recursal/Fanatic-Fandom huggingface dataset:
5th-Degree Droid Models

*See also: Droids*

A 5th-Degree or Class Five Droid is a Droid programmed for menial and low-skill tasks. Such Droids tend to perform basic tasks such as lifting, maintenance, mining, sanitation, and transportation.

### 5th-Degree Droid Traits

5th-Degree Droids have the following traits:

* **Ability Modifiers:** All 5th-Degree Droids receive a +4 bonus to their Strength, but suffer -4 penalties to both their Intelligence and Charisma.
* **Behavioral Inhibitors:** 5th-Degree Droids firstly cannot knowingly harm a sentient creature, unless another creature would be harmed due to inaction. 5th-Degree Droids secondly obey orders from their designated owner (whether that be an actual owner or themselves).
* **Droid Traits:** All 5th-Degree Droids posses Droid Traits.
* **Droid Talents:** All 5th-Degree Droids can select Droid Talents from the 5th-Degree Droid Talent Tree.

## Additional 5th-Degree Droids

The below details all 5th-Degree Droid Models found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

Droids play an important part in any Old Republic Campaign. Droids are just as prominent during the days of The Old Republic as they are in later years, and many models are the obvious predecessors of Droids used during the Galactic Civil War.

### Clone Wars Campaign Guide

The Clone Wars saw the rapid development of Droid technology, mainly due to the Separatists' heavy reliance on Droid military units. The Droids presented in this chapter are some of the models found in use in nonmilitary capacities.

### Legacy Era Campaign Guide

The following Droids are common sights across the galaxy during The Legacy Era.

### Rebellion Era Campaign Guide

Labor Droids, Maintenance Droids, and Custodial Droids fall into the category of 5th-Degree Droids.

### Galaxy at War

Although soldiers are loath to admit it, Droids can be invaluable assets in battle, whether as support or as front-line combatants. Even in eras when Droids are less common or distrusted- such as The Dark Times- they are still utilized in some fashion.

## Homebrew 5th-Degree Droids

The following are a collection of Tested 5th-Degree Droid Models created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.
64-Y Swift 3 Repulsor Sled

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

The Imperial Army commissioned the Aratech 64-Y Swift 3 Repulsor Sled as a response to the increase in swoop gang and pirate activity in The Outer Rim. Swoops could easily outrun the Aratech 74-Z Speeder Bike used by Scout Troopers, and their small size allowed them to move through terrain too tight for Airspeeders or Starfighters.

This Repulsor Sled, however, was built to match the speed of even the fastest swoops. Unlike the older (and more dangerous) swoops and Podracers, the Repulsor Sled gets the majority of its thrust from overpowered repulsor generators rather than ion engines. As a result, the sled is much safer and easier to use than its competition. In addition to its front-mounted Blaster Cannon, the Swift 3 carries a powered Drop Net that can entangle and ionize a target for easy capture.

 64-Y Swift 3 Repulsor Sled Statistics (CL 4)

Large Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 14 (Flat-Footed 11), Fortitude Defense: 13; +1 Armor, Vehicular Combat

Hit Points: 32; Damage Reduction: 5; Damage Threshold: 18

### Offense

**Speed:** 12 Squares (Character Scale); (Maximum Velocity 800 km/h)

**Ranged:** Medium Blaster Cannon +7 (See Below)

**Ranged:** Drop Net +7 (See Below)

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

**Base Attack Bonus:** +5; **Grapple:** +13

**Attack Options:** Autofire (Medium Blaster Cannon)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 16, Dexterity: 16, Constitution: -, Intelligence: 14

**Skills:** Initiative +10, Mechanics +8, Perception +8, Pilot +10, Use Computer +8

### Ship Statistics

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

**Cargo:** 4 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Payload:** 1 Drop Net

**Availability:** Military; **Cost:** 8,000 (1,800 Used)

### Weapon Systems

#### **Medium Blaster Cannon (Pilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 3d10

#### **Drop Net (Pilot)**

**Attack Bonus:** +7, **Damage:** 6d10 (Ion), 2x2 Squares, Grapple +13
181st Imperial Pilot

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

*Affiliations: The Imperial Navy, The Galactic Empire*

Let's look at an example of how a character designed for Vehicle Combat can affect a ship. Presented below are the statistics for a 181st Imperial Pilot from the Empire's elite 181st Fighter Squadron, along with statistics for a 181st TIE Interceptor with said pilot at the stick.

Note that these statistics don't represent normal TIE Interceptor stats, but rather those for an elite starfighter far beyond the rest of the pilots in The Imperial Navy.

## 181st Imperial Pilot Statistics (CL 12)

Medium Human Soldier 7/Ace Pilot 5

**Force Points****:** 5; **Dark Side Score:** 3

**Initiative:** +19; **Senses:** Perception +9

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 29 (Flat-Footed: 20), Fortitude Defense: 25, Will Defense: 25; Vehicular Combat, Vehicle Dodge (+2)

Hit Points: 97, Damage Threshold: 25

### Offense

**Speed:** 6 Squares

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

**Ranged:** Hold-Out Blaster Pistol +13 (3d4+6)

**Ranged:** Hold-Out Blaster Pistol +11 (4d4+6) with Rapid Shot

**Ranged:** Weapon System +15 (+2)

**Ranged:** Weapon System +13 (+1d\_+2) with Rapid Shot

**Ranged:** Weapon System +10 (+2) and Weapon System +10 (+2) with Double Attack

**Ranged:** Weapon System +8 (+1d\_+2) and Weapon System +8 (+1d\_+2) with Double Attack and Rapid Shot

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

**Attack Options:** **Devastating Attack (Heavy Weapons)**, **Dogfight Gunner**, Double Attack (Heavy Weapons), **Penetrating Attack (Heavy Weapons)**, Point-Blank Shot, Precise Shot, Rapid Shot

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

### Base Stats

**Abilities:** Strength 10, Dexterity 17, Constitution 13, Intelligence 12, Wisdom 16, Charisma 10

**Talents:** **Battle Analysis**, **Devastating Attack (Heavy Weapons)**, **Dogfight Gunner**, **Expert Gunner**, **Penetrating Attack (Heavy Weapons)**, **Relentless Pursuit**, **Weapon Specialization (Heavy Weapons)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Double Attack (Heavy Weapons), Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Initiative), Skill Focus (Pilot), Vehicular Combat, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +19, Knowledge (Tactics) +12, Mechanics +12, Pilot +19 (may reroll to Dogfight, may keep better result), Use Computer +12

**Possessions:** Flight Suit (+1 Fortitude), Hold-Out Blaster Pistol, Comlink (Short-Range), 200 credits
0-0-0

*0-0-0 character data created by Wikia user Darthautor.*

*Affiliations: The Fringe, BT-1*

*"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a Protocol Droid, specialized in etiquette, customs, translation and torture, ma'am."*
*-0-0-0 introduces himself to Doctor Aphra*
0-0-0, or simply Triple-Zero, is a megalomaniacal Protocol Droid specialized in etiquette, customs, translation, and torture. Awoken by Doctor Aphra and the Sith Lord Darth Vader after suffering a Memory Wipe, 0-0-0 proceeded to perform various missions for the two alongside his fellow Droid and companion BT-1. After Aphra faked her own death, he and BT-1 continued to roam the galaxy with her (against her objections).

On the outside, Triple-Zero's chassis is that of a modified Protocol Droid made from Cybot parts. His unique personality matrix and experience have made him near-sentient as he can take life as easily as any 4th-Degree Droid and enjoys torturing organics to the point of obsession.

## 0-0-0 (Triple-Zero) Statistics (CL 8)

Medium 4th-Degree Droid Nonheroic 3/Noble 3/Scoundrel 3/Independent Droid 1

**Force Points:** 4; **Dark Side Score:** 15

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

**Languages:** Basic, Binary, 7 Unassigned; Translator Unit (DC 5)

### Defenses

Reflex Defense: 19 (Flat-Footed: 19), Fortitude Defense: 15, Will Defense: 23 (28 vs Reprogramming)

Hit Points: 42, Damage Threshold: 15

**Immune:** Droid Traits, Sapience

### Offense

**Speed:** 6 Squares (Walking)

**Melee:** Unarmed +5 (1d3+2)

**Ranged:** By Weapon +6

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

**Attack Options:** **Dastardly Strike**

**Special Actions:** **Demand Surrender**, Intimidator, **Just a Droid**, **Presence**, **Stymie**

### Base Stats

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

**Talents:** **Dastardly Strike**, **Demand Surrender**, **Just a Droid**, **Presence**, **Stymie**

**Feats:** Intimidator, Linguist, Logic Upgrade: Pyrowall, Skill Focus (Deception), Skill Focus (Persuasion), Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Galactic Lore)), Skill Training (Knowledge (Life Sciences)), Skill Training (Treat Injury), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +18, Knowledge (Bureaucracy) +13, Knowledge (Galactic Lore) +13, Knowledge (Life Sciences) +13, Knowledge (Social Sciences) +13, Persuasion +18, Treat Injury +12, Use Computer +13

**Droid Systems:** Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Translator Unit (DC 5), Vocabulator

**Possessions:** Audio Recorder

### Heroic Traits

**Droid Manufacturer** **(Cybot Galactica):** As a model from Cybot Galactica, 0-0-0 can be modified by characters with the Skill Focus (Mechanics) Feat in half the time that would be required for a normal Droid (See Modifying Droids).
Adhesive Grenade

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

Designed as a method of riot control, the Adhesive Grenade explodes with an incredibly sticky substance that anchors a target to the ground and slowly dissolves so as not to trap targets for long periods of time.

Any targets in the blast radius must succeed on a Grapple check against the attacker's ranged attack roll, or they will be unable to Move. This effect lasts for 3 rounds, and once a character has broken free he or she need not make another Grapple check to move through the blast radius.

Adhesive Grenades have a 2-Square Burst radius and are considered Area Attacks.

**Weapon Type:** Grenades

**Size:** Tiny

**Cost:** 200

**Damage:** -

**Weight:** 0.5 Kilograms

**Type:** Energy

**Availability:** Restricted

**Special:** This is an Area Attack Weapon.
AEA-83 Prospecting Crane

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

The AEA-83 Prospecting Crane is a garbage crane in use on many scrap-filled worlds such as Metalorn and Raxus Prime. The AEA-83 possesses a large Grasper Claw to pick up wreckage and move it to another nearby area. Labor Droids and load-lifters can usually do this job more efficiently, but cranes with sentient operators are still used on worlds where sentient labor is cheaper. Some planets have other reasons for using the cranes, such as spores or ionization effects that render more complex processors such as those found on Droids useless.

The AEA-83 Prospecting Cranes are also sometimes used for search and rescue missions in disaster areas, though Tractor Beams are typically much more effective. Countless AEA-83s separate trash on Metalorn for smelting, as Droids are generally not possessed of the intelligence their sentient counterparts, and thus aren't capable of sorting scrap as efficiently.

### Capabilities

The AEA-83's Grasper Claw is capable of making a Grapple attack as if it had the Pin feat, or crushing attacks as if it had the Crush feat. The claw is capable of picking up a maximum of 1 metric ton of cargo.

The AEA-83 Prospecting Crane can also make an Area Attack to any adjacent square (1-Square Burst) by dropping its 1 Ton of cargo which is treated as a Huge object (see Falling Objects). The Prospecting Crane also possesses a single spare tire and Tool Kit on its back to aid in repairs.

## AEA-83 Prospecting Crane Statistics (CL 3)

Huge Ground Vehicle (Wheeled Vehicle)

**Initiative:** +3; **Senses:** Perception +5

### Defenses

Reflex Defense: 15 (Flat-Footed 15), Fortitude Defense: 30; +7 Armor

Hit Points: 150; Damage Reduction: 10; Damage Threshold: 40

### Offense

**Speed:** 8 Squares; (Maximum Velocity 150 km/h)

**Fighting Space:** 3x3 Squares (Character Scale); **+5 Crew Cover**

**Base Attack Bonus:** +0; **Grapple:** +30; Grasper Claw (See Above)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 50, Dexterity: 10, Constitution: -, Intelligence: 10

**Skills:** Initiative +3, Mechanics +5, Perception +5, Pilot +3, Use Computer +5

### Ship Statistics

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

**Cargo:** 1 Ton; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 20,000 (12,000 Used)

**Emplacement Points:** 1
0-LT Utility Droid

*0-LT Utility Droid data created by Wikia user Max Waspace.*

*Affiliations: General Units*

Created after the fall of the Empire, the 0-LT Utility Droid is a multipurpose unit designed to fulfill a variety of menial tasks and labor on outlying worlds. Their sturdy construction and advanced processing power allows 0-LT units to excel at most any task, including those not originally intended for their design.

Several fringe worlds use 0-LT Droids as administrators and analysts, taking advantage of their versatile processors to properly track freight shipments and distributions. While they can still function as regular Utility Droids, they are used far more frequently in roles such as these.

0-LT Utility Droids can be played as Droid Heroes.

## 0-LT Utility Droid Statistics (CL 0)

Small 2nd-Degree Droid Nonheroic 2

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

**Languages:** Basic (understand only), Binary, 2 Unassigned

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 10

Hit Points: 7, Damage Threshold: 9

**Immune:** Droid Traits

### Offense

**Speed:** 4 Squares (Tracked)

**Melee:** Electroshock Probe +0 (1d8 (Ion))

**Ranged:** By Weapon +3

**Base Attack Bonus:** +1; **Grapple:** -2

### Base Stats

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

**Feats:** Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (Simple Weapons)

**Skills:** Mechanics +13 (+15 to Diagnose Problems), Perception +8, Pilot +8, Use Computer +13

**Droid Systems:** Tracked Locomotion, Heuristic Processor, 1 Claw Appendage, 6 Tool Mounts, Compartment Space (2 kg), Diagnostics Package, Improved Sensor Package

**Possessions:** Electroshock Probe, Fire Extinguisher, Holorecorder, Tool Kit, Astrogation Buffer (Storage Device, 10 Memory Units), Circular Saw, Electric Arc Welder

**Availability:** Licensed; **Cost:** 4,500 credits
Acid Pool

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Traitor's Gambit)*

*See also: Hazards*

*Acid Pools are dangerous hazards on Felucia because they resemble pools of standing water.*

## Acid Pool Statistics (CL 2)

**Keywords:** Acid, Contact, Natural

**Trigger:** A being or object comes into contact with the Acid Pool.

**Attack:** +2 vs Fortitude Defense

**Damage:** 1d6

**Recurrence:** Each round at the start of the target's turn, until the acid is washed off or it fails its attack roll.

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

* **Perception (DC 10):** The character detects the Acid Pool.
A-DSD Advanced Dwarf Spider Droid

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

*Affiliations: The Confederacy of Independent Systems*

The Commerce Guild's contribution to the Separatist battle Droid Army is the "Dwarf" Spider Droid, originally built to root out miners who refused to pay Commerce Guild tariffs. The advanced model upgrades the blaster cannon and adds a pair of fire-linked missile launchers. Like the DSD1 Dwarf Spider Droid, the A-DSD Advanced Dwarf Spider Droid is capable of operating in complete darkness.

A major improvement over the DSD1 is that the A-DSD has heavily armored leg plates that it can use to shield its body.

The A-DSD is available commercially for many years before the Battle of Geonosis, and is actually used in holographic training simulations for Clone Troopers on Kamino prior to their first action. However, it is not manufactured in large numbers until some time after the mobilization of the Droid Armies possibly due to cost overruns.

A-DSD Advanced Dwarf Spider Droids can't be played as Droid Heroes.

## A-DSD Advanced Dwarf Spider Droid Statistics (CL 6)

Huge 4th-Degree Droid Nonheroic 9/Soldier 3

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

**Languages:** Basic (understand only), Binary

### Defenses

Reflex Defense: 14 (Flat-Footed: 14 (Leg Shields: 18)), Fortitude Defense: 31, Will Defense: 12; Extra Legs

Hit Points: 59, Damage Threshold: 46

**Immune:** Droid Traits

### Offense

**Speed:** 8 Squares (Walking); **Juggernaut**

**Melee:** Unarmed +12\* (1d8+14)

**Ranged:** Blaster Cannon +7 (3d12+1, 1-Square Splash)

**Ranged:** Blaster Cannon +5 (4d12+1, 1-Square Splash) with Rapid Shot

**Ranged:** Missile Launchers, Fire-Linked +7 (4d12+1, 2-Square Burst)

**Special:** Self-Destruct System +5 (10d6, 4-Square Burst)

**Fighting Space:** 3x3 Squares; **Reach:** 1 Square

**Base Attack Bonus:** +9; **Grapple:** +27

**Attack Options:** Double Attack (Heavy Weapons), Point-Blank Shot, Power Attack, Rapid Shot

*\*Includes 5 points of Power Attack*

### Base Stats

**Abilities:** Strength 26, Dexterity 7, Constitution -, Intelligence 9, Wisdom 9, Charisma 7

**Talents:** **Armored Defense**, **Juggernaut**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Double Attack (Heavy Weapons), Point-Blank Shot, Power Attack, Rapid Shot, Toughness, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles)

**Skills:** Initiative +10

**Droid Systems:** Walking Locomotion, Extra Legs, Basic Processor, 1 Claw Appendage, 3 Tool Mounts, Darkvision, Improved Sensor Package, Self-Destruct System (10d6)

**Possessions:** Blaster Cannon, Missile Launcher (2, Fire-Linked; 36 Missiles), Quadanium Battle Armor (Droid Armor; +7 Reflex)

**Availability:** Military; **Cost:** 25,000 credits

### Abilities

**Leg Shields:** As a Move Action, an A-DSD Advanced Dwarf Spider Droid can pull its legs in close to increase its Armor bonus to +11 until the start of its next turn.
A Visit to Arkanis (BP)

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

*Main Page: Boarding Party*

The best way for the heroes to learn Captain Forral's flight plan is to talk to the crew of The *Gallant*. Through bribery, threats, or guile, the heroes can convince one of the ship's junior officers to download a copy of the flight plan to a Datacard and then deliver it to the heroes just prior to the ship's departure.

The *Gallant* is currently docked at the Vensenor Flight Academy spaceport. The heroes cannot gain access to The *Gallant* without the proper clearance: either a Flight Academy pass (a Moderate Deception), or a suitably high-ranking Imperial identification (a Difficult Deception). The spaceport sentries are trained to watch for possible saboteurs, so they have Perception modifiers of +10, and they gain a +2 circumstance bonus on Perception checks against attempts to enter the spaceport without authorization.

Alternatively, if the heroes make a successful DC 15 Gather Information check in or around the Flight Academy, they learn that many of The *Gallant's* senior staff spend much of their shore leaves in a nightclub near (but outside) the spaceport, called the Full Burn.

### The Art of Persuasion

If the heroes gain access to one of The *Gallant's* junior officers aboard the ship or at the Full Burn, they can try any of the following tactics. Assume that these officers have Perception modifiers of +15.

* **Deception:** The heroes can try to fool an officer into thinking that they have sufficient clearance (and cause) to obtain a copy of the flight plan. The heroes gain a +2 circumstance bonus to their Deception check if they specifically target an officer who has imbibed too much.
* **Persuasion:** If the heroes can change an officer's Attitude from Unfriendly to Helpful, the officer provides the heroes with a copy of the flight plan.
* **Coercion:** If the heroes can get an officer alone (perhaps by abducting him), they can Intimidate him into giving up the flight plan. Their check gets a -10 modifier if they try this tactic while the officer is still in the Full Burn (where he is surrounded by other Imperial officers).

*Continued in Ambushing The*Gallant
8D8 Smelting Operator

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

*Affiliations: General Units*

Designed by Roche for use in the extreme environment of an industrial smelter, the 8D8 Smelting Operator is an efficient design. Though it lacks advanced processors, the 8D8 is incredibly strong. Its white kevlex coating allows it to easily withstand temperatures of up to 1,650 degrees Celsius. This special coating provides the 8D8 with a +20 Equipment bonus to Fortitude Defense against Extreme Heat.

Following the commercial failure of the J9 Worker Drone, the 8D8 Series was designed with a more Human appearance in mind. The results are a mixed bag, with the 8D8's appearance being more skeletal than Human. In addition, the white finish of the kevlex coating does little to set Humans at ease. 8D8 Series Droids have simple personalities. They often develop an inferiority complex, resenting Droids with more advanced processors. Older 8D8 models often resort to bullying their more advanced and socially adept kin.

8D8 Smelting Operators can be played as Droid Heroes.

## 8D8 Smelting Operator Statistics (CL 0)

Medium 5th-Degree Droid Nonheroic 1

**Initiative:** -2; **Senses:** Darkvision, Perception +0

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 14 (Flat-Footed: 14), Fortitude Defense: 10 (30 vs Extreme Heat), Will Defense: 9

Hit Points: 2, Damage Threshold: 10

**Immune:** Droid Traits

### Offense

**Speed:** 6 Squares (Walking)

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

**Melee:** Unarmed +4 (2d4+4) with Mighty Swing

**Ranged:** By Weapon +0

**Base Attack Bonus:** +0; **Grapple:** +4

**Attack Options:** Mighty Swing

### Base Stats

**Abilities:** Strength 18, Dexterity 10, Constitution -, Intelligence 8, Wisdom 10, Charisma 8

**Feats:** Mighty Swing, Skill Focus (Endurance), Skill Training (Endurance), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +8, Knowledge (Physical Sciences) +4

**Droid Systems:** Walking Locomotion, Basic Processor, 2 Claw Appendages, Darkvision, Vocabulator

**Possessions:** Durasteel Shell (Droid Armor; +4 Reflex)

**Availability:** Licensed; **Cost:** 2,500 credits (1,800 Used)
AT-KT

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

The Kashyyyk deployment variant of the AT-ST is designed to root out insurgents and enemy scouts from terrain that offers heavy cover. Rather than acting as an antivehicle platform, the AT-KT (also sometimes referred to as the "Hunter" scout transport, or AT-STh, when deployed on other worlds) is specifically an antipersonnel walker, with heavy weapons tasked to fire through foliage, light bunkers, and camouflage.

Moreover, the Vehicle's weapons are primarily used to stun the targets (since dead Wookiees make poor slaves), ensuring that even the most rebellious insurgents live to serve the Empire as laborers.

## AT-KT Statistics (CL 10)

Huge Ground Vehicle (Walker)

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

### Defenses

Reflex Defense: 14 (Flat-Footed: 12), Fortitude Defense: 20; +4 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Damage Threshold: 40

### Offense

**Speed:** 6 Squares; (Maximum Velocity 90 km/h)

**Ranged:** Stun Cannon +6 (See Below)

**Ranged:** Frag Grenade +6 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +5; **Grapple:** +25

**Special Actions:** Battlefield Effects

### Abilities

Strength: 30, Dexterity: 14, Constitution: -, Intelligence: 12

**Skills:** Initiative +8, Mechanics +8, Perception +8, Pilot +8, Use Computer +8

### Ship Statistics

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

**Cargo:** None; **Consumables:** 2 Days; **Carried Craft:** None

**Payload:** 12 Frag Grenades

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

### Weapon Systems

#### **Stun Cannon (Pilot)**

**Attack Bonus:** +6, **Damage:** 2d10x2 (Stun)

#### **Frag Grenade (Copilot)**

**Attack Bonus:** +6, **Damage:** 4d6, 2-Square Burst
A-Series Medical Droid

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

*Affiliations: The Fringe*

The A-Series Medical Droid has the dubious distinction of being one of the only Medical Droid models to be outlawed by the Republic Senate. MerenData's A-Series is an extremely efficient model, specializing in Cybernetic Prostheses and other biomechanical Implants. Originally serving as surgical aids for cybernetic-implant procedures, the A-Series Medical Droid proves so good at its tasks that hospitals upgrade A-Series Droids from surgical assistants to chief surgery Droids.

However, the A-Series is not programmed for decision making. When thrust into their new roles, the A-Series Droids do not object and go about their jobs. As their Heuristic Processors evaluate their new roles, the A-Series Droids come to the same conclusion: biological parts are inferior to cybernetic implants. Patients across the galaxy wake from surgery with their perfectly healthy appendages replaced with Cybernetic Prostheses. A-Series Droids are quickly identified as the culprits in these unnecessary surgeries. The Republic Senate bans further sale of the Droids and orders all existing A-Series to be destroyed. MerenData never issues a formal recall, however, so many A-Series Droids continue to serve throughout the galaxy, their owners ignorant of the Senate edict and of the potential danger of giving the Droids decision-making responsibility.

General Grievous keeps an A-Series Medical Droid- A-4D- as his personal physician responsible for maintaining the condition of Grievous' cybernetic components.

A-Series Medical Droids can be played as Droid Heroes.

## A-Series Medical Droid Statistics (CL 1)

Small 1st-Degree Droid Noble 1

**Force Points:** 2

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

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

### Defenses

Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 10, Will Defense: 15

Hit Points: 18, Damage Threshold: 10

**Immune:** Droid Traits

### Offense

**Speed:** 4 Squares (Walking)

**Melee:** Unarmed -1 (1d2-1)

**Base Attack Bonus:** +0; **Grapple:** -5

**Special Actions:** Cybernetic Surgery

### Base Stats

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

**Talents:** **Medical Droid**

**Feats:** Cybernetic Surgery\*, Skill Focus (Knowledge (Life Sciences))\*, Skill Focus (Treat Injury), Surgical Expertise\*

**Skills:** Initiative +5, Knowledge (Galactic Lore) +7, Knowledge (Life Sciences) +12, Knowledge (Technology) +7, Perception +7, Persuasion +6, Treat Injury +12 (May perform Surgery in 10 minutes, First Aid restores 2 Hit Points for every point exceeding the DC), Use Computer +7

**Droid Systems:** Walking Locomotion, Heuristic Processor, 2 Hand Appendages, 3 Tool Mounts, Diagnostics Package, Vocabulator

**Possessions:** Medical Kit, Medpac (5), Surgery Kit

**Availability:** Licensed; **Cost:** 9,740 credits

*\*Reprogrammed*
3rd-Degree Droid Talent Tree

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

The following Droid Talents may be taken by any 3rd-Degree Droid.

#### **Etiquette**

When you succeed on a Persuasion check to change a character's Attitude, you adjust the target's Attitude by one additional step.

#### **Helpful**

Once per turn you can use the Aid Another Action to assist any adjacent ally on a Skill Check as a Swift Action instead of a Standard Action.

#### **Protocol**

You always succeed on attempts to Aid Another on Deception, Knowledge, and Persuasion checks (no roll required).

## Additional 3rd-Degree Droid Talents

#### **Nuanced**

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

You are skilled in the nuances of diplomatic speech and gestures. Once per encounter, you can add your Wisdom bonus to a Persuasion check in addition to your Charisma bonus.

#### **Observant**

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

You enhance your persuasiveness by applying data obtained through observation. Whenever you would fail a Persuasion check, you can roll a Perception check as a Free Action, with a DC equal to the DC of the Persuasion check. If you succeed, add +5 to the original Persuasion check result.

#### **Supervising Droid**

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

*Prerequisites:* **Observant**, Any Talent from the Influence Talent Tree, Inspiration Talent Tree, or Leadership Talent Tree

You are programmed to oversee other Droids. You can use each of the following actions once per encounter:

* *Combat Support*: As a Standard Action, you automatically Aid Another on an allied Droid's attack roll, provided you are capable of using the Aid Another action to assist that ally. If you also have Weapon Focus Feat, you increase the bonus provided by the Aid Another action from +2 to +3.
* *Director*: As a Standard Action, you automatically Aid Another Droid with a Skill you are Trained in. If you also have Skill Focus in that Skill, you increase the Aid Another bonus from +2 to +5.
* *Instant Action*: As a Swift Action, you grant one ally a Swift Action that it can use immediately as a Free Action.

#### **Talkdroid**

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

*Prerequisite:* Trained in Persuasion

You know how to subtly massage translations. When one of your allies is attempting to use the Persuasion skill to change the Attitude of a creature that does not understand your ally, you add +2 to the ally's Persuasion check results if you perform the translation.
Ackbar Slash

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

*See also: Starship Maneuvers*

A starship tactic made famous by the Mon Calamari Admiral Ackbar, the *Ackbar Slash* involves a ship moving into the midst of enemy forces in order to cause an opponent to strike its own allies.

**Time:** Reaction

**Targets:** One adjacent opponent.

**Make a Pilot check.** When you are the target of an attack made by an adjacent opponent that misses, you may activate this maneuver. The result of the check determines the effects, if any:

 25
 30
 35

**Special:** The new target of the redirected attack may not in turn use the *Ackbar Slash* maneuver to redirect that attack.
AV-1C Combat Armor

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

Originally designed for use by private security forces and paramilitary groups, the GTU AV-1C Combat Armor is a fully enclosed suit of Armor made of interlocking hard plates that completely cover the wearer's body.

The suit is Vacuum Sealed and incorporates a built-in Helmet Package. Additionally, the Armor includes an advanced repulsorlift system that replicates a Jet Pack (following all the normal rules for the Jet Pack) but produces no noise, heat, or flames.

Combat Armor is Powered Armor and has two free Upgrade Slots.

**Type:** Heavy Armor

**Cost:** 25,000

**Bonus to Reflex Defense:** +9

**Bonus to Fortitude Defense:** +4

**Maximum Dexterity Bonus:** +1

**Weight:** 25 Kilograms

**Availability:** Restricted, Rare
Ackbar Legacy

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

*See also: Legacy*

You are a descendant of Admiral Ackbar, one of the most famous leaders of The Rebel Alliance. Your family has a tradition of military leadership and benevolence.

**Prerequisite:** Mon Calamari

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action to double any insight, morale, or competence bonus you grant as a part of a Talent or other special ability.
ARC Trooper Armor (CWSB)

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

This armor was developed by Kamino Armorsmiths in conjunction with DNA donor, Jango Fett, for the Advanced Recon Commando units in the Grand Army of the Republic during the Clone Wars. The armor is highly customizable to accommodate the needs of any ARC Trooper in the field and contains a wide array of sensory equipment.

ARC Trooper Armor is essentially modified Phase I Clone Trooper Armor, and as such, provides protection from atmospheric conditions and vacuums like an Armored Flight Suit. It is also fitted with a Helmet Package that grants any wearer with the Armor Proficiency (Light) Feat a +2 Equipment bonus to all Perception checks as well as Low-Light Vision. The armor also has Vacuum Seals that protect the wearer from outside atmosphere and provide up to ten hours of breathable air.

The weight of the armor has been drastically reduced to provide greater comfort, while its construction affords better protection. ARC Trooper Armor is capable of an impressive degree of variation. The stock model of the armor is equipped with a 10-slot Integrated Equipment, Weapon Mount, and 3 free Upgrade Slots. The stock equipment installed is a Blast Pauldron, Bracer Computer, Breath Mask, Decibel Shielding, Halo Lamp, Kama, Visual Wrist Comm (Long-Range, Encrypted), Portable Computer, Kama, Liquid Cable Dispenser, Polarized Lenses, and a Rangefinder. The standard mounted weapon is a Wrist Rocket Launcher.

ARC Trooper Armor has both the Reinforced Armor and Fortifying Armor Armor Traits.

**Type:** Light Armor

**Cost:** 30,000

**Bonus to Reflex Defense:** +7

**Bonus to Fortitude Defense:** +3

**Maximum Dexterity Bonus:** +4

**Weight:** 12 Kilograms

**Availability:** Military, Rare
Advance Patrol Talent Tree

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

Your skills at observation and stealth are frequently called upon as you gather information about enemy forces.

#### **Forward Patrol**

*Prerequisite:* **Watchful Step**

At the start of a Surprise Round in which you are not caught by Surprise, you can designate one ally within 6 squares of you as able to retain his or her Dexterity bonus to Reflex Defense during the Surprise Round.

#### **Mobile Combatant**

*Prerequisites:* **Forward Patrol**, **Watchful Step**

You know that the key to winning a fight is keeping your enemies from pinning you down. You can use each of the following Actions once per encounter:

* *Evasive Assault:* As a Standard Action, make a single melee or ranged attack. If the attack successfully deals damage, you gain a +5 dodge bonus to your Reflex Defense until the end of your next turn.
* *Expeditious Attack:* As a Standard Action, make a single melee or ranged attack, then move up to half your Speed as a Free Action. This movement does not provoke Attacks of Opportunity.
* *Yielding Assault:* When you are damaged by an enemy's melee or ranged attack, you can move up to one-half your Speed as a Reaction. This movement does not provoke an Attack of Opportunity. On your next turn, you gain a favorable circumstance (+2 bonus) to your first attack roll against the same enemy that damaged you.

#### **Trailblazer**

*Prerequisite:* Trained in Survival

During your turn, you can spend a Swift Action to allow all allies within 6 square of you and within your line of sight to count the first square of Difficult Terrain as normal terrain each time they move.

#### **Watchful Step**

You can use your Perception check modifier instead of your Initiative modifier when making Initiative checks. If you are entitled to an Initiative check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). You are considered to be Trained in Initiative.
Admiral Wullf Yularen

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

*Affiliations: The Galactic Republic, The Galactic Empire*

One of the youngest members of the Republic's naval officer corps to hold the rank of Admiral, Wullf Yularen begins his career in the Senate Intelligence Bureau, but after years of dealing with corrupt Senators and officials, Yularen retires. He comes to Supreme Chancellor Palpatine's attention as a potentially dedicated and loyal Intelligence officer and is coaxed out of retirement. Palpatine quickly promotes Yularen to Admiral in order to retain his service. Unable to pass up such a promotion, the dedicated, loyal, and disciplined officer takes control of a naval task force assigned to Obi-Wan Kenobi. During the Clone Wars, Admiral Yularen serves as an unflinching naval commander who follows his orders, no matter what doubts he might have.

 Admiral Wullf Yularen Statistics (CL 4)

Medium Human Noble 4

**Destiny Points:** 1; **Force Points:** 3

**Initiative:** +3; **Senses:** Perception +13

**Languages:** Basic, Bocce, Durese, Gran, High Galactic, Huttese

### Defenses

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

Hit Points: 33, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

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

**Ranged:** Blaster Pistol +4 (3d6+2)

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

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

**Special Actions:** **Educated**, **Inspire Haste**

### Base Stats

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

**Talents:** **Educated**, **Inspire Haste**

**Feats:** Linguist, Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Tactics)), Skill Focus (Perception), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Gather Information +9, Knowledge (Bureaucracy) +9, Knowledge (Galactic Lore) +9, Knowledge (Tactics) +14, Perception +13, Persuasion +9, Pilot +8, Use Computer +9

**Possessions:** Blaster Pistol, Code Cylinder, Comlink (Short-Range), Datapad, Officer's Uniform, Various Personal Belongings
Acid

*See also: Hazards*

*Acid burns through metal and skin alike, corroding them.*

## Acid Statistics (CL 2)

**Keywords:** Acid, Contact, Natural

**Trigger:** A creature, a Droid, or an object comes into contact with the Acid.

**Attack:** +4 vs Fortitude Defense

**Damage:** 2d10 (Half Damage on Miss)

**Recurrence:** Each round at the start of the target's turn, until the acid is washed off or treated.

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

* **Treat Injury (DC 14; Requires Medical Kit):** The character treats the Acid.
AT-AT Pilot

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

*Affiliations: The Galactic Empire*

AT-AT Pilots are among the best Vehicle pilots the Empire has to offer. Although certain units, such as the famed Blizzard Force, feature elite pilots, the regular AT-AT Pilot is formidable in their own right. They wear Armored Flight Suits very similar to those of Imperial fighter pilots.

## AT-AT Pilot Statistics (CL 2)

Medium Human Nonheroic 6

**Dark Side Score:** 1

**Initiative:** +9; **Senses:** Perception +3

**Languages:** Basic

### Defenses

Reflex Defense: 20 (Flat-Footed: 19), Fortitude Defense: 13, Will Defense: 10

Hit Points: 15, Damage Threshold: 13

### Offense

**Speed:** 6 Squares

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

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

**Base Attack Bonus:** +4; **Grapple:** +5

### Base Stats

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

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Skill Training (Initiative), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +9, Mechanics +8, Pilot +9

**Possessions:** Armored Flight Suit (+5 Reflex, +2 Fortitude), Blaster Pistol, Comlink (Short-Range)
Acrobatic Strike

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Feats*

Your dexterous maneuvers and skilled Acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against them.

**Prerequisite:** Trained in Acrobatics

**Effect:** If you succeed in Tumbling to avoid an Attack of Opportunity, you gain a +2 competence bonus on the next attack roll you make against that foe as long as the attack occurs before the end of your current turn.
AT-AT

The 15.5-meter-tall All Terrain Armored Transport (AT-AT) is an imposing, four-legged behemoth that shakes the ground as it plods toward enemy fortifications. (The Empire used AT-ATs to overwhelm Rebel forces on Hoth in Episode V.)

## AT-AT Statistics (CL 14)

Colossal Ground Vehicle (Walker)

**Initiative:** -2; **Senses:** Perception +8

### Defenses

Reflex Defense: 16 (Flat-Footed: 16), Fortitude Defense: 29; +16 Armor, Vehicular Combat

Hit Points**:** 300; Damage Reduction: 20; Damage Threshold: 79

### Offense

**Speed:** 4 Squares; (Maximum Velocity 60 km/h)

**Ranged:** Heavy Laser Cannons +7 (See Below)

**Ranged:** Blaster Cannons +7 (See Below)

**Fighting Space:** 6x12 Squares (Character Scale); **Total Cover**

**Base Attack Bonus:** +5; **Grapple:** +42

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 48, Dexterity: 10, Constitution: -, Intelligence: 14

**Skills:** Initiative -2, Mechanics +8, Perception +8, Pilot -2, Use Computer +8

### Ship Statistics

**Crew:** 5 (Expert Crew Quality); **Passengers:** 40

**Cargo:** 1 Ton; **Consumables:** 1 Week; **Carried Craft:** 5 74-Z Speeder Bikes or 2 AT-STs

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

### Weapon Systems

#### **Heavy Laser Cannon (Gunner)**

**Attack Bonus:** +7, **Damage:** 6d10x2, 2-Square Splash

#### **Blaster Cannon (Gunner)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 3d10x2
AAT-2

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

One of the rarely seen variants of the AAT-1, this heavy variant offers a number of slight improvements. Unfortunately, the cost to modify each AAT-2 proved far too pricey when balanced against the increased survivability of Droid crews, and the modification was largely unseen. Only elite sentient Separatist units were known to use the tanks with any regularity. The design all but vanishes after the Clone Wars.

### Capabilities

The Energy Shell Projectors are a bank of six tubes, each with the ammunition capacity for 40 Energy Shells. However, each tube can have its ammo swapped out with 15 Armor Piercing shells, High-Yield, or Bunker Busters. These tubes have the ability to Fire-Link 2, 4, or all 6 projectors at once.

This Vehicle is also equipped with a Reinforced Chassis.

## AAT-2 Tank Statistics (CL 9)

Huge Ground Vehicle (Speeder)

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

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 23; +6 Armor, Vehicular Combat

Hit Points: 210; Damage Reduction: 15; Damage Threshold: 33; Reinforced Chassis

**Weakness:** Ion Vulnerability

### Offense

**Speed:** 6 Squares; (Maximum Velocity 45 km/h)

**Ranged:** Heavy Laser Cannon, Advanced +4 (See Below)

**Ranged:** Anti-Vehicle Medium Lasers (4) +4 (See Below)

**Ranged:** Light Autoblaster Cannon (3) +4 (See Celow)

**Ranged:** Energy Shell Projectors (6) +4 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **Total Cover** (Crew), **No Crew Cover** (Passengers)

**Base Attack Bonus:** +2; **Grapple:** +28

**Attack Options:** Autofire (Light Autoblaster Cannons), Fire-Link (2, 4, or 6 Energy Shells)

**Special Actions:** Battlefield Effects

### Abilities

Strength: 42, Dexterity: 15, Constitution: -, Intelligence: 14

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

### Ship Statistics

**Crew:** 4 (Skilled Crew Quality); **Passengers:** 8 (External)

**Cargo:** 100 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Payload:** 240 Energy Shells

**Availability:** Military; **Cost:** 65,000 (42,000 Used)

**Emplacement Points:** 1

### Weapon Systems

#### **Light Autoblaster Cannon (3) (Pilot)**

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

#### **Energy Shell Projectors** **(6) (Gunner)**

**Attack Bonus:** +4, **Damage:** 6d6, 2-Square Splash
A-7 Hunter Interceptor

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

The rapidly growing military needs of the New Order created opportunities for companies to build new shipyards, especially if they could interest the Empire in a new line of vessels to be the standard of Imperial fleets. Kuat Drive Yards earned vast profits building Imperial Star Destroyers and wanted to provide the Empire with its Starfighter fleets as well. The main entrant for this role was the A-7 Hunter Interceptor, an update of a long-successful line of cheap, simple, fast Starfighters.

For the first few years after the Clone Wars, many Imperial officers assumed that the A-7 Hunter Interceptor would become the new standard snub fighter of the Empire and bought dozens of the fighters to outfit their ship's hangars. When the TIE Fighter was instead selected, the A-7 waned in popularity among Imperials, though it could still be found on ships in fringe systems. Many of the fighters eventually ended up being used by mercenaries and insurgents.

The A-7 is similar to a TIE in many respects. It has no Hyperdrive or shields, only two Laser Cannons, and few support systems. Though not as fast or maneuverable as later designs such as TIE Interceptors or A-Wings, it is more agile than a typical TIE. Ultimately, it's likely that its higher construction cost led to the Empire passing it over.

## A-7 Hunter Interceptor Statistics (CL 6)

Huge Starfighter

**Initiative:** +8; **Senses:** Perception +6

### Defenses

Reflex Defense: 16 (Flat-Footed: 12), Fortitude Defense: 22; +4 Armor, Vehicular Combat

Hit Points: 60; Damage Reduction: 10; Damage Threshold: 32

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 5 Squares (Starship Scale); (Maximum Velocity 1,200 km/h)

**Ranged:** Laser Cannons +4 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +24

**Attack Options:** Autofire (Laser Cannons)

### Abilities

Strength: 34, Dexterity: 18, Constitution: -, Intelligence: 14

**Skills:** Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6

### Ship Statistics

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

**Cargo:** 55 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Military; **Cost:** 80,000 (45,000 Used)

### Weapon Systems

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

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