recursal/Fanatic-Fandom huggingface dataset:
Antarian Junior Ranger

*Homebrew Reference Book: Saga Edition NPC Archetypes*

*Affiliations: The Antarian Rangers*

The Antarian Rangers are a group of trained soldiers and scouts who specialize in providing support for The Jedi as field agents when they need resources beyond those provided by the Order. Though trained for combat, The Antarian Rangers also provide nonviolent support by offering Jedi transport services, supplies and other physical resources, and intelligence when working in the galaxy abroad. Though their efforts were not officially sanctioned or approved by the Jedi Council, many Jedi Knights trust The Antarian Rangers with their lives.

## Antarian Junior Ranger Statistics (CL 3)

Medium Human Scout 3

**Force Points:** 1

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

**Languages:** Basic, 1 Unassigned

### Defenses

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

Hit Points: 38, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

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

**Melee:** Bayonet +2 (1d8+1)

**Ranged:** Blaster Rifle +3 (3d8+1)

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

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

**Special Actions:** Coordinated AttackH, **Surveillance**

*H- Human bonus Feat*

### Base Stats

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

**Talents:** **Acute Senses**, **Surveillance**

**Feats:** Coordinated AttackH, Point-Blank Shot, Precise Shot, Skill Training (Pilot), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +6, Endurance +7, Initiative +7, Knowledge (Tactics) +7H, Perception +7, Pilot +7, Stealth +7, Survival +7

**Possessions:** Blaster Rifle with Bayonet, Utility Belt, Explorer's Outfit

*H- Human bonus Feat or Trained Skill*
Adventure Modules

*See also: Bounty Generator, Job Generator, Mission Generator*

This section details a variety of Adventure and Campaign Modules for use by Gamemasters for a structured and quick-to-put-together session. Adventure Modules are typically single session missions that take between 2-4 hours, while campaigns are meant to take several multi-hour sessions, sometimes encompassing the entirety of the adventuring group.

## Adventure Modules by Challenge Level

The below Adventure Modules include all ready-made adventures using the *Saga Edition* reference books, sorted by links into their Challenge Level (CL).

## Campaign Modules

The below Campaign Modules include all full-length Campaigns based using on the *Saga Edition* system.

### Dawn of Defiance

Set in the months after the events of *Revenge of the Sith*, the adventures in the Dawn of Defiancecampaign are designed to provide players and GMs with the iconic *Star Wars*Roleplaying Game experience, set against the backdrop of the tyranny of The Galactic Empire. Dawn of Defiance is authored by well-known *Star Wars* Roleplaying Game writers and designers Rodney Thompson, Gary Sarli, Owen K.C. Stephens, Sterling Hershey, Gary Astleford, John Jackson Miller, and Abel G. Peña.
Anakin Solo's Lightsaber

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

**Equipment Type:** Heirloom Items

**Base Item:** Lightsaber (Lambent Crystal)

**Heirloom Bonus:** Symbol of the Light

After Anakin Solo dies on the planet Myrkr, his Lightsaber finds its way into the hands of Ganner Rhysode and even Anakin's uncle, Luke Skywalker, who wields it in a duel against Supreme Overlord Shimrra. The Weapon is returned to Han Solo, who lays his son's Lightsaber to rest in Chewbacca's memorial tree on Kashyyyk.

In the Legacy era, Anakin Solo's Lightsaber could fall into the hands of a Jedi Padawan sent on a special mission to Kashyyyk to retrieve the weapon as a rite of passage for reaching knighthood.

**Weapon Type:** Lightsabers

**Size:**Medium

**Damage:** 2d8

**Weight:** 1 Kilogram

**Type:** Energy and Slashing

**Lambent Crystal:** Wielders of this Lightsaber ignore the normal penalties when using the Sense Force and Sense Surroundings applications of the Use the Force Skill to sense Yuuzhan Vong.

**Symbol of the Light:** Once per encounter, as a Reaction, the wielder can impose a penalty on any one attack roll or Skill Check made by a character with a Dark Side Score of 1 or higher. This penalty is equal to the target's Dark Side Score.

**Special:** Can be Thrown
Anzellan

*Anzellan Species data created by Wikia user Darthauthor.*

Anzellans are a diminutive Species often found working in tech jobs and professions. They often get lost in tunnel vision, focusing so deeply on their projects, but often create spectacular workmanship in their crafts.Anzellans freely travel the galaxy, and take professions both legal and not. They take great pride in their work, and much of galactic high society shows off the work of Anzellans.

### Anzellan Characteristics

**Personality:** Anzellans are jovial and loud. They suffer extreme tunnel vision, becoming completely oblivious in their work. Despite this, Anzellans appreciate the company others, and are always willing to help those they like.

**Physical Description:** Anzellans are small, bipedal beings with tufts of fur covering the heads and backsides. Their skin is typically pale or brownish, and they have disproportionately large hands.

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

**Homeworld:** The secluded world of Anzella.

**Languages:** Anzellans speak their own native language of Anzellan.

**Example Names:** Babu Frik, Doka Girq, Mogo Grag, Sita Morc, Shug Drabor.

**Adventurers:** An Anzellan's small stature and abrasive personalities can make them difficult to work with. However, their skills in technology and engineering make them successful Scoundrels and Technicians.

### Anzellan Species Traits

Anzellans share the following Species Traits:

* **Ability Modifiers:** All Anzellans receive a +2 bonus to both their Constitution and Intelligence, but suffer -4 penalties to both their Strength and Wisdom. Anzellans are remarkably sturdy for their size, but are prone to severe tunnel vision in their projects.
* **Diminutive Size:** As Diminutive creatures, Anzellans gain a +5 size bonus to their Reflex Defense and a +15 size bonus on Stealth checks. However, their lifting and carrying limits are one quarter of those of Medium characters.
* **Speed:** Anzellans have a base speed of 2 squares.
* **Tinkerer:** An Anzellan can choose to reroll any Mechanics check, but must keep the second result, even if it is worse. In addition, Mechanics is always a Class Skill for Anzellans.
* **Tunnel Vision:** Anzellans suffer from extreme tunnel vision in their actions. After attempting a Knowledge, Mechanics, Treat Injury, or Use Computer check, an Anzellan is Flat-Footed until the start of their next turn.
* **Automatic Languages:** All Anzellans can speak, read, and write both Basic and Anzellan.
Aquata Breather

**Equipment Type:** Life Support

**Cost:** 350

**Weight:**0.2 Kilograms

While underwater, an Aquata Breather can provide up to 2 hours of breathable air through its mouthpiece. Qui-Gon Jinn and Obi-Wan Kenobi used Aquata Breathers while swimming to Otoh Gunga in *Episode I: The Phantom Menace*, and Obi-Wan Kenobi used his again when evading Clone Troopers on Utapau in *Episode III: Revenge of the Sith*.
Antivehicle Mine

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

The Antivehicle Mine was designed specifically to damage many types of Vehicles. An Antivehicle Mine is placed on the ground (in any square adjacent to your) and is triggered when any Ground Vehicle enters the square in which it is placed. An Antivehicle Mine cannot be triggered by anything other than a Vehicle moving through it's square, ensuring that it is not accidentally triggered by a trooper and maximizing the damage to enemy Vehicles.

An Antivehicle Mine damages everything in a 2-square Burst radius.

**Weapon Type:** Mines

**Size:** Diminutive

**Cost:** 1500

**Damage:** 10d6

**Weight:** 0.5 Kilograms

**Type:** Energy

**Availability:** Military
Ahsoka Tano, Outcast

*Ahsoka Tano, Outcast character data created by Wikia user SaintSirNicholas.*

*Affiliations: Anakin Skywalker, Bo-Katan Kryze*

No longer a member of The Jedi Order, Ahsoka Tano struggles to survive on the fringes of society, but returns to capture Maul on Mandalore. There, she performs honorably, earning the respect of Bo-Katan and her forces.

## Ahsoka Tano, Outcast Statistics (CL 8)

Medium Togruta Jedi 7/Jedi Knight 1

**Destiny Points:** 3; **Force Points:** 7

**Initiative:** +8; **Senses:** Spatial Awareness, Perception +6

**Languages:** Basic, Togruti

### Defenses

Reflex Defense: 24 (Flat-Footed: 20), Fortitude Defense: 20, Will Defense: 22; **Block**, **Deflect**

Hit Points: 79, Damage Threshold: 20

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d4+3)

**Melee:** Lightsaber +14 (2d8+3)

**Melee:** Lightsaber +9 (2d8+3) and Short Lightsaber +11 (2d6+3)

**Ranged:** By Weapon +12

**Base Attack Bonus:** +8, **Grapple:** +12

**Attack Options:** Pack Hunter, Weapon Finesse

**Special Actions:** **Shien**,

**Force Power Suite (Use the Force +12):** *Barrier of Blades*, *Force Slam*, *Move Object*, *Rebuke*, *Shien Deflection*, *Surge*

**Species Traits (Togruta):** Pack Hunter, Sneaky, Spatial Awareness

### Base Stats

**Abilities:** Strength 9, Dexterity 18, Constitution 10, Intelligence 11, Wisdom 14, Charisma 16

**Talents:** **Block**, **Deflect**, **Redirect Shot**, **Shien**, **Shoto Focus**

**Feats:** Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +13, Use the Force +12

**Possessions:** Lightsaber (Self-Built), Short Lightsaber (Self-Built), Citizen Dress, Robes
Alternate Perception Distance Modifiers

*Alternate Perception Distance Modifier rules created by Wikia user LilLiteralist.*

*See also: House Rules*

As things move farther away, they become more and more difficult to observe. However, the default rules of a -5 penalty to Perception to Notice Targets for every 10 squares (15 meters) of distance to the target gives a penalty which increases in a linear manner. It works well enough at short distances, but quickly becomes absurd as distances increase.

As an example of how these rules break down, consider a Colossal-sized Starship such as The *Millennium Falcon*. Noticing a Colossal-sized object is a DC -15 Perception check. However, at a distance of only 100 squares (150 meters), an observer takes a -50 to their check, making this check impossible for the average observer.

In other words, default rules work as if everything was always covered in thick, inky fog, impenetrable even by precise, specialized sensors. Some players would go with RAW, and declare what "everything being covered in fog" is a feature; however, other players would consider this linear "foggy" observation a blunder and correct the rules.

To more closely imitate how observation works in real life, the following equation may be used:

**Penalty = -5 x √(distance/10)**

If Electrobinoculars are used, then this penalty is divided by 5. It may also be found with this equation:

**Penalty with Electrobinoculars = -1 x √(distance/10)**

The following table displays **Alternate Perception Distance Modifiers** at different distances.

Penalties may either be calculated and rounded down to the nearest whole number, or the penalties listed in the table may be used, only increasing when the next distance has been reached.
AgriCorps Worker

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

*Affiliations: AgriCorps, The Jedi*

The Agricultural Corps teaches its new recruits to value the nature of life and to maintain balance between living creatures and their environment. These lessons, taught from the first day of their arrival, are meant to instill an overall appreciation for and an understanding of the natural world. The Agricultural Corps also teaches their young pupils patience to wait for results, self-control to let other things find their own way, and ingenuity to seek other methods to resolve a situation without resorting to the destruction of life.

The primary goal of the AgriCorps is to support the Republic's Agricultural Administration, which oversees the production and processing of foodstuffs throughout the Republic. Although most members serve on or near Coruscant, some are sent to other worlds to help with farming operations. Use of The Force by these recruits is restricted to tending the crops and livestock under their care, primarily because they have not learned anything beyond these basic skills at this point.

## AgriCorps Worker Statistics (CL 3)

Medium Human Nonheroic 6/Jedi 1

**Force Points:** 2

**Initiative:** +3; **Senses:** Use the Force +7

**Languages:** Basic

### Defenses

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

Hit Points: 27, Damage Threshold: 13; Shake It OffH

*H- Human bonus Feat*

### Offense

**Speed:** 6 Squares

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

**Ranged:** By Weapon +5

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

### Base Stats

**Abilities:** Strength 12, Dexterity 10, Constitution 13, Intelligence 11, Wisdom 10, Charisma 8

**Talents:** **Force Perception**

**Feats:** Force Sensitivity, Shake It OffH, Skill Focus (Knowledge (Life Sciences)), Skill Training (Endurance), Skill Training (Knowledge (Galactic Lore)), Skill Training (Survival), Skill Training (Use the Force), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Knowledge (Galactic Lore) +8, Knowledge (Life Sciences) +13, Mechanics +8H, Survival +8, Use the Force +7 (may substitute for Perception checks)

**Possessions:** Datapad, Agricultural Tools

*H- Human bonus Feat or Trained Skill*
Aiwha Rider

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

*See also: Feats, Species Feats*

You are a gifted Aiwha Rider, and can weave your Mount through a variety of aerial or submerged maneuvers.

**Prerequisite:** Kaminoan

**Effect:** Any Feats or Talents that require a Pilot or Swim check can be used while mounted on an Aiwha with a Ride check instead. As the rider, you gain a +1 bonus to Slam attack rolls, or attacks with mounted weaponry such as bombs or repeating blasters.
Aqualish Bodyguard

*Aqualish Bodyguard character data created by Wikia user Darthauthor.*

*Affiliations: The Fringe*

Legitimate bodyguards do not initiate an attack unless they are sure of they know that they or their charge is in imminent danger from the person they must subdue or kill. Despite the reputation of Aqualish, this bodyguard is a licenced professional with an actual certification from an academy.

Being on Aaricetri, he breathes a little easier knowing the local authorities enforce a Stun Pistol-only policy. Still he is paid well by Rekk Kashiin to be on the lookout for kidnappers and stickup artists. To that end, when trouble happens he will use his **Harm's Way** Talent to take a shot, or his **Draw Fire** Talent to draw attacks towards him followed. Then activating their Lightning Draw Feat, either with his Stun Pistol or Stun Grenade against any characters who threaten or attempt an attack his charge.

After his charge knows to run for cover or the nearest exit (like they rehearsed), Rekk knows he has broken no law on the planet he's on and unless his apprehenders have an arrest warrant from a legitimate government favored by the planet, he can call the police to protect him whilst arresting any kidnapper or bounty hunter operating outside of their jurisdiction (with charges and sentences depending on the circumstances).

## Aqualish Bodyguard Statistics (CL 6)

Medium Aqualish Soldier 6

**Initiative:** +10; **Senses:** Perception +8

**Languages:** Aqualish, Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 17), Fortitude Defense: 21, Will Defense: 16

Hit Points: 89, Damage Threshold: 21

### Offense

**Speed:** 6 Squares

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

**Ranged:** Stun Pistol +8 (3d6+3 (Stun))

**Ranged:** Stun Grenade (2) +8 (4d6+3 (Stun), 2-Square Burst)

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

**Attack Options:** Lightning Draw

**Special Actions:** **Commanding Presence**, **Draw Fire**, **Harm's Way**, Intimidator

**Species Traits (Aqualish):** Bonus Feat (Toughness), Breathe Underwater, Expert Swimmer

### Base Stats

**Abilities:** Strength 15, Dexterity 14, Constitution 16, Intelligence 10, Wisdom 10, Charisma 8

**Talents:** **Commanding Presence**, **Draw Fire**, **Harm's Way**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Intimidator, Lightning Draw, Martial Arts I, Quick Draw, Skill Focus (Initiative), Skill Focus (Perception), Toughness, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +15, Perception +13, Persuasion +12

**Possessions:** Stun Pistol, Stun Grenade (2), Comlink (Short-Range), Tough Clothing, Various Personal Belonging, 200 credits
Anakin Skywalker (Disambiguation)

**This article is a disambiguation page for Anakin Skywalker (Disambiguation)**

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

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

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

## Official

* Anakin Skywalker (CL 14) from the *Clone Wars Campaign Guide*

## Homebrew

* Anakin Skywalker, Jedi Knight (CL 8) from the *Clone Wars Saga Edition Fan Sourcebook - The Jedi Council*
* Anakin Skywalker, Jedi General (CL 12) from the *Clone Wars Saga Edition Fan Sourcebook - The Jedi Council*
* Anakin Skywalker, Jedi Paragon (CL 15) from the *Clone Wars Saga Edition Fan Sourcebook - The Jedi Council*
Anzati Consortium Technician

*Anzati Consortium Technician character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Joruba Consortium*

The Consortium Technicians have endured visits from snooping corporate Consortium Troubleshooters before and are not thrilled to have the heroes in the computer room. If combat breaks out, the Consortium Technicians hide or flee but do not confront the heroes.

## Anzati Consortium Technician Statistics (CL 0)

Medium Anzati Nonheroic 2

**Initiative:** +1; **Senses:** Low-Light Vision, Perception +1

**Languages:** Anzat, Basic, 1 Unassigned

### Defenses

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

Hit Points: 4, Damage Threshold: 10

### Offense

**Speed:** 6 Squares; Presence Sense

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

**Ranged:** By Weapon +1

**Base Attack Bonus:** +1, **Grapple:** +1; Energy Drain

**Special Actions:** Mesmerize

**Species Traits (Anzati):** Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

### Base Stats

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

**Feats:** Skill Focus (Knowledge (Technology)), Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Knowledge (Technology))

**Skills:** Knowledge (Technology) +12, Mechanics +12, Use Computer +12

**Possessions:** Datapad, Joruba Consortium Uniform
Altiri Pirate Captain

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

*Affiliations: The Fringe, The Blazing Claw, The Crimson Axe*

Pirate Captains are an eccentric mix of characters, encompassing everything from flamboyant rogues commanding rotting ships to grim-faced brutes who slaughter and kill with caprice. Like most Pirates and Privateers, Pirate Captains rarely choose their lot, and most have had their status thrust upon them. Pirate Captains come from a variety of backgrounds and include disgraced nobles, ex-slaves, and fugitives from justice. What separates these characters from their crews is a special quality that gives them the edge to claw their way to the top of the heap and take charge. Yet, any Thug can rule through brute force, so it also takes cunning and strength for a captain to hold their command.

The first priority of any Pirate Captain is to keep their crew happy. Mutiny is a common problem among Pirates, and although every captain has a certain amount of goodwill born from the loyalties they earned when they took command, no Pirate will risk their life for their captain when they're poor or hungry. Therefore, Pirate Captains usually mask their personal greed to ensure that they take care of their men.

## Altiri Pirate Captain Statistics (CL 11)

Medium Near-Human (Altiri) Scoundrel 5/Noble 4/Ace Pilot 2

**Force Points:** 8

**Initiative:** +12; **Senses:** Perception +6

**Languages:** Altirish, Basic, 3 Unassigned

### Defenses

Reflex Defense: 27 (Flat-Footed: 25), Fortitude Defense: 23 (28 against Extreme Temperatures), Will Defense: 23

Hit Points: 66, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d4+5)

**Melee:** Vibroblade +9 (2d6+5)

**Melee:** Vibroblade +4 (2d6+5) and Vibroblade +4 (2d6+5) with Double Attack

**Ranged:** Blaster Pistol +8 (3d8+3)

**Ranged:** Hold-Out Blaster Pistol +8 (3d6+5)

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

**Attack Options:** Double Attack (Advanced Melee Weapons), Point-Blank Shot, **Starship Raider**

**Special Actions:** **Demand Surrender**, **Hyperdriven**, Melee Defense, **Presence**, Quick Draw

**Species Traits (Altiri):** Visually Striking

### Base Stats

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

**Talents:** **Demand Surrender**, **Hyperdriven**, **Presence**, **Spacehound**, **Starship Raider**, **Vehicular Evasion**

**Feats:** Double Attack (Advanced Melee Weapons), Linguist, Melee Defense, Point-Blank Shot, Quick Draw, Skill Focus (Persuasion), Toughness, Weapon Finesse, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +13, Gather Information +13, Initiative +12, Knowledge (Galactic Lore) +11, Knowledge (Tactics) +11, Persuasion +13 (+16 vs Humans and Near-Humans), Pilot +12

**Possessions:** Blaster Pistol, Hold-Out Blaster Pistol Vibroblade, All-Temperature Cloak, Comlink (Encrypted, Short-Range), Holster (Concealed), Utility Belt, Space Transport or Capital Ship
Aleena Cultist Acolyte

*Aleena Cultist Acolyte character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

The Veroleem Cultists immediately draw their Vibroblades and move into melee range of the heroes, positioning themselves so they can Flank the intruders if possible. However, the Cultist Acolytes avoid ending their turns next to the processing machinery, even if that means forsaking a chance to Flank a hero.

If the fight begins to go badly for them, either because the Cultist Adept is slain or because more than half of them are defeated, they withdraw from melee and grab the closest available Prisoners to use as living shields.

## Aleena Cultist Acolyte Statistics (CL 2)

Small Aleena Nonheroic 8

**Dark Side Score:** 1

**Initiative:** +6; **Senses:** Low-Light Vision, Perception +10

**Languages:** Aleena, Basic, 1 Unassigned

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 13, Will Defense: 10

Hit Points: 20, Damage Threshold: 13

### Offense

**Speed:** 4 Squares

**Melee:** Unarmed +8 (1d4+2)

**Melee:** Vibroblade +9 (2d6+2)

**Ranged:** By Weapon +8

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

**Special Actions:** Energy Surge

**Species Traits (Aleena):** Energy Surge, Heightened Agility

### Base Stats

**Abilities:** Strength 15, Dexterity 14, Constitution 10, Intelligence 12, Wisdom 9, Charisma 7

**Feats:** Armor Proficiency (Light), Improved Defenses, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +9, Perception +10

**Possessions:** Light Ceremonial Armor (As Stormtrooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision)), Vibroblade, Comlink (Short-Range)
Arkanian Bodyguard

*Arkanian Bodyguard character data created by Wikia user TysFTW (MUSCLE FOR SALE).*

*Affiliations: The Arkanian Dominion*

Arkanians are renown throughout the galaxy for their intellectual capacity and advancements in medical sciences. Many want to capture their scientists, either to work for them, or in order to take revenge on these ruthless experimenters. As a result of this, Arkanians have found the simplest way to protect themselves was to create a genetic offshoot dedicated to it, a new subspecies that they can easy sell the services of to those in need of it.

### Use in Play

Arkanian Bodyguards are found in officer roles in many security teams; keeping track of the situation and being prepared for medical emergencies. They're well equipped and trained enough to perform life saving surgeries and implant cybernetics in the middle of an attack. Their priority is making sure their ward stays alive, and then get away.

## Arkanian Bodyguard Statistics (CL 3)

Medium Arkanian Offshoot Soldier 3

**Force Points:** 6

**Initiative:** +3; **Senses:** Darkvision, Perception +8

**Languages:** Arkanian, Basic, 1 Unassigned

### Defenses

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

Hit Points: 44, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

**Melee:** Combat Gloves +4 (1d4+3)

**Melee:** Survival Knife +4 (1d6+2)

**Ranged:** Model 434 DeathHammer +5 (3d8+1)

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

**Attack Options:** Point-Blank Shot

**Special Actions:** **Battle Analysis**, Determination, Surgical Expertise, Tech Specialist

**Species Traits (Arkanian Offshoot):** Conditional Bonus Feat (Skill Focus (Treat Injury)), Determination

### Base Stats

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

**Talents:** **Battle Analysis**, **Battlefield Remedy**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Point-Blank Shot, Skill Focus (Treat Injury), Surgical Expertise, Tech Specialist, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Knowledge (Tactics) +7, Mechanics +7, Perception +8, Treat Injury +13 (**Battlefield Remedy**)

**Possessions:** Combat Gloves, Model 434 DeathHammer, Survival Knife, Earbud Comlink, Holster (Hip), Medical Kit, Medpac (3), Utility Belt
Air-2 Racing Swoop

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

A design of swoop first introduced by TaggeCo during the Clone Wars, the Air-2 Racing Swoop saw huge sales in its first few decades of production because Podracing had recently been outlawed, replaced on many worlds by swoop racing. Balanced to have just enough power and mass for sport flying, the Air-2 has an impressive top speed of 600 kilometers per hour and a 1-kilometer flight ceiling. The swoop quickly became popular with racers, joyriders, and gang members, but it suffered from an image problem due to its relatively short frame and stubby appearance. When longer, sleeker swoops were introduced as competition, sales of Air-2 declined.

The Air-2 requires skilled piloting. It has controls for both hands and both feet, and the Pilot must shift their weight to perform many maneuvers. This coordination can be difficult for an unskilled Pilot (a character not Trained in Pilot takes a -2 penalty to Pilot checks while operating an Air-2). However, the lack of complex computer controls or Droid parts simplifies repairs, making the swoop popular on harsh planets where more delicate racers suffer regular breakdowns. (An Air-2 grants a +5 Equipment bonus to Mechanics check made to Repair or Jury-Rig it.)

The basic design of the Air-2 Racing Swoop has been copied and modified by dozens of companies; SoroSuub even has a model also called the Air-2. As a result, it's not unusual to find similar swoops with minor differences, such as a second seat for passengers, slightly decreased speed coupled with extra cargo capacity, or heavier armor and a lower flight ceiling. Unlike many other swoop and speeder designs, the Air-2 is almost never armed. Its small size, tricky handling, and lack of spare power make it impossible to mount weapons heavier than pilots can carry on their persons.

## Air-2 Racing Swoop Statistics (CL 2)

Large Air Vehicle (Airspeeder)

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 11), Fortitude Defense: 16; +2 Armor

Hit Points: 50; Damage Reduction: 5; Damage Threshold: 21

### Offense

**Speed:** Fly 16 Squares (Character Scale); (Maximum Velocity 600 km/h)

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

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 16, Constitution: -, Intelligence: 12

**Skills:** Initiative +7, Mechanics +5, Perception +5, Pilot +7, Use Computer +5

### Ship Statistics

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

**Cargo:** 30 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 8,000 (2,500 Used)
Andren Biel

*Andren Biel character data created by Wikia user Chellewalker (formally Wikia user Lukewarner) (Converted from its Byss and the Deep Core counterpart).*

*Affiliations: The Rebel Alliance*

Andren Biel is, in many ways, a typical Rebel spy. A native of Coruscant, Biel spent many years studying drama and acting at a variety of schools in The Core Worlds and has learned to put forth a certain face when needed. After stowing away aboard a smuggling vessel in order to see the rest of the galaxy, Biel found that he not only had a taste for adventure but also was appalled at the way the Empire functioned outside of Coruscant. Biel was assigned by The Rebel Alliance to monitor naval movements in The Deep Core, as only an Imperial citizen and talented deceiver could survive long so far into the heart of the Empire.

## Andren Biel Statistics (CL 6)

Medium Human Noble 2/Scoundrel 4

**Force Points:** 2

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

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 16, Will Defense: 19; **Blend In**

Hit Points: 38, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

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

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

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

**Attack Options:** Lightning Draw, Point-Blank Shot

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

### Base Stats

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

**Talents:** **Blend In**, **Knack**, **Seducer**

**Feats:** Improved Sleight of Hand, Lightning Draw, Master of Disguise, Point-Blank Shot, Quick Draw, Skill Focus (Deception), Skill Focus (Gather Information), Skill Training (Persuasion), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +16 (+21 to Deceptive Appearance; may substitute for failed Persuasion check, must take second result), Gather Information +16, Knowledge (Galactic Lore) +8, Knowledge (Social Sciences) +8, Perception +9, Persuasion +11, Stealth +10 (Improved Sleight of Hand), Use Computer +8

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

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

*See also: Starship Maneuvers*

This maneuver allows a Pilot to throttle up and blast past enemies, to avoid becoming entangled in Dogfights.

**Time:** Full-Round Action

**Targets:** Self

**Make a Pilot check.** The result of the check determines the effects, if any:

 20
 25
 30
Amygdala Amplifier

*Amygdala Amplifier Equipment data created by Wikia user TheMightyWagon.*

**Equipment Type:** Implants

**Cost:** 20,000

Part of a joint research study into Wookiee psychology, this chip magnifies the fight-or-flight response to induce raw strength drawn from the emotions. Characters without the Rage species trait gain the Rage species trait. This allows them to, once per day, fly into a Rage as a Swift Action, which grants them a +2 bonus on melee attack and damage rolls but renders them unable to use Skills that require concentration, such as Mechanics. A fit of Rage lasts for a number of rounds equal to 5 + the recipients Constitution modifier.

Characters already possessing the Rage species trait increase their bonus to attack and damage rolls while Raging to +3, and gain additional rounds of Rage equal to their Constitution score, and gain a +2 Equipment bonus to their Will Defense while Raging.

Regardless of if the recipient naturally possesses the Rage species trait or not, this Implant takes a massive toll on the body, and replaces the standard post-Rage penalties with -2 Persistent steps down the Condition Track that can only be removed after one hour of recuperation, where no strenuous activity can take place. During this hour, the owner of this implant suffers a temporary -2 penalty to their Wisdom score.
Antilles Legacy

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

*See also: Legacy*

You are a descendant of Wedge Antilles, Rogue Squadron pilot and military leader of The New Republic. Your family has a tradition of military service and is renowned for it's piloting skill. The Antilles family is also a Corellian family, known for both it's loyalty and fierce independence.

**Prerequisite:** Human or Near-Human

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to automatically treat your next Pilot check as though you had rolled a 20 on the check.
Analytical Detachment

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

*See also: Feats, Species Feats*

You are able to rely on logical reasoning and intelligence when others would rely on charm.

**Prerequisite:** Kaminoan

**Effect:** You can use your Intelligence bonus instead of your Charisma bonus for all Charisma-based Skill Checks (excluding Use the Force).
Attacks (Vehicle Combat)

*See also: Vehicle Statistics*

Any Vehicle equipped with weapons can make attacks against opponents within Vehicle Weapon Range (see below). An attack roll with a Vehicle Weapon is calculated as follows:

**1d20 + Base Attack Bonus + Vehicle's Intelligence Modifier + Weapon Range Modifier**

* **Base Attack Bonus:** Use the Base Attack Bonus of the Gunner (which, in some cases, may be the Pilot).
* **Intelligence Modifier:** A Vehicle's computer improves the accuracy of the Vehicle's Weapons Systems, and the Vehicle's Intelligence score measures the quality of the computer.
* **Weapon Range Modifier:** A Vehicle 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 increase to -2 at Short Range, -5 at Medium Range, and -10 at Long Range. See Weapon Ranges below for for information.

### Critical Hits

As in Character Combat, when you roll a Natural 20 on your attack, you automatically hit the target and deal double damage.

When using a Vehicle Weapon, you cannot apply any effect that causes an automatic Natural 20 or automatic Critical Hit (such as spending a Destiny Point or using the Jedi Master’s Serenity class feature), unless a rule specifies that it can be used with Vehicle Weapons.

### Automatic Misses

If you roll a Natural 1 on your attack, you automatically miss.

*\*This Weapon System can only be mounted on a Vehicle of Colossal (Frigate) size or larger.*
Archaic Droid Template

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

**Template Type:** Droid Templates

Although rare, some Droids remain in service after thousands of years. Even though they remain functional, Archaic Droids are generally inferior to their modern-day counterparts.

An Archaic Droid can be obtained for 50% of the cost for a current model, but has its Damage Threshold lowered by 5. The DC for all Mechanics and Use Computer checks used to repair the Archaic Droid are increased by 10. Additionally, any built-in weaponry on an Archaic Droid is incapable of scoring a Critical Hit against non-archaic Droids and equipment.
Advantageous Cover

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

*See also: Feats*

You know how to make the best use of available Cover as shelter from enemy attacks.

**Prerequisite:** Trained in Stealth

**Effect:** When you have Cover, you take no damage from Area Attacks, even if the attack roll exceeds your Reflex Defense.

**Normal:** You take no damage from Area Attacks when you have Cover only if the attack roll misses.
Animated Corpse

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Echoes of the Jedi)*

*Affiliations: General Units*

*You're surrounded by the approaching corpses. Along with their putrefied organic remains, the dark side drips from the reanimated cadavers like saliva from a predatory nexu. Dancing light fills the cavernous eye sockets of their decomposing general as the Kel Dor corpse levels its Blaster Pistol at you. The undead horde charges.*

Called Guardian Spirits due to primitive cultures' belief that they were the spirits of the dead come back to life, these creatures are actually Force Parasites with telekinetic abilities. Each Force Parasite can inhabit one corpse at a time, giving the body a semblance of undead animation. Simultaneously, each Force Parasite can also reanimate other corpses without actually being in their bodies, but they do so less efficiently, and only to help kill the heroes.

The Force Parasites cannot live outside of a host body for long. If the heroes kill a host body, its parasite inhabits one of the remaining Animated Corpses, turning it into a Force Parasite. If there are no Animated Corpses close enough to inhabit, the Force Parasite has nowhere to go and is destroyed.

These cadavers are actually made up of two distinct groups: the salvagers known as the Stalfonauts and bounty hunters led by the Kel Dor Jacen Yar, who had been out to capture Jedi survivors of the orbital bombardment. The two parties ran into each other in the academy library and wound up killing each other in the archive room. Now, controlled by the Force Parasites like string puppets, their skeletal remains remember nothing of their former lives.

## Animated Corpse Statistics (CL 3)

Medium Nonheroic 9

**Initiative:** +11; **Senses:** Perception +3

**Languages:** None

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 12, Will Defense: 10

Hit Points: 31, Damage Threshold: 17; Already Dead

**Immune:** Disease, Fear effects, Poison, Radiation, Stun Damage

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +9 (1d4+2)

**Melee:** Unarmed +7 (2d4+2) with Rapid Strike

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

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

**Attack Options:** Rapid Strike

### Base Stats

**Abilities:** Strength 15, Dexterity 14, Constitution 13, Intelligence 2, Wisdom 8, Charisma 12

**Feats:** Improved Damage Threshold, Improved Defenses, Rapid Strike, Skill Training (Endurance), Weapon Focus (Simple Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10, Initiative +11

**Possessions:** Blaster Pistol

### Abilities

**Already Dead:** This creature does not fall unconscious when it reaches 0 Hit Points. If the attack that reduces the creature to 0 Hit Points also equals or exceeds the creature's Damage Threshold, it dies. Otherwise, the creature continues to act normally at 0 Hit Points until a successful attack deals damage that equals or exceeds the creature's Damage Threshold. If the creature is pushed to the bottom of the Condition Track by damage, it is automatically destroyed.
Adventurer Slugthrower

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

Designed as a long-barreled Slugthrower Rifle, the Czerka Adventurer is used by bounty hunters because of its high accuracy at long-range. Unlike other Slugthrower Rifles, the Adventurer fills its firing chamber with a rich oxidizer as the bullet fires, propelling it faster to give it a longer range and a higher punch.

Bounty hunters also prize the Adventurer Slugthrower for its ability to easily break down and be stashed inside a small portable container. An Adventurer Slugthrower can be disassembled or reassembled quickly using a Move Action.

Adventurer Slugthrowers don't need Power Packs; instead, they employ clips that hold 20 slugs apiece. Clips cost 40 credits, and weigh 0.2 kg.

**Weapon Type:** Rifles

**Size:** Medium

**Cost:** 360

**Damage:** 2d10

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 4 Kilograms

**Type:** Piercing

**Availability:** Restricted

**Accurate:** This weapon takes no penalty when firing at targets at Short Range.
Arcona Krath Warrior

*Arcona Krath Warrior character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Krath*

Drawn from the militaries of conquered Deep Core worlds, Krath Warriors are the staple forces of the Krath army prior to the defeat of Mandalore the Indomitable by Ulic Qel-Droma. Krath Warriors are among the most savage and bloodthirsty in the galaxy, and The Dark Side corruption of their leaders and commanders seeps down through the ranks, infusing Krath Warriors with the rage and hate of The Dark Side of The Force.

Krath Warriors fight side-by-side with Krath War Droids throughout The Great Sith War.

## Arcona Krath Warrior Statistics (CL 1)

Medium Arcona Nonheroic 5

**Dark Side Score:** 8

**Initiative:** +3; **Senses:** Scent, Perception +7

**Languages:** Arconese, Basic

### Defenses

Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 16, Will Defense: 10

Hit Points: 23, Damage Threshold: 16

### Offense

**Speed:** 6 Squares; Powerful Charge

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

**Melee:** Spear +6 (1d8+6)

**Melee:** Spear +8 (1d8+8) with Powerful Charge

**Melee:** War Sword +6 (1d8+6)

**Melee:** War Sword +8 (1d8+8) with Powerful Charge

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

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

**Attack Options:** Power Attack

**Species Traits (Arcona):** Great Fortitude, Scent

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 14, Intelligence 9, Wisdom 10, Charisma 12

**Feats:** Armor Proficiency (Light), Power Attack, Powerful Charge, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +7

**Possessions:** Krath Battle Armor (As Armored Flight Suit (+5 Reflex, +2 Fortitude)), War Sword, Spear, Heavy Blaster Pistol, Comlink (Short-Range), Various Trophies of Battle
Aural Amplifier

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

**Equipment Type:** Detection and Surveillance Devices

**Cost:** 2000

**Weight:**0.5 Kilograms

The Aural Amplifier is a device worn on the head, allowing the wearer to hear from a great distance. By amplifying sound waves originating from the direction of the wearer's interest while dampening ambient noise, the Aural Amplifier grants the wearer a +5 Equipment bonus on Perception checks to Eavesdrop. An Aural Amplifier cannot be worn at the same time as Armor with a helmet or any other device worn on the head.
Archaeological Campaigns

*Homebrew Reference Book: Geonosis and the Outer Rim Worlds*

*See also: Gamemastering*

Under the auspices of the Obroan Institute for Archaeology (Jedi Department), the Hanna Institute of Antiquities, and the hastily created New Republic Archaeological Corps (NRAC), archaeological projects are undertaken throughout Ossus. Excavations of The Great Library, The Chamber of Antiquities, and other sites attract xenoarchaeological teams from across the galaxy.

Before Master Skywalker's adventures on Ossus after the Battle of Endor, archaeological pursuits on the planet can be meet with a varying degree of success and hardships. During the reign of The Galactic Republic, some agencies (again, the Hanna Institute of Antiquities, as well as the Academy of Jedi Archaeology) will sponsor research on Ossus and other worlds of interest to The Jedi and Republic. The University of Agamar, however, home to perhaps the largest xenoarchaeology department in all the Republic (both Old and New), is involved in nearly every large excavation and/or study- and Ossus is no exception.

During The Dark Times, archaeological study receives little funding from the Empire, unless it specifically benefits Human High Culture. Most other site archaeological research is supported and pursued by private interests or universities, though even those entities must be careful not to cross the Emperor's will. Those interested in researching and locating archaeological treasures relevant to the ancient Jedi Order must exercise extreme discretion or face the wrath of the Empire (perhaps even by the hand of Darth Vader himself).

Once Luke Skywalker opens Ossus to The New Republic, the world is ripe for study as never before. The tenacity of researchers is even greater than it was during Ossus' heyday because there is a sense of urgency: Lore of The Jedi will help the New Jedi Order find direction, instruction, and history- things sorely lacking as The Jedi try to rebuild. Other worlds the galaxy over are also searched in an attempt to locate Jedi relics.

The arrival of the Yuuzhan Vong into the galaxy brings most study to a grinding halt. It's all most academics can do just to survive, let alone conduct digs and research. The revered library world of Obra-skai is scoured clean, a crushing blow to academia. As the invaders cut a wide swath through the Republic, Ossus becomes largely isolated from The Core Worlds and proves difficult to reach from The Core and The Inner Rim for all but the most capable Starfighters and warcraft.
Antivehicle Rocket

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

*See also: Wrist Rocket Ammunition, Wrist Rocket Launcher*

An Antivehicle Rocket delivers a powerful kick, sufficient for disabling or significantly damaging a Vehicle.

An Antivehicle Rocket has a Burst radius of 2-squares.

**Cost:** 500

**Damage:** 3d10

**Weight:** 0.25 Kilograms

**Type:** Slashing

**Availability:** Military

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