recursal/Fanatic-Fandom huggingface dataset:
Captain Panaka

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

*Affiliations: The Naboo Resistance, Padmé Amidala*

Queen Amidala's dedicated guardian Captain Panaka served as her protector and advisor during the Trade Federation invasion of Naboo. Panaka, along with his team of Royal Palace Guards, excelled at providing personal security for Naboo's leadership. He was a strong, quick and tactically minded professional soldier. His leadership and abilities saw him through the dark days of the invasion, and he played a pivotal role in Queen Amidala's daring attack on the Naboo Palace.

 Captain Panaka Statistics (CL 11)

Medium Human Soldier 7/Elite Trooper 2/Officer 2

**Destiny Points:** 1; **Force Points:** 5

**Initiative:** +14; **Senses:** Perception +12

**Languages:** Basic, Binary, Huttese

### Defenses

Reflex Defense: 28 (Flat-Footed: 23), Fortitude Defense: 27, Will Defense: 27

Hit Points: 107, Damage Reduction: 1, Damage Threshold: 27

### Offense

**Speed:** 6 Squares; S-5 Heavy Blaster Pistol

**Melee:** Unarmed +14 (1d6+8)

**Ranged:** S-5 Heavy Blaster Pistol +17 (3d8+5)

**Ranged:** S-5 Heavy Blaster Pistol +17 (1d2+5) plus Paralytic Poison

**Ranged:** Naboo Royal Blaster +17 (3d6+5)

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

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

**Special Actions:** **Battle Analysis**, Command Cover (+1), **Deployment Tactics**, **Draw Fire**, **Harm's Way**, Quick Draw, Share Talent (**Harm's Way**)

### Base Stats

**Abilities:** Strength 16, Dexterity 18, Constitution 14, Intelligence 15, Wisdom 14, Charisma 13

**Talents:** **Armored Defense**, **Battle Analysis**, **Deployment Tactics**, **Draw Fire**, **Greater Weapon Focus (Pistols)**, **Harm's Way**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Far Shot, Martial Arts I, Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Pistols), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +13, Initiative +14, Knowledge (Tactics) +12, Mechanics +12, Perception +12, Pilot +14

**Possessions:** Security Officer Uniform (As Blast Helmet and Vest (+2 Reflex)), Naboo Royal Blaster (As Blaster Pistol), S-5 Heavy Blaster Pistol, Comlink (Short-Range, Encrypted)
CWCG Prestige Classes

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

Prestige Classes offer more options for heroes and GM characters than what would normally be available to them. They allow characters to specialize in particular areas, and they sometimes allow characters to be more powerful.

A character cannot start as a member of a Prestige Class. Abilities gained from Prestige Classes can be granted only by meeting the stated requirements, which usually require the character to be at least mid level. Additionally, the Prestige Class might also have requirements that are not related to the rules but must be met in game, such as having membership in a particular organization.

Prestige Classes are strictly optional, and their use is subject to the discretion of the GM. In some cases, the Prestige Classes presented might be more appropriate for GM characters and might be considered off-limits to heroic characters. You should consult your GM before steering your character toward a particular Prestige Class.

## New Talents

The following new Talents have proven useful to those characters in a Clone Wars campaign.

### Ace Pilot

* New Talent: Expert Pilot Talent Tree
	+ **Renowned Pilot**

### Elite Trooper

* New Melee Specialist Talent Tree
* New Republic Commando Talent Tree

### Force Adept

* New Talents: Force Item Talent Tree
	+ **Focused Force Talisman**
	+ **Greater Focused Force Talisman**

### Gunslinger

* New Talent: Gunslinger Talent Tree
	+ **Blind Shot**

### Jedi Knight

* New Jedi Archivist Talent Tree
* New Jedi Healer Talent Tree

### Officer

* New Talents: Military Tactics Talent Tree
	+ **Exploit Weakness**
	+ **Grand Leader**
	+ **Uncanny Defense**

## New Prestige Classes

The following Prestige Classes are available during The Rise of the Empire Era, particularly during the Clone Wars:

**Trained Skills:** Knowledge (Tactics) and Use Computer
**Talents:** At least one Talent from the Leadership Talent Tree or the Commando Talent Tree
**Special:** Must be a Droid
 Military Engineer | **Base Attack Bonus:** +7
**Trained Skills:** Mechanics and Use Computer
 Vanguard | **Minimum Level:** 7th
**Trained Skills:** Perception and Stealth
**Talents:** Any two Talents from the Camouflage Talent Tree or the Commando Talent Tree
Blorash Jelly

*Blorash Jelly equipment data created by wizards forum user Darth\_Scorpion.*

Blorash Jelly is an amorphous blob with highly adhesive properties. Any creature struck by a Blorash Jelly becomes stuck, suffering -2 penalties to both their attack rolls and Reflex Defense. The target must also make a Grapple check against the attacker's ranged attack roll; failure results in the target becoming immobile, success indicates that the target can move at half its normal Speed.

The Blorash Jelly can be removed with a Strength check (DC 25) or by dealing 12 points of Slashing or Energy damage (against a Reflex Defense of 11) against the Blorash Jelly. Yuuzhan Vong can manipulate Blorash Jelly by luring it with food, whereas The New Republic eventually learns that arsensalts can cause the jelly to release its hold.

**Weapon** **Type:** Grenades

**Size:** Small

**Cost:** 200

**Damage:** Special (see above)

**Weight:** 0.5 Kilograms

**Type:** Special (see above)

**Availability:** Military, Rare
CWCG Species

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

The Clone Wars are a time of turmoil and strife throughout the Galaxy. The number of alien Species affected by the war number in the thousands. In addition to those systems and Species that side with either the Republic or the Confederacy, a number of neutral Species, such as the Nelvaanians, are unwittingly drawn into the war.

This article presents several new Species that can be played as heroes in *Star Wars* campaigns, although they are particularly appropriate for Clone Wars Campaigns.
Capture

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

*See also: Mission Generator*

Capture missions require taking an enemy position or resource so that the heroes' allies can put it to use. These missions are like Assault missions, but the designated target must survive the encounter.

**Success:** The enemy position or resource must be captured.
Cal

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

*Affiliations: The Jedi*

Padawan to the Gand Jedi Master Tyffix, Cal was one of the Padawans assigned the planet Thustra, which was threatening to separate from the Republic in the sixth month of the Clone Wars. The Jedi were to establish a base of operations with a show of force, but were ordered to avoid engaging the native Sephi. Unfortunately, a suicide bomber charged the command tent, and Masters Tyffix and Tyr were killed, leaving Padawans Cal and Pix without the guidance of their respective masters.

Cal had been honed by his master to be a weapon of the Republic, forgoing much of the diplomatic training common to Jedi of the previous generation. When Jedi Master Yoda was sent to reinforce the floundering Republic forces on Thustra, Cal was surprised to see the aged instructor, expecting a more combat-oriented Jedi instead. Grating against every instinct for battle Master Tyffix had encouraged, Cal accompanied Master Yoda to the Sephi royal palace to seek a diplomatic alternative to open warfare, while Pix was tasked with watching over the Republic forces in their absence. Shortly after their arrival, Cal and his superior were confronted by the King's guardsman and Yoda ordered Cal to surrender. The two were taken prisoner, causing Cal's patience quickly began to erode. While Yoda was away speaking with the King, Cal struck a deal with the unscrupulous Senator Navi, who had manipulated the situation to the brink of conflict. Cal was betrayed by the unscrupulous Sephi Senator, as the brash Padawan and Yoda were attacked by the King's guards. During the exchange, Cal was fatally wounded, cursing Yoda's penchant for diplomacy with his last breath.

## Cal Statistics (CL 3)

Medium Human (Young Adult) Jedi 1/Soldier 2

**Force Points:** 3; **Dark Side Score:** 1

**Initiative:** +7; **Senses:** Perception +0

**Languages:** Basic

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 15, Will Defense: 13; **Deflect**

Hit Points: 50, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5 (1d4+3)

**Melee:** Lightsaber +6 (2d8+5)

**Ranged:** By Weapon +4

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

**Attack Options:** Cleave, Power Attack

**Force Power Suite (Use the Force +6):** *Battle Strike*, *Surge*

### Base Stats

**Abilities:** Strength 15, Dexterity 13, Constitution 12, Intelligence 11, Wisdom 9, Charisma 11

**Talents:** **Deflect**, **Weapon Specialization (Lightsabers)**

**Feats:** Armor Proficiency (Light), Cleave, Force Sensitivity, Force Training, Power Attack, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +7, Initiative +7, Use the Force +6

**Possessions:** Lightsaber, Jedi Robes
Captain Argyus

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

*Affiliations: The Senate Guard, The Confederacy of Independent Systems, Count Dooku*

Captain Argyus is the respected leader of The Senate Guard. A veteran officer and a formidable combatant, Argyus also has a dark secret: He is a spy for the Confederacy on the payroll of Count Dooku.

Argyus first encounters Count Dooku several years before the Battle of Naboo, while Dooku is still a respected member of The Jedi Order and Argyus is a young recruit just beginning his service as a Senate Guard. Argyus is assigned to guard a diplomatic envoy that includes Count Dooku among its members. After negotiations fail, the consular ship comes under attack, and during the fighting Argyus is gravely wounded. Only timely action by Count Dooku saves the young Senate Guard, after which Argyus and Count Dooku become friends and associates.

When Count Dooku leaves The Jedi Order to join the Separatists, he contacts Argyus and persuades his friend- now Captain of the Senate Commandos- to work for him in secret. Captain Argyus continues to serve the Republic, though he knows that the day will come when he will be forced to reveal his true allegiance.

 Captain Argyus Statistics (CL 9)

Medium Human Soldier 7/Elite Trooper 2

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

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

**Languages:** Basic

### Defenses

Reflex Defense: 30 (Flat-Footed: 26), Fortitude Defense: 28, Will Defense: 20

Hit Points: 94, Damage Reduction: 1, Damage Threshold: 28

### Offense

**Speed:** 6 Squares; **Juggernaut**, Running Attack

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

**Ranged:** Blaster Rifle +12 (3d8+4)

**Ranged:** Blaster Rifle +10 (3d8+4, 2-Square Autofire) with **Controlled Burst**

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

**Attack Options:** Autofire (Blaster Rifle), **Controlled Burst**, Point-Blank Shot, Precise Shot, Triple Crit (Rifles)

**Special Actions:** Delay Damage, **Indomitable**

### Base Stats

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

**Talents:** **Armored Defense**, **Controlled Burst**, **Improved Armored Defense**, **Indomitable**, **Juggernaut**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Improved Defenses, Martial Arts I, Martial Arts II, Point-Blank Shot, Precise Shot, Running Attack, Triple Crit (Rifles), Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

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

**Possessions:** Battle Armor with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Comlink (Short-Range)
CR-1 Blaster Cannon

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

The Golan Arms CR-1 Blaster Cannon was originally developed for use in big game hunting popular in The Outer Rim. Using special faceted lenses, the CR-1 fractures the blaster bolt into several lower-powered bolts in a spread pattern, providing a better chance to hit a target. During test stages, however, it was noted that the weapon was much more potent than conventional blasters at close range.

As such, the weapon was militarized during the Clone Wars and saw limited use. When the war drew to a close, the remaining stock of CR-1’s were crated and stored at a Golan Arms warehouse in the Ac’Fren Spur. Decades later, the depot was raided by The Rebel Alliance forces who adopted the weapon in their fight against The Galactic Empire.

The CR-1 Blaster Cannon fires a spread of five blaster bolts in a 5x10-Square Area Attack. Make a single attack roll and compare it with the Reflex Defense of every target within this area. A successful attack on targets within 2 squares deals 4d8 damage; within 5 squares the attack deals 2d8 damage; and within 10 squares the attack deals 1d8 damage.

The CR-1 Blaster Cannon can be fired 5 times before it requires reloading- using a standard Power Pack and Gas Canister to operate. After 100 shots, the Gas Canister must be replaced.

**Weapon** **Type:** Heavy Weapons

**Size:** Large

**Cost:** 1,000

**Damage:** Varies (See Above)

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 4.5 Kilograms

**Type:** Energy

**Availability:** Licensed, Rare

**Special:** This is an Area Attack Weapon.
Cal Omas

*Homebrew Reference Book: Legacy of the Force Sourcebook*

*Affiliations: The New Republic, The Galactic Alliance*

As the last Chief of State of The New Republic, and the first of The Galactic Alliance, Cal Omas had weathered many storms, starting with the Yuuzhan Vong Invasion, followed by the Swarm War, and finally ending with the Second Galactic Civil War.

Omas increasingly found himself at odds with both Colonel Solo and Admiral Niathal. Solo used his powers as the head of the Galactic Alliance Guard to place Omas under surveillance just as Omas traveled to the neutral world Vulpter to begin secret peace negotiations with Five World Prime Minister Dur Gejjen. Ben Skywalker assassinated Gejjen immediately after the meeting, while Solo placed Omas under house arrest upon his return to Coruscant. Ben Skywalker then went to Omas' home with the intention of faking his death and smuggling him to a safe house. After being informed of Skywalker's plan, Omas deduced that Solo would never fall for the deception, so he attacked him and impaled himself on Skywalker's Lightsaber blade. As he lay dying, Omas told Ben that this was the only way for him to get close to Solo. Cal Omas then passed away, satisfied knowing that Solo would soon get his comeuppance.

 Cal Omas Statistics (CL 13)

Medium Human (Middle-Age) Noble 6/Scout 5/Soldier 2

**Destiny Points:** 3; **Force Points:** 5

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

**Languages:** Basic, Bothese, Caamasi, Chadra-Fan, Durese, High Galactic, Mon Calamarian, Rodese

### Defenses

Reflex Defense: 26 (Flat-Footed: 25), Fortitude Defense: 24, Will Defense: 29; Dodge, Combat Reflexes, **Evasion**, Vehicular Combat

Hit Points: 70, Damage Threshold: 24; Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +9 (1d4+6)

**Ranged:** Hold-Out Blaster Pistol +10 (3d4+6)

**Ranged:** Hold-Out Blaster Pistol +5 (3d4+6) and Hold-Out Blaster Pistol +5 (3d4+6) with Double Attack

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

**Attack Options:** Careful Shot, Double Attack (Pistols), Far Shot, **Gun Club**, Point-Blank Shot, Precise Shot

**Special Actions:** **Connections**, **Coordinate** (+1), **Extreme Effort**, Melee Defense, Quick Draw

### Base Stats

**Abilities:** Strength 10, Dexterity 13, Constitution 9, Intelligence 16, Wisdom 18, Charisma 16

**Talents:** **Acute Senses**, **Connections**, **Coordinate** (+1), **Educated**, **Evasion**, **Extreme Effort**, **Gun Club**

**Feats:** Careful Shot, Combat Reflexes, Dodge, Double Attack (Pistols), Far Shot, Linguist, Melee Defense, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot\*, Shake It Off, Skill Focus (Knowledge (Bureaucracy)), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Gather Information +14, Knowledge (Bureaucracy) +19, Knowledge (Tactics) +14, Perception +10 (may reroll, must take second result), Persuasion +14, Pilot +12, Use Computer +14

**Possessions:** Hold-Out Blaster Pistol, Comlink (Short-Range), Datapad

*\*Due to his age, Cal Omas is no longer capable of using his Rapid Shot Feat.*
CWSB Jedi Padawans

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

Padawan Learners, like their masters, serve as military leaders during the Clone Wars. These young Jedi often function as commanders, leading clone units ranging from squads to regiments. Normally Padawans serve under their masters, but as the war goes on, more and more Padawans are transferred to new commands needing their expertise, or when their masters perish in battle.

These are the Jedi Padawans who offered their Lightsabers in service of the Republic during the Clone Wars.
Blaster Rifle Turret

*See also: Hazards*

*This automated turret blasts enemies that come within its range.*

## Blaster Rifle Turret Statistics (CL 3)

**Keywords:** Area, Artificial, Energy

**Trigger:** The Blaster Rifle Turret detects a being within its line of sight; targeting all beings in a 2x2-square area.

**Attack:** +5 vs Reflex Defense

**Damage:** 3d8 (Half Damage on Miss)

**Recurrence:** Each round, on Initiative Count (Initiative +5)

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

* **Stealth:** The character makes a Stealth check, opposed by the turret's Perception check (+5, with Darkvision). If the character's check is successful, the character is not noticed by the Blaster Rifle Turret.
Captain Phasma

*Captain Phasma character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The First Order*

Clad in distinctive armor of salvaged chromium, Captain Phasma commands The First Order’s legions of Stormtroopers. A tough veteran commander, she has no use for fancy titles or complex war rooms, preferring to lead her troops in battle against The First Order’s enemies. A determined survivor, Phasma betrayed The First Order on Starkiller Base. She managed to conceal her treachery, but fell in battle against Finn, one of her former soldiers.

## Captain Phasma Statistics (CL 13)

Medium Human Soldier 7/Elite Trooper 6

**Force Points****:** 6; **Dark Side Score:** 8

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

**Languages:** Basic, Military Sign

### Defenses

Reflex Defense: 33 (Flat-Footed: 30), Fortitude Defense: 32, Will Defense: 25

Hit Points: 146, Damage Reduction: 3, Damage Threshold: 32

### Offense

**Speed:** 4 Squares; Burst of Speed, Charging Fire

**Melee:** Unarmed +14 (1d6+7)

**Melee:** Polearm +14 (2d4+8)

**Melee:** Polearm +4 (2d4+8) and Polearm +4 (2d4+8)

**Ranged:** Blaster Carbine +17 (3d8+10)

**Ranged:** Blaster Carbine +15 (5d8+10) with Burst Fire

**Base Attack Bonus:** +13, **Grapple:** +15

**Attack Options:** Burst Fire, **Devastating Attack (Rifles)**, Point-Blank Shot, Precise Shot

**Special Actions:** Delay Damage

### Base Stats

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

**Talents:** **Armored Defense**, **Controlled Burst**, **Devastating Attack (Rifles)**, **Greater Weapon Focus (Rifles)**, **Greater Weapon Specialization (Rifles)**, **Improved Armored Defense**, **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Burst of Speed, Charging Fire, Improved Defenses, Martial Arts I, Point-Blank Shot, Precise Shot, Weapon Focus (Rifles), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +13, Initiative +13, Knowledge (Tactics) +12, Perception +12, Treat Injury +12

**Possessions:** Battle Armor with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Carbine, Polearm (As Gaderffii), Comlink (Short-Range), Utility Belt with Medpac
Careful Shot

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Feats*

You are particularly skilled at Aiming your attacks.

**Prerequisites:** Point-Blank Shot Feat, Base Attack Bonus +2

**Effect:** If you Aim before making a ranged attack, you gain a +1 bonus on your attack roll.

**Special:** A Pilot can use this Feat, but since they must spend at least one Move Action operating their Vehicles, they must split their Aim (two Swift Actions) and attack (Standard Action) into two separate turns, making it more likely that the target will break line of sight or avoid you.
CR70 Corellian Corvette

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

*See also: Vanguard c20 Retrofit*

The predecessor to the more widely used CR90 Corellian Corvette, the CR70 Corellian Corvette saw frequent use in diplomatic and transport roles. Unarmed and boasting additional Escape Pods, the CR70 was among the most popular civilian transports in the galaxy prior to the rise of the Empire. The CR70 Corvette had been in service for many years before the outbreak of the Clone Wars, and though it was considered an older design, it was still in production in large quantities during the years prior to the battle of Geonosis.

The CR70 Corvette features an interior layout that is nearly identical to that of the CR90 Corellian Corvette. The vessel has Escape Pods where the CR90's Turbolasers would be, disguised to look like Weapon Systems in order to deter pirates and raiders. Without the Turbolaser Batteries, some interior space dedicated to weapon support systems aboard the CR90 acts as cargo space or Passenger Quarters, making space less of a premium aboard a CR70.

## CR70 Corellian Corvette Statistics (CL 8)

Colossal (Frigate) Capital Ship

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 12), Fortitude Defense: 38; +12 Armor

Hit Points: 800; Damage Reduction: 15; Shield Rating: 90; Damage Threshold: 138

### Offense

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

**Fighting Space:** 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +0; **Grapple:** +48

**Attack Options:** Focused Fire\* (1 Square)

**Special Actions:** Tactical Fire\* (See below)

*\*These abilities are only available when a Weapon System is added using the Starship Modification rules.*

### Abilities

Strength: 66, Dexterity: 18, Constitution: -, Intelligence: 18

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

### Ship Statistics

**Crew:** 18-150\* (Normal Crew Quality); **Passengers:** 600\*

**Cargo:** 5,000 Tons\*; **Consumables:** 1 Year; **Carried Craft:** None

**Hyperdrive:** Class 2, Navicomputer

**Availability:** Licensed; **Cost:** 2.9 million (1 million Used)

*\*Maximum values for different configurations; typical values are Crew: 30, Passengers: 250, and Cargo: 5,000 Tons.*

### Tactical Fire\*

*\*This ability is only when a Weapon System is added using the Starship Modification rules.*

Corellian Corvettes work well as blockade runners and can use their weapons and shielding to punch through enemy lines. As a Standard Action, a CR70 Corellian Corvette can forgo all attacks to provide Tactical Fire to all adjacent squares. All allied Starships within this area automatically avoid being engaged in a Dogfight when moving through a square adjacent to an enemy Starfighter.
CWSB Bounty Hunters & Mercenaries (Part 2)

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

The Clone Wars is waged by more than just the warriors who fought for principles and politics of the Republic or Separatists. Many missions are carried out by bounty hunters and mercenaries, skilled sentient beings with colorful backgrounds and unique abilities that were preferable to Droids or Clones for many types of missions.

The following characters are combatants who work for the highest bidder, either as mercenaries or bounty hunters.
Camp Kavel

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

*See also: Fields of Fire*

If the heroes manage to survive the booby-trapped passage that leads into the highlands of the enemy's territory, they eventually reach Camp Kavel. Their success is judged by whether Pleth Juun survives the journey and by how quickly they arrive at the camp. For each day that the heroes are delayed, one wounded officer dies from injuries that the surgeon might have been able to treat.

If Juun dies or suffers grievous bodily injury en route to Camp Kavel, the heroes are welcomed with dismissive glances. The officer in charge, a young captain with more bravado than experience, dresses them down before assigning them to perimeter guard duty and one or two dangerous patrols. Within two days, the heroes' side of the conflict regains air superiority, and the characters are allowed to take a transport back to their headquarters.
CSA Commando

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

*Affiliations: The Corporate Sector Authority*

*The humanoid in the blackened battle armor moves carefully, firing as they advance toward you. The visor of their helmet emits a dim green light, and if not for their fluid movements you might think they were some kind of Droid.*

The CSA Commandos in this encounter are highly trained Corporate Sector Authority warriors. They are likely to be the most capable enemies that the heroes have yet faced. Each is dressed in blackened Battle Armor and wields a Blaster Rifle with skilled precision. Their orders are to eradicate the heroes in short order and recover any stolen information that they might possess.

## CSA Commando Statistics (CL 4)

Medium Human Soldier 4

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

**Languages:** Basic, Nyriaanan, Sullustese

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 20, Will Defense: 14

Hit Points: 54, Damage Threshold: 25

### Offense

**Speed:** 4 Squares; Charging FireH

**Melee:** Unarmed +5 (1d4+3)

**Ranged:** Blaster Rifle +8 (3d8+4)

**Ranged:** Blaster Rifle +6 (4d8+4) with Rapid Shot

**Ranged:** Blaster Pistol +7 (3d6+2)

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

**Base Attack Bonus:** +4; **Grapple:** +7

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

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 13, Dexterity 16, Constitution 14, Intelligence 14, Wisdom 10, Charisma 8

**Talents:** **Devastating Attack (Rifles)**, **Weapon Specialization (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Charging FireH, Improved Damage Threshold, Point-Blank Shot, Rapid Shot, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +10, Knowledge (Tactics) +9, Mechanics +9H, Perception +9, Pilot +10, Treat Injury +7

**Possessions:** Battle Armor with Helmet Package (+9 Reflex, +3 Fortitude; +2 Perception, Low-Light Vision), Blaster Pistol, Blaster Rifle, Frag Grenade (2), Datapad, Medpac

*H- Human bonus Feat or Trained Skill*
CWSB The Jedi Council

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

During the Clone Wars, The Jedi Council is forced to take on the roles of military commanders and strategists, serving under the Senate and the Supreme Chancellor. While most of the Jedi Council serve as High Generals in the Grand Army of the Republic, directing its ten Systems Armies, they also saw the Clone Wars from the front lines while leading smaller contingents into battle.

These are the members of The Jedi Council who fought during the Clone Wars.

### Fallen Councilors

Some members of the Jedi Council who saw the beginning of Palpatine's rise to power did not live to the days of the Clone Wars. The following is a short accounting of their fates.

**Yaddle:** At 477 years old, Yaddle was a member of the same Species as Master Yoda and sat on the Jedi Council during the Battle of Naboo. She was also a master of the rare art of Morichro. Three years before the Clone Wars began, Yaddle led a mission to Mawan with Obi-Wan Kenobi and Anakin Skywalker to negotiate the instatement of the planet's new government. A crime lord named Granta Omega had other plans, however, and detonated an explosive device containing Dihexalon gas. Yaddle sacrificed herself by enveloping herself and the explosive in a Force-created bubble. Yaddle's body vanished into thin air, proving her true mastery of The Force.

**Yarael Poof:** The Quermian Jedi Master sat on the Jedi Council during the conflict on Naboo and was a master of illusions. Shortly before the Clone Wars began, Poof died while protecting Coruscant from Annoo-Dat General Ashaar Khorda and his plan to destroy the Republic capital with the Seylott Force energy-storing artifact, the Infant of Shaa.

### Fallen at Geonosis

When Mace Windu put out the call to arms to all Jedi located within the Jedi Temple, two-hundred and twelve of his brethren responded. Master Windu led this group of Jedi to the arena at Geonosis to rescue Obi-Wan Kenobi. The Jedi saw this as a necessary fight in order to end the Separatist threat before it could begin in earnest. Unfortunately, The Jedi were overwhelmed by the staggering number of Battle Droids and only a handful of Jedi survived. The following are Jedi Council members who perished at Geonosis.

**Coleman Trebor:** This Vurk Jedi Master was gunned down by the bounty hunter, Jango Fett, when he charged the balcony in an attempt to neutralize Count Dooku.

**Eeth Koth:** The gunship carrying Koth was shot down en route to the Republic staging area following the massacre in the Petranaki execution arena on Geonosis. Eeth Koth was a master of the Jedi pain-resisting art of Crucitorn.
Car Affa

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

*Affiliations: The Fringe*

A small-time criminal, Car Affa makes a play for the big-time early in the Clone Wars as an arms dealer. Car is able to bribe a few Republic bureaucrats, and gains access to trooper weaponry and armor which he is able to turn around and sell to the Separatists. The operation was so successful The Hutt Kajidics took notice, and tips off The Jedi.

Car Affa usually spent his ill-gotten credits at a filthy cantina in the slum district on Coruscant. Nine months into the Clone Wars, he is confronted by Anakin Skywalker, overwhelmed, and arrested. His interrogation is delayed through bureaucratic shuffling, and his network is taken over by Affa's Separatist contacts. Affa spends the rest of the Clone Wars rotting in prison, and his network is shut down months later by Kal Skirata and two teams of Republic Commandos.

## Car Affa Statistics (CL 9)

Medium Weequay Scoundrel 7/Improviser 2

**Force Points:** 10; **Dark Side Score:** 4

**Initiative:** +6, **Surprise Strike**; **Senses:** Perception +5

**Languages:** Basic, Huttese, Sriluurian; Expressive Pheromones

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 20, Will Defense: 24

Hit Points: 59, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +7 (1d4+5)

**Ranged:** Blaster Pistol +8 (3d6+4)

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

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

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

**Special Actions:** Contraband (2,000), **Fool's Luck**, Friends in Low Places, **Knack**, No Tools Required, **Only the Finest** (Adaptable Talent), Quick Draw, Scavenger

**Species Traits (Weequay):** Expressive Pheromones, Natural Armor (+1)

### Base Stats

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

**Talents:** **Black Market Buyer**, **Fool's Luck**, **Illicit Dealings**, **Knack**, **Surprise Strike**

**Feats:** Adaptable Talent (**Only the Finest**), Armor Proficiency (Light), Friends in Low Places, Point-Blank Shot, Quick Draw, Rapid Shot, Scavenger, Skill Focus (Mechanics), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Gather Information +9 (**Black Market Buyer**), Knowledge (Technology) +11, Mechanics +16, Persuasion +9 (may reroll to Haggle for Restricted Items, may keep better result), Use Computer +11

**Possessions:** Blaster Pistol, Comlink (Encrypted, Short-Range), Datapad
Bull Rancor

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

*Affiliations: Beasts*

The Bull Rancor is seemingly a creature of myth rumored to populate the deepest jungles of Felucia. With huge tusks and a massive spined tail, a Bull Rancor is much larger than most other Rancors and is incredibly dangerous. The Bull Rancor is incredibly long-lived and exceedingly rare; Imperial biologists have yet to capture one for study. Based on the accounts of the native Felucians, these creatures are believed to emerge from the deepest jungles only once every few years. A Bull Rancor is dangerous, even to other Rancors, and the creatures usually live in solitude.

## Bull Rancor Statistics (CL 11)

Gargantuan Beast 12

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +9

### Defenses

Reflex Defense: 14 (Flat-Footed: 14), Fortitude Defense: 16, Will Defense: 8

Hit Points: 186, Damage Reduction: 5, Damage Threshold: 36; Fast Healing 5

### Offense

**Speed:** 8 Squares

**Melee:** Bite +17\* (2d6+26)

**Melee:** Tail +17\* (1d8+26)

**Melee:** Claws (2) +17\* (1d8+26)

**Fighting Space:** 4x4 Squares; **Reach:** 3 Squares

**Base Attack Bonus:** +9, **Grapple:** +39; Crush, Pin

**Attack Options:** Cleave, Power Attack

**Species Traits:** Fast Healing 5, Damage Reduction 5 (Lightsabers do not ignore), Low-Light Vision

*\*Includes 6 points of Power Attack*

### Base Stats

**Abilities:** Strength 38, Dexterity 9, Constitution 31, Intelligence 2, Wisdom 7, Charisma 15

**Feats:** Cleave, Crush, Pin, Power Attack, Toughness

**Skills:** Perception +9

### Abilities

**Fast Healing 5:** A Bull Rancor automatically regains 5 Hit Points every round at the end of its turn, up to its normal maximum, until it is killed.
CWSB Jedi Knights (Part 3)

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

During the Clone Wars, the bulk of the non-clone military commanders who serve in the Grand Army of the Republic are comprised of the Knights of The Jedi Order. These Jedi Knights typically serve as generals, leading brigades, legions, or entire corps. However, these Jedi are also commonly sent on missions vital to the Republic without the assistance of their clone forces.

The following entries are Jedi Knights who fought during the Clone Wars.
Camo Armor

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

Camo Armor protects the wearer from discovery as well as injury. In addition to the usual hard metal plates woven on top of a fabric body suit, the armor is also embedded with miniature photoreactive fibers that allow the suit to absorb light and change its color to match the wearer's surroundings.

When attempting to hide, the wearer gains a +10 Equipment bonus to Stealth checks, regardless of the terrain.

**Type:** Medium Armor

**Cost:** 6,000

**Bonus to Reflex Defense:** +5

**Maximum Dexterity Bonus:** +3

**Weight:** 6 Kilograms

**Availability:** Restricted
Carbonite Rifle

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

A weapon crafted by scientists from the planet Empress Teta, the Carbonite Rifle fires a short stream of liquid carbonite that solidifies on contact with a target. Any target moved down the Condition Track by this weapon is also Immobilized until the end of its next turn.

A Carbonite Rifle requires special carbonite cartridges, which each cost 50 credits and weigh 1 kg. After 20 shots, the carbonite cartridge must be replaced.

**Weapon** **Type:** Heavy Weapons

**Size:** Large

**Cost:** 1,200

**Damage:** -

**Stun Setting:** YES (Only, 3d10)

**Rate of Fire:** Single-Shot

**Weight:** 6 Kilograms

**Type:** Energy

**Availability:** Licensed
Cannok

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

*Affiliations: Beasts*

Cannoks are small, aggressive predators native to the moon of Dxun. They are relatively harmless to groups of sentients, but have a habit of eating anything that could fit in their mouths, which is quite large for an animal of its size. They are known pests, due to their high reproduction rate and curiosity. They are also hardy, able to survive the rough environment of the jungle moon of Dxun, and hold their own in large groups. Probably for this reason, a handful of Cannok specimens were transported to Telos IV by the Ithorians of Citadel Station during the years following The Jedi Civil War to assist in the Telosian Restoration Project.

 Cannok Statistics (CL 4)

Small Jungle Beast 5

**Initiative:** +9; **Senses:** Low-Light Vision, Perception +8

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 13, Will Defense: 11

Hit Points: 47, Damage Threshold: 13

### Offense

**Speed:** 4 Squares; Ramming Attack

**Melee:** Bite +5 (1d4+4)

**Melee:** Slam +5 (1d3+4)

**Fighting Space:** 1 Square; **Reach:** 1 Square

**Base Attack Bonus:** +3, **Grapple:** +0

**Species Traits:** Jungle, Low-Light Vision, Natural Armor (+5), Ramming Attack

### Base Stats

**Abilities:** Strength 14, Dexterity 15, Constitution 16, Intelligence 1, Wisdom 12, Charisma 8

**Feats:** Skill Training (Perception), Skill Training (Survival)

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

### Abilities

**Ramming Attack:** When a Cannok makes a successful Slam attack at the end of a Charge, compare the attack result to the target's Fortitude Defense. If it succeeds, the target falls Prone. This only works if the target is Medium-sized or smaller.
Caamasi Sith Apprentice (WE)

*Caamasi Sith Apprentice character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sith*

Sith Apprentices take many guises throughout the galaxy’s history. Some live in times where they hold official roles within an Empire. However, most hide in the shadows and the fringes of society, sometimes by choice, often by necessity. They excel at using fear against their enemies.

## Caamasi Sith Apprentice Statistics (CL 10)

Medium Caamasi Noble 5/Soldier 2/Sith Apprentice 3

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

**Initiative:** +10; **Senses:** Perception +13

**Languages:** Basic, Caamasi, 3 Unassigned

### Defenses

Reflex Defense: 22 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 25

Hit Points: 70, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +11 (1d4+8)

**Melee:** Lightsaber +12 (2d8+8)

**Melee:** Lightsaber +9 (2d8+8) and Lightsaber +9 (2d8+8) with Double Attack

**Ranged:** **Lightsaber Throw** +9 (2d8+5)

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

**Attack Options:** **Devastating Attack (Lightsabers)**, Double Attack (Lightsabers), **Lightsaber Throw**

**Special Actions:** **Demand Surrender**, Memory Sharing, Pacifism, **Presence**, **Weaken Resolve**

**Force Power Suite (Use the Force +17):** *Dark Rage* (2), *Fear* (2), *Force Grip* (2), *Rebuke* (2)

**Force Techniques:** Improved Move Light Object

**Species Traits (Caamasi):** Memory Sharing, Pacifism, Silver Tongue

### Base Stats

**Abilities:** Strength 16, Dexterity 11, Constitution 10, Intelligence 13, Wisdom 17, Charisma 15

**Talents:** **Devastating Attack (Lightsabers)**, **Demand Surrender**, **Multiattack Proficiency (Lightsabers)**, **Presence**, **Weaken Resolve**, **Lightsaber Throw**

**Feats:** Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Linguist, Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +12, Initiative +10, Knowledge (Galactic Lore) +11, Perception +13, Persuasion +12 (may reroll, may keep better result), Pilot +10, Use the Force +17

**Possessions:** Lightsaber (Self-Built), Comlink (Short-Range), Credit Chip, Holoprojector, Datapad
Canine Senses

*Canine Sense Feat data created by Wikia user SunsetMage001.*

*See also: Feats, Species Feats*

Your canine features enhance your senses of hearing and smell.

**Prerequisite:** Amaran, Codru-Ji, Defel, Gurlanin, Klatooinian, Kudon, Nelvaanian, Ranth, Shistavanen, or Squib

**Effect:** You may choose to reroll any Perception check made against a target within 10 squares, keeping the better result.
Callos Origin

*Callos Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You were raised on the verdant jungle planet of Callos, prior it being rendered uninhabitable by Imperial bombardment.

**Relevant Skills:** Climb, Knowledge (Social Sciences), Survival

**Bonus Language:** Bocce
Cantonica

*Cantonica Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

Located in the Corporate Sector, Cantonica would be just another forlorn, beige desert planet if not for the presence of the ultra-wealthy resort city of Canto Bight, which draws well-heeled tourists and high-rolling gamblers from across the galaxy.

### Cantonica Statistics

**Region:** The Outer Rim

**Climate:** Desert

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 24 Standard Hours

**Length of Year:** 364 Standard Days

**Sapient Species:** 40% Human, 60% Other Species

**Government:** The Corporate Sector Authority

**Capital:** Canto Bight

**Major Exports:** None

**Major Imports:** None
CSA Field Agent

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

*Affiliations: The Corporate Sector Authority*

A low-ranking member of The Corporate Sector Authority, the CSA Field Agent is often tasked with some of the less glamorous but still necessary corporate assignments. In spite of this, the CSA Field Agent is given wide latitude in how they accomplish their missions in addition to access to a variety of corporate assets in the form of credits, ships, and enforcers.

### Use in Play

The CSA Field Agent can make a welcome change of pace from facing Stormtroopers, Battle Droids, and criminal lackeys, pitting the heroes up against a foe that has the backing of massive organization that can use all sorts of creative and bureaucratic means to ruin a hero's day.

### Build Options

* If the CSA Field Agent is going to operating alone, trade **Born Leader** and **Gang Leader** for **Devastating Attack** (Pistols or Simple Weapons) and **Wrong Decision** and equip them with a Heavy Blaster Pistol.
* Replace Toughness with Skill Focus (Persuasion) bolster the CSA Field Agent's ability to drive a hard bargain or make it very clear that crossing the CSA is a very bad idea.
* Exchange **Gang Leader** for **Draw Fire** if the CSA Field Agent is working with a manipulator-style villain to provide them with a capable bodyguard.
* Instead of **Born Leader**, select **Impose Hesitation** to let the CSA field agent hamper multiple foes.

## CSA Field Agent Statistics (CL 5)

Medium Human Nonheroic 6/Soldier 1/Corporate Agent 2

**Force Points:** 1; **Dark Side Score:** 3

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +11

**Languages:** Basic, Bocce

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 16, Will Defense: 17

Hit Points: 40, Damage Threshold: 15

**Weakness:** Vulnerable to both Ion and Stun damage

### Offense

**Speed:** 6 Squares

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

**Melee:** Stun Baton +7 (2d6+2 (Stun))

**Ranged:** Blaster Pistol +7 (3d6+1)

**Base Attack Bonus:** +6, **Grapple:** +7

**Attack Options:** Point-Blank Shot

**Special Actions:** **Born Leader**, Executive Leadership (1/Encounter)

### Base Stats

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

**Talents:** **Born Leader**, **Gang Leader**

**Feats:** Armor Proficiency (Light), Point-Blank Shot, Skill Focus (Knowledge (Bureaucracy)), Skill Training (Initiative), Skill Training (Perception), Skill Training (Pilot)H, Toughness, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Gather Information +10, Initiative +10, Knowledge (Bureaucracy) +15, Perception +11, Persuasion +10H (**Gang Leader**), Pilot +10H

**Possessions:** Padded Flight Suit (+3 Reflex, +1 Fortitude), Blaster Pistol, Stun Baton, Credit Chip (5,000 credits), Datapad, Hands-Free Comlink, Targeting Eye (+2 Perception, Low-Light Vision), Personal Transport
Camouflage Netting

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

**Equipment Type:** Survival Gear

**Cost:** 6000

**Weight:**40 Kilograms

Any Camouflage Netting found on the market is of of two kinds: powered or unpowered. Both kinds, when draped over one or more objects within a 6-square-by-6-square area, bestow a +5 bonus to all Stealth checks while under the netting, and offer partial Concealment.

Integrated into the netting of the powered version are overlapping sensor baffle scales that emulate the emission patterns of the surrounding terrain- including light emissions. Thus, powered Camouflage Netting grants an additional +5 bonus to all Stealth checks while under the netting. The netting is carried in a small backpack and takes a Full-Round Action and two people to deploy it.
CSA Trooper

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

*Affiliations: The Corporate Sector Authority*

*The gray battle armor worn by these guards is emblazoned with the emblem of The Corporate Sector Authority. Each is armed with a Stun Baton and a Blaster Rifle with a Retractable Stock.*

The best guards available in the Deluge Facility, these six individuals- male and female- are well armed, armored, and bored enough that a fight is a pleasant diversion from watching the Corporate Technicians go about their work.

## CSA Trooper Statistics (CL 3)

Medium Human Nonheroic 6/Soldier 1

**Initiative:** +10; **Senses:** Low-Light Vision, Perception +11

**Languages:** Basic

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 17, Will Defense: 12

Hit Points: 34, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

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

**Melee:** Stun Baton +7 (2d6+2 (Stun))

**Ranged:** Blaster Rifle +7 (3d8)

**Ranged:** Blaster Rifle +5 (4d8) with Rapid Shot

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

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

**Special Actions:** **Indomitable**

*H- Human bonus Feat*

### Base Stats

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

**Talents:** **Indomitable**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Point-Blank ShotH, Rapid Shot, Skill Training (Initiative), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +10, Perception +11, Pilot +10H

**Possessions:** Battle Armor with Helmet Package (+4 Reflex; +2 Perception, Low-Light Vision), Blaster Rifle with Retractable Stock, Stun Baton

*H- Human bonus Feat or Trained Skill*