivall.
Black Sun Lieutenant

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

*Affiliations: Black Sun*

Commanders serving under their Vigo, these Black Sun Lieutenants often serve as ringleaders for individual Black Sun projects and industries. They could lead something as simple as a smuggling ring, or as complex as a government-wide extortion racket.

 Black Sun Lieutenant Statistics (CL 7)

Medium Human Noble 3/Scoundrel 4

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

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

**Languages:** Basic, Bocce, Durese, Huttese

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 19, Will Defense: 20; Combat ReflexesH, Vehicular Combat

Hit Points: 53, Damage Threshold: 24

*H- Human bonus Feat*

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+4)

**Melee:** Knife +6 (1d4+4)

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

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

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

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

**Special Actions:** **Inspire Confidence**, **Disruptive**, **Coordinate**, **Hyperdriven**, **Walk the Line**

### Base Stats

**Abilities:** Strength 13, Dexterity 15, Constitution 14, Intelligence 13, Wisdom 12, Charisma 12

**Talents:** **Inspire Confidence**, **Disruptive**, **Coordinate**, **Hyperdriven**, **Walk the Line**

**Feats:** Combat ReflexesH, Deadeye, Improved Damage Threshold, Linguist, Point-Blank Shot, Precise Shot, Skill Focus (Deception), Vehicular Combat, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +14, Gather Information +9, Initiative +10, Perception +9, Persuasion +9, Pilot +10, Treat Injury +9H, Use Computer +9

**Possessions:** Heavy Blaster Pistol, Knife, Comlink (Short-Range, Encrypted), Datapad (Encrypted), Medpac, Credit Chip

*H- Human bonus Feat or Trained Skill*
Backshin

*Homebrew Reference Book: The University of Sanbra's Guide to Xenobiology*

*Affiliations: Beasts*

Backshin are wild herd animals hunted by the Chevin on Vinsoth. Their wide bodies and elongated snouts give the impression of a lopsided herbivore, but their immense weight and momentum can easily trample unprepared hunters and predators.

 Backshin Statistics (CL 2)

Large Beast 3

**Initiative:** +0; **Senses:** Perception +0

### Defenses

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 18, Will Defense: 9

Hit Points: 43, Damage Threshold: 28

### Offense

**Speed:** 6 Squares

**Melee:** Gore +6 (1d6+5)

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

**Base Attack Bonus:** +2, **Grapple:** +11

### Base Stats

**Abilities:** Strength 19, Dexterity 8, Constitution 26, Intelligence 1, Wisdom 8, Charisma 3

**Feats:** Improved Damage Threshold, Toughness

**Skills:** Survival +5