recursal/Fanatic-Fandom huggingface dataset:
Advanced Medicine Talent Tree

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

You are highly trained in medical procedures for all conditions.

You can use the First Aid application of the Treat Injury skill on a creature as a Standard Action instead of a Full-Round Action.

#### **Bring Them Back**

You can use the Revivify application of the Treat Injury skill on a target that has died anytime within a number of rounds equal to one-half your Heroic Level.

#### **Emergency Team**

You are skilled at working on and managing an emergency medical team. Allies automatically succeed on Aid Another attempts when assisting you with Treat Injury checks.

#### **Extra First Aid**

You can use the First Aid application of the Treat Injury skill one additional time per day on a target that has already received First Aid for the day.

#### **Medical Miracle**

As a Standard Action, you can make a DC 20 Treat Injury check on an adjacent target. If the check is successful, that target immediately uses its Second Wind, even if it is above half Hit Points. If the target has already expended all of its Second Winds for the day, this Talent has no effect.

#### **Natural Healing**

Your extensive knowledge of Natural Healing allows you to make First Aid, Treat Disease, and Treat Poison checks without a Medical Kit, if you have access to appropriate natural substitutes (as determined by the Gamemaster).

#### **Second Chance**

*Prerequisite*: **Steady Under Pressure**

If you fail your Treat Injury check, your patient does not take any additional damage, nor does it die, even if the failed check would normally require it.

#### **Steady Under Pressure**

You can choose to reroll any Treat Injury check, keeping the better of the two results.

## Homebrew Advanced Medicine Talents

#### **Psychiatric Caregiver**

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 1)*

*Prerequisite:* Trained in Knowledge (Social Sciences)

When making a Knowledge (Social Sciences) check to Mentop (see Complications), if you beat the target’s Will Defense by 5 or more, you can decrease their disorder’s attack bonus an additional point.

#### **Mental Health Specialist**

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 1)*

*Prerequisite:* Trained in Knowledge (Social Sciences)

Select one category of mental illness (one Complication). When making a Knowledge (Social Sciences) check to Mentop (see Complications), you may reroll your check, keeping the better result.
74-Z Speeder Bike

The 74-Z is a basic Speeder Bike designed for military scouting and urban patrol missions. It consists of a powerful repulsorlift engine with two small thrust engines, a long forward control vane, and a small blaster cannon in a rotating forward mount. It is designed for a single Pilot, but has room for a passenger as well- both straddling the engine block of the Vehicle.

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

Large Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 10), Fortitude Defense: 14; +1 Armor, Vehicular Combat

Hit Points: 40; Damage Reduction: 5; Damage Threshold: 19

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 500 km/h)

**Ranged:** Laser Cannon +7 (See Below)

**Fighting Space:** 2x2 Squares (Character Scale); **No Crew Cover**

**Base Attack Bonus:** +5; **Grapple:** +17

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 24, Constitution: -, Intelligence: 14

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

### Ship Statistics

**Crew:** 1 (Expert Crew Quality); **Passengers:** 1

**Cargo:** 3 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Restricted; **Cost:** 6,750 (1,200 Used)

### Weapon Systems

#### **Laser Cannon (Pilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 4d10
48 Roller Wheel Bike

*Reference Book: Star Wars Saga Edition Unknown Regions*

A single large tire propelled by jet engines on the rear base, the Gallis-Tech 48 Roller Wheel Bike is used for reconnaissance, as a racing vehicle, and as a utilitarian transport on remote mining worlds such as Tyne's Horky. Unlike with conventional Wheeled Vehicles, the Wheel Bike's pilot sits within the wheel, using a combination of handlebars and leaning to control the vehicle.

Although the Wheel Bike operates best on flat surfaces, its wide base makes it stable on harsh terrain. Resistance groups have outfitted Wheel Bikes with low-grade blasters for hit-and-run attacks.

## 48 Roller Wheel Bike Statistics (CL 1)

Large Ground Vehicle (Wheeled Vehicle)

**Initiative:** +8; **Senses:** Perception +5

### Defenses

Reflex Defense: 15 (Flat-Footed: 11), Fortitude Defense: 14; +2 Armor

Hit Points: 40; Damage Reduction: 5; Damage Threshold: 19

### Offense

**Speed:** 10 Squares; (Maximum Velocity 330 km/h)

**Fighting Space:** 2x2 Squares (Character Scale); **+5 Crew Cover**

**Base Attack Bonus:** +0; **Grapple:** +9

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 18, Constitution: -, Intelligence: 12

**Skills:** Initiative +8, Mechanics +5, Perception +5 Pilot +8, Use Computer +5

### Ship Statistics

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

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

**Availability:** Licensed; **Cost:** 8,000 (1,500 Used)
501-Z Police/Security Droid Squad

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

*Affiliations: General Units*

These Squads of stock 501-Z Police/Security Droids act as backup to the Citadel Security Teams.

## 501-Z Police/Security Droid Squad Statistics (CL 12)

Large 4th-Degree Droid (Squad) Soldier 7/Scout 3

**Force Points:** 1

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +19

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 26 (Flat-Footed: 25), Fortitude Defense: 26, Will Defense: 22

Hit Points: 152, Damage Threshold: 41; Shake It Off

**Immune:** Droid Traits, Squad Traits

### Offense

**Speed:** 6 Squares (Walking); **Expert Tracker**, Powerful Charge

**Melee:** Stun Baton +18 (2d6+9 (Stun), Area Attack)

**Melee:** Stun Baton +22 (2d6+14 (Stun), Area Attack) with Powerful Charge

**Ranged:** Stun Pistol +14 (3d6+5 (Stun), 1-Square Splash)

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

**Base Attack Bonus:** +9; **Grapple:** +18

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

**Special Actions:** **Battle Analysis**, **Harm's Way**

### Base Stats

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

**Talents:** **Acute Senses**, **Armored Defense**, **Battle Analysis**, **Expert Tracker**, **Harm's Way**, **Improved Armored Defense**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Point-Blank Shot, Powerful Charge, Precise Shot, Shake It Off, Skill Focus (Perception), Skill Training (Perception), Skill Training (Survival), Weapon Focus (Pistols), Weapon Focus (Simple Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Initiative +11, Knowledge (Tactics) +10, Perception +19 (may reroll, must take second result), Survival +12

**Droid Systems:** Walking Locomotion, Basic Processor, 2 Hand Appendages, Improved Sensor Package, Internal Comlink, Locked Access, Vocabulator

**Possessions:** Stun Baton, Stun Pistol, Holorecorder, Holoprojector, Duranium Plating (Droid Armor; +8 Reflex)
"Jumper" Rocket Pack

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

**Equipment Type:** Survival Gear

**Cost:** 750

**Weight:** 50 Kilograms

**Availability:** Military

The "Jumper" Rocket Pack is a large hoverpack designed to give jet troopers more loiter time in the air, or the ability to conduct longer-range missions in space. This Rocket Pack is often requisitioned to Clone Commanders, and functions as a standard Jet Pack except that it provides a Fly Speed of 8, and can alternately provide a Starship Scale speed of 1 square. Further, the "Jumper" Rocket Pack contains enough fuel for 100 charges (or 10 minutes).
Ace Pilot

*Reference Book: Star Wars Saga Edition Core Rulebook*

The Ace Pilot is to Vehicle combat what the Elite Trooper is to personal weapons combat. Her arms and armor are the weapons and shields of a sleek starship roaring through space, or an airspeeder shrieking through the atmosphere. A veteran of countless engagements, the Ace Pilot has proven her skill again and again by virtue of facing the enemy and surviving- and making sure the enemy did not. She has several kills to her credit, and her combat maneuvers are occasionally studied and discussed in training academies for their ingenuity and effectiveness.

For her part, the Ace Pilot only feels truly alive in the cockpit, where she can pit herself against her peers in a life-and-death contest to see who is the better pilot. For some Ace Pilots, the contest is enough, and they don't care whether they win or simply get away with their lives. For others, the important thing is the kill. The adrenaline surge they feel when finishing off an enemy brings them back again and again. The best Ace Pilots learn to stop enemies without destroying them, but those Ace Pilots are rare, and their exploits are legendary.

Ace Pilots define themselves by the Vehicles they fly. Some are starfighter aces, while others fly space transporters. Ace Pilots can also be found at the controls of a podracer, Coruscant air taxi, or even a large assault Vehicle such as an AT-AT.

#### **Examples of Ace Pilots in Star Wars**

Han Solo, Wedge Antilles, Sebulba, Wes Jansen, Tycho Celchu, Baron Fel, Corran Horn.

#### **Prerequisites**

To qualify to become an Ace Pilot, a character must fulfill the following criteria:

* **Minimum Level:** 7th
* **Trained Skills:** Pilot
* **Feats:** Vehicular Combat

### Game Rule Information

The following are the features of the Ace Pilot Prestige Class:

#### **Hit Points**

At each level, Ace Pilots gain 1d8 hit points + their Constitution modifier.

#### **Force Points**

Ace Pilots gain a number of Force Points equal to 6 + one-half their Character Level, rounded down, each time they gain a new level in this Prestige Class.

#### **Defense Bonuses**

At 1st level, Ace Pilots gain a +4 Class bonus to their Reflex Defense, and a +2 Class bonus to their Fortitude Defense.

#### **Talents**

At every odd-numbered level (1st, 3rd, 5th, and so on), an Ace Pilot gains an additional Talent. An Ace Pilot may choose a Talent from any of the Talent Trees (Ace Pilot) they wish, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

#### **Vehicle Dodge**

Beginning at 2nd level, you apply a dodge bonus to the Reflex Defense of any Vehicle you Pilot. The dodge bonus is equal to one-half your Class Level, rounded down. Any condition that makes you lose your Dexterity bonus to Reflex Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
AT-OT

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

The AT-OT was among the initial line of walkers made available to the Republic when the Clone Wars began. While heavily armored, and defensively armed, the AT-OT was delegated to troop and supply transportation along controlled paths and in friendly areas where terrain and conditions rule out repulsor-based transportation as a viable option.

The AT-OT most notably served on Felucia during the Outer Rim Sieges. The Galactic Empire would later use the AT-OT as inspiration when converting their AT-TE stockpile into cargo transports.

### Capabilities

The AT-OT is able to convert its passenger space into cargo space, adding a ton of cargo for every ten passengers removed. Alternately, if the chairs are removed entirely, the AT-OT is capable of supporting either five tons of cargo, or 60 troops packed in a standing position, albeit they are considered Flat-Footed while onboard.

## AT-OT Statistics (CL 7)

Gargantuan Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 27; +10 Armor, Vehicular Combat

Hit Points: 220; Damage Reduction: 15; Damage Threshold: 47

### Offense

**Speed:** 4 Squares; (Maximum Velocity 60 km/h)

**Ranged:** Medium Laser Cannons, Fire-Linked (2) +5 (See Below)

**Ranged:** Medium Laser Cannons (2) +3 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale); **Total Cover** (Crew), **+10 Crew Cover** (Passengers)

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 44, Dexterity: 12, Constitution: -, Intelligence: 12

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

### Ship Statistics

**Crew:** 3 (Skilled Crew Quality); **Passengers:** 32 (Troops)

**Cargo:** 500 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Military; **Cost:** 120,000 (80,000 Used)

**Emplacement Points:** 1
AXL

*Emi Tarashe character data created by user Airo.*

*Affiliations: The Fringe, The Jal Shey*

AXL was a student of the Jal Shey from a noble family, the high ranking members predicting a bright future for him as his proficiency in the use of The Force could bring him to the top of their ranks, becoming one of the greatest Mentors of all time. But sometimes bad friends can lead to bad habits, and he became a gambling addict, losing favor in the eyes of Jal Shay's senior member and all the support from his family. The only things he didn't lose were his shady friends and his great persuasion skills.

AXL and his friends escape many bad situations thanks to his persuasion ability; AXL despising the use of violence except when absolutely necessary (in such cases he'll ask his friends to teach someone a well deserved lesson). He didn't become a Jal Shey leader, but he is climbing up in the "shady activities" business. His competitors seem paralyzed in fear and unable to act in front of him; even the greatest Jedi Masters could not foresee where his climb would lead...

## AXL Statistics (CL 12)

Medium Bith Noble 3/Scoundrel 3/Scout 1/Crime Lord 5

**Force Points:** 12, Evolved Intellect, Force Boon, Force Readiness, **Fringe Savant**

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

**Languages:** Basic, Bith, 5 Unassigned

### Defenses

Reflex Defense: 24 (Flat-Footed: 24), Fortitude Defense: 22, Will Defense: 28

Hit Points: 51, Damage Threshold: 22

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+5)

**Ranged:** By Weapon +7

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

**Attack Options:** Point-Blank Shot

**Special Actions:** **Action Exchange**, Command Cover (+2), **Fluster** (Recurring Success), **Force Delay** (Recurring Success), **Gambler**, **Impel Ally II**, **Master's Orders**, Meditative Trace, **Presence**, Quick Skill, **Revolutionary Rhetoric**

**Species Traits (Bith):** Evolved Intellect, Meditative Trace, Scent

### Base Stats

**Abilities:** Strength 8, Dexterity 10, Constitution 8, Intelligence 15, Wisdom 14, Charisma 22

**Talents:** **Action Exchange**, **Fluster**, **Force Delay**, **Fringe Savant**, **Gambler**, **Impel Ally I**, **Impel Ally II**, **Master's Orders**, **Presence**, **Revolutionary Rhetoric**

**Feats:** Force Boon, Force Readiness, Force Sensitivity, Linguist, Point-Blank Shot, Quick Skill, Recurring Success (**Fluster**, **Force Delay**), Skill Focus (Persuasion), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +17, Initiative +11, Knowledge (Galactic Lore) +13, Knowledge (Social Sciences) +13, Knowledge (Tactics) +13, Knowledge (Technology) +13, Perception +13, Persuasion +22

**Possessions:** Jal Shey Robes
Acaadi

*Reference Book: Star Wars Saga Edition Web Enhancements (Iridonian Darkness)*

*Affiliations: The Sith, The Sith Empire*

Acaadi wears an ill-fitting Republic Naval Lieutenant's uniform that is smeared with grease and slightly singed from nearby blaster fire. His whitish skin is covered in a complex pattern of black, flowing tattoos of stylized knots and strands.

The tattoos encircle the eight small horns on his bald head, and the intertwining pattern forms the suggestion of a mask across his piercing red eyes. His red-bladed Lightsaber appears to have a similarly entwined black-and-white pattern inlaid in its hilt.

## Acaadi Statistics (CL 9)

Medium Zabrak Jedi 5/Scoundrel 2/Sith Apprentice 2

**Force Points:** 5; **Dark Side Score:** 16

**Initiative:** +12; **Senses:** Use the Force +16

**Languages:** Basic, Draethos, Zabrak

### Defenses

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 22, Will Defense: 25

Hit Points: 70, Damage Threshold: 22

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +11 (1d4+5)

**Melee:** Lightsaber +13 (2d8+5)

**Ranged:** Heavy Blaster Pistol +11 (3d8+4)

**Base Attack Bonus:** +8, **Grapple:** +11

**Attack Options:** Weapon Finesse

**Special Actions:** **Adept Negotiator**, **Quickseeing**, **Visions**

**Force Power Suite (Use the Force +16):** *Energy Resistance*, *Farseeing*, *Fear*, *Force Lightning*, *Mind Trick*, *Move Object*, *Rebuke* (2)

**Force Techniques:** Force Point Recovery

### Base Stats

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

**Talents:** **Adept Negotiator**, **Conceal Force Use**, **Force Perception**, **Quickseeing**, **Visions**

**Feats:** Force Sensitivity, Force Training (2), Quick Draw, Skill Focus (Use the Force), Skill Training (Deception), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Initiative +12, Persuasion +12, Use the Force +16 (**Conceal Force Use**; may substitute for Perception checks (may reroll, must take second result))

**Possessions:** Heavy Blaster Pistol, Lightsaber (Self-Built), Comlink (Short-Range), Republic Data Chips (Stolen), Republic Lieutenant's Uniform (Stolen)
"Borebang" Subterranean Explosive

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

**Equipment Type:** Explosives

**Cost:** 1500

**Weight:** 1 Kilogram

Developed for use during the Clone Wars, the Subterranean High-Yield Explosive device saw frequent use by the Grand Army of the Republic. Once activated and placed on the ground, the "Borebang" begins burrowing itself into the ground for a number of rounds designated by the user (up to 5 rounds).

When the device detonates, it deals an initial 6d8 damage to targets successfully hit within the 2-Square Burst radius. Secondary damage caused by Medium-sized falling debris is then dealt to targets within a 4-Square Burst radius (see Falling Objects).

**Size:** Small

**Damage:** Special

**Type:** Energy

**Availability:** Military, Rare
Advanced Memory Upgrade

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

**Upgrade Type:** Universal Upgrade

**Cost:** 16000

**Upgrade Point Cost:** 2

**Availability:** Common

Any device that has an Intelligence score (such as a Portable Computer) can have its Memory Upgraded, improving its performance and storage capacity. The Advanced Memory Upgrade increases the device's Intelligence by +4 and multiplies the device's storage capacity by 5. Unless otherwise specified, an unmodified computer holds a number of memory units equal to 5 x the square of the computer's Intelligence bonus. (A single memory unit holds the same amount of data as a Recording Unit, and 10 memory units are enough to hold coordinates for a single hyperspace jump.)

The Advanced Memory Upgrade cannot be installed on Droids (including Droidified Equipment).
4th-Degree Droid Models

*See also: Droids*

A 4th-Degree or Class Four Droid is a Droid programmed for military and security purposes. Such Droids tend to perform tasks wherein violence or combat might be expected.

### 4th-Degree Droid Traits

4th-Degree Droids have the following traits:

* **Ability Modifiers:** All 4th-Degree Droids receive a +2 bonus to their Dexterity, but suffer -2 penalties to both their Intelligence and Charisma.
* **Behavioral Inhibitors:** 4th-Degree Droids firstly obey orders from their designated owner (whether that be an actual owner or themselves).
* **Droid Traits:** All 4th-Degree Droids posses Droid Traits.
* **Droid Talents:** All 4th-Degree Droids can select Droid Talents from the 4th-Degree Droid Talent Tree.

## Additional 4th-Degree Droids

The below details all 4th-Degree Droid Models found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

Droids play an important part in any Old Republic Campaign. Droids are just as prominent during the days of The Old Republic as they are in later years, and many models are the obvious predecessors of Droids used during the Galactic Civil War.

### Force Unleashed Campaign Guide

The end of the Clone Wars convinced most military planners that Droid soldiers were too easily outmaneuvered by living soldiers to be a good investment, and the market became flooded with "Slightly Used" Droid soldiers. Though very few companies produced 4th-Degree Droids in the decades right after the New Order came to power, there were plenty of older models to choose from, and lots of replacement parts to fix them with. As years passed the old supply grew smaller, and Droid Manufacturers began experimenting with (and eventually producing) new Combat Droids.

Although there are always those willing to employ cheap brute force, the stigma of most Clone Wars-era Military Droids made them unpopular choices as soon as new options came along. Very few B1-Series Battle Droids were still in use by the time of the Battle of Yavin, and most of their contemporaries were similarly retired. But for a period of a few decades, running into leftover Separatist Battle Droids was as common as running into Rodian bounty hunters.

### Clone Wars Campaign Guide

The Clone Wars saw the rapid development of Droid technology, mainly due to the Separatists' heavy reliance on Droid military units. The Droids presented in this chapter are some of the models found in use in nonmilitary capacities.

### Legacy Era Campaign Guide

The following Droids are common sights across the galaxy during The Legacy Era.

### Rebellion Era Campaign Guide

The failure of the Separatists' Battle Droids to win the Clone Wars proved disastrous for the further development of military Combat Droids. Although the Empire sometimes creates Droid warriors and assassins, few 4th-Degree Droid models have been created for civilian use.

## Homebrew 4th-Degree Droids

The following are a collection of Tested 4th-Degree Droid Models created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.
Adept Networkers

*Adept Networkers feat data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*See also: Feats, Team Feats*

You and your allies can coordinate contacts and sources together quickly and efficiently.

**Prerequisite:** Trained in Gather Information

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

Additionally, when you use the Aid Another Action to assist an ally who has this Feat with a Gather Information check, you provide a bonus of +4 instead of +2.
Ace Starfighter Pilot

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

*Affiliations: General Units*

The Ace Pilot is a rare example of true excellence in piloting Starships. When seated in the cockpit of their craft, the Starfighter becomes an extension of their will, with the pilot and the vessel becoming as one. Deadly in the extreme, these pilots have survived numerous dogfights. They have racked up an impressive number of kills and can outmaneuver any foe.

### Ace Starfighter Pilot Encounters

Ace Pilots- from the Rebel Starfighter pilot who racks up two dozen kills to the TIE Interceptor pilot who screams into dogfights leaving glowing shards of molten metal in their wake- can be irreplaceable allies or dreadful opponents. Word of these characters' exploits travels quickly through the galaxy. As their reputation grows, they become almost legendary. This can attract ambitious would-be Ace Pilots who want to become the next "Top Gun"- a desire that is almost never fulfilled.

## Ace Starfighter Pilot Statistics (CL 14)

Medium Scoundrel 7/Ace Pilot 7

**Force Points:** 8

**Initiative:** +15; **Senses:** Perception +13

**Languages:** Basic, 2 Unassigned

### Defenses

Reflex Defense: 31 (Flat-Footed: 28), Fortitude Defense: 29, Will Defense: 26; A Few Maneuvers, Dodge, **Elusive Dogfighter**, Vehicular Combat, **Vehicular Evasion**

Hit Points: 98, Damage Threshold: 29; **Keep it Together**

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +10 (3d6+7)

**Ranged:** Weapon System +13

**Ranged:** Weapon System +8 and Weapon System +8 with Double Attack

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

**Attack Options:** Double Attack (Heavy Weapons), **Hyperdriven**, Point-Blank Shot, **Spacehound**, **Starship Raider**

**Starship Maneuver Suite (Pilot +20):** *Attack Formation Zeta Nine*, *Corellian Slip*, *Darklighter Spin*, *I Have You Now*

### Base Stats

**Abilities:** Strength 11, Dexterity 17, Constitution 15, Intelligence 14, Wisdom 12, Charisma 12

**Talents:** **Elusive Dogfighter**, **Hyperdriven**, **Keep it Together**, **Relentless Pursuit**, **Spacehound**, **Starship Raider**, **Stellar Warrior**, **Vehicular Evasion**

**Feats:** A Few Maneuvers, Dodge, Double Attack (Heavy Weapons), Point-Blank Shot, Skill Focus (Pilot), Starship Tactics (2), Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative + 15, Knowledge (Tactics) + 14, Mechanics + 14, Perception +13, Pilot +20 (may reroll to initiate Dogfights, may keep better result), Use Computer + 14

**Possessions:** Flight Suit (+1 Fortitude), Blaster Pistol, Breath Mask, Comlink (Short-Range), Field Kit, Fusion Lantern, Medpac, Astromech Droid, Starfighter
Adumar

*Adumar Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

In the 25,000 years that the Republic (and then the Empire) held sway over much of the galaxy, many worlds have fallen off of civilization's collective viewport. The galaxy is littered with lost colonies, small populations descended from stranded explorers of various Species, and Force adepts whose ancestors were ancient Jedi. Following the Galactic Civil War, several such worlds were discovered by New Republic Intelligence as its agents sought out new resources and member planets that could strengthen the young galactic government.

One such world, Adumar, sat on the inner edge of Wild Space. The natives of Adumar descend from a Separatist group that fought the Republic and lost. When defeated, the rebels chose to be resettled on Adumar and take their chances on the galactic frontier rather than face execution. By the time the long-forgotten world was accidentally rediscovered by a New Republic survey team, they had been cut off from the galaxy for more than 10,000 years.

The isolated Adumari culture grew around the planet's highest technology- combat fighters- and their bellicose history and isolated development led to an obsession with perceived honor and deadly duels, both on the ground and in the air. For most of its history, the planet was divided into over a dozen nation-states whose power and borders shifted throughout ten millennia. Though they had lost the secrets of Hyperspace travel, the Adumari were industrious people who loved their fightercraft and developed sophisticated weapons and shipbuilding facilities that initially made it an attractive member world for The New Republic almost ten years after the Battle of Endor. When New Republic Intelligence sent a small team of agents to assess the planet's possible value to The New Republic, Cartann was the strongest of these nation-states, so the agents' work centered on that location. But the planet's industries and the work of one ambitious Intelligence supervisor concealed a rigid caste system that kept most of the population enslaved and a rigid, honor-bound culture that placed little value on human life.

### Adumar Statistics

**Region:** Wild Space

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 0

**Length of Day:** 23 Standard Hours

**Length of Year:** 350 Local Days

**Sapient Species:** 97% Human, 3% Other Species

**Government:** Nation-States

**Capital:** Cartann City

**Major Exports:** Foodstuffs, Manufactured Goods

**Major Imports:** Technology, Weapons

Knowledge (Galactic Lore)
 15
 20
 25
 30

Knowledge (Social Sciences)
 20
 25
3Z3 Medical Droid

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

*Affiliations: General Units*

A cutting-edge replacement for the Medical Droids of the past, the 3Z3 Medical Droid from Industrial Automaton is often touted by its manufacturer as one of the most stable and reliable Droid Models.

The 3Z3 is considered an Imperial Droid, since Imperial interests originally funded the Droid's production. However, the 3Z3 model has been made available for sale to individuals throughout the galaxy. During production, Imperial bureaucrats demanded that Industrial Automaton install combat scenario programming into the Droids, enabling them to replace living combat medics. In battlefield simulations, the 3Z3 Medical Droids perform extremely well, but in the private sector this programming produces somewhat quirky behavior. When put under intense pressure, the 3Z3 Medical Droid's combat scenario programming kicks in, causing the Droid to behave in much the same way it would on the battlefield, rushing from patient to patient and putting patients through a "triage" routine that is unnecessary.

The Imperial Army makes extensive use of 3Z3 Medical Droids. One such Droid, K2-3Z3, saw to the medical treatment of Sergeant Harkas of Joker Squad after a skirmish against Fel loyalists on Borosk.

3Z3 Medical Droids can be played as Droid Heroes.

## 3Z3 Medical Droid Statistics (CL 1)

Medium 1st-Degree Droid Nonheroic 4

**Initiative:** +3; **Senses:** Low-Light Vision, Perception +11

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

### Defenses

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

Hit Points: 10, Damage Threshold: 10

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

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

**Ranged:** By Weapon +4

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

**Special Actions:** Cybernetic Surgery, Surgical Expertise

### Base Stats

**Abilities:** Strength 10, Dexterity 12, Constitution -, Intelligence 14, Wisdom 15, Charisma 8

**Feats:** Cybernetic Surgery, Skill Focus (Knowledge (Life Sciences)), Skill Focus (Treat Injury), Skill Training (Use Computer), Surgical Expertise

**Skills:** Knowledge (Life Sciences) +14, Perception +11, Treat Injury +14, Use Computer +9

**Droid Systems:** Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Improved Sensor Package, Vocabulator

**Possessions:** Medical Kit, Medpac (3)

**Availability:** Licensed; **Cost:** 5,000 credits
A519 Invader Close Support Starfighter

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

The A519 Invader from Kuat Drive Yards is designed for planetary, Space Station, and Capital Ship invasion scenarios requiring close support for ground troops, zero-g boarding parties, and dropship and assault shuttle escort. Mercenary and heavily armed law enforcement units are the ship's initial customers, but it isn't long before the A519 starts turning up in pirate fleets and Black Sun intimidation forces.

The Invader packs a punch with its two Twin Laser Cannons, especially when configured to fire in a focused area. The system allows any Pilot to use the Burst Fire Feat when firing at a target at Short or Point-Blank Range. In addition, the attack penalty is reduced from -5 to -2 for Pilots who already have the Burst Fire Feat. Pilots with the Feat can also use the Burst Fire Feat for attacks at greater Ranges, but do not benefit from the additional damage indicated below.

The Invader is equipped with heavy-duty shielding and hardened alloy armor plating to improve its durability. For such a small fighter, these upgrades cost the ship maneuverability, and the Invader is at a distinct disadvantage with Dogfighting with top-of-the-line Starfighters.

## A519 Invader Close Support Starfighter Statistics (CL 8)

Huge Starfighter

**Initiative:** +8; **Senses:** Perception +6

### Defenses

Reflex Defense: 15 (Flat-Footed: 12), Fortitude Defense: 23; +3 Armor, Vehicular Combat

Hit Points: 80; Damage Reduction: 10; Shield Rating: 20; Damage Threshold: 33

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 6 Squares (Starship Scale); (Maximum Velocity 1,450 km/h)

**Ranged:** Laser Cannons, Twin +4 (See Below)

**Ranged:** Laser Cannons, Twin (Burst Fire) -1 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +25

**Attack Options:** Autofire (Laser Cannons, Twin), Burst Fire (Laser Cannons, Twin)

### Abilities

Strength: 36, Dexterity: 18, Constitution: -, Intelligence: 14

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

### Ship Statistics

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

**Cargo:** 75 Kilograms; **Consumables:** 6 Days; **Carried Craft:** None

**Hyperdrive:** Class 2, Limited Navicomputer (2-Jump Memory)

**Availability:** Licensed; **Cost:** 125,000 (70,000 Used)

### Weapon Systems

#### **Laser Cannons, Twin (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 5d10x2

#### **Laser Cannons, Twin with Burst Fire (Pilot)**

**Attack Bonus:** -1, **Damage:** 7d10x2 (Point-Blank/Short Range)
5th-Degree Droid Talent Tree

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

The following Droid Talents may be taken by any 5th-Degree Droid.

#### **Cargo Hauler**

You gain a +5 bonus on Strength-based Skill Checks. Additionally, you double your Carrying Capacity.

#### **Environmentally Shielded**

You gain a +5 Equipment bonus to your Fortitude Defense against environmental Hazards, including Atmospheric Hazards, and Acid.

#### **Power Supply**

You have learned to reroute power through your system to act as a Power Generator, providing power to an E-Web Repeating Blaster (or similar weapon requiring a Power Generator). Additionally, whenever you would normally spend three Swift Actions to recharge shields or reroute power on a Vehicle or Starship, you need spend only two Swift Actions instead.

## Additional 5th-Degree Droid Talents

#### **Durable**

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

You are particularly durable and continue to function when a lesser Droid would become Disabled. The first time during an encounter that you would be moved to the bottom of the Condition Track by any effect, you instead stop at the -4 step (move at Half Speed; -10 Penalty to all Defenses; -10 Penalty on Attack Rolls, Ability Checks, and Skill Checks). Additionally, if a single attack causes you to move multiple steps down the Condition Track, you can spend a Force Point as a Reaction to only move -1 step down the Condition Track.

#### **Heavy-Duty Actuators**

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

*Prerequisite:* Medium or larger size

Your **Heavy-Duty Actuators** allow you to release your power and speed in a quick burst. You can double your Strength bonus to your melee and Unarmed damage rolls.

#### **Load Launcher**

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

You are considered proficient with Improvised Thrown Weapons when making a ranged attack by throwing an object. Objects up to one size category larger than you can be Thrown up to a number of squares equal to 2 x your Strength bonus (minimum 1 square). Additionally, you add your Strength bonus to any damage dealt.

#### **Task Optimization**

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

Select a Skill you are Trained in. Once per encounter, you can perform any application of that Skill as one action quicker than normal, but as at least a Swift Action (for example, a Full-Round Action becomes a Standard Action, a Standard Action becomes a Move Action, and a Move Action becomes a Swift Action). Tasks requiring more than one round cannot be optimized with this Talent.
578-R Space Transport

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

The 31.5-meter long 578-R Space Transport by Amalgamated Hyperdrive is a modestly designed ship that has its share of manufacturing problems. The Corellian company (whose full name is Amalgamated Hyperdrive and Refuse Management) goes bankrupt after repeated safety recalls drain the profits built up after initial sales. Though the ship is designed to be modular, many 578-R Space Transports come off assembly lines incomplete. Sometimes a finished ship is missing a crucial piece, such as a hyperdrive motivator or an inertia dampener. Others suffer more subtle problems that are not apparent until a dangerous moment, such as transparisteel viewports coming loose during space travel, or sensor systems burning out during a tricky landing.

Most of the flawed transports are recalled or otherwise removed from the market, but those 578-R Space Transports still in use are a hit with mechanics and outlaw techs that looking to customize a ship and make it their own. Additionally, the 578-R uses components of contemporary Corellian Engineering Corporation designs. In fact, some of the ship's systems are licensed from CEC engineers, so finding replacement parts for the 578-R is exceptionally easy. The Last Resort, a 578-R Space Transport owned by Gorman "Camper" Vandrayk, is an excellent example of one such ship that is modified over a long period of time.

## 578-R Space Transport Statistics (CL 6)

Colossal Space Transport

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

### Defenses

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 24; +12 Armor

Hit Points: 100; Damage Reduction: 15; Damage Threshold: 76

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 800 km/h)

**Ranged:** Laser Cannon +1 (See Below)

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

**Base Attack Bonus:** +0; **Grapple:** +34

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

### Abilities

Strength: 39, Dexterity: 10, Constitution: -, Intelligence: 12

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

### Ship Statistics

**Crew:** 2 (Normal Crew Quality); **Passengers:** 10

**Cargo:** 40 Tons; **Consumables:** 4 Months; **Carried Craft:** None

**Hyperdrive:** Class 3, Navicomputer

**Availability:** Licensed; **Cost:** 75,000 (28,000 Used)

**Emplacement Points:** 4

### Weapon Systems

#### **Laser Cannon (Gunner)**

**Attack Bonus:** +1 (-4 Autofire), **Damage:** 4d10x2
AAC-1 Speeder Tank

*AAC-1 Speeder Tank data created by Wikia user ‎Tuffytech.*

*Affiliations: The Rebel Alliance*

The AAC-1 Speeder Tank is incredibly fast, especially with lateral movement allowing it to outmaneuver many foes and even avoid returning fire. Its reinforced hull helps to protect it from small arms fire, however; its speed and offensive capability are the primary focus of this tank, not its defenses. Its armament and speed work quite well for The Rebel Alliance's preferred hit-and-run strategies. While they're generally used for anti-aircraft purposes, the missile turrets can just as easily aim lower to the ground to devastate opposing tanks and infantry alike.

## AAC-1 Speeder Tank Statistics (CL 8)

Huge Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 19 (Flat-Footed: 13), Fortitude Defense: 20; +5 Armor

Hit Points: 100; Damage Reduction: 5; Damage Threshold: 30

### Offense

**Speed:** 10 Squares (Character Scale); (Maximum Velocity 227 km/h)

**Ranged:** Medium Laser Cannons, Double +4 (See Below)

**Ranged:** Light Concussion Missiles +2 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +20

**Special Actions:** Battlefield Effects

### Abilities

Strength: 30, Dexterity: 22, Constitution: -, Intelligence: 14

**Skills:** Initiative +9, Mechanics +5, Perception +5, Pilot +9, Use Computer +5

### Ship Statistics

**Crew:** 2 (Normal Crew Quality); **Passengers:** None

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

**Payload:** 16 Light Concussion Missiles

**Availability:** Military; **Cost:** 40,000 (32,000 Used)

### Weapon Systems

#### **Light Concussion Missiles (Gunner)**

**Attack Bonus:** +2, **Damage:** 7d10x2, 4-Square Splash
1.4 FD P-Tower

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

The Atgar 1.4 FD P-Tower is an outdated light antivehicle artillery piece that dates back to the Clone Wars. Its slow rate of fire, its large, dish-shaped target profile, and its minimal crew protection make it unpopular with Rebel troops. However, it is inexpensive and available through Black Market channels, which makes it accessible to Alliance forces and resistance groups. It is largely ineffective against heavily armored Vehicles, Walkers, and fast-moving Speeders, but the P-Tower can still take down moderately armored Vehicles. The P-Tower requires a crew of four to operate- three to regulate the dish's power systems, and one to target enemy units.

## Homebrew 1.4 FD P-Tower Data

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

This Weapon Emplacement was put into production during the Clone Wars by Atgar Arms. It utilized sixteen micro-power routers that would channel energy into a single cannon barrel and release a powerful blaster bolt. The sixteen C-6 batteries used to power the device were only capable of supplying enough power for 8 shots before needing to be replaced. This weapon can only fire once per round. After the energy cells are depleted, it takes 3 Full-Round Actions to remove and install fresh power cells. Turning the weapon to face a target or aiming the turret requires a Full-Round Action.

## 1.4 FD P-Tower Statistics (CL 5)

Huge Weapon Emplacement

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

### Defenses

Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 18; +3 Armor

Hit Points: 80; Damage Reduction: 5; Damage Threshold: 28

### Offense

**Speed:** Immobile

**Ranged:** Antivehicle Cannon +3 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale), 1 Square (Starship Scale); +5**Cover Bonus**

**Base Attack Bonus:** +2; **Grapple:** +20

### Abilities

Strength: 26, Dexterity: 10, Constitution: -, Intelligence: 12

**Skills:** Initiative +4, Mechanics +6, Perception +6, Use Computer +6

### Ship Statistics

**Crew:** 4 (Skilled Crew Quality); **Passengers:** None

**Availability:** Military; **Cost:** 12,000 (6,000 Used)
Adren'allk

*Homebrew Reference Book: New Jedi Order Campaign Guide*

**Equipment Type:** Bio-Implants

The Adren’allk is a creature that boosts its host’s metabolism dramatically. A character with the Shake It Off Feat and an Adren’allk Bio-Implant can move up the Condition Track as a single Swift Action once per turn.
ARK-II Series Landmaster

*Reference Book: Star Wars Saga Edition Unknown Regions*

A wheeled, amphibious all-terrain vehicle constructed by Jaffryes Universal Automotive, the ARK-II Series Landmaster proves to be a surprising success for the company. Using four sets of tri-wheels, the Landmaster can handle any terrain just as ably as a Tracked Vehicle, and it also operates while completely submerged, retaining buoyancy even when the interior is half filled with water. Because the ARK-II is designed to be utterly practical, its detractors refer to it as a big metal box.

However, the triple layered duranium plating and redundant engine array make the Landmaster a perennial favorite with explorers who expect to travel through long stretches of dangerous territory, particularly as the spacious interior lends itself to easy customization for mission-specific requirements. Another factor in the Landmaster's favor is the ease of using third-party replacement parts when extensive repairs are necessary.

## ARK-II Series Landmaster Statistics (CL 8)

Gargantuan Ground Vehicle (Tracked Vehicle)

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 26; +9 Armor

Hit Points: 240; Damage Reduction: 10; Damage Threshold: 46

### Offense

**Speed:** 8 Squares; (Maximum Velocity 240 km/h)

**Ranged:** Medium Blaster Cannons +2 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale); **Total Cover**

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

**Special Actions:** Battlefield Effects

### Abilities

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

**Skills:** Initiative +2, Mechanics +5, Perception +5, Pilot +2, Use Computer +5

### Ship Statistics

**Crew:** 3 (Normal Crew Quality); **Passengers:** 10

**Cargo:** 800 Kilograms; **Consumables:** 1 Month; **Carried Craft:** None

**Availability:** Restricted; **Cost:** 120,000 (30,000 Used)