recursal/Fanatic-Fandom huggingface dataset:
Boba Fett, Avenger

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

*Affiliations: The Fringe, Aurra Sing*

Boba Fett is the unaltered clone of Jango Fett. He sees his "Father" beheaded by Mace Windu during the Battle of Geonosis. As a teenager in the later part of the Clone Wars, he begins his career finding work wherever he can- as mercenary, soldier, personal guard, assassin, and of course, bounty hunter.

The following statistics reflect Boba Fett at the start of what promises to be a notorious career.

## Boba Fett, Avenger Statistics (CL 7)

Medium Human Scout 3/Soldier 4

**Destiny Points:** 1; **Force Points:** 3; **Dark Side Score:** 2

**Initiative:** +12; **Senses:** Low-Light Vision, Perception +10

**Languages:** Basic, Huttese, Mando'a

### Defenses

Reflex Defense: 24 (Flat-Footed: 19), Fortitude Defense: 21, Will Defense: 19

Hit Points: 66, Damage Threshold: 21

### Offense

**Speed:** 6 Squares (Walking), 6 Squares (Jet Pack); **Juggernaut**, Running Attack

**Melee:** Unarmed +8 (1d6+5)

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

**Ranged:** Blaster Carbine +5 (3d8+3) and Blaster Carbine +5 (3d8+3) with Double Attack

**Ranged:** Flamethrower +10 (3d6+3 (Fire), 6-Square Cone)

**Ranged:** Missile Launcher +10 (6d6+3, 2-Square Splash)

**Ranged:** Stun Grenade (4) +10 (4d6+3 (Stun), 2-Square Burst)

**Ranged:** Whipcord (See Below) +10 (Grab)

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

**Attack Options:** Double Attack (Rifles), **Keen Shot**, Point-Blank Shot, Precise Shot

**Special Actions:** Quick Draw

### Base Stats

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

**Talents:** **Acute Senses**, **Armored Defense**, **Juggernaut**, **Keen Shot**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Double Attack (Rifles), Exotic Weapon Proficiency (Flamethrower), Martial Arts I, Point-Blank Shot, Precise Shot, Quick Draw, Running Attack, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Initiative +12, Knowledge (Tactics) +10, Perception +10 (may reroll, must take second result), Persuasion +9, Pilot +12, Stealth +12, Survival +10

**Possessions:** Mandalorian Armor (As Battle Armor with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision)), Blaster Carbine, Flamethrower (5 Chemical Cartridges), Whipcord (As Net), Blaster Gauntlet (As Hold-Out Blaster Pistol), Missile Launcher (4 Missiles), Stun Grenade (4), Jet Pack (10 Charges), Utility Belt with Medpac, *Slave I*
Brainwave Canceller

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

This device is used by the cloners of Kamino to disable wayward clones without harming their product. Kaminoans can tune the device to a specific clone. Upon a successful hit against a clone the weapon is tuned to, an attack is also made against the target’s Fortitude Defense. Success on this secondary attack moves the target -2 steps down the Condition Track.

Resetting the device for another clone requires a brain-mapping (see Brain Mapper) of a clone or the DNA's donor, making a DC 15 Use Computer check over fifteen minutes.

**Weapon** **Type:** Exotic Weapons (Ranged)

**Size:** Tiny

**Cost:** 3,500

**Damage:** -

**Stun Setting:** YES (Only, 2d6)

**Rate of Fire:** Single-Shot

**Weight:** 2.0 Kilograms

**Type:** Energy

**Availability:** Restricted\*

*\*See Republic Decree E49D139.41*
Brain Mapper

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

**Equipment Type:** Medical Gear

**Cost:** 5,000,000

**Weight:**500 Kilograms

**Availability:** Restricted\*

*\*See Republic Decree E49D139.41*

In order to record the memories and skills of a donor, they must undergo a lengthy session in a Brain Mapper. This device is able to record memories and details directly from a being’s brain, allowing the data to be preserved for posterity in a Holocron-like device as an AI, or to be copied and given to clones. The process requires the individual to spend eight hours for every Nonheroic, and twenty-four hours for every Heroic Level inside the Brain Mapper, undergoing a detailed interview.

The operator of the Brain Mapper has to roll a DC 20 Gather Information check, and a DC 20 Use Computer check. If a subject is Unconscious, the DC is increased by +5. If the subject is conscious and unwilling, the DC increases by their Will Defense -10. It is also possible to control what is mapped of an individual, allowing you to reduce the number of the donor’s Levels that are mapped. For every Level you remove, increase the DC by +5. The memories or skills available will only be those that were possessed at the highest Level mapped. Success indicates a complete mapping of that character’s Levels, Skills, Feats, Talents and memories. Failing means that the data recorded is corrupted, and adds a bonus to Clone Madness attacks against a clone’s Will Defense equal to the amount the check was failed by. Failure by five or more indicates that no usable information was recorded.
Bonus Feats (Force Prodigy)

At each even-numbered level (2nd, 4th, 6th, etc.), a Force Prodigy gains a Bonus Feat. This Feat must be selected from the following list, and a Force Prodigy must meet any prerequisites for that Feat.

## Bonus Feats

Below include all Force Prodigy Bonus Feats found in the *Saga Edition* Core Rulebook.

## Additional Feats Lists

The below details all Force Prodigy Bonus Feats found within the *Star Wars Saga Edition* Reference Books.

### Force Unleashed Campaign Guide

 Angled Throw | Dexterity 13
 Bad Feeling | None
 Crossfire | Point-Blank Shot, Precise Shot, Base Attack Bonus +6
 Strafe | Base Attack Bonus +1

### Clone Wars Campaign Guide

 Pall of the Dark Side | Dark Side Score 1+
 Unstoppable Force | None
 Wary Defender | None

### Legacy Era Campaign Guide

 Grapple Resistance | None
 Multi-Grab | Dexterity 13

### Jedi Academy Training Manual

 Unswerving Resolve | Base Attack Bonus +2

### Rebellion Era Campaign Guide

 Deft Charge | None
 Rapid Reaction | None

### Galaxy at War

 Fight Through Pain | None
 Mission Specialist | None
 Rapport | Wisdom 13
 Risk Taker | Trained in Climb or Jump | Improve your chances of success with Climb or Jump checks.

### Unknown Regions

 Homebrew Feats Lists

The following Homebrew Feats includes all Homebrew Feats relevant towards the Force Prodigy Heroic Class.

 Sabacc Face | Wisdom 13
 Talented | None
 Reading the Swarm | Yuuzhan Vong, **It's a Trap!**, Intelligence 15

## Homebrew Bonus Feats

The following are a collection of Tested Force Prodigy Bonus Feats created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.
Bounty Postings

*Reference Book: Star Wars Saga Edition Web Enhancements*

*By Eric Cagle*

Hey, bounty hunter- need some quick credits? Bounty Postings is a new regular series of articles giving you a variety of targets to use in your Star Wars Roleplaying Game Saga Edition adventures. Some of these marks are relatively easy pickings, though a few will definitely test your tracking skills.

1. Oorn Noth (CL 11)
2. Harno (CL 7)
3. Tyrnia Masak (CL 6)
4. Dool Pundar (CL 16)
5. Meekah Hozard (CL 10)
6. Regera Girawn (CL 14)
7. Eldewn and Elsae Sarvool (CL 3 (each))
Bota

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

**Equipment Type:** Medical Gear

**Cost:** 50,000

**Weight:** 1 Kilogram

An exceedingly rare plant native to the world of Drongar, Bota possesses miraculous medicinal properties for an extremely wide range of Species throughout the galaxy. It also temporarily bestows those with sensitivity to The Force a bolstered connection to the mystical energy field. Because of its unique physical make-up, the plant cannot be synthesized, and during the Battle of Drongar amidst the Clone Wars, the rapidly-evolving plant underwent a genetic mutation that made it useless.

The effects of the medicine vary one Species to another.

* To an Abyssin it is twice as effective as bacta when used as a curative agent, healing a number of Hit Points equal to twice its Character Level in addition to that provided by Surgery.
* For Falleen, it acts as a potent psychotropic drug that induces euphoria, granting a +10 bonus to the character's Damage Threshold for 10 minutes.
* In Humans, it acts as an extremely effective broad-spectrum antibiotic, awarding a +5 bonus to Fortitude Defense versus Diseases and Poisons for 24 hours.
* To Hutts, Bota is a powerful stimulant, granting a +5 bonus to all Endurance checks for 4 hours.
* A Neimoidian receives the benefit of a potent painkiller, which negates the effects of two steps on the Condition Track (-4 acts as -2, -2 acts as normal, etc.) for 2 hours.
* For Whiphids, it produces an effect similar to an anabolic steroid, providing a +2 bonus to its Strength score for 6 hours.
* For any other Species, the GM designates an effect on that particular species of his choosing, be it beneficial, harmful, or neither.
* If a character with the Force Sensitivity Feat ingests the plant, they receive the Unleashed Feat and may perform Force Unleashed Abilities using Force Points rather than Destiny Points. The duration of all effects is 1d4 hours.
Bush Freedom Fighter

*Bush Freedom Fighter character data created by Wikia user Crinoshunter. (GALACTIC PATHFINDERS)*

*Affiliations: General Units*

The galaxy has known its fair share of war throughout history. Most stories tell of grandiose space battles between massive fleets of ships, or daring dog fights between fighter pilots, or even of heroic Jedi fighting against the forces of The Dark Side. Few stories tell of the normal people that are dragged into the war... those that choose to defend their homes from massive armies.

Bush Freedom Fighters are those that oppose occupying forces on their worlds, they make up the hunters and other that make their homes in the wilderness and deserts of the various worlds out there. They don't have any official military training, but use their hunting abilities to help defend the land they love.

## Bush Freedom Fighter Statistics (CL 12)

Medium Human Scout 7/Pathfinder 5

**Initiative:** +14; **Senses:** Perception +11

**Languages:** Basic, 3 Unassigned

### Defenses

Reflex Defense: 29 (Flat-Footed: 26 (Sniper Shot: 24)), Fortitude Defense: 29 (34 vs Extreme Temperatures), Will Defense: 11

Hit Points: 97, Damage Threshold: 29; Shake It Off

### Offense

**Speed:** 6 Squares; **Expert Tracker**

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

**Melee:** Survival Knife +10 (1d6+6)

**Ranged:** Blaster Pistol +13 (3d6+6)

**Ranged:** Sniper Blaster Rifle +13 (3d10+6)

**Ranged:** Sniper Blaster Rifle +15 (3d10+6) with Sniper Shot

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

**Attack Options:** Careful Shot, Cunning Attack, Far Shot, **Keen Shot**, Point-Blank Shot, Precise Shot, Sniper, Sniper Shot, **Weak Point**

**Special Actions:** Create Cover (2 Squares), **Safe Zone** (**Defensive Measures**, **Obscuring Defenses**)

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 15, Intelligence 17, Wisdom 12, Charisma 8

**Talents:** **Acute Senses**, **Defensive Measures**, **Expert Tracker**, **Keen Shot**, **Obscuring Defenses**, **Safe Zone**, **Weak Point**

**Feats:** Careful Shot, Cunning Attack, Far Shot, Point-Blank Shot, Precise Shot, Shake It Off, Skill Focus (Survival), Skill Training (Endurance), Sniper, Sniper Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +11, Endurance +13, Initiative +14, Knowledge (Life Science) +14, Knowledge (Tactics) +14, Mechanics +14, Perception (may reroll, must take second result) +11, Stealth +14, Survival +16, Swim +11

**Possessions:** Blaster Pistol, Sniper Blaster Rifle, Survival Knife, Explosive Charge (10), Manual Trigger (5), Timer (5), Comlink (Encrypted, Short-Range), Field Kit, Ration Pack (3)
Blue Shadow Virus

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

*See also: Hazards, Diseases*

Originally a waterborne viral strain that had been long-since destroyed, the Blue Shadow Virus was a powerful contagion that affected an overwhelming number of Species throughout the galaxy. A Confederate scientist named Nuvo Vindi reconstituted the virus, however, manufacturing it into an airborne, weaponized form.

## Blue Shadow Virus Statistics (CL 10)

**Keywords:** Atmosphere, Contact, Disease, Inhaled

**Trigger:** A creature is exposed to the Blue Shadow Virus.

**Attack:** +20 vs Fortitude Defense

**Damage:** 1d6 (-1 Persistent step on the Condition Track)

**Recurrence:** Hourly, until the Blue Shadow Virus is treated.

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

* **Treat Injury** **(DC 25; Requires Reeksa Toot):** The character treats the Blue Shadow Virus using a vaccine created from Reeksa Extract.

**Special:** If the character moves all the way down the Condition Track from the Blue Shadow Virus, they are too weak to move and collapse, but continue to take damage.
Cardio Implant

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

**Equipment Type:** Implants

**Cost:** 4000

A Cardio Implant encourages the brain to send vital chemicals to the heart and other organs, revitalizing them and giving the user greater physical reserves. The user of a Cardio Implant gains +1 Hit Point per Character Level.
Bo-Katan Kryze

*Bo-Katan Kryze character data created by Wikia user TysFTW (ATTACK OF THE NOT-CLONES).*

*Affiliations: The Mandalorians, Death Watch*

Bo-Katan Kryze is the leader of the Nite Owls and a lieutenant in the Death Watch plotting to overthrow her sister Satine's government and reclaim The Mandalorians' honor as warriors.

After a failed assassination attempt the Death Watch allied with the Sith Lords Darth Maul and Savage Opress. Bo-Katan stayed wary of the Sith and eventually led a resistance against Maul's rule when he slew Pre Vizsla in a duel.

## Bo-Katan Kryze Statistics (CL 11)

Medium Human Scout 3/Soldier 4/Gunslinger 4

**Destiny Points:** 1; **Force Points:** 6; **Dark Side Score:** 3

**Initiative:** +13; **Senses:** Darkvision, Perception +6

**Languages:** Basic, Mando'a, Military Sign

### Defenses

Reflex Defense: 31 (Flat-Footed: 28), Fortitude Defense: 25, Will Defense: 22; Combat Reflexes

Hit Points: 99, Damage Threshold: 25; Shake It Off

**Immune:** Extreme Cold, Vacuum (10 Hours)

### Offense

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

**Melee:** Knife +12 (1d4+7)

**Melee:** Combat Gloves +12 (1d6+8)

**Melee:** Riot Shield +12 (2d6+7 (Stun))

**Ranged:** Blaster Pistol +14 (3d6+7)

**Ranged:** Blaster Pistol +9 (3d6+7) and Blaster Pistol +9 (3d6+7)

**Ranged:** Wrist Blaster +14 (3d4+7)

**Ranged:** Frag Grenade (4) +13 (4d6+5, 2-Square Burst)

**Ranged:** Missile Launcher (Mandalorian Jet Pack) +8 (6d6+5, 2-Square Splash)

**Ranged:** Whipcord +8 (Grab)

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

**Attack Options:** **Blast Back**, **Hailfire**, Point-Blank Shot, Precise Shot, Rapid Shot, **Second Strike**, Trusty Sidearm (+2), **Twin Shot**

**Special Actions:** Cover (Riot Shield), Quick Draw

### Base Stats

**Abilities:** Strength 14, Dexterity 17, Constitution 13, Intelligence 14, Wisdom 8, Charisma 10

**Talents:** **Armored Defense**, **Blast Back**, **Hailfire**, **Improved Armored Defense**, **Second Strike**, **Twin Shot**

**Feats:** Armor Proficiency (Light), Combat Reflexes, Dual Weapon Mastery I, Martial Arts I, Shake It Off, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skill:** Climb +12, Endurance +11, Initiative +13, Jump +12, Knowledge (Tactics) +12, Mechanics +12, Pilot +13, Stealth +13

**Possessions:** Mandalorian Combat Suit (+4 Reflex, +1 Fortitude; +2 Perception, Low-Light Vision; Environmental Systems (Extreme Cold), Integrated Equipment (Electrobinoculars, Heat Sensor), Vacuum Seals, Blaster Pistol (2), Combat Gloves, Knife, Riot Shield, Wrist Blaster, Whipcord, Frag Grenade (4), Comlink (Short-Range), Holster (2; Hip), Mandalorian Jet Pack, Medpac, Utility Belt
Buzzsaw Launcher

*Buzzsaw Launcher weapon data created by Wikia user Elitesqadron.*

Uniquely, Buzzsaw Launchers use a munition with a large enough surface apply to apply Poisons, making it a favorite of mercenaries and assassins. Buzzsaw Launchers are treated as Simple Weapons (Ranged) for the purposes of determining weapon Range.

Unlike other slugthrower weaponry, Buzzsaw Launchers use unique razor-sharp blades in bundles of 4. Bundles of these blades cost 50 credits, and weigh 0.1 kg.

**Weapon Type:** Exotic Weapons (Ranged)

**Size:** Tiny

**Cost:** 2,200

**Damage:** 2d8

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 0.5 Kilograms

**Type:** Slashing

**Avability:** Illegal, Rare

**Inaccurate:** This weapon cannot fire at targets at Long Range.
Atlatl

A Gungan weapon, the Atlatl adds speed and power as an extension of a throwing arm, allowing the user to hurl Energy Balls farther than with just an unaided toss. If forced into close combat, the wielder can use the Atlatl as a Club-like melee weapon.

Although the Atlatl is considered an Exotic Weapon, Gungans are treated as proficient if they have the Weapon Proficiency (Simple Weapons) feat.

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

**Size:**Medium

**Cost:** 50

**Damage:** 2d4

**Stun Setting:** NO

**Weight:** 1.5 Kilograms

**Type:** Bludgeoning

**Availability:** Rare

**Special:** Can be used to hurl Energy Balls
CWSB Jedi Masters (Part 2)

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

When the Clone Wars begin, the Republic looks to The Jedi Order for leadership on the battlefield. Despite deeply expressed reservations, the majority of Jedi honor their commitment to support and defend the Republic. The Jedi Masters are commissioned as generals, leading anything from a single legion to an entire Sector Army.

The following are the most notable Jedi Masters to serve in the Clone Wars.
Attack with a Melee Weapon (Vehicle Combat)

*See also: Vehicle Combat, Crew Positions*

With a melee weapon, you can strike any opponent within a square you Threaten. You can only Threaten squares within your Reach from the Vehicle's space, and you don't Threaten spaces around the Vehicle at all if it grants Total Cover.

For example, a Jedi on a Speeder Bike could attack targets adjacent to the bike with their Lightsaber, but the same Jedi couldn't do so while inside an AT-AT.

You can't make a melee attack in Starship Scale, except within the confines of the Vehicle you occupy.
Autofire Assault

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

*See also: Feats*

Your Autofire attacks are devastating when focused in a single area for multiple rounds.

**Prerequisite:** Weapon Focus (Chosen Weapon)

**Effect:** When wielding a weapon for which you possess the Weapon Focus Feat, and you target the same area with an Autofire attack that you made an Autofire attack against on your last turn, the penalty on the Autofire attack is reduced to -2 (-1 if using a Braced Autofire-only weapon or the **Controlled Burst** Talent) and you deal +1 die of damage on a hit.

**Normal:** A -5 penalty applies to Autofire attack rolls, and there are no bonuses for consecutive rounds of fire in the same squares.

**Special:** This Feat cannot be used with the Autofire Sweep Feat or the Burst Fire Feat.
Blaze Trooper Armor

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

This heavy powered armor suit was developed by the Kamino engineers responsible for most of the early clone equipment used during the Clone Wars. Blaze Trooper Armor is a power armored space suit with an Internal Generator and Powered Exoskeleton installed. It also contains the Helmet Package which grants any wearer with the Armor Proficiency (Heavy) feat a +2 Equipment bonus to all Perception checks as well as Low-Light Vision.

Blaze Trooper Armor is also fitted with a heavy-duty Jet Pack (50 charges), Repulsorlift Unit, and two arm-mounted Flamethrowers. While the armor is powered, the wearer is considered immune to Extreme Temperatures, and the armor weighs only 40 kg when determining Encumbrance.

**Type:** Heavy Armor

**Cost:** 75,000

**Bonus to Reflex Defense:** +9

**Bonus to Fortitude Defense:** +5

**Maximum Dexterity Bonus:** +0

**Weight:** 300 Kilograms

**Availability:** Military, Rare
Blood Sacrifice to the Thorns

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*See also: Vong Rituals*

The Yuuzhan Vong are often expected to give up quantities of their blood in accordance with their beliefs. This act of devotion requires them to sit in a blood-sucking Thorn Chair and enjoy the pain of the blood-letting.

**Time:** 30 Minutes

**Targets:** Self

**Requirements:** Access to a Thorn Chair

**Make an Endurance check.** The result of the check determines the benefits of the ritual:

 17-20
 21+
Blood Carver Mine Guard

*Blood Carver Mine Guard character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

Tough guys from the underside of society, these employees of The Thaarke Corporation are basically foremen, here to keep the miners in line. Swarthy, unbathed, and definitely coarse, they would sell their mothers if the price was right.

## Blood Carver Mine Guard Statistics (CL 2)

Medium Blood Carver Nonheroic 8

**Dark Side Score:** 3

**Initiative:** +11; **Senses:** Perception +2

**Languages:** Basic, Batorese

### Defenses

Reflex Defense: 15 (Flat-Footed: 13), Fortitude Defense: 12, Will Defense: 8

Hit Points: 36, Damage Threshold: 12

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d4+6)

**Melee:** Force Pike +8 (2d8+6)

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

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

**Attack Options:** Deathstrike, Power Attack

**Species Traits (Blood Carver):** Deathstrike

### Base Stats

**Abilities:** Strength 14, Dexterity 14, Constitution 12, Intelligence 8, Wisdom 7, Charisma 8

**Feats:** Armor Proficiency (Light), Power Attack, Toughness, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +11

**Possessions:** Miner's Suit (As Padded Flight Suit (+3 Reflex, +1 Fortitude)), Blaster Pistol, Force Pike, Comlink (Short-Range)

*H- Human bonus Feat or Trained Skill*
Breaching the Bunker

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

*See also: Sample Skill Challenges*

In this Skill Challenge, the heroes must breach the front entrance to an Imperial bunker and retrieve the Empire's battle plans for an upcoming conflict. This challenge is intended for use during a combat encounter; the heroes must choose between working toward the Skill Challenge and firing back at the enemies that are trying to stop them. When the challenge begins, the blast doors to the bunker are sealed, and the heroes must get inside to retrieve the data they need.

 Breaching the Bunker Statistics (CL 2)

**Complexity:** 1 (5 Successes before 3 Failures)

**Suggested Skills:** The following are suggested Primary Skills for this Skill Challenge:

* **Knowledge (Technology) (DC 14):** The heroes can attempt to recognize familiar pieces of technology, which can help identify the method for opening the blast doors or extracting information from the bunker's computers.
* **Mechanics** **(DC 19):** The heroes can try to activate the blast doors' opening mechanism, allowing them to enter the bunker.
* **Persuasion** **(DC 24):** The heroes can attempt to convince an Imperial officer at their mercy to grant them entrance into the bunker or to call up the information needed from its computers.
* **Use Computer** **(DC 19):** The heroes can try to slice into the blast doors' locking mechanism to open them or retrieve the needed information from the bunker's computers.

### Challenge Effects

The following is a suggested Challenge Effect for this Skill Challenge:

* **Timed Challenge:** The heroes have 10 combat rounds to complete the challenge. After that point, they automatically fail the challenge.

### Success and Failure

**Success:** After two Successes, the blast doors open, allowing the heroes to enter the bunker and work on retrieving the data. If the heroes succeed on the Skill Challenge overall, they obtain the needed information and have a chance to escape before reinforcements arrive.

**Failure:** If the heroes fail the Skill Challenge, reinforcements arrive in the form of six CL 1 Stormtroopers. The heroes still have a chance to retrieve the data, but the fight becomes more difficult.
Bothan Weapon Template

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

**Template Type:** Weapon Templates

**Manufactured By:** The Bothan (Species)

**Cost:** 10% or 1,000 credits more (whichever is higher) than base item

**Applicable To:** Any Weapon with an Ion or Stun Setting

Bothan society is well known for its penchant for espionage, and the Bothans have developed methods of subduing targets without killing them.

**Weapons:** Bothan Manufacture Weapons deal +1 die of damage when set to Stun or when dealing Ion damage, but deal -1 die of damage when not set to Stun or dealing Ion damage.
Bounding Mine

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

Bounding Mines are concealed on or below the ground, and they detonate when triggered by nearby activity. A Bounding Mine is unique, in that, when activated they jump up to 1.5 meters into the air before exploding, sending out fragments and concussion over a wider area.

Mines are difficult to spot when they are well concealed. Visually detecting any type of concealed Mine requires a DC 25 Perception check. When detonated, a Mine makes a single attack roll, which is compared to the Reflex Defense of every target in the Mine's Burst radius. Targets hit take full damage, and targets missed take half damage. A target with the **Evasion** Talent takes half damage from a successful attack and no damage if the attack misses.

**Weapon Type:** Mines

**Cost:** 250

**Damage:** 6d6

**Splash:** 3x3 Squares

**Weight:** 1 Kilogram

**Type:** Slashing

**Perception DC:** 25

**Availability:** Military
Blaster Rifle

The basic Blaster Rifle is standard issue to soldiers across the galaxy. Some Blaster Rifles, such as the BlasTech E-11 (or its "Clone," the SoroSuub Stormtrooper One), have a Retractable Stock. A Blaster Rifle without a Retractable Stock costs 900 credits (instead of 1,000 credits).

A Blaster Rifle requires a Power Pack to operate. After 50 shots, the Power Pack must be replaced.

**Weapon Type:** Rifles

**Size:** Medium

**Cost:** 1,000

**Damage:** 3d8

**Stun Setting:** YES

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

**Weight:** 4.5 Kilograms

**Type:** Energy

**Availability:** Restricted
Bloodsniffer Pack

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

*Affiliations: Beasts*

Bloodsniffers are powerful and deadly predators that prowl the deserts of the planet Kamar. It gets its name both for its keen senses and its insatiable appetite for the blood of animals. Bloodsniffers resemble lizards, but are actually mammals, with four stubby legs that end in razor sharp claws. The Bloodsniffer has a thick tail and tiny horns that jut above its pure white eyes. The Bloodsniffer is a mass of muscle with smooth, mottled skin that blends into the background. They live in packs of two to eight adults, including young.

The tongue of the Bloodsniffer is very long and thin, ending in hollow, needle-sharp spur that can pierce even the toughest hide. They survive only on the blood of animals and must consume a huge amount of blood, the equivalent of its own weight over the course of two days. Scavengers often follow Bloodsniffer Packs, knowing that they will get a free meal of flesh once all the blood has been drained from the victim.

Given the need for a huge amount of blood, Bloodsniffers are territorial and will fight another Bloodsniffer Pack to the death to protect their hunting ground (and happily consume the blood of the losers as well).

## Bloodsniffer Pack Statistics (CL 6)

Large (Pack) Beast 5

**Initiative:** +4; **Senses:** Perception +8

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 12, Will Defense: 11

Hit Points: 64, Damage Threshold: 27

### Offense

**Speed:** 6 Squares

**Melee:** Claws (2) +7 (1d4+3, Area Attack)

**Melee:** Tongue Spur +7 (1d6+3, Area Attack) with Blood Drain (See Below)

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

**Base Attack Bonus:** +3, **Grapple:** +6

**Species Traits:** Blood Drain, Pack Traits

### Base Stats

**Abilities:** Strength 17, Dexterity 14, Constitution 14, Intelligence 4, Wisdom 13, Charisma 10

**Feats:** Skill Training (Perception), Weapon Focus (Simple Weapons)

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

### Abilities

**Blood Drain:** If a Bloodsniffer Pack deals damage over a living target's Damage Threshold with its Tongue Spur, the target's reduction on the Condition Track becomes Persistent.
Brainee

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 2)*

A Siniteen thug that hung around Jabba's Palace on Tatooine, Brainee was a friend of Greedo the Elder's, and often threw chance cubes with him between jobs. When Greedo found out the family of some of his recent victims were searching him out, Brainee backed his friend up. When Greedo was overpowered by the Pantoran visitors, Brainee abandoned his friend's side.
Braha'tok-Class Gunship

*Braha'tok-Class Gunship Vehicle data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

The *Braha'tok*-Class Gunship, known frequently as the Dornean Gunship, is a gunship model built by the Dornean Braha'ket Fleetworks Conglomerate. Armed considerably with Turbolasers and Concussion Missiles, and carrying two Starfighters to its underbelly.

*Braha'tok*-Class Gunships are initially built to protect Dornea from the Empire, but many of them eventually see service with The Rebel Alliance, especially during the Galactic Civil War. They are notably seen in battles such as the Battles of Atollon and Endor.

*Braha'tok*-Class Gunships were originally designed for fast attack, bombardment, and anti-Starfighter roles. They initially were built for the protection of Dornea from The Galactic Empire, but many found their way into the Rebel Fleet. In the Alliance Fleet, *Braha'tok*-Class Gunships are still used for anti-Starfighter roles, but some instead are used as escorts to larger Capital Ships in the Rebel Fleet.

## *Braha'tok*-Class Gunship Statistics (CL 13)

Colossal (Frigate) Capital Ship

**Initiative:** -1; **Senses:** Perception +6

### Defenses

Reflex Defense: 15 (Flat-Footed: 12), Fortitude Defense: 34; +12 Armor, Vehicular Combat

Hit Points: 650; Damage Reduction: 15; Shield Rating: 75; Damage Threshold: 134

### Offense

**Speed:** Fly 3 Squares (Starship Scale)

**Ranged:** Laser Cannon, Point-Defense, Batteries (4) +13 (See Below)

**Ranged:** Medium Concussion Missiles (8) +7\* (See Below)

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

**Base Attack Bonus:** +0; **Grapple:** +46

**Attack Options:** Autofire (Laser Cannon, Point-Defense, Batteries), Focused Fire (1 Square)

**Special Actions:** Tactical Fire (See Below)

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

### Abilities

Strength: 58, Dexterity: 16, Constitution: -, Intelligence: 16

**Skills:** Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer +6

### Ship Statistics

**Crew:** 75 (Skilled Crew Quality); **Passengers:** 15

**Cargo:** 300 Tons; **Consumables:** 8 Months; **Carried Craft:** 2 Starfighters

**Hyperdrive:** Class 1, Navicomputer

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

### Weapon Systems

#### **Laser Cannon, Point-Defense, Battery (5 Gunners)**

**Attack Bonus:** +13 (+8 Autofire), **Damage:** 4d10x2

#### **Medium Concussion Missiles (Gunner)**

**Attack Bonus:** +7 (-13 against targets smaller than Colossal size), **Damage:** 9d10x2, 4-Square Splash

### Tactical Fire

*Braha'tok*-Class Gunships are exemplary in its anti-Starfighter role, pinning down opponents with precision fire. As a Standard Action, a *Braha'tok*-Class Gunship can forgo all attacks to provide Tactical Fire to all adjacent squares. Enemy Starships of Gargantuan size and smaller have their Damage Threshold halved whilst inside this area.
Brogar

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

*Affiliations: The Fringe*

Brogar is the owner of his own cantina on the planet Lok. His cantina doubles as a safe house for criminals, including those running from the Empire or other criminals. Brogar is tough and smart, and he knows when to back down from a fight, especially to protect his cantina.

Credits are key to getting along with Brogar. He also works to maintain good relations with influential crime lords. While he tolerates almost anyone entering the cantina for business, he fears Imperial interference and angering the wrong people.

 Brogar Statistics (CL 5)

Medium Advozse Scoundrel 5

**Force Points:** 2; **Dark Side Score:** 2

**Initiative:** +3; **Senses:** Low-Light Vision, Perception +8

**Languages:** Advb, Basic, Huttese

### Defenses

Reflex Defense: 20 (Flat-Footed: 19), Fortitude Defense: 16, Will Defense: 18

Hit Points: 32, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +3 (1d4+2)

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

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

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

**Special Actions:** **Disruptive**, **Knack**, **Walk the Line**

**Species Traits (Advozse):** Heightened Awareness, Low-Light Vision, Natural Armor (+1)

### Base Stats

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

**Feats:** Improved Defenses, Point-Blank Shot, Precise Shot, Weapon Focus (Pistols), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Gather Information +8, Knowledge (Social Sciences) +9, Perception +8 (may reroll, must take second result), Persuasion +8

**Possessions:** Blaster Pistol, Comlink (Short-Range)
Boba Fett (Disambiguation)

**This article is a disambiguation page for Boba Fett (Disambiguation)**

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

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

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

## Official

* Boba Fett, Avenger (CL 7) from the *Clone Wars Campaign Guide*
* Boba Fett (CL 15) from the Saga Edition Core Rulebook
* Boba Fett's Mandalorian Armor from the *Legacy Era Campaign Guide*

## Homebrew

* Boba Fett, Orphan (CL 1) from *Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*
* Boba Fett, Ward (CL 3) from *Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*
* Boba Fett, Bounty Hunter (CL 7) from *Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*
Blaster Geometry

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

*See also: Feats, Species Feats*

Siniteen are capable of calculating the geometry of blaster fire in their heads with ease.

**Prerequisite:** Siniteen

**Effect:** Once per encounter, you may add your Intelligence modifier to a single ranged attack and damage roll.
Blockade Runner Talent Tree

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

One of the most valued skills a pilot in The Fringe can have is the ability to blast past the authorities and not get caught. This Talent Tree covers abilities common to smugglers and blockade runners throughout the galaxy.

#### **Close Cover**

*Prerequisite:* **Watch This**

If you occupy the same space as a Vehicle that is larger than the Vehicle you are Piloting, your Vehicle gains a +5 Cover bonus from the larger Vehicle.

#### **Outrun**

Whenever you use the All-Out Movement Action as the Pilot of a Vehicle, your Vehicle gains a +2 dodge bonus to its Reflex Defense.

#### **Punch Through**

If you are the Pilot of a Vehicle, smaller Vehicles that attempt to engage you in a Dogfight take a -10 penalty on their Pilot checks, instead of the normal -5.

#### **Small Target**

When you are the Pilot of a Colossal or smaller Vehicle, Capital Ship Weapons that take a -20 penalty on attack rolls against your Vehicle (such as Turbolasers) do not automatically score a Critical Hit on your Vehicle on a Natural 20. The attack is only a Critical Hit if the total attack roll (20 + the weapon's attack bonus) would normally hit your Vehicle. Otherwise, the attack deals normal damage.

#### **Watch This**

You can move into or through a space occupied by a Vehicle of Colossal (Frigate) size or larger without causing a Collision. Additionally, if you Pilot a Colossal or smaller Vehicle, you can occupy the same space as a Vehicle of Colossal (Frigate) size or larger.

## Homebrew Blockade Runner Talents

#### **Another Coat of Paint**

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

When making a Deception check to change the look of your ship or placing new transponder codes into your ship, you may reroll the check, keeping the better of the two results.

#### **Fly Casual**

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

When making a Deception check to perform Starship Deception, you may reroll the check, keeping the better of the two results.
Blood Carver Fallen Jedi Sith Lord

*Blood Carver Fallen Jedi Sith Lord character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sith*

Sith Lords are the inheritors of the first renegade Dark Jedi who rebelled against the rigid teachings of The Jedi Order to explore the mysteries of The Dark Side of The Force. The initial conflict between the Jedi factions eventually led to the exile of these fallen Jedi to the fringes of space until they carre upon a planet inhabited by a primitive and savage people called the Sith.

The Fallen Jedi descended on the world, conquered the primitives, and declared themselves the Lords of the Sith.

## Blood Carver Fallen Jedi Sith Lord Statistics (CL 18)

Medium Blood Carver Jedi 7/Jedi Knight 4/Sith Apprentice 5/Sith Lord 2

**Destiny Points:** 2; **Force Points:** 6, **Dark Side Score:** 16

**Initiative:** +18; **Senses:** Perception +12

**Languages:** Basic, Batorese, 3 Unassigned

### Defenses

Reflex Defense: 35 (Flat-Footed: 31, **Lightsaber Defense:** 36), Fortitude Defense: 33, Will Defense: 34; **Block**, Combat Reflexes, **Deflect**, **Elusive Target**

Hit Points: 148, Damage Threshold: 33

**Immune:** Fear effects

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Lightsaber +22 (2d8+13)

**Melee:** Lightsaber +20 (3d8+13) with Rapid Strike

**Melee:** Lightsaber +20 (2d8+13) and Short Lightsaber +20 (2d6+13)

**Ranged:** By Weapon +22

**Base Attack Bonus:** +18, **Grapple:** +22

**Attack Options:** Acrobatic Strike, Deathstrike, Rapid Strike

**Special Actions:** **Power of the Dark Side**, **Shien**, Temptation

**Force Power Suite (Use the Force +17):** *Battle Strike* (2), *Dark Rage*, *Force Grip* (2), *Force Slam*, *Force Lightning* (2), *Move Object*, *Negate Energy*, *Surge* (2)

**Force Secrets:** Multitarget Power

**Force Techniques:** Force Point Recovery, Force Power Mastery (*Battle Strike*), Improved Move Light Object, Improved Sense Surroundings

**Species Traits (Blood Carver):** Conditional Bonus Fear (Skill Focus (Acrobatics)), Deathstrike

### Base Stats

**Abilities:** Strength 15, Dexterity 19, Constitution 15, Intelligence 16, Wisdom 16, Charisma 16

**Talents:** **Block**, **Deflect**, **Djem So**, **Elusive Target**, **Force Deception**, **Lightsaber Defense**, **Power of the Dark Side**, **Redirect Shot**, **Shien**, **Weapon Specialization (Lightsabers)**

**Feats:** Acrobatic Strike, Combat Reflexes, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3), Rapid Strike, Running Attack, Skill Focus (Acrobatics), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +23, Deception +17, Initiative +18, Jump +16, Knowledge (Galactic Lore) +17, Use the Force +17

**Possessions:** Lightsaber (Self-Built), Short Lightsaber, Sith Robes
Caleb

*Caleb character data created by wizards forum user Jarveiyan.*

*Affiliations: The Luka Sene*

Caleb was born on Alpheridies during The Dark Times, and even his earliest memories don't include his mother. His father was one of the planet's administrators that dealt with the Empire, in order to keep Palpatine and his regime at "Arms Length". His father started training him to use his Force abilities from an early age.

When he was old enough to realize that his father was a Dark Force user, Caleb joins The Luka Sene to learn the ways of the Light. Now he has grown, wanting to redeem his father and return him to The Luka Sene he has come to know as home. While he continues to condition his body and mind, Caleb has begun to receive visions of a Human woman. Although these visions are jumbled and confusing, he suspects this person might be his mother, which he was told died at birth.

His Master doesn't think he's yet ready to confront his father, and these visions complicate things even more. The road ahead for Caleb has never been more clouded, however he is more than willing and able to face his future, no matter what it holds.

## Caleb Statistics (CL 7)

Medium Miraluka Noble 3/Scout 1/Soldier 3

**Destiny Points:** 1; **Force Points:** 4

**Initiative:** +4; **Senses:** **Field Detection**, **Improved Force Sight**, Use the Force +15

**Languages:** Basic, Cerean, High Galactic, Kel Dor, Miralukese

### Defenses

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

Hit Points: 60, Damage Threshold: 21; Shake It Off

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d6+4)

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

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

**Special Actions:** **Gauge Force Potential**, **Visions**

**Force Power Suite (Use the Force +15):** *Enlighten* (2), *Farseeing* (2), *Force Light*, *Inspire*, *Mind Trick*, *Rebuke*, *Sever Force*

**Species Traits (Miraluka):** Conditional Bonus Feat (Force Training), Force Sight

### Base Stats

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

**Talents:** **Field Detection**, **Force Perception**, **Gauge Force Potential**, **Improved Force Sight**, **Visions**

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training (3), Linguist, Martial Arts I, Shake It Off, Skill Focus (Use the Force), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Gather Information +10, Persuasion +10, Pilot +9, Treat Injury +10, Use Computer +9, Use the Force +15 (may substitute for Perception checks)

**Possessions:** Blaster Pistol, Utility Belt with Medpac

###  Heroic Traits

**Destiny (Redemption):** It is Caleb's Destiny to redeem his father, and bring him back to The Light Side and The Luka Sene.
Byss Elite Stormtrooper Squad

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Jaws of the Sarlacc)*

*Affiliations: The Galactic Empire*

Culled from the ranks of the greatest Stormtroopers (and a few remaining Clone Troopers) in the Empire, the elite guard stationed at Byss are among the deadliest soldiers in the Imperial ranks. Although not quite as dangerous as The Royal Guard or their superiors, these Elite Stormtroopers fight well in groups and are trusted with the defense of the Emperor's secret sanctum.

## Byss Elite Stormtrooper Squad Statistics (CL 12)

Large Human (Squad) Soldier 7/Elite Trooper 3

**Force Points:** 1; **Dark Side Score:** 6

**Initiative:** +13; **Senses** Low-Light Vision, Perception +11

**Languages:** Basic

### Defenses

Reflex Defense: 28 (Flat-Footed: 24), Fortitude Defense: 28 (33 vs The Force), Will Defense: 19 (24 vs The Force)

Hit Points: 200, Damage Reduction: 1, Damage Threshold: 43

**Immune:** Squad Traits

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +16 (1d6+7, Area Attack)

**Ranged:** Blaster Rifle +20 (3d8+5, 1-Square Splash)

**Ranged:** Blaster Rifle +17 (3d8+5, 1-Square Splash) and Blaster Rifle +17 (3d8+5, 1-Square Splash) with Double Attack

**Ranged:** Frag Grenade (2) +17 (4d6+5, 2-Square Burst, 1-Square Splash)

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

**Base Attack Bonus:** +10; **Grapple:** +18

**Attack Options:** Autofire (Blaster Rifle), **Comrades in Arms**, Double Attack (Rifles), Point-Blank Shot, Precise Shot, Triple Crit (Rifles)

**Special Actions:** Coordinated Attack, Delay Damage, **Focused Targeting**

### Base Stats

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

**Talents:** **Armored Defense**, **Comrades in Arms**, **Focused Targeting**, **Greater Weapon Focus (Rifles)**, **Improved Armored Defense**, **Multiattack Proficiency (Rifles)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Coordinated Attack\*, Double Attack (Rifles), Martial Arts I\*, Point-Blank Shot\*, Precise Shot\*, Triple Crit (Rifles), Unstoppable Force, Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Knowledge (Tactics) +10, Perception +11, Treat Injury +9

**Possessions:** Stormtrooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle (Improved Accuracy), Frag Grenade (2), Utility Belt with Medpac

*\*Feats unassigned in original Jaws of the Sarlacc module*
Bo-Rifle

*Bo-Rifle weapon data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

Bo-Rifles have a long tradition in the Lasat culture, and were used exclusively by the Lasan High Honor Guard. Since the destruction of Lasan by the Empire, Bo-Rifles are rarely seen anywhere in the galaxy. When a Lasat is defeated by foe in combat, they would typically relinquish their weapon to the victor.

Lasats treat Bo-Rifles as Rifles, not Exotic Weapons (Ranged). Bo-Rifles are treated as Rifles for the purposes of determining weapon Range. Switching weapon modes is a Standard Action.

**Weapon Type:** Exotic Weapons (Ranged)

**Size:**Medium

**Cost:** 5,000

**Weight:** 8 Kilograms

**Availability:** Rare

### Melee Form

When in Melee Form, the Bo-Rifle greatly resembles an Electrostaff, with both ends conducting electricity and acting as a Double Weapon.

**Damage:** 2d6/2d6

**Stun Setting:** YES

**Type:** Bludgeoning and Energy

### Ranged Form

When in Ranged Form, a Bo-Rifle is almost indistinguishable from a typical Blaster Rifle, only differing in appearance.

**Damage:** 3d8

**Stun Setting:** YES

**Rate of Fire:** Single-Shot

**Type:** Energy

### Focusing Form

The least commonly used Bo-Rifle Form, as well as arguably the most intriguing, is the Focusing Form. When in Focusing Form, the Bo-Rifle extends like a divining rod, and allows the user to center themselves through The Force. Only the Force-sensitive could utilize this form, and the already few Force-sensitive Lasats where almost completely wiped out in the Imperial invasion of Lasan. A character that is not proficient with the Bo-Rifle cannot utilize this Form, even if they posses the Force Sensitivity feat.

**Special:** While in this Form, wielders gain a +5 bonus on Use the Force checks made to Sense Force and Sense Surroundings. This bonus is only granted to a wielder that is both proficient with the Bo-Rifle, and also possess the Force Sensitivity feat.