recursal/Fanatic-Fandom huggingface dataset:
Baktoid Troop Transport

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

Not all of the Trade Federation's military strength resided in Battle Droids. Neimoidian Gunnery soldiers were often used to guard Trade Federation dignitaries and key installations. Baktoid Armor Workshop designed a speedy troop transport for the Trade Federation capable of moving up to an entire platoon of these warriors, plus equipment, from their hulking battleships in orbit down to the surface.

They were typically also used for speedy surface-to-surface transfers. Baktoid Troop Transports were heavily armored but possessed no shields, and as such weren't generally used to deposit troops into hostile landing zones.

### Capabilities

Like most of the smaller Trade Federation vessels, the Baktoid Troop Transport is a single-purpose vehicle- moving organic troops from one place to another. It lacks a Hyperdrive and shields, as it wasn't intended for long-range missions or combat. Its two Medium Blaster Cannons are fixed forward, used primarily to clear small obstacles from a potential landing area or as a last resort weapon to stave off enemy forces. In lieu of cargo, the transport is capable of carrying up to five Large-sized military Speeder Bikes or two Huge-sized Landspeeders to be used by the platoon of soldiers it's carrying.

Variant models of this craft did exist, with wing-shaped cargo pods attached capable of carrying 112 Battle Droids stored on a rack similar to the MTT. This variant adds 3 crew, and exchanges all passenger, cargo and carried craft space for the Battle Droid rack.

## Baktoid Troop Transport Statistics (CL 8)

Colossal Space Transport

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 27; +14 Armor, Vehicular Combat

Hit Points: 160; Damage Reduction: 15; Damage Threshold: 77

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 1,000 km/h)

**Ranged:** Medium Blaster Cannons, Fire-Linked (2) +3 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +39

### Abilities

Strength: 44, Dexterity: 14, Constitution: -, Intelligence: 12

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

### Ship Statistics

**Crew:** 2 (Skilled Crew Quality); **Passengers:** 36 (Troops)

**Cargo:** 25 Tons; **Consumables:** 2 Days; **Carried Craft:** 5 Speeder Bikes or 2 Landspeeders

**Availability:** Restricted; **Cost:** 85,000 (50,000 Used)

**Emplacement Points:** 1
Beast

*See also: Beasts, Creating New Beasts*

Beasts have an Intelligence of 1 or 2. They roll their other five Ability Scores as normal. Beasts that show above average cunning usually have a good Wisdom score.

Beasts increase only one Ability Score by one point every fourth level (instead of increasing two scores by one point each). However, they gain Feats normally as they advance in level. A beast that gains an Intelligence of 3 or higher as a result of an ability increase is eligible to Multiclass.

Beasts do not gain Talents or starting Feats, do not add their Beast Level to their Defenses, and do not gain Force Points or Destiny Points.

#### **Examples of Beasts in Star Wars**

Acklay, Dewback, Nexu, Rancor, Reek, Tauntaun, Wampa.

### Game Rule Information

Beasts have the following game statistics:

#### **Hit Points**

At each level, Beasts gain a number of Hit Points equal to 1d8 + their Constitution modifier.

#### **Class Skills**

At 1st level, Beasts become Trained in a number of Skills equal to 1 + their Intelligence modifier (minimum of 1). They can select their Trained Skills from the below list:

* Acrobatics
* Climb
* Endurance
* Initiative
* Jump
* Perception
* Stealth
* Survival
* Swim

#### **Class Features**

Beasts gain special features unique to themselves. See Creature Generator.

#### **Multiclassing**

A Beast with an Intelligence of 3 or higher can Multiclass into any Heroic Class. Beasts with an Intelligence of 1 or 2 cannot Multiclass.
Biotech Specialist

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

*See also: Feats*

You can make custom modifications to Biotech-based armor, weapons, Vehicles, and similar devices.

**Prerequisite:** Trained in Mechanics

**Effect:** You can modify a Biotech device, suit of armor, weapon, or Vehicle so that it gains a specific trait. You can perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, or Vehicle, and you cannot apply the same benefit more than once.

Before beginning the modification, you must pay one tenth the cost of the device, suit of armor, weapon, or Vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires one day per 1,000 credits of the modification cost. At the end of this time, make a DC 20 Mechanics check; you can't Take 10 or Take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over if you wish.

Due to the specialized nature of Biotechnology, only other characters with the **Biotech Specialist** Feat can assist you, reducing proportionately the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid your check.

The market value of a modified item is equal to the base cost of the item + double the cost of the modifications made to it (not including credits wasted on failed attempts).

**Special:** This Feat allows you to make Treat Injury checks on Biotechnology without the normal -5 penalty.
Battle Hydra

*Reference Book: Star Wars Saga Edition Jedi Academy Training Manual*

*Affiliations: Beasts*

Battle Hydras are the result of Sith Lord Exar Kun's experimentation with Sith Alchemy. Battle Hydras usually have two heads, although varieties with more than two heads are also possible. In addition to their multiple heads, Battle Hydras have leathery wings and a whiplike tail ending in a barbed stinger that drips with poison. The skin of a Battle Hydra is infused with ancient Sith alloys, granting Damage Reduction.

Battle Hydras spend most of their time aloft, riding thermal currents in search of prey or threats. When something is spotted, the Battle Hydra dives through the air, attacking with its teeth, claws, and poisoned stinger. Once prey succumbs to its attacks or poison, it scoops up the corpse and hauls it back to its lair, where it is torn apart and devoured.

Battle Hydras are susceptible to the commands of Force-sensitive Dark Siders, many of whom use Battle Hydras as their own personal shocktroopers.

### Battle Hydra Encounters

Battle Hydras are most commonly encountered on Yavin 4, where they prowl the skies above its steamy jungles. However, Exar Kun traveled far and wide, and it's possible that they might be found anywhere that has an abundant food supply. Battle Hydras are particularly attracted to sites closely connected to The Dark Side, perhaps drawing some kind of sustenance from them. A Dark Side character looking to acquire a Battle Hydra minion usually seeks out these sinister places, knowing that Battle Hydras are likely to be found nearby.

 Battle Hydra Statistics (CL 8)

Large Airborne Beast 9

**Initiative:** +15; **Senses:** Low-Light Vision, Perception +9

### Defenses

Reflex Defense: 30 (Flat-Footed: 23), Fortitude Defense: 22, Will Defense: 19; Dual Mind

Hit Points: 67, Damage Reduction: 5, Damage Threshold: 27

### Offense

**Speed:** 6 Squares (Walking), 10 Squares (Flying); Running Attack

**Melee:** Bite (2) +12 (1d8+7)

**Melee:** Claws (2) +12 (1d6+7)

**Melee:** Sting +12 (2-Square Reach) (1d6+7) plus Poison

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

**Base Attack Bonus:** +6, **Grapple:** +14

**Attack Options:** Weapon Finesse

**Species Traits:** Airborne, Damage Reduction 5, Dual Mind, Low-Light Vision, Poison

### Base Stats

**Abilities:** Strength 17, Dexterity 24, Constitution 16, Intelligence 2, Wisdom 10, Charisma 13

**Feats:** Running Attack, Skill Training (Initiative), Weapon Finesse

**Skills:** Initiative +15 (may reroll, must take second result), Perception +9

###  Abilities

**Dual Mind:** Whenever an effect targets the Battle Hydra's Will Defense, the originator of the effect must roll twice, taking the lower result.

**Poison:** If the Battle Hydra's Sting deals damage to a living target, make a follow-up attack roll (1d20+9) against the target's Fortitude Defense. On a hit, the target takes 3d6 points of damage and moves -1 step along the Condition Track. The Poison attacks each round at the start of the Battle Hydra's turn until cured with a successful DC 15 Treat Injury check.
Barracks

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

*See also: GaW Bases and Battlestations*

Most Battlestations carrying some sort of troop complement have built-in Barracks that serve as living quarters for soldiers and other security personnel. A Barracks is typically utilitarian and sparsely furnished, as fits the style of most military and paramilitary groups. Although most Barracks are square or rectangular for easy movement and organization, they vary in size depending on the number of troops housed within. From one wall to the other, bunks can be stacked two, three, and four beds high to accommodate larger numbers of soldiers. Aisles run between the bunks, which provide Cover. A character can topple a stacked bunk by making a DC 15 Strength check. Any characters in the path of the falling bunk are subject to an attack from a Large Falling Object.

Storage lockers sit along the walls between the gaps in the bunks. The average locker contains two standard uniforms, a Comlink, one Blaster Pistol or Blaster Rifle, a Datapad, amd personal items such as holos of family members or pieces of memorabilia. When closed, a locker can be opened by entering the soldier's personal access code. A character can force the lock open by making a Medium Mechanics check. If the character has access to a Portable Computer or Datapad, he or she can crack the locker's code by making a Moderate Use Computer check.

The Barracks are joined to the Corridors of the Battlestation by a Standard Metal Door (50 Hit Point; DR 10; Damage Threshold 30; Strength DC 50/Break DC 35). Because most troops work in shifts, roughly a third of the Barrack's residents are present in the room at any given time.

The use of energy weapons in the Barracks triggers alarms in that room, on the deck where the Barracks are located, and in the closet Backup Bridge (or the Command Bridge, if it is closer).
Baron Kithriss

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Queen of Air and Darkness)*

*Affiliations: The Core World Nobles, The Galactic Empire*

*This handsome nobleman is young, barely more than 20 years old, but he carries himself with an air of superiority that befits a veteran member of the Imperial Senate. His dark black hair has been cut short in the new fashion favored by COMPNOR agents, though the rest of his garb suggests the latest fashions on Chandrila.*

One of the new breed of Imperial nobles that dominates The Core Worlds, Baron Kithriss is a Chandrilan noble who has become one of the Emperor's greatest sycophants. In fact, he is so devoted to the Emperor that he was invited to a new, secret personal retreat on the Deep Core world of Byss. For weeks, Kithriss was the guest of Emperor Palpatine, but unknown to the Baron, the Emperor was secretly exposing him to a variety of Sith techniques intended to build up a resistance to Force powers. The conditioning will wear off in a matter of months, but while it lasts, the Baron's loyalty to Palpatine will remain at zealous levels.

## Baron Kithriss Statistics (CL 5)

Medium Human Noble 5

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

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

**Languages:** Basic, Bocce, High Galactic, Huttese, Kel Dor, Ryl

### Defenses

Reflex Defense: 19 (Flat-Footed: 17), Fortitude Defense: 16, Will Defense: 19; Thrall of Palpatine

Hit Points: 30, Damage Threshold: 16; Thrall of Palpatine

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +5 (1d4+2)

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

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

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

**Attack Options:** Melee Defense, Point-Blank Shot, Weapon Finesse

**Special Actions:** **Bolster Ally**, **Ignite Fervor**, **Inspire Confidence**

### Base Stats

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

**Talents:** **Bolster Ally**, **Ignite Fervor**, **Inspire Confidence**

**Feats:** Improved Defenses, Linguist, Melee Defense, Point-Blank Shot, Weapon Finesse, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +10, Gather Information +10, Initiative +9, Knowledge (Bureaucracy) +9, Knowledge (Galactic Lore) +9, Perception +8, Persuasion +10, Pilot +9, Use Computer +9

**Possessions:** Blaster Pistol, Vibroblade, Comlink (Short-Range), Datapad, Fine Clothes, Sabacc Deck

### Heroic Traits

**Thrall of Palpatine:** As a result of the exposure to Emperor Palpatine's Dark Side energies on Byss, Baron Kithriss gains a +5 Force bonus to his Defenses and Damage Threshold against Use the Force checks.
Body Spikes

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

**Equipment Type:** Bio-Implants

**Cost:** 1400

Body Spikes are hard, bony protrusions that grow in a roughly conical or crescent shape out of the bones of the Bio-Implant recipient. Body Spikes automatically deal 1d4 piercing and slashing damage to any opponent Grapples or is Grappled by the recipient; this damage occurs at the end of the recipient's turn as long as the Grapple is maintained.
Battlefield Encounter Tool Kit

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

*See also: GaW Military Campaigns*

The battlefields of the *Star Wars* universe are many and varied, so the tactics of enemies and allies should not be limited to routine assault or defense. Methods of warfare can be codified and civil or brutal and barbaric, but the aim is always the same- victory. When the price of victory becomes secondary to victory itself, all bets are off.

This Battlefield Encounter Tool Kit features various rules and options for spicing up the battlefields of your military campaigns. Some of the rules presented here might prove deadly to unprepared heroes. You are advised to use them with care.

## Active and Static Defenses

The warriors on the battlefields of the *Star Wars* universe use a variety of different defensive systems to maintain their positions. Active defenses include Automated Sentry Guns and Smart Mines, while static defenses include obstacles such as Razor Wire, Fragmentation Wire, Static Mines, and Repulsorlift Inhibitors.

## Ground-Based Artillery

*See also: Artillery Strikes*

Most artillery on *Star Wars* battlefields is direct fire. The physics of blaster, laser, and turbolaser fire makes using them in an indirect-fire role either highly specialized- as with Orbital Turbolasers- or impossible. Despite their effectiveness and vast ranges, the use of direct-fire weapons is hampered by terrain and ground features. So indirect-fire artillery is still in use throughout the galaxy and has remained essentially unchanged for centuries. Advances in ordnance and delivery methods have peaked, and little improvement is made. Large shells packed with high-grade explosives are fired from cannons of varying sizes. The accuracy of these systems depends in large part upon the skills of the operators firing them and the expertise of the forward observes who direct them. One example of such a weapon is the Republic AV-7 Antivehicle Cannon used throughout the Clone Wars, specifically in the Battle of Christophsis.

In addition to short-range Field Guns, medium-range Howitzers, and long-range Cannons, both guided and unguided missiles are also used in an indirect-fire role. Many ground-based artillery weapons are self-propelled, but some of these weapons must be towed or transported.
Bacta Tank

**Equipment Type:** Medical Gear

**Cost:** See Below

**Weight:**See Below

This large specialized tank is filled with the powerful healing agent, Bacta, which promotes rapid healing.

A Bacta Tank can be used in conjunction with Surgery. If the Treat Injury check is successful, the patient heals a number of hit points equal to it's Character Level, in addition to that provided by Surgery.

A Bacta Tank can also be used when treating Disease, Poison, or Radiation in a creature. In this case, the Bacta Tank grants a +5 Equipment bonus on your Treat Injury check.

A Bacta Tank and a supply of Bacta is expensive, so much medical equipment is usually found only in hospitals, aboard Capital Ships, and within major military bases. Each hour of treatment consumes one liter of Bacta, which costs 100 credits. A typical Bacta Tank holds up to 300 liters of Bacta, and the Bacta Tank must hold at least 150 liters at all times to provide any benefit. Only one creature can be immersed in the tank at any given time.

 Bacta (per liter)
 Bacta Tank (full)

1: It takes 300 liters of Bacta to fill a Bacta Tank.
Bioscanner

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

**Equipment Type:** Medical Gear

**Cost:** 3500

**Weight:**0.5 Kilograms

The Bioscanner is a low-power, handheld scanner used by doctors and medical technicians to help diagnose medical conditions in their patients. One or two passes over the patient collects biological information. The scanner displays vital statistics and analyzes and diagnoses any anomalies on file in the scanner's medical database. This device grants is user a +2 bonus on all Knowledge (Life Sciences) checks made to identify aliments.
Black Sun Thug

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

*Affiliations: Black Sun*

Basic bruisers of Black Sun, lead by their commanders to perform illicit acts and illegal activities. These thugs are heartless and merciless, often finding sadistic pleasure in the pain they inflict.

 Black Sun Thug Statistics (CL 2)

Medium Human Nonheroic 6

**Dark Side Score:** 4

**Initiative:** +5; **Senses:** Perception +7

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 13, Will Defense: 9

Hit Points: 21, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

**Melee:** Knife +5 (1d4+1)

**Ranged:** Heavy Blaster Pistol +6 (3d8)

**Ranged:** Blaster Rifle +6 (3d8)

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

**Attack Options:** Point-Blank ShotH

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 13, Dexterity 14, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Point-Blank ShotH, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +7H, Pilot +10

**Possessions:** Battle Armor (+8 Reflex, +2 Fortitude), Blaster Rifle, Heavy Blaster Pistol, Knife, Swoop Bike

*H- Human bonus Feat or Trained Skill*
Blarina

*Blarina Species data created by unknown Wikia user.*

The Blarina are a short statured Species native to Rina Major, who are notably fond of language and are famously accomplished liars. While not especially strong, they more than make up for it with incredibly quick reflexes, rugged bodies, and resourceful minds. With tough skin, Blarina are capable of surviving in both high and low temperature extremes and through decompression, while also resistant to poisons and diseases.

While not especially known for their hospitality, Blarina are still known to sympathize with others, and willing to offer stranded beings transport to civilization. Blarina stick together when faced with Species of larger size, often forming family-based guilds or mercantile associations.

### Blarina Characteristics

**Personality:** Highly sociable, Blarina have a certain fondness for the spoken word, both in speech as well as intricate lies and fiction. Despite this interest in falsehoods, Blarina aren't especially underhanded, and are still capable of sympathizing with others.

**Physical Description:** Blarina have broad faces with a short, narrow snout, small, beady eyes and a mouth full of sharp teeth. Many other Species it found difficult to tell different Blarina apart, which some Blarina use to their advantage when dealing with others.

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

**Homeworld:** Blarina hail from the distant world of Rina Major within The Outer Rim Territories.

**Languages:** Blarina speak Blarinaan, a quick-spoken language full of crackling hisses and contains multiple different words for similar ideas and objects.

**Example Names:** Daxxus, Ohn Gos, Naka Iit, Bev Plar, Wollivan.

**Adventurers:** Blarina often find work in the galaxy as scavengers and pilots, using their tough bodies to weather the element and negotiate contracts for their work. To this end, most Blarina in the galaxy are of the Scoundrel and Technician Heroic Classes, although Blarina Scouts are also common.

### Blarina Species Traits

Blarina share the following Species Traits:

* **Ability Modifiers:** All Blarina receive a +2 bonus to the Dexterity, but suffer a -2 penalty to their Strength. Blarina are light on their feet, but generally lacking in physical strength.
* **Small Size:** As Small creatures, Blarina gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
* **Speed:** Blarina have a base speed of 4 squares.
* **Cooperative Spirit:** Blarina can Aid Another on Skill Checks made by adjacent allies as a Swift Action, and others can likewise aid Blarina on Skill Checks as Swift Actions when adjacent to the Blarina.
	+ This ability only applies to Climb, Endurance, Gather Information, Jump, Knowledge, Mechanics, Pilot, Ride, Survival, Swim, Treat Injury, or Use Computer skill checks.
* **Great Fortitude:** Blarina gain a +2 Species bonus to their Fortitude Defense.
* **Automatic Languages:** All Blarina can speak, read, and write both Basic and Blarinaan.
Beckon Call

*Reference Book: Star Wars Saga Edition Jedi Academy Training Manual*

*See also: Lightsaber Construction*

A Beckon Call is a small Communications Device that links up with the Slave Circuits on a Starship. When activated, the Beckon Call transmits a signal to the Vehicle it is linked to, activating it's autopilot programming and summoning the Vehicle to the nearest safe spot close to the wielder. A Beckon Call functions only when connected to a Vehicle with a Slave Circuit.
Borgo Prime Origin

*Borgo Prime Origin data created by Wikia user SunsetMage001.*

*See also: Backgrounds*

**Background Planet of Origin**

You had a rough upbringing, surrounded by thieves and murderers on the asteroid shadowport of Borgo Prime.

**Relevant Skills:** Climb, Gather Information, Stealth

**Bonus Language:** Bocce
Black Sun Vigo

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

*Affiliations: Black Sun*

Black Sun's internal structure remains virtually unchanged from previous eras. Powerful crime lords, called Vigos, run the organization in groups largely divided by region or sector. Each Vigo controls the syndicate's criminal activities in his or her designated territory. However, Vigos in The Legacy Era act with far more autonomy than the Vigos of previous eras.

They engage in their own schemes, which range from petty extortion to massive fraud against the major governments and extensive smuggling operations between the warring Empires. However, as in the past, the exact reach or extent of resources available to the syndicate is extremely difficult to determine, even by the Vigos themselves, who get along just well enough to benefit from their association.

## Black Sun Vigo Statistics (CL 14)

Medium Human Noble 7/Crime Lord 7

**Destiny Points:** 2; **Force Points:** 7; **Dark Side Score:** 8

**Initiative:** +19; **Senses:** Perception +20

**Languages:** Basic, Bocce, Durese, Huttese, Ryl, Sullustese, Zabrak, 1 Unassigned

### Defenses

Reflex Defense: 28 (Flat-Footed: 26), Fortitude Defense: 26, Will Defense: 32; DodgeH

Hit Points: 91, Damage Threshold: 26

*H- Human bonus Feat*

### Offense

**Speed:** 6 Squares

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

**Ranged:** Heavy Blaster Pistol +12 (3d8+9)

**Ranged:** Hold-Out Blaster Pistol +12 (3d4+7)

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

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

**Special Actions:** Command Cover (+3), **Connections**, **Impel Ally II**, **Inspire Confidence**, **Inspire Fear III**, **Inspire Haste**, **Presence**, Quick Draw, **Shared Notoriety**

### Base Stats

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

**Talents:** **Connections**, **Impel Ally I**, **Impel Ally II**, **Inspire Confidence**, **Inspire Fear I**, **Inspire Fear II**, **Inspire Fear III**, **Inspire Haste**, **Notorious**, **Presence**, **Shared Notoriety**

**Feats:** DodgeH, Improved Defenses, Linguist, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Deception), Skill Focus (Initiative), Skill Focus (Perception), Skill Focus (Persuasion), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +20, Gather Information +15, Initiative +19, Knowledge (Galactic Lore) +15, Knowledge (Social Sciences) +15, Perception +20, Persuasion +20 (may reroll to Intimidate, may keep better result), Pilot +14, Treat Injury +15H, Use Computer +15

**Possessions:** Heavy Blaster Pistol (Improved Damage), Hold-Out Blaster Pistol, Comlink (Short-Range, Encrypted), Datapad (Encrypted), Multiple Credit Chips

*H- Human bonus Feat or Trained Skill*
Belnar

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

*See also: Galactic Gazetteer*

Belnar is a swampy world in The Colonies, home to the Khil Species. Belnar's marshy terrain is ideal for the Khil, who feed on the abundant bacteria in the air, and built their cities to include large swaths of green space. Belnar was an early member of the Galactic Republic, and the openness of Khil society allows not only for offworlders to be welcome on Belnar, but for the Khil to spread out and colonize many other worlds throughout the galaxy. Belnar's democratic tradition leads many Khil to regard the Galactic Empire as evil and oppressive after it supplanted the Republic in 19 BBY, leading the Empire to suspect the Khil of treason- the planet swiftly joins the New Republic after the Empire's defeat in the Galactic Civil War.

### Belnar Statistics

**Region:** TheColonies

**Climate:**Temperate

**Gravity:**Standard

**Moons:** None

**Length of Day:**23 Standard Hours

**Length of Year:**347 Local Days

**Sapient Species:**98% Khil (Native), 2% Other Species

**Government:** Colonial Democracy

**Capital:**Belnar City

**Major Exports:**Luxury Items

**Major Imports:** None

Knowledge (Galactic Lore)
 15
 20
 25
Barrier of Blades

*Reference Book: Star Wars Saga Edition Jedi Academy Training Manual*

*See also: Force Powers*

**[*Lightsaber Form*]**

You whip your Lightsaber around you, creating a barrier through which blaster fire rarely penetrates.

**Time**: Swift Action

**Targets:** Self

**Make a Use the Force check.** Until the start of your next turn, you can use the results of the Use the Force check in place of your Reflex Defense against incoming non-Area Attack ranged attacks.

**Lightsaber Form (Shien)**: If you have the **Shien** Talent, you can redirect (as per the Redirect Shot Talent) one blaster bolt that misses you while this Form Power is in effect.

**Special:** You can spend a Force Point to have this Form Power also apply to attacks from ranged weapons set to Autofire. If such an attack hits you while this Form Power is in effect, you take half damage; if it misses you, you take no damage.
Bad Feeling

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

*See also: Feats*

You have developed an innate ability to sense when things are going badly, and thus can prepare yourself for the worst.

**Effect:** You can always take a Move Action during a Surprise Round, even if you are Surprised. If you are not Surprised, you can take this Move Action in addition to any other Actions you are normally allowed to take in the Surprise Round.
Batuu

*Batuu Planet data created by Wikia user Darthauthor.*

*See also: Galactic Gazetteer*

Batuu was once a thriving stop for traders and travelers, before advancements in lightspeed technology. Now its lush forests and majestic mountain regions are known only to those who dare to venture this far into The Outer Rim.

At the infamous Black Spire Outpost, smugglers and rogues peddle their wares among the towering remains of petrified trees while the locals cook up exotic dishes and spin tales of ancient settlers long forgotten.

Recently, the struggle between The First Order and The Resistance has made its way to this remote locale, once a haven for those hoping to avoid entanglements with The First Order.

### Batuu Statistics

**Region:** The Outer Rim

**Climate:** Temperate

**Gravity:** Standard

**Moons:** 2

**Length of Day:** 24 Standard Hours

**Length of Year:** 365 Standard Days

**Sapient Species:** 50% Human, 50% Other Species

**Government:** N/A

**Capital:** Black Spire

**Major Exports:** None

**Major Imports:** Foodstuffs
Bix Arden-Govia

*Homebrew Reference Book: Geonosis and the Outer Rim Worlds (Converted by Wikia user Chellewalker (formally Wikia user Chellewalker (formally Wikia user Lukewarner)))*

*Affiliations: The Fringe*

A scion of two prominent Bakuran families, Bix Arden-Govia fled a pampered life on his family's estate in southern Prytis to sign on as a ship's boy for a freighter out of nearby Gymelo. By the time of the Ssi-Ruuvi invasion, he knew more about the Shiritoku worlds than any being in the galaxy- and was notorious for telling anyone who would listen that vicious aliens haunted the Spur's fringes. He had also mellowed toward his homeworld, returning to Bakura to buy his own namana plantation and even deigning to reenter Salis D'aar society, which found him rather dashing.

Arden-Govia is a tall, thin man with a gleaming shaved head. He presents a cool front to newcomers but is easily drawn out by anyone looking for a good spacer's tale.

## Bix Arden-Govia Statistics (CL 13)

Medium Human Scout 8/Noble 2/Ace Pilot 3

**Force Points:** 6

**Initiative:** +13, Bad Feeling; **Senses:** Perception +17

**Languages:** Basic, 5 Unassigned

### Defenses

Reflex Defense: 29 (Flat-Footed: 27), Fortitude Defense: 26, Will Defense: 26; A Few Maneuvers, Dodge, **Uncanny Dodge I**, Vehicular Combat, **Vehicular Evasion**, Vehicle Dodge (+1)

Hit Points: 82, Damage Threshold: 26

### Offense

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

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

**Ranged:** Blaster Pistol +11 (3d6+6)

**Base Attack Bonus:** +9, **Grapple:** +11

**Attack Options:** Flash and Clear

**Special Actions:** **Extreme Effort**, **Inspire Confidence**

**Starship Maneuver Suite (Pilot +18):** *Angle Deflector Shields*, *Counter*, *Overwhelming Assault*, *Skim the Surface*

### Base Stats

**Abilities:** Strength 11, Dexterity 14, Constitution 10, Intelligence 14, Wisdom 13, Charisma 14

**Talents:** **Acute Senses**, **Clip**, **Extreme Effort**, **Improved Initiative**, **Inspire Confidence**, **Uncanny Dodge I**, **Vehicular Evasion**

**Feats:** A Few Maneuvers, Bad Feeling, Dodge, Flash and Clear, Linguist, Running Attack, Skill Focus (Perception), Skill Focus (Pilot), Skill Focus (Use Computer), Starship Tactics (2), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +12 (may reroll, must take second result), Knowledge (Tactics) +11, Mechanics +11, Perception +17 (may reroll, must take second result), Persuasion +11, Use Computer +11

**Possessions:** Flight Suit (+1 Fortitude), Blaster Pistol, Breath Mask, Datapad, Field Kit, Glow Rod, Holorecorder, Credit Chip (63,000 credits), *Silver Cratsch* (Corellian YT-2400 Transport)
Battle Droid Assassin

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

*Affiliations: The Confederacy of Independent Systems*

Built on the standard B1-Series Battle Droid chassis, the Battle Droid Assassin is loaded with Gyroscopic Stabilizers and detailed target-selection programs designed to make it a more effective sniper. Unfortunately, the high cost of developing the appropriate algorithms- while still keeping the Droid "Slaved" to a Remote Processor-means that, in the broad scope of things, very few Battle Droid Assassins are produced.

Battle Droid Assassins can't be played as Droid Heroes.

## Battle Droid Assassin Statistics (CL 4)

Medium 4th-Degree Droid Nonheroic 3/Soldier 3

**Initiative:** +4; **Senses:** Low-Light Vision, Perception +10

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 16, Will Defense: 13

Hit Points: 24, Damage Threshold: 16

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +6 (1d3+2)

**Ranged:** Heavy Blaster Rifle +6 (3d10+1)

**Ranged:** Heavy Blaster Rifle +6 (4d10+1) with Deadeye

**Ranged:** Hold-Out Blaster Pistol +6 (3d4+1)

**Ranged:** Frag Grenade (2) +6 (4d6+1, 2-Square Burst)

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

**Attack Options:** Deadeye, **Devastating Attack (Rifles)**, Far Shot, Precise Shot, Point-Blank Shot, Synchronized Fire Circuits

**Special Actions:** **Battle Analysis**

### Base Stats

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

**Talents:** **Battle Analysis**, **Devastating Attack (Rifles)**

**Feats:** Armor Proficiency (Light), Deadeye, Far Shot, Point-Blank Shot, Precise Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +10

**Droid Systems:** Walking Locomotion, Remote Receiver, Synchronized Fire Circuits, 2 Hand Appendages, Improved Sensor Package, Internal Comlink, Vocabulator

**Possessions:** Heavy Blaster Rifle with Targeting Scope (Standard), Hold-Out Blaster Pistol, Frag Grenade (2)

**Availability:** Military; **Cost:** 6,460 credits
Black Hole

*Reference Book: Star Wars Saga Edition Unknown Regions*

*See also: Hazards*

*The gravity well of this collapsed star is so strong that not even light can escape.*

Black Holes are among the most dangerous cosmic objects known to exist; even the Star Destroyers of the Empire steer clear of them. What could bring a group of heroes to such a place? Perhaps they must attempt to rescue the crew of a research station being held hostage by pirates, or raid a secret military installation positioned in a barely stable orbit. Combat just on the edge of the event horizon might be possible, but any ship that falls into the gravity well of the Black Hole must escape or fall victim to the Hazard's crushing power.

## Black Hole Statistics (CL 20)

**Keywords:** Natural

**Trigger:** A Starship begins its turn within the gravity well of a Black Hole.

**Attack:** +22 vs Fortitude Defense

**Damage:** 4d8x2 (-1 step on the Condition Track; Half Damage on Miss)

**Recurrence:** Each round at the start of the Starship's turn, as long as the Starship remains within the Black Hole's gravity well.

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

* **Mechanics (DC 36):** The character works diligently to keep the ship from breaking apart, granting the vessel a +2 Equipment bonus to Fortitude Defense against the Black Hole.
* **Pilot (DC 36):** The character fights the severe pull of gravity and flies the Starship toward safety, moving 1 square away from the center of the Hazard.
* **Use Computer (DC 31):** The character detects the Black Hole on the Starship's sensors, granting a +2 circumstance bonus to the crew's Mechanics checks and Pilot checks when dealing with the Hazard.

**Special:** The event horizon for the Black Hole covers an area with a 10-square radius (Starship Scale) centered on the Black Hole's central square. Within the event horizon, missiles and torpedoes are ineffective, and attacks with laser weapons take a -20 penalty.
Barriss Offee, Padawan

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Knights (Part 3)*

*Affiliations: The Jedi, The Galactic Republic*

Barriss Offee retains her youthful impulsiveness even after years of training in the Jedi Temple, often resorting to the use of her Lightsaber as opposed to more diplomatic avenues. Though a gifted healer, Offee is unable to keep her emotions in check, and her attempts to do so leave Barriss seeming icy and detached. It takes the instruction of Jedi Master Luminara Unduli to calm Offee's passions, and help her establish the necessary discipline. Through Master Luminara's guidance, Barriss shapes into a capable and mindful, if naïve Padawan Learner.

After cheating death at the hands of a Separatist invasion force on Coruscant's undercity, Barriss is taken by Master Luminara to the Jedi monastery on Ilum to complete the final phase of Barriss' training – the construction of her own Lightsaber. During their pilgrimage, the crystal mines beneath the ancient Jedi cathedral are infiltrated by Separatist Chameleon Droids; despite a valiant effort, Barriss and Luminara couldn't stop the leveling of a portion of the temple, trapping the Jedi inside. Offee and Unduli survive by telekinetically holding back the rubble long enough for Jedi Master Yoda to come to their aid.

## Barriss Offee, Padawan Statistics (CL 5)

Medium Near-Human (Mirialan) Jedi 5

**Force Points:** 5

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

**Languages:** Basic, Bimm, Binary, High Galactic, Mirialan; Natural Telepath

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 17, Will Defense: 17; **Deflect**

Hit Points: 63, Damage Threshold: 17

### Offense

**Speed:** 6 Squares

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

**Melee:** Lightsaber +7 (2d8+2)

**Ranged:** By Weapon +7

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

**Attack Options:** Melee Defense, Weapon Finesse

**Special Actions:** **Defensive Acuity**, **Link**

**Force Power Suite (Use the Force +8):** *Circle of Shelter*, *Force Thrust*, *Move Object*, *Shien Deflection*, *Surge*, *Vital Transfer*

**Species Traits (Mirialan):** Natural Telepath

### Base Stats

**Abilities:** Strength 10, Dexterity 15, Constitution 12, Intelligence 16, Wisdom 13, Charisma 13

**Talents:** **Defensive Acuity**, **Deflect**, **Link**

**Feats:** Force Sensitivity, Force Training (3), Melee Defense, Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +9, Knowledge (Life Sciences) +9, Perception +8, Use Computer +9, Use the Force +8 (+13 to Telepathy)

**Possessions:** Lightsaber, Jedi Robes
BX-Series Droid Commando

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

*Affiliations: The Confederacy of Independent Systems*

Although Separatist Droid Armies rely heavily on their sheer numbers to overwhelm enemy forces, the Confederacy does have need for elite Droid units that can accomplish objectives that cannot be achieved through overwhelming force alone. As a response to the desire to have Droid units capable of performing more subtle or delicate missions, the Droid engineers at Baktoid Combat Automata produced the BX-Series Droid Commandos. With Heuristic Processors and memory banks loaded with complex military tactics and strategic information, the Droid Commandos act as special forces capable of missions involving infiltration, stealth, and subterfuge.

Droid Commandos are specifically programmed to function in small groups of 3-6 droids, allowing them to effectively stage more precise strikes than remote-controlled Battle Droids.

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

## BX-Series Droid Commando Statistics (CL 6)

Medium 4th-Degree Droid Nonheroic 6/Soldier 4

**Force Points:** 3

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

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

### Defenses

Reflex Defense: 19 (Flat-Footed: 16), Fortitude Defense: 17, Will Defense: 18

Hit Points: 37, Damage Threshold: 17

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +8 (1d3+2)

**Ranged:** Blaster Rifle +12 (3d8+2)

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

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

**Special Actions:** **Battle Analysis**, Coordinated Attack, **Cover Fire**

### Base Stats

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

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

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

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

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

**Possessions:** Blaster Rifle, Electrobinoculars

**Availability:** Military; **Cost:** 17,900 credits
Bib Fortuna (CWSB)

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

*Affiliations: Jabba the Hutt, Gangster*

Loyal **Minion** of Jabba the Hutt, Gangster, faithfully serving their master.

## Bib Fortuna Statistics (CL 3)

Medium Twi'lek (**Minion**) Nonheroic 9

**Dark Side Score:** 8

**Initiative:** +5; **Senses:** Low-Light Vision, Perception +10

**Languages:** Basic, Bocce, Huttese, Ryl

### Defenses

Reflex Defense: 11 (Flat-Footed: 10), Fortitude Defense: 13, Will Defense: 11; Dodge, Slippery Maneuver

Hit Points: 36, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

**Ranged:** Hold-Out Blaster Pistol +7 (3d4)

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

**Special Actions:** Friends in Low Places

**Species Traits (Twi'lek):** Deceptive, Great Fortitude, Low-Light Vision

### Base Stats

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

**Feats:** Dodge, Friends in Low Places, Slippery Maneuver, Skill Focus (Gather Information), Skill Training (Persuasion), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11 (may reroll, must take second result), Gather Information +16, Perception +10, Persuasion +11

**Possessions:** Hold-Out Blaster Pistol, Comlink (Short-Range), Datapad, Fine Roves, Various Personal Belongings
Bantha Herder

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

*See also: Feats*

You know how to frame your targets with your ranged attacks, moving the targets where you want them to go.

**Prerequisite:** Base Attack Bonus +1

**Effect:** When you damage a Large or smaller creature with a ranged attack with a weapon you are proficient with, compare the result of your attack roll to the target's Will Defense. If your result equals or exceeds the target's Will Defense, you can move the target 1 square in any direction as a Free Action.

If your ranged attack deals damage to multiple eligible creatures, you can use this benefit against all of them. You can't move a target that's being Grabbed or Grappled, and you can't move a target into a solid object or into another creature's Fighting Space.
Backup Bridge

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

*See also: GaW Bases and Battlestations*

In addition to the primary Command Bridge, larger Battlestations typically have one or more Backup Bridges. In an emergency, a Backup Bridge can take over all station functions and issue commands in exactly the same fashion as the Command Bridge. A Backup Bridge operates with half the normal number of crew that staffs a Command Bridge, which is the bare minimum needed to do the job. If the Backup Bridge has fewer crew members than required, its personnel take a -2 penalty to Skill Checks to control the Battlestation's systems.

Backup Bridges are located in highly secure areas of the station so that control can be maintained during a crisis. Forcing the door to a Backup Bridge (50 Hit Points; DR 10; Damage Threshold 30; Strength DC 50; Break DC 35) requires a Moderate Mechanics check to override the manual locks.
Blade Heavy Bomber

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

The Blade Heavy Bomber is a Starship design from the Wookiee company Appazanna Engineering Works, designed specifically with their brethren in mind. Originally a forest-fire fighter, some Blade Heavy Bombers are still equipped with fire-retardant bombs, though shortly before the Battle of Naboo the majority are modified to include the proton bomb racks.

The Blade Heavy Bombers has gone through no less than two complete redesigns since its original design as a firefighter. The Blade Heavy Bomber is a common sight on Kashyyyk and the various Wookiee colonies, which used them to fight the Trade Federation since before the Battle of Naboo, culminating in a large-scale battle at Kashyyyk at the end of the Clone Wars.

The Empire invaded Kashyyyk shortly after the Clone Wars, and dismantled or destroyed the vast majority of the Blade Heavy Bombers, making them extremely rare into The Rebellion Era and beyond.

### Capabilities

The Blade Heavy Bomber is a capable craft, designed to decimate columns of enemy invaders. The Blade Heavy Bomber typically used its Emplacement Points to increase its armor and Hit Points, commonly referred to as the Enhanced Blade Bomber. The original design had no shields, cannons, and only 150 Hit Points, but possess 7 additional Emplacement Points.

## Blade Heavy Bomber Statistics (CL 9)

Gargantuan Starfighter

**Initiative:** +5; **Senses:** Perception +6

### Defense

Reflex Defense: 17 (Flat-Footed: 13), Fortitude Defense: 28; +8 Armor, Vehicular Combat

Hit Points: 180; Damage Reduction: 10; Shield Rating: 25; Damage Threshold: 48

### Offense

**Speed:** Fly 12 Squares (Character Scale), Fly 3 Squares (Starship Scale); (Maximum Velocity 850 km/h)

**Ranged:** Light Laser Cannon +8 (See Below)

**Ranged:** Proton Bombs (2) +3 (See Below)

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

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

**Attack Options:** Fire-Link (Proton Bombs)

### Abilities

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

**Skills:** Initiative +5, Mechanics +6, Perception +6, Pilot +5, Use Computer +6

### Ship Statistics

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

**Cargo:** 25 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Payload:** 10 Proton Bombs

**Availability:** Restricted; **Cost:** 118,000 (75,000 Used)

**Emplacement Points:** 2

### Weapon Systems

#### **Proton Bombs (Pilot)**

**Attack Bonus:** +3, **Damage:** 6d10x5 (7d10x5 Fire-Linked), 10-Square Splash