recursal/Fanatic-Fandom huggingface dataset:
Atton Rand

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

*Affiliations: The Fringe, The Exile*

Atton Rand is a veteran of both The Mandalorian Wars and The Jedi Civil War and at one time he was a member of the Republic military who defected to The Sith Empire. Atton Rand is trained during The Jedi Civil War to resist detection and manipulation through The Force, which allows him to remain free of Jedi influence. Atton encounter The Exile on Peragus II and becomes an integral part of their efforts against the Sith Lords. He also regularly clashes with The Exile's companions throughout the journey, especially Mical who is also an admirer of The Exile. Atton's background is a mystery to his companions, though many see aspects of themselves in his attitudes and skills.

 Atton Rand Statistics (CL 5)

Medium Human Scoundrel 3/Soldier 2

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

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

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 17 (Flurry/Sniper Shot: 15)), Fortitude Defense: 20, Will Defense: 19

Hit Points: 46, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Vibroblade +5 (2d6+3)

**Melee:** Vibroblade +7 (2d6+3) with Flurry

**Ranged:** Blaster Rifle +7 (3d8+2)

**Ranged:** Blaster Rifle +9 (3d8+2) with Sniper Shot

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

**Attack Options:** Point-Blank Shot, **Sneak Attack** (+1d6), Sniper Shot

**Special Actions:** **Knack**

### Base Stats

**Abilities:** Strength 12, Dexterity 17, Constitution 14, Intelligence 10, Wisdom 16, Charisma 12

**Talents:** **Armored Defense**, **Knack**, **Sneak Attack** (+1d6)

**Feats:** Armor Proficiency (Light), Flurry, Force Sensitivity, Sniper Shot, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +8, Mechanics +7, Pilot +10, Stealth +10, Use Computer +7

**Possessions:** Blast Jacket (+2 Reflex, +1 Fortitude; +4 Max Dexterity), Blaster Rifle, Vibroblade
Avka Young

*Reference Book: Star Wars Saga Edition Unknown Regions*

*Affiliations: Beasts*

The Avka Young in their rocky Avka Eggs emerge whenever anyone draws too near. These particular Avka Young were on the verge of hatching anyway when Rogue Seven showed up. These young avian creatures are ravenously hungry upon their violent emergence from their Avka Eggs, and anyone who finds themselves adjacent to one of the creatures may be the young beast's next meal.

## Avka Young Statistics (CL 6)

Medium Airborne Beast 7

**Initiative:** +9; **Senses:** Perception +2

### Defenses

Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 13, Will Defense: 12

Hit Points: 53, Damage Threshold: 18

### Offense

**Speed:** 4 Squares (Walking), 6 Squares (Flying); Hunger-Driven Frenzy

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

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

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

**Attack Options:** Swarm Attack

**Species Traits:** Airborne, Hunger-Driven Frenzy, Swarm Attack

### Base Stats

**Abilities:** Strength 14, Dexterity 12, Constitution 15, Intelligence 2, Wisdom 13, Charisma 6

**Feats:** Improved Defenses, Improved Damage Threshold, Toughness

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

### Abilities

**Hunger-Driven Frenzy:** Whenever an Avka Young hits the same target with two Claw attacks during a Full Attack Action, the Avka Young can move three squares. This movement does not provoke Attacks of Opportunity.

**Swarm Attack:** When at least one other Avka Young is adjacent to a target, an Avka Young deals +2d6 damage to that target with a successful attack.
B1-Series Battle Droid Battalion

*B1-Series Battle Droid Battalion statistics created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Confederacy of Independent Systems*

The following statistics are for a Unit of B1-Series Battle Droids. The statistics are derived by taking the basic statistics for the B1-Series Battle Droid and applying the changes for a Unit in Mass Combat.

## B1-Series Battle Droid Battalion Statistics (CL 7)

Colossal Ground Unit (4th-Degree Droid Nonheroic 3)

**Initiative:** +0; **Senses:** Perception +6

### Defenses

Reflex Defense: 9 (Flat-Footed: 9), Fortitude Defense: 11, Will Defense: 10

Hit Points: 40, Damage Reduction: 15, Damage Threshold: 61, Attrition 30/20/10

**Immune:** Non-Area Attacks/2 (Ground Unit), Droid Traits

### Offense

**Speed:** 1 Square (Starship Scale)

**Melee:** Unarmed +3 (See Below)

**Ranged:** Blaster Carbine +1 (See Below)

**Fighting Space:** 1 Square (Starship Scale)

**Base Attack Bonus:** +2, **Grapple:** +3

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

### Base Stats

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

**Feats:** Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +6

**Droid Systems:** Walking Locomotion, Remote Receiver, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Blaster Carbine

### Mass Combat Attacks

#### **Unarmed**

**Attack Bonus:** +3, **Damage:** (1d3+1)x2

#### **Blaster Carbine**

**Attack Bonus:** +1 (-4 Autofire), **Damage:** 3d8x2
Aurial Blaster

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

Designed by a weapons manufacturer called Systech, this weapon is awkward and difficult to wield without special training. Shaped like a pistol with auxiliary sonic emitters attached to either side of the barrel, the Aurial Blaster can deafen a target with a successful hit.

When a target is struck by an Aurial Blaster, if the attack roll equals or exceeds the target's Fortitude Defense, the target takes a -5 penalty on all Perception checks made until the end of the attacker's next turn. An Aurial Blaster is treated as a Pistol for the purpose of determining Range.

An Aurial Blaster requires a Power Pack. After 50 shots, the Power Pack must be replaced.

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

**Size:** Medium

**Cost:** 2,500

**Damage:** 3d6

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 1 Kilogram

**Type:** Energy (Sonic)

**Availability:** Restricted
B2-GR-Series Super Battle Droid

*B2-GR-Series Super Battle Droid data created by Wikia user ‎Tuffytech.*

*Affiliations: The Confederacy of Independent Systems*

The B2-"Grapple"-Series Super Battle Droid, based on the B2-Series Super Battle Droid, a close-quarters variant bigger and profoundly more vicious than its predecessors. The Grapple Droid is equipped with electrically charged industrial pincers, allowing it to crush or impale enemies and obstacles, even smashing through stone walls. The B2-GR-Series Super Battle Droid excels at melee combat and its embrace proves quite deadly.

B2 Grapple Droids prove dangerously efficient against Jedi, who were impeded in their use of Lightsabers by their grappling; General Grievous himself personally oversaw these modifications to ensure their proper deployment.

B2-GR-Series Super Battle Droids can't be played as Droid Heroes.

## B2-GR-Series Super Battle Droid Statistics (CL 4)

Large 4th-Degree Droid Nonheroic 9/Soldier 1

Initiative: +17; **Senses:** Perception +12

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 19 (Flat-Footed 15), Fortitude Defense: 18, Will Defense 13

Hit Points: 42, Damage Threshold: 23

**Immune:** Droid Traits

### Offense

**Speed:** 8 Squares (Walking)

**Melee:** Unarmed +12 (1d10+5)

**Base Attack Bonus:** +7; **Grapple:** +19; Crush, Pin

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

### Base Stats

**Abilities:** Strength 20, Dexterity 14, Constitution -, Intelligence 10, Wisdom 14, Charisma 6

**Talents:** **Expert Grappler**

**Feats:** Armor Proficiency (Light), Crush, Martial Arts I, Martial Arts II, Pin, Skill Focus (Initiative), Skill Training (Perception), Weapon Proficiency (Simple Weapons)

Skills: Initiative +17, Perception +12

**Droid Systems:** Walking Locomotion, 2 Claw Appendages, Remote Receiver, Backup Processor, Internal Comlink, Locked Access, Vocabulator

**Possessions:** Quadanium Plating (Droid Armor; +5 Reflex)

**Availability:** Military; **Cost:** 6,310 credits
Armand Isard

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

*Affiliations: The Galactic Empire, Imperial Intelligence*

Armand Isard is the current Director of Imperial Intelligence. An ambitious man, he began his career in the Senate Bureau of Intelligence. With the Republic declining rapidly, Isard helped orchestrate the creation of Imperial Intelligence and became its first publicly known director. It is unknown how his relationship works with the members of the otherwise secretive Ubiqtorate- if he commands them, or they oversee him. Isard has been known to alert Inquisitor Tremayne about suitable targets and prisoners for interrogation.

## Armand Isard Statistics (CL 6)

Medium Human Noble 5/Scout 1

**Force Points:** 2; **Dark Side Score:** 5

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

**Languages:** Basic, Cerean, Durese, High Galactic, Huttese, Mon Calamarian

### Defenses

Reflex Defense: 20 (Flat-Footed: 19), Fortitude Defense: 18, Will Defense: 21

Hit Points: 37, Damage Threshold: 18

### Offense

**Speed:** 6 Squares

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

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

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

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

**Special Actions:** **Connections**, **Educated**, **Inspire Confidence**

### Base Stats

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

**Talents:** **Acute Senses**, **Connections**, **Educated**, **Inspire Confidence**

**Feats:** Armor Proficiency (Light), Improved Defenses, Linguist, Melee Defense, Point-Blank Shot, Precise Shot, Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Gather Information +11, Initiative +9, Knowledge (Bureaucracy) +10, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10, Perception +10 (may reroll, must take second result), Persuasion +11, Stealth +9, Use Computer +10

**Possessions:** Blaster Pistol, Code Cylinder, Comlink (Short-Range), Credit Chip, Datapad, Imperial Uniform
Autofire Sweep

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

*See also: Feats*

Your can sweep an area with your Autofire weapon, spraying fire in a 180-degree arc in front of you.

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

**Effect:** When making an Autofire attack with a weapon with which you possess the Weapon Focus feat, you can attack all targets in a 6-Square Cone. The origin square of the cone can be any square in your line of sight and within Point-Blank Range.

**Special:** This Feat cannot be used with the Autofire Assault feat or the Burst Fire feat. It can be used with the **Improved Suppression Fire** Talent.

## Homebrew Autofire Sweep Data

*Autofire Sweep data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

To prevent this feat from unbalancing a game, have all targets of an attack with the Autofire Sweep feat be treated as though they posses the **Evasion** Talent.

All targets take half damage from a successful attack, and no damage if the attack misses. If a target of an Autofire Sweep attack already possess the **Evasion** Talent, then they take no damage regardless of the attack roll.
Armor Proficiency (Light)

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Feats*

You are proficient with Light Armor, and can wear it without impediment.

**Effect:** When you wear Light Armor, you take no Armor Check Penalty on attack rolls or Skill Checks. Additionally, you benefit from all of the armor's special Equipment bonuses (if any).

**Normal:** A character who wears Light Armor with which they are not proficient takes a -2 Armor Check Penalty on attack rolls as well as Skill Checks made using the following Skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special Equipment bonuses.
Asteroid Field

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*"The possibility of successfully navigating an asteroid field is approximately 3,720 to 7." -C-3PO*

An Asteroid Field holds a lot of potential for space encounters. If creatures are willing to risk the asteroids and find a large enough rock, they could hide within the field and wait to ambush unsuspecting foes. The Asteroid Field could also be used as a line of defense for a group that sets up a base of operations inside one of the larger asteroids. Alternatively, the heroes could pick up a distress call from a vessel trapped within the field and try to help it escape. Of course, an Asteroid Field makes a good backdrop for a high-speed chase scene as well.

## Asteroid Field Statistics (CL 10)

**Keywords:** Atmosphere, Natural

**Trigger:** A Starship begins its turn within an Asteroid Field.

**Attack:** +12 vs Reflex Defense

**Damage:** 4d6x2

**Recurrence:** Each round at the start of the Starship's turn, as long as the Starship remains within the Asteroid Field.

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

* **Perception (DC 19):** The character notices asteroids heading toward the Starship.
* **Pilot (DC 28):** The character tries to avoid hitting any asteroids for 1 round, gaining a +5 circumstance bonus to the Starship's Reflex Defense to avoid the incoming rocks.
Atoning

*See also: The Dark Side*

A hero tainted by The Dark Side can work their way back to the light through heroic deeds, the use of Force Points, and by atoning for past misdeeds. A dark character's only path back to the light is to accomplish a truly epic act of heroism against the dark and in the service of the light. Effectively, the tainted character accomplishes this by reducing their Dark Side Score.

A character can sacrifice 1 Force Point to reduce their Dark Side Score by 1 and clear one box on their Dark Side Score Tracker. This form of atonement represents a period of meditation, reflection, and absolution on the part of the character. If desired by the player and GM, this can be worked into the campaign as part of an adventure, but it isn't necessary. It can occur between adventures.

In addition, an act of Dramatic Heroism by the character- if performed without calling upon The Dark Side- reduces the character's Dark Side Score by 1 and clears one box on their Dark Side Score Tracker. A dark character can't reduce their Dark Side Score by Atoning. Such a character's only option is an act of Dramatic Heroism.

## Dramatic Heroism

A dark character may attempt to turn away from The Dark Side by performing an act of Dramatic Heroism without calling upon The Dark Side of The Force. Such an act should require extreme personal cost, be made in a selfless manner, and provide a significant benefit to the galactic balance. Darth Vader performed such an act of Dramatic Heroism at the end of *Return of the Jedi* when he sacrificed his own life to save his son and destroy the Emperor.

Kyp Durron (in the expanded *Star Wars* universe) performed a similar act of Dramatic Heroism by destroying the Sun Crusher, a super weapon prototype. Additionally, Jedi history tells of a Jedi named Bastila Shan (from *Knights of the Old Republic*) falling to The Dark Side, but in an act of Dramatic Heroism she turned the Republic fleet against Darth Malak using a powerful form of Battle Meditation.

If the GM accepts the act as being appropriately heroic, dramatic, and selfless, the character's Dark Side Score drops to 1, and they clear all but one of the boxes on their Dark Side Score Tracker (so that they have a number of empty boxes equal to one less their Wisdom score).

In addition, The Dark Side exacts a final toll by drawing away all of the character's current Force Points. Henceforth, the character must strive to walk the path of The Light Side.
Assured Attack

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

*See also: Feats*

You have become so practiced with your attacks that you always deal significant damage.

**Effect:** Whenever you deal damage to a target with an attack and you roll multiple damage dice, you can reroll the lowest damage die but must keep the second result, even if it is worse.
Area Attacks (Vehicle Combat)

*See also: Vehicle Combat*

Except as noted here, Area Attacks work the same for Vehicle Combat as they do for Character Combat.

### Starship Scale

Because of the size of each square compared to the size of Starships, Area Attacks (including Autofire, Burst, and Splash weapons) are resolved as attacks on a single target in Starship Scale, unless the weapon is specifically listed as having a Starship-scale Area Attack.
Arex

*Arex character data created by Facebook user Jeffrey Mueller.*

*Affiliations: The Jedi, Kirak Infil'a*

A Jedi Training Droid on the moon Al'doleem, Arex has gained a sense of self-awareness during the time on the moon. Under the directive of Kirak Infil'a, Arex works to defend the local inhabitants against the dark threats of the galaxy.

## Arex Statistics (CL 8)

Medium 4th-Degree Droid Nonheroic 6/Soldier 6

Jedi Familiarity

**Initiative:** +13; **Senses:** Low-Light Vision, Perception +15

**Languages:** Basic, Binary, 2 Unassigned

### Defenses

Reflex Defense: 19 (Flat-Footed: 17 (Flurry: 14)), Fortitude Defense: 20, Will Defense: 18; Logic Upgrade: Self-Defense

Hit Points: 65, Damage Threshold: 20

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking); Powerful Charge

**Melee:** Unarmed +12 (1d3+5)

**Melee:** Electrosword +13 (2d8+7 or 2d8+7 (Stun))

**Melee:** Electrosword +15 (2d8+7 or 2d8+7 (Stun)) with Flurry

**Ranged:** By Weapon +12

**Base Attack Bonus:** +10; **Grapple:** +12

**Attack Options:** **Crushing Assault**, Flurry, Melee Defense, Power Attack, **Target Acquisition**

### Base Stats

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

**Talents:** **Crushing Assault**, **Melee Smash**, **Target Acquisition**, **Weapon Specialization (Advanced Melee Weapons)**

**Feats:** Armor Proficiency (Light), Flurry, Jedi Familiarity, Logic Upgrade: Self-Defense, Melee Defense, Power Attack, Powerful Charge, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Perception +15, Use Computer +13

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

**Possessions:** Electrosword, Datapad, Durasteel Plating (Droid Armor; +6 Reflex)
Army Soldier

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

*Affiliations: General Units*

The Army Soldiers in the bunker complex are tasked with maintaining its security and repelling troops that attempt to advance through the area. The well-trained, well-equipped soldiers are willing to sacrifice themselves to fulfill their objectives. They have been stationed in the complex for some time without relief, and the lack of support has started to wear on them.

*The soldier is dressed in a dirty uniform and wields a well-maintained Blaster Carbine. Although they appear exhausted, they seem ready to fight and kill to defend themselves and their fellows.*

### Tactics

The Army Soldiers defending the bunker complex use their knowledge of its layout to their advantage. If such an action seems prudent, they will try to collapse the bunker's ceiling to impede or injure trespassers. They will not destroy access to their exists unless extremely hard pressed.

Because of the restricted environment, the soldiers use Blaster Pistols, Knives, and the **Gun Club** Talent while navigating the tunnels. In the larger rooms, they gladly use their Blaster Carbines or Light Repeating Blasters against invaders.

 Army Soldier Statistics (CL 3)

Medium Human Nonheroic 3/Soldier 2

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

**Languages:** Basic

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 16, Will Defense: 13

Hit Points: 28, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Knife +6 (1d4+3)

**Melee:** **Gun Club** +6 (1d6+3)

**Ranged:** Blaster Pistol +6 (3d6+1)

**Ranged:** Blaster Pistol +4 (4d6+1) with Rapid Shot

**Ranged:** Blaster Carbine +5 (3d8+1)

**Ranged:** Light Repeating Blaster +3 (3d8+1, 2-Square Autofire)

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

**Base Attack Bonus:** +4, **Grapple:** +6

**Attack Options:** Autofire (Blaster Carbine, Light Repeating Blaster (only)), **Gun Club**, Point-Blank Shot, Rapid Shot

### Base Stats

**Abilities:** Strength 14, Dexterity 13, Constitution 15, Intelligence 10, Wisdom 12, Charisma 8

**Talents:** **Gun Club**

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

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

**Possessions:** Blaster Pistol, Blaster Carbine, Knife, Light Repeating Blaster, Frag Grenade (1)
Arkania

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

*See also: Galactic Gazetteer*

Arkania is the adopted homeworld of the Arkanian Species. It's a tundra covered world, rich in diamonds and other precious minerals, which the Arkanian Offshoots mine to further the Arkanians' offworld connections and technology. Arkania cities are designed to keep the cold out, and are mostly enclosed. Due to this, offworlders rarely have to deal with the frigid conditions of the planet.

###  Arkania Statistics

**Region:** The Colonies

**Climate:** Tundra

**Gravity:** Standard

**Moons:** None

**Length of Day:** 18 Standard Hours

**Length of Year:** 277 Local Days

**Sapient Species:** 98% Arkanians and Arkanian Offshoots (Native), 2% Other Species

**Government:** Corporate Meritocracy

**Capital:** Adascopolis

**Major Exports:** Diamonds and Raw Materials, Medical Supplies, High Technology

**Major Imports:** Luxury Items

Knowledge (Galactic Lore)
 15
 20
 25
 30

Knowledge (Life Sciences)
 25
Attack with a Ranged Weapon

*See also: Actions in Combat*

With a ranged weapon as a Standard Action, you can throw or shoot at any target within your Line of Sight if there are no obstructions (including other characters) between you and the target. The maximum Range of a ranged weapon depends on the weapon used.

A ranged weapon can attack a target at Point-Blank, Short, Medium, or Long Range. If you make a Ranged Attack against a target within the weapon's Point-Blank Range, you take no penalty on the attack roll; your penalty on attack rolls increases to:

* -2 at Short Range,
* -5 at Medium Range,
* and -10 at Long Range.

### Improvised Thrown Weapons

*See also: Improvised Melee Weapons*

Sometimes objects not crafted to be weapons can be thrown in a dangerous manner: small rocks, vases, pitchers, Lightsabers, and so forth. Because these objects are not designed for such use, characters who use Improvised Thrown Weapons are treated as not proficient with them and take a -5 penalty on their attack rolls.

The GM determines the size and damage dealt by an Improvised Weapon.
Area Attacks

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Character Combat, Area Attacks (Vehicle Combat)*

Certain weapons and effects, such as Grenades, Autofire weapons, or the *Force Slam* Force Power, target all creatures in a given Area instead of a single target.

When you make an Area Attack, you make a single attack roll; if your attack roll is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area.

Targets you hit take full damage, and creatures you miss take half damage. A Natural 20 on an Area Attack roll automatically hits all targets within the affected area, but Area Attacks do not deal double damage on a Critical Hit.

### Autofire Weapons

A weapon set on Autofire targets a 2x2-square Area (see Autofire).

### Burst Weapons

Grenades and Explosives usually have a Burst radius. When you make an Area Attack with such a weapon, you must decide where to center the Burst before you make the attack roll. The center of a Burst is always the corner of a square (at the "Crosshairs").

### Splash Weapons

Some weapons have a Splash radius. When you make an attack against a target, that target takes full damage if your attack roll exceeds its Reflex Defense, and half damage if the attack misses.

Also compare your attack roll against the Reflex Defense of every target adjacent to the primary target; these adjacent targets take half damage if the attack hits, or no damage if the attack misses.

### Evasion

A character with the **Evasion** Talent takes half damage from a successful Area Attack, and takes no damage from an Area Attack that that misses their Reflex Defense.

### Cover

A target with Cover or Improved Cover takes no damage from Area Attacks if the attack roll is less than the target's Reflex Defense. For a Burst or Splash weapon, determine Cover relative to the center of the weapon's Area of Effect. For an Autofire weapon, determine Cover relative to the attacker.
B-Wing/E2 Starfighter

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

The B-Wing/E2 Starfighter is an upgraded version of the standard B-Wing Starfighter. Boasting an elongated cockpit that allows a Gunner to ride behind the Pilot, the B-Wing/E2 Starfighter also features a strongly reinforced hull and upgrades to nearly all ship systems. The B-Wing/E2 Starfighter is an especially dangerous opponent due to the fact that its Pilot need only concentrate on flying the ship, allowing the Gunner to focus on operation the fighter's weapons.

### Capabilities

With a Gunner aboard, a B-Wing/E2 Starfighter can unleash its weapons in deadly pairs, giving the starfighter a slight advantage even in Dogfighting. its unique design and controls however, results in characters who are not Trained in the Pilot Skill take a -2 penalty on Initiative and Pilot checks while Piloting a B-Wing/E2 Starfighter.

B-Wing/E2s also feature exceptionally modular weapon systems, allowing them to be modified as per the needs of the mission. When swapping out one of the B-Wing/E2's Weapon Systems for another Weapon System, reduce the time taken to make the Starship Modification by half.

## B-Wing/E2 Starfighter Statistics (CL 12)

Gargantuan Starfighter

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

### Defenses

Reflex Defense: 15 (Flat-Footed: 13), Fortitude Defense: 28; +8 Armor, Vehicular Combat

Hit Points: 150; Damage Reduction: 10; Shield Rating: 50; Damage Threshold: 48

### Offense

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

**Ranged:** Laser Cannons +8 (See Below)

**Ranged:** Light Ion Cannons +6 (See Below)

**Ranged:** Proton Torpedoes +6 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +35

**Attack Options:** Autofire (Laser Cannons, Light Ion Cannons), Fire-Link (Proton Torpedoes)

### Abilities

Strength: 46, Dexterity: 15, Constitution: -, Intelligence: 18

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

### Ship Statistics

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

**Cargo:** 50 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Payload:** 8 Proton Torpedoes

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

**Availability:** Restricted; **Cost:** 250,000 (135,000 Used)

### Weapon Systems

#### **Laser Cannons (Pilot)**

**Attack Bonus:** +8 (+3 Autofire), **Damage:** 8d10x2

#### **Light Ion Cannons (Gunner)**

**Attack Bonus:** +6 (+1 Autofire), **Damage:** 4d10x2 (Ion)

#### **Proton Torpedoes (Gunner)**

**Attack Bonus:** +6, **Damage:** 9d10x2, 4-Square Splash
B2-HA-Series Super Battle Droid Squad

*Reference Book: Star Wars Saga Edition Web Enhancements (25 to Rescue)*

*Affiliations: The Confederacy of Independent Systems*

Heavy Super Battle Droids are upgraded B2-Series Super Battle Droids, with improved defenses and the inclusion of a dedicated Missile Launcher as its left arm. The launcher carries a payload of four missiles.

*The combined firepower of four Heavy Super Battle Droids is impressive. They swivel to target you with arm-mounted twin lasers and a hulking missile launcher.*

### Tactics

The Squad immediately advances to engage the heroes, targeting the most obviously threatening characters first. The Droids avoid making attacks that would damage any of the prisoners. If their initial attacks are ineffective, the squad uses **Keep Them at Bay** as often as possible.

 B2-HA-Series Super Battle Droid Squad Statistics (CL 5)

Large 4th-Degree Droid (Squad) Nonheroic 6/Soldier 1

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

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 15, Will Defense: 11

Hit Points: 84, Damage Threshold: 25

**Immune:** Droid Traits, Squad Traits

### Offense

**Speed:** 6 Squares (Walking); Charging Fire

**Melee:** Unarmed +11 (1d3+2, Area Attack)

**Ranged:** Wrist Blasters +10 (3d8, 1-Square Splash)

**Ranged:** Wrist Blasters +8 (4d8, 1-Square Splash) with Rapid Shot

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

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

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

**Attack Options:** Autofire (Wrist Blasters), Rapid Shot, Synchronized Fire Circuits

**Special Actions:** **Keep Them at Bay**

### Base Stats

**Abilities:** Strength 14, Dexterity 12, Constitution -, Intelligence 11, Wisdom 11, Charisma 7

**Talents:** **Keep Them at Bay**

**Feats:** Armor Proficiency (Light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +8

**Droid Systems:** Walking Locomotion, Remote Receiver, Backup Processor, Synchronized Fire Circuits, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Wrist Blasters (AsBlaster Rifle), Missile Launcher (4 Missiles), Plasteel Shell (Droid Armor; +2 Reflex)
Arrival (SR)

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

*Main Page: Smugglers' Rendezvous*

*Preceded by Journey to Phinel's Folly*

When the heroes arrive at Phinel's Folly, they detect Vordell's ship, The *Lost Opportunity*, in a small canyon- though its crew is being held aboard The *Auditor*, which is hidden in a particularly large gorge several kilometers away.

Vordell signals the heroes and gives them the coordinates of the drop site- a warren of ravines a few kilometers from his ship. He tells the heroes of a good-sized canyon to land in, about 500 meters west of the rendezvous site, and suggests that they leave their engines running, in case any Imperial ships show up.

### Ambush! (CL 4)

When the heroes reach the rendezvous site, Vordell is waiting with two of his crew, Kollu and Trom, in the small gorge where he has stashed the twelve crates of surveillance gear.

Vordell shows the heroes the crates and asks to see the blaster rifles, while the heroes examine the goods he brought. He asks to operate one of the blaster rifles to prove that it works, and, if the heroes agree, he fires four shots into the wall of the gorge- the signal for the Imperial customs agents to move in.

It takes the nine Stormtroopers and their lieutenant 6 rounds to get into position. Meanwhile, Vordell tries to distract the heroes with his haggling- while, at the same time, trying to keep the "Test" blaster rifle close at hand.

*Continued in Betrayal on Phinel's Folly*
Attack Pattern Delta

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

*See also: Starship Maneuvers*

This Attack Pattern utilizes close-range maneuvering by allied ships to make it more difficult to target and hit an individual vessel. The Attack Pattern typically requires the vessels to fly in a straight line toward their target, shielding the ships to the rear.

**[*Attack Pattern*]**

**Time:** Swift Action

**Targets:** Self

**Make a Pilot check.** If you succeed on a DC 20 Pilot check, you successfully activate this maneuver. While you are using *Attack Pattern Delta* as your chosen Attack Pattern, you gain a +1 maneuver bonus to your Vehicle's Reflex Defense any time you are adjacent to an allied Starfighter or Airspeeder.

**Special:** If any adjacent allies are using *Attack Pattern Delta* as well, your maneuver bonus to Reflex Defense increases to +2.
Azlyn Rae

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

*Affiliations: The Imperial Knights, The Fel Empire*

A member of The Jedi Order prior to the rise of Darth Krayt, Azlyn Rae escapes the massacre of The Jedi at Ossus and wanders the galaxy for a short while in disguise, eventually taking up bounty hunting as a profession. When she encounters The Imperial Knights, they recognize her Force training and offer to let her join their ranks. After swearing vows of loyalty to The Fel Empire, Rae expands her understanding of The Force and learns the ways of The Imperial Knights. Thanks to her diverse training, she often serves The Imperial Knights as a scout and undercover agent.

Azlyn Rae knew Cade Skywalker at the Ossus Academy and spent a good deal of time around the young Jedi there. When Cade escapes from the clutches of the Empire at Coruscant, The Imperial Knights send Rae to track down the young Skywalker heir and follow him to the site of The Hidden Temple. When The Imperial Knights follow Rae into the temple, her ties to The Jedi Order are revealed.

 Azlyn Rae Statistics (CL 11)

Medium Human Jedi 5/Scout 3/Bounty Hunter 1/Imperial Knight 3

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

**Initiative:** +12; **Senses:** Low-Light Vision, Perception +15

**Languages:** Basic, Bocce

### Defenses

Reflex Defense: 32 (Flat-Footed: 30), Fortitude Defense: 26\*, Will Defense: 27; **Block**, **Deflect**, **Elusive Target**

Hit Points: 80, Damage Threshold: 26\*

*When not wearing Imperial Knight Armor, Azlyn Rae has the following statistics: Fortitude Defense: 21 (Damage Threshold: 21)*

### Offense

**Speed:** 4 Squares

**Melee:** Lightsaber +14 (2d8+5)

**Ranged:** Heavy Blaster Pistol +12 (3d8+5)

**Base Attack Bonus:** +10, **Grapple:** +12

**Attack Options:** Weapon Finesse

**Special Actions:** **Hunter's Mark**

**Force Power Suite (Use the Force +17):** *Battle Strike*, *Force Slam*, *Mind Trick*, *Rebuke*

**Force Techniques:** Improved Move Light Object

### Base Stats

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

**Talents:** **Acute Senses**, **Armored Defense**, **Block**, **Deflect**, **Elusive Target**, **Hunter's Mark**, **Improved Initiative**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Force Sensitivity, Force Training, Improved Defenses, Skill Focus (Use the Force), Skill Training (Survival), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +12 (may reroll, must take second result), Perception +15 (may reroll, must take second result), Pilot +12, Survival +13, Use the Force +17

**Possessions:** Imperial Knight Armor with Helmet Package (+8 Reflex, +2 Fortitude; +2 Perception, Low-light Vision), Heavy Blaster Pistol, Lightsaber (Self-Built), Comlink (Short-Range), Various Personal Belongings
BSX-5 Dreadnought

*Homebrew Reference Book: The Old Republic Sourcebook (Converted by TheSagaContinues user khan strider)*

The BSX-5 Dreadnought is a modified version of the legendary *Harrower*-Class Dreadnought. The most notable BSX-5 Dreadnought served as the personal flagship of Sith Lord and Dark Council member Darth Jadus which was named The *Dominator*.

## BSX-5 Dreadnaught Statistics (CL 20)

Colossal (Cruiser) Capital Ship

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

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 51; +16 Armor, Vehicular Combat

Hit Points: 1,500; Damage Reduction: 20; Shield Rating: 150; Damage Threshold: 251

### Offense

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

**Ranged:** Turbolaser, Double, Batteries (2) +16\* (See Below)

**Ranged:** Heavy Ion Cannon, Battery +16\* (See Below)

**Ranged:** Laser Cannon, Quad, Batteries (2) +16 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +73

**Attack Options:** Autofire (Laser Cannon, Quad, Batteries), Focused Fire (2x2 Squares)

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

### Abilities

Strength: 92, Dexterity: 14, Constitution: -, Intelligence: 18

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

### Ship Statistics

**Crew:** 2,000 (Skilled Crew Quality); **Passengers:** 2,000 (Troops)

**Cargo:** 13,500 Tons; **Consumables:** 1 Year; **Carried Craft:** 70 *Supremacy*-Class Starfighters, 24 B-28 Extinction Bombers, 20 Shuttles

**Hyperdrive:** Class 2 (Backup Class 10), Navicomputer

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

### Weapon Systems

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

**Attack Bonus:** +16 (-4 against targets smaller than Colossal size), **Damage:** 6d10x5

#### **Heavy Ion Cannon, Battery (6 Gunners)**

**Attack Bonus:** +16 (-4 against targets smaller than Colossal size), **Damage:** 3d10x5 (Ion)

#### **Laser Cannon, Quad, Battery (6 Gunners)**

**Attack Bonus:** +16 (+11 Autofire), **Damage:** 6d10x2
B2-HA-Series Super Battle Droid

*Reference Book: Star Wars Saga Edition Web Enhancements (25 to Rescue)*

*Affiliations: The Confederacy of Independent Systems*

Heavy Super Battle Droids are upgraded B2-Series Super Battle Droids, with improved defenses and the inclusion of a dedicated Missile Launcher as its left arm. The launcher carries a payload of four missiles.

B2-HA-Series Super Battle Droids can't be played as Droid Heroes.

## B2-HA-Series Super Battle Droid Statistics (CL 3)

Medium 4th-Degree Droid Nonheroic 6/Soldier 1

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

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 14 (Flat-Footed: 13), Fortitude Defense: 15, Will Defense: 11

Hit Points: 42, Damage Threshold: 15

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking); Charging Fire

**Melee:** Unarmed +11 (1d3+2)

**Ranged:** Wrist Blasters +6 (3d8)

**Ranged:** Wrist Blasters +4 (4d8) with Rapid Shot

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

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

**Attack Options:** Autofire (Wrist Blasters), Rapid Shot, Synchronized Fire Circuits

**Special Actions:** **Keep Them at Bay**

### Base Stats

**Abilities:** Strength 14, Dexterity 12, Constitution -, Intelligence 11, Wisdom 11, Charisma 7

**Talents:** **Keep Them at Bay**

**Feats:** Armor Proficiency (Light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +8

**Droid Systems:** Walking Locomotion, Remote Receiver, Backup Processor, Synchronized Fire Circuits, 2 Hand Appendages, Internal Comlink, Vocabulator

**Possessions:** Wrist Blasters (AsBlaster Rifle), Missile Launcher (4 Missiles), Plasteel Shell (Droid Armor; +2 Reflex)
B-Wing Shuttle

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

The B-Wing Shuttle is a converted B-Wing Starfighter outfitted to carry a couple passengers by stripping out the torpedo bay. While significantly less effective of a Starfighter than its base B-Wing counterpart, the B-Wing Shuttle's exceptional speed (for a transport ship) allows for quick extractions of key personnel.

Still, the B-Wing Shuttle never achieved the fame or effectiveness of other B-Wing models, and ultimately fell out of use in the years following the fall of the Empire.

### Capabilities

A B-Wing Shuttle is unique in its design, in that it can carry a number of passengers inside its primary hull. its unique design and controls however, results in characters who are not Trained in the Pilot Skill take a -2 penalty on Initiative and Pilot checks while Piloting a B-Wing Shuttle.

B-Wing Shuttles also feature exceptionally modular weapon systems, allowing them to be modified as per the needs of the mission. When swapping out one of the B-Wing Shuttle's Weapon Systems for another Weapon System, reduce the time taken to make the Starship Modification by half.

## B-Wing Shuttle Statistics (CL 10)

Gargantuan Starfighter

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

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 24; +6 Armor, Vehicular Combat

Hit Points: 90; Damage Reduction: 10; Shield Rating: 20; Damage Threshold: 44

### Offense

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

**Ranged:** Laser Cannons +6 (See Below)

**Ranged:** Light Ion Cannons +6 (See Below)

**Fighting Space:** 4x4 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +31

**Attack Options:** Autofire (Light Ion Cannons)

### Abilities

Strength: 38, Dexterity: 15, Constitution: -, Intelligence: 14

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

### Ship Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** 2

**Cargo:** 45 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Hyperdrive:** Class 2, Limited Navicomputer (5-Jump Memory)

**Availability:** Restricted; **Cost:** 220,000 (120,000 Used)

### Weapon Systems

#### **Light Ion Cannons (Pilot)**

**Attack Bonus:** +6 (+1 Autofire), **Damage:** 4d10x2 (Ion)
Audio-Radial Stunner

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

**Droid System Type:** Droid Accessories (Miscellaneous Systems)

**Cost:** 5000

**Weight:** 3 Kilograms

**Availability:** Restricted

This defense system protects Droids in dangerous situations. As a Standard Action, the Audio-Radial Stunner broadcasts a short-ranged, high-pitched frequency on all channels, calling attention to the Droid and stunning any nearby creatures. Until the end of the Droid's next turn, any creature that starts its turn adjacent to the Droid must make a DC 20 Endurance check. Failure causes the creature to move -1 step on the Condition Track. The Audio-Radial Stunner shuts down if the Droid is deactivated or destroyed.
Attack Combo (Fire and Strike)

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

*See also: Feats*

You can make deadly ranged and melee attacks in rapid succession.

**Prerequisites:** Attack Combo (Melee), Attack Combo (Ranged), Base Attack Bonus +9

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

*Ary Tren character data created by wizards forum user Derffrombelgium.*

*Affiliations: The Aing-Tii Monks*

An explorer of The Unknown Regions, Ary Tren was kidnaped by the Yuuzhan Vong during an emergency landing. Made a slave of The Yuuzhan Vong Empire, Ary Tren was eventually liberated and healed by The Aing-Tii Monks.

The Aing-Tii accept Ary Tren as an ally in the fight against slavery, and teach him their knowledge of The Force...

## Ary Tren Statistics (CL 10)

Medium Human Scout 2/Scoundrel 2/Jedi 3/Force Adept 3

**Force Points:** 11

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

**Languages:** Aing-Tii, Basic

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 26

Hit Points: 71, Damage Threshold: 23; **Spatial Integrity**

### Offense

**Speed:** 6 Squares; Battering Attack

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

**Ranged:** By Weapon +9

**Base Attack Bonus:** +7, **Grapple:** +9; **Aura of Freedom**, Trip

**Attack Options:** Point-Blank Shot

**Special Actions:** **Folded Space Mastery**, **Liberate**

**Force Power Suite (Use the Force +10):** *Fold Space*, *Phase*, *Prescience*

**Force Techniques:** Improved Fold Space

### Base Stats

**Abilities:** Strength 13, Dexterity 15, Constitution 10, Intelligence 12, Wisdom 14, Charisma 12

**Talents:** **Aura of Freedom**, **Folded Space Mastery**, **Improved Stealth**, **Liberate**, **Spacehound**, **Spatial Integrity**

**Feats:** Bantha Rush, Battering Attack, Force Sensitivity, Force Training, Point-Blank Shot, Skill Training (Use Computer), Trip, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons), Wilderness First Aid

**Skills:** Initiative +12, Knowledge (Galactic Lore) +11, Mechanics +11, Perception +12, Pilot +12, Survival +12 (Wilderness First Aid), Use Computer +11, Use the Force +10

**Possessions:** Flight Suit (+1 Fortitude), Replacement Body Part (Right Arm; Mastercraft)
Awareness Talent Tree

*Reference Book: Star Wars Saga Edition Core Rulebook*

You are exceptionally good at noticing things and avoiding perilous situations.

#### **Acute Senses**

You may reroll any Perception check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Use Computer checks made to perceive enemy ships (see Use Sensors).

#### **Expert Tracker**

*Prerequisite:* **Acute Senses**

You take no penalty on Survival checks made to Follow Tracks while moving your normal Speed.

#### **Improved Initiative**

*Prerequisite:* **Acute Senses**

You may choose to reroll any Initiative check, but the result of the reroll must be accepted, even if it is worse.

#### **Keen Shot**

*Prerequisite:* **Acute Senses**

You take no penalty on your attack roll when attacking a target with Concealment (but not Total Concealment).

#### **Uncanny Dodge I**

*Prerequisite:* **Acute Senses**, **Improved Initiative**

You retain your Dexterity bonus to your Reflex Defense regardless of being caught Flat-Footed or struck by a hidden attacker. You still lose your Dexterity bonus to your Reflex Defense if you are Immobilized.

If you are the Pilot, this Talent applies to your Vehicle.

#### **Uncanny Dodge II**

*Prerequisite:* **Acute Senses**, **Improved Initiative**, **Uncanny Dodge I**

You cannot be Flanked. You can react to opponents on opposite sides of you as easily as you can react to a single attacker.

If you are the Pilot, this Talent applies to your Vehicle.

## Additional Awareness Talents

#### **Reset Initiative**

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

*Prerequisites:* **Acute Senses**, **Improved Initiative**, Trained in Initiative

Once per encounter, at any time after the first round (that is, the first full round after the Surprise Round, if one occurs), you can set your Initiative Count to your current Initiative +5.

#### **Weak Point**

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

*Prerequisites:* **Acute Senses**, **Keen Shot**

Once per encounter, you can use a Swift Action to ignore the Damage Reduction of a single target within your line of sight for the rest of your turn.