recursal/Fanatic-Fandom huggingface dataset:
Diiro

This is a traditional weapon found on Arbooine, made of a single hollowed out shaft of wood - tipped with a sharp alloy blade.

This weapon may be loaded with up to 3 doses of poison. Whenever an successful attack is made, the target suffers the effect of the poison.

When the weapon is damaged, increase the damage by 1 step.
Coordinated Assault talent

## Coordinated Assault

* **Activation:** Active (Maneuver)
* **Ranked:** Yes
* **Trees:** Clone Officer (2), Strategist (1), Tactician (1), Warleader (1)

The character may make a Coordinated Assault maneuver. If they do so, a number of allies engaged with the character equal to the character's ranks in Leadership gain an advantage result on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Coordinated Assault.
Corrupted Crystal

When a force-user draws closer to willingly accepting the dark side, they slowly corrupt their kyber crystal. These darkened and bloody red crystals only serve to feed the draw of the dark.

The crystal can only be applied to Lightsabers.

If the user reaches Morality 70, they may make a Hard (3 difficulty) Discipline check to purge the corruption. At Morality 70, the crystal loses its vicious quality and no longer provides an additional dark force point.

**Base Modifier:** Damage +6, Critical Rating +2, Breach +1, Vicious +2, Sunder Quality. Add 1 dark force point to any force power check.

**Mod Options:** 2x "Damage +1", 1x "Critical Rating -1", 1x "Vicious +1"
Discredit talent

## Discredit

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Advocate

Once per encounter, the character may take the Discredit action by make a **Hard Deception check**. If [they] succeed, one chosen character upgrades the difficulty of social checks once, and one additional time for every two advantage results on the Deception check, until the end of the encounter.
Corellian Sendoff talent

## Corellian Sendoff

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Hotshot

When piloting a starship or vehicle, the character may take a Corellian Sendoff action targeting two enemy starships or vehicles in the encounter that are both of equal or smaller size than the character's ship. The character makes a **Hard Cool check**; if it succeeds, the targeted ships immediately suffer a minor collision with each other. For the rest of the encounter, both ships add two setback dice to all checks. The character may spend a triumph result on this check to destroy one of the targeted enemy ships.

### Improved

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Hotshot

When the character performs a Corellion Sendoff action, the targets suffer a major collision instead of a minor one.
Dioxis Gas

This lethal gas has been in use for decades, extensively used by groups which use droid fighters as they are unaffected.

Bought as a single dose;

Single dose requires a Hard (3 difficulty) Resilience check, while 2 or more requires a Daunting (4 difficulty) check. Failure deals 5 wounds (ignoring soak), and 2 strain per disadvantage result. Gas lingers for 3 rounds (unless dissipated by wind).
Death Watch Warrior

A group of 'patriots' and fanatics, desiring for a return to the traditional warrior nature of the old Mandalore Supercommandos, the Death Watch formed as a terrorist group that launched the pacifist Mandalore into Clone Wars.

**Bonus Career Skills:**

* Coercion
* Mechanics
* Piloting (Planetary)
* Ranged (Light)

Source: Collapse of the Republic
Combat Scanner

Typically built into a helmet, these scanners provide users with critical battlefield data. The scanner includes an encrypted long-range comlink and a set of sensors.

Remove 2 setback dice added to checks due to darkness/ see normally in dark conditions. Enemies add 2 setback dice to checks made to intercept or decrypt data broadcasts.
CR90 Corvette

A versatile light capital ship, Corellian Engineering's CR90 corvette is a small, multi-purpose vessel popular with both military and civilian organizations. Long and sleek, the CR90 has a distinctive, wasp-waisted profile with a narrow midships section flanked by a massive bank of eleven Girodyne ion turbine engines aft and abroad, hammerhead bridge and crew section forward. These vessels are remarkably fast and agile for ships of their size. Used during the Clone Wars alongside CEC's aging CR70 corvettes, the CR90 benefits from their high-output reactor and CEC's modular design philosophy. They can be configured as a troop carrier, cargo hauler, passenger liner or consular ship, or even a heavily armed light escort vessel or pocket cruiser.

In their standard configuration as lightly armed passenger and cargo liners, these corvettes mount a pair T&B twin turbolasers in dorsal and ventral midships turrets as their main weapons. Along with the turbolasers are four heavy laser cannons, two to a side, mounted dorsally in turrets on the midships hull section. Thanks to their modular nature and high power output, CR90s can mount two to three times as many weapons without sacrificing any performance, which makes them well-suited to running blockades and acting as heavy escorts for cash-strapped militaries. Their price, versatility, and ostensible position as civilian transport vessels make the CR90 corvettes extremely attractive to the Rebel Alliance. Many of these vessels serve in the disparate Alliance fleets, filling multiple roles and often carrying contraband to and from worlds where their pretense rarely causes alarm. However, the Imperial authorities have gotten wise to this, and CR90s are often detained and searched on the flimsiest pretense to ensure that they are not being used to aid and abet the Rebellion.

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**Hyperdrive:**Primary: Class 2, Backup: None.

**Navicomputer:** Yes

**Sensor Range:**Long.

**Ship's Complement:**30-165

**Encumbrance:** 2500

**Passenger Capacity:** 600

**Consumables:**1 Year.

**Weapons:**

* One Dorsal & One Ventral Turret-mounted Twin Medium Turbolaser Battery

* Two Port & Two Starboard Turret-mounted Light Turbolasers
Circle Of Shelter talent

## Circle of Shelter

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Knight, Protector

*Force talent.* When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though the character is not the target of the combat check).
Containment Field

This attachment uses a pair of cylindrical generators, on the roof and floor, in which an individual wearing magnetic binders can be suspended in mid air. They are often fitted with bio-signs monitors due to the fields capacity of causing an array of lethal effects if not tuned properly.

It can be installed on a vessel silhouette 4 or higher.

**Base Modifier:** May hold one silhouette 1 creature. They are unable to move, but can see, hear and speak. Field can inflict harm (as an action) on prisoner, who must make a Hard (3 difficulty) Resilience check and suffer 1 wound per failure result and 1 strain per disadvantage.

**Mod Options:** None.
Bubse Spice

Extracted from the Bubse root, Bubse spice is a powerful anesthetic. It numbs the physical body, but also numbs the user's emotions - causing them to behave without thought or compassion.

Bought in single doses;

Bought in 100 dose cargo container;

Any number of doses causes the character to increase [their] wound threshold by 4 until the end of the encounter. Add +20 to any Critical Injury suffered until the end of the encounter.
Cracked Jedha Crystal

The kyber crystals of Jedha were of great significance to the Church of the Force. They were popular among the Jedi as the crystals would produce a focused and potent blade. However, due to a 'mining accident' at Jedha City, the crystals are hard to come by - and generally damaged - leading to an unstable blade.

The crystal can only be applied to Lightsabers.

**Base Modifier:** Damage +7, Critical Rating +3, Breach +1, Vicious +1, Inaccurate +2, Sunder Quality.

**Mod Options:** 3x "Vicious +1", 2x "Damage +1", 1x "Inaccurate -1", 1x "Critical Rating -1",
Contraption talent

## Contraption

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Mechanic, Sapper, Scavenger

Once per game session, the character can take a Contraption action. With a successful **Hard Mechanics check**, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A triumph result may be spent to allow the tools to be recovered to be used later.
Deception (Cun)

This social skill judges the character's ability to trick others into believing falsehoods. It is used against Discipline, and may be rolled in situations such as;

* Misleading a buyer on the worth of an item.
* Distracting an opponent.
* Leaving a false trail in a chase.
* Bluffing their way through a tricky situation.

##### Careers with Deception as a class skill:

* Colonist
* Diplomat
* Sentinel
* Smuggler
* Spy

##### Specializations with Deception as a class skill:

* Advisor
* Advocate
* Agitator
* Courier
* Gambler
* Infiltrator
* Performer
* Politico
* Propagandist
* Prophet
* Scoundrel
* Trader

##### Universal Specializations with Deception as a class skill:

* Pirate
* Senator
Crash Survival Kit

These are found aboard most large vessels, used to increase chances of survival after crashing on an inhospitable or uncivilized world.

These include a thermal cloak, multi-tool, distress beacon, 2 emergency comlinks, a spool of wire, a basic medpac, 2 respirators, a water jug with filter, glow rod, 50 metres of high-tensile microfibre line, 10 ration packs and an emergency flare gun.
Darth Vader's Armor

Custom-made for the dark lord of the sith, this life support suit is enhanced with a number of combat enhancements - largely concentrated in the helmet.

Remove 2 setback from Perception, Vigilance, and combat checks due to environmental effects that obscure vision.

Add 1 boost to all Medicine checks to heal Vader; once per session, may activate this attachment as an incidental: this counts as using a stimpack.

The armour is vacuum sealed.

**Peerless Armour:**

Once per encounter as an out-of-turn incidental, spend 1 destiny point to increase soak by 6 until the end the next turn.
Calming Aura talent

## Calming Aura

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Arbiter, Healer

*Force talent.* When an opponent targets the character with a Force power, after the opponent generates Force points, reduce the total Force points generated by one, to a minimum of 0.

### Improved

* **Activation:** Active (Maneuver)
* **Ranked:** No
* **Trees:** Healer

*Force talent.* The character may spend a maneuver and suffer 2 strain to extend the effects of Calming Aura to a number of allies within short range equal to [their] Willpower. This lasts until the beginning of [their] next turn.
Corellian Arms Model 2 Wrist Mount

This was developed to assist species without opposable thumbs to use pistols, but comes with an advantage for anyone who often finds they need their hands free in combat.

This can only be applied to Ranged (Light) weapons.

**Base Modifier:** Can be worn on wrist, freeing hands for other uses.

**Mod Options:** None.
CF-9 Republic Naval Flight Suit

These flight suits are produced specifically for clone trooper pilots. They provide the necessary armour for combat situations where the pilot is left without their vehicle, but not too much that it restricts necessary movement for flight.

Includes built-in respirator. Remove 1 setback dice from Piloting (Space and Planetary) checks added due to danger or stress of the action.
Confidence talent

## Confidence

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Advocate (1), Ambassador (2), Ascetic (2), Big-Game Hunter (1), Figurehead (2), Force Adherent (2), Gunslinger (1), Magus (2), Master (1), Mercenary Soldier (1), Peacekeeper (2), Propagandist (2), Republic Navy Officer (1), Sage (1), Scholar (1), Soresu Defender (1), Squadron Leader (2), Starfighter Ace (1), Tactician (2), Warden (2)

The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check.

### Improved

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Figurehead, Master

May spend a triumph result on a fear check to steady the nerves of other allies making the same fear check. If the character does so, each ally within short range who makes the fear check adds automatic success results equal to the character's ranks in Confidence to the results of the check.
Custom Fit

Standard sizes of armor allow for most to use the equipment without issue, but a few adjustments, the outfit may be optimized for a single user - to feel like a second skin.

It can be applied to any armor.

**Base Modifier:** Remove 1 setback die from Athletics and Stealth checks while wearing the armor.

**Mod Options:** 1x "Remove an additional setback die from Athletics and Stealth checks while wearing the armor."
Coordination (Ag)

This skill is used in addition to Athletics, measuring a character's nimbleness and swiftness - i.e. flexibility. It is used in rolls regarding;

* Reducing damage from a fall.
* Balancing on an unstable or narrow surface.
* Escaping restraints.
* Crawling through tight spaces.

##### Careers with Coordination as a class skill:

* Smuggler
* Spy
* Technician

##### Specializations with Coordination as a class skill:

* ARC Trooper
* Ataru Striker
* Fringer
* Hotshot
* Hunter
* Makashi Duelist
* Martial Artist
* Padawan
* Performer
* Racer
* Saboteur
* Sentry
* Shii-Cho Knight
* Steel Hand Adept
CAV-11 "Condor" Airspeeder

This is a relatively well-armoured and armed airspeeder that was produced for both military and paramilitary forces as a scout and patrol craft; used by CorSec extensively for smuggler interception.

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**Maximum Altitude:** 300 kilometres.

**Sensor Range:** Short.

**Crew:** 1 Pilot.

**Encumbrance Capacity:** 12

**Passenger Capacity:** 2

**Weapons:**

* Forward-mounted Twin Light Blaster Cannons

* Top-mounted Light Ion Cannon
Damping Emitter

Careful modifications to the lightsaber emitter complex allows even kyber crystal powered blades to be set to a form of stun damage.

The mod can only be applied to Lightsabers.

**Base Modifier:** As a maneuver, may set lightsaber to deal stun damage - this decreases damage by 2, increases critical by 1 and removes the Breach quality.

**Mod Options:** 2x "Stun Damage +1"
Clone Firing Key

Initially designed to be built-in to all clone trooper equipment, to prevent looting and sabotage, it was eventually set aside due to the cost of installation. Certain specials ops troopers still get this installed on their weaponry - but otherwise it is generally not available.

This can be applied to any blaster weapon.

**Base Modifier:** Weapon functions only in hands of a clone trooper.

**Mod Options:** 1x "Reprogram for another user."
Dendriton Toxin

This is an exceedingly lethal neurotoxin which is employed by particularly sadistic individuals, as the poison causes a victim to suffer fatigue and dull pain which progressively gets worse over time.

Bought as a single dose;

Any dose requires a Daunting (4 difficulty) Resilience check. Failure deal 1 strain at the end of the next turn, 3 strain at the end of the turn after that and 5 strain at the end of the third turn (ignoring soak). Suffer 1 setback dice to any check while under the effects of the poison. Suffer 1 additional strain per disadvantage result. A despair requires another resilience check after the third turn, or suffer 5 additional strain.
Databar SDS-632 Surveillance Detector

Spies and spying have always been an issue to the proper proceedings of diplomacy. This piece of equipment assists those who would prefer to have their conversations remain private to find any listening bugs that may have been planted.

Add 2 boost dice to any Perception or Vigilance checks to attempt to identify the presence of a bug within short range of the user.
Caamasi

**Wound Threshold:** 10 + Brawn

**Strain Threshold:** 11 + Willpower

**Starting Experience:** 100 XP

**Special Abilities:** Charm +1 OR Discipline +1

**Memnii:** Once per session, may form a memnii that encompasses a scene or encounter. May perfectly recall a memnii at any time; or share it with another Caamasi or force-sensitive.
DefenStar Ltd. Nyalsan II Planetary Shield Generator

This medium-sized shield generator is used by both the Empire and Alliance to protect company-sized units. The unit comes with a prefabricated control bunker, equipment and generators. It requires 18 technicians to operate.

Provides ranged defense of 2 for each quadrant of a base (North, South, East and West). These points can be reassigned to different quadrants by the crew, similar to the Angle Deflector Shields maneuver.
Corellian Mining Corporation EVA Powersuit

This powersuit is designed to assist engineers with repairs of starships while in the vacuum of space. Not all vessels can project their gravity fields to the surface or make land to enact repairs and this suit is the solution.

Ignore penalties for moving in zero gravity, allowing a character to 'fly' in that environment. Has a built-in arc welder, small cutting laser, and repair tools (counts as toolkit for repairs).
Chedak Communications X-500 Portable HoloNet Relay

Although reserved primarily for military communications, the HoloNet is still used by civilians for communications and media transmission instantly across the galaxy. A relay such as this one may be the only option colonists have to communicate across the galaxy.

Allows communication using the HoloNet.
Crown of Verity

This artifact had been lost since the termination of the Clone Wars, last seen in the ruins of Acablas on Auratera. It was Jedi Master Tobar Ka-Teen which discovered the crown's powers after a long ordeal they had suffered.

When a force-sensitive character wears this crown, they automatically fail all deception checks. Add 3 success results to checks for detecting lies.
CS14 "Ghost" Light Blaster Pistol

This small and lightweight blaster is easily concealed and built from sensor-proof alloys. This makes the weapon virtually impossible to detect and a perfect choice for spies.

Finding a CS14 on an individual requires a **Daunting** (4 Purple) Perception Check. A character must make a **Daunting** (4 Purple) Computers Check to find the CS14 with a weapon scanner.
Destiny Tokens

**Destiny Tokens** are small round pieces of cardboard that are black on one side and white on the other. They are granted based on Force Dice rolls at the beginning of the session. Each player in the party rolls a Force Die and the number of White and Black dots are added up. This indicates the number of Destiny Points are in the party's Destiny Pool.

The Player Characters' party gets the tokens of one color and the game master gets the tokens of the opposing color. White Tokens (The Light Side of the Force) are for the Good Guys and Black Tokens (The Dark Side of the Force) are for the Bad Guys. The party's affiliation determines which color they get. (Although players' characters begin play firmly on the Light Side - or are at least redeemable to it - there is a possibility that they could slide, fall or even leap into the Dark Side during play.)

Every time a Destiny Token is used by the party or the game master, it is flipped over to change its color. It then awards either a
bonus die (adding a green *Ability* die or converting an *Ability* die into a yellow *Proficiency* die) for a character's action, or a penalty die (adding a purple *Difficulty* die or converting a *Difficulty* die into a red *Challenge* die) to the opposition's effort. This flipped token can now be added to the opposite side's pool. Players have to decide whether they want to spend a point that may be needed later or keep the point to limit the game master's ability to help a named NPC antagonist or penalize a player character.

The tokens can also be used like "Fate Points" in *High Adventure Role Playing* (HARP) and *Fate* Core / *Fate Accelerated Edition* (FAE) or "Possibility Points" in *TORG*. They can change the situation or cancel out or re-roll an unfavorable result like a fatal hit or pivotal skill-check failure.

## Note

* Othello pieces can be substituted for Destiny Tokens as they have a white side and a black side. They are also sturdier that the cardboard chits they replace.
DDC-MR6 Modular Rifle

Designed by the CIS during the clone wars, the MR6 uses an electromagnetic rail system which allows one to slip attachments on and off with relative ease. However, at the time it was too expensive for distribution, now becoming rare to find.

May add or remove an attachment making an Average (2 difficulty) Mechanics check as an action (rather than normal time).
DS-1 Death Star

The first Death Star was decades in the making, in complete secret, and when finally revealed, it struck fear in the hearts of all those in the galaxy. So much so, that the Rebellion made a last ditch strike against it to defeat it - and destroyed it entirely.

Threshold
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**Hyperdrive:** Primary: Class 4, Backup: Class 20.

**Navicomputer:** Yes.

**Sensor Range:** Extreme.

**Ship's Complement:** 1,200,000 officers, pilots and enlisted Crew.

**Starfighter Complement:** 7,000 starfighters.

**Vehicle Complement:** 3,600 shuttles, 2,800 AT-series walkers, 1,860 landing craft.

**Encumbrance Capacity:** 500,000.

**Passenger Capacity:** 750,000.

**Consumables:** Four years.

**Weapons:**

* Superlaser

* 12,000 Heavy Turbolaser Batteries

* 15,000 Turret-mounted Twin Light Turbolaser Batteries

* 10,000 Battleship Ion Cannon Batteries

* 10,000 Turret-mounted Twin Medium Ion Cannon Batteries

* 10,000 Turret-mounted Light Ion Cannons

* 20,000 Turret-mounted Point Defense Concussion Missile Launchers

* 50,000 Turret-mounted Twin Heavy Laser Cannons

* 50,000 Turret-mounted Quad Laser Cannons

* 1,000 Heavy Tractor Beam Emitters

**Additional Rules:**

* **Massive 8:** Critical rating of weapons targeting this starship counts as 8 higher.
Czerka H9 Pistol Grip

Replacing the stock or grip for a long arm weapon to that of a pistol allows one for a different way of handling the weapon. However, it does come with some downsides due to the lack of support.

This can only be applied to Ranged (Heavy) blaster rifles or carbines or slugthrowers without the Cumbersome quality.

**Base Modifier:** Weapon skill changes to Ranged (Light), but add 1 setback dice to any combat checks while firing the weapon one-handed. Weapon range becomes Medium (if longer).

**Mod Options:** None.
DP20 Gunship

Known as the "Corellian Gunship", this large vessel was designed specifically for military purposes. They were provided to the fleets of the Galactic Republic, in response to fighter threats. They are considered a great anti-fighter platform due to their targeting computers and fast tracking of the quad laser turrets.

Threshold
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**Hyperdrive:**Primary: Class 2, Backup: Class 16.

**Navicomputer:**Yes.

**Sensor Range:**Long.

**Ship's Complement:**91 Officers and Enlisted Crew.

**Encumbrance:** 300

**Passenger Capacity:** 0

**Consumables:**8 Months.

**Weapons:**

* 8x Turret-mounted Light Twin Turbolaser Batteries

* 6x Retractable Turret-mounted Quad Laser Cannons

* 2x Port & 2x Starboard Concussion Missile Launchers
Butterbug Remote

Often used in swarms, these remotes are capable of simple repair work, communicating with the network.

## Statistics

**Skills (Group Only):** Mechanics, Melee.

**Talents:** None.

**Abilities:** Droid, Vulnerable to Blasts (add 2 boost dice to checks made with weapons with the blast quality targeting the remote), Silhouette 0.

**Equipment:**

* Micro-Tools & Drills
CorelliSpace Gymsnor-3 Light Freighter

Produced to make a small dent in CEC's hold of the light freighter market, it was never as popular as the models on the market. Despite a nice cargo capacity, it had a fatal flaw in a defensive blind spot that set it back.

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**Hyperdrive:**Primary: Class 2, Backup: Class 15.

**Navicomputer:** Yes.

**Sensor Range:**Short.

**Ship's Complement:**1 Pilot, 1 Co-Pilot/Engineer.

**Encumbrance Capacity:** 160

**Passenger Capacity:** 4

**Consumables:** 1 Month.

**Weapons:**

* Turret-mounted Medium Laser Cannon

**Additional Rules:**

* Modular Cockpit: May use an action to disconnect the cockpit from the vehicle. Craft becomes silhouette 2 and encumbrance capacity 10.
CryonCorp EnhanceScan Long-Range Terrain Scanner

The LTRS uses a low-power ground-following radar to measure and produce a topographical map of a planetary surface in very little time. It is often mounted to speeders to accelerate the mapping process.

Produce a map with an Average (2 difficulty) Computers check. Maps produced add 1 boost die to Survival checks for navigation, plus an automatic success per 2 advantage results from the Computers check.
Desperate Repairs talent

## Desperate Repairs

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Droid Specialist

Once per session, the character may make a **Hard Mechanics check** targeting one engaged droid. If the character succeeds, the droid becomes staggered and immobilized until the end of its next turn. At the end of its next turn, the droid heals all strain and one Critical Injury with a severity rating no greater than **Hard**. If the character is a droid, it may perform this action on itself.
Consular-Class Light Cruiser

In service since before the Clone Wars, CEC's *Consular*-class light cruiser is yet another outdated, outgunned ship pressed back into combat duty by the cash-strapped Rebel Alliance. Related to Corellian Engineering's CR70 and CR90 corvettes, the *Consular*-class served the Old Republic as an unarmed VIP transport, carrying diplomats and other government officials throughout the galaxy on official business. In the deep crimson livery of the Republic Diplomatic Corps, these ships cut a dashing figure with their bluff-bowed, wasp-waisted profile. Lightly crewed, they carried their VIPs in style in a detachable, modular "salon pod" slung beneath the ship's command deck. Large enough for a handful of people, and extremely well-appointed with all of the privacy and communications technology required by a diplomatic mission, the Consulars were among the most recognizable vessels in space before the fall of the Old Republic.

Few of these once proud ships survived the rise of the Empire. Many were destroyed, and those that weren't were mothballed or broken apart and recycled. However, a few have been brought back into service by the Alliance, armed with a motley array of laser cannons and turbolasers and used as light assault carriers and command ships. While they are often outclassed by Imperial ships, *Consular*-class cruisers still perform well, and they are well liked by their Rebel crews and those who must travel in them.

Threshold
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**Hyperdrive:**Primary: Class 2, Backup: Class 14

**Navicomputer:**Yes.

**Sensor Range:**Extreme.

**Ship's Complement:**1 Captain, 1 Pilot, 1 Co-pilot, 1 Navigator, 1 Comms Operator, 4 Engineers.

**Encumbrance Capacity:** Up to 4000, depending on configuration.

**Passenger Capacity:** Up to 24, depending on configuration

**Consumables:**1 Year.

**Weapons:**

* None.

**Additional Rules:**

* Salon Pod: See profile below.

## Salon Pod

This large pod is located under the bridge of the Consular-class cruiser and is built as an escape pod in case the cruiser is severely damaged during the course of negotiations. Due to the VIP design, it is the most comfortable escape pod in the galaxy.

Threshold
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**Hyperdrive:**None.

**Navicomputer:**None

**Sensor Range:**Medium.

**Ship's Complement:**1 Pilot.

**Encumbrance Capacity:** 5

**Passenger Capacity:** 10

**Consumables:**1 Week

**Weapons:**

* None.
Clever Solution talent

## Clever Solution

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Gambler, Infiltrator, Investigator, Warleader

Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When [they] do this, [they] must explain how, in this particular instance, [their] cunning is helping [them] overcome this challenge.
Creshaldyne EOD-Mk II Explosives Disposal Armour

The EOD-Mk II is among the most popular explosives disposal suits in the galaxy. This heavy and awkward suit is designed to protect an Engineer working on explosive or potentially dangerous materials.

Wearer loses their free movement due to thick padding.

The existing data-link allows a connection to control a single EOD remote (such as the EOD-Mk IV).

Despite lacking hardpoints, for 700 credits, the EOD-Mk II can be upgraded with an integrated load-bearing gear system to reduce the encumbrance by 3.-
Concussion Missile

The concussion missile creates a lethal blast when it detonates, killing targets instantly near the blast point and creating a shockwave which incapacitates others that may survive.

This missile may only be fired from a missile tube.

The disorient quality on this weapon affects all targets within short range of initial target if it is activated (like Blast usually would). The concussive quality on this weapon affects all targets within engaged range of initial target if it is activated.
DC-17 Hand Blaster

The BlasTech DC-17 is considered one of the best pistols produced by the company, with the power of a heavy blaster pistol in the package the size of a light blaster. Lightweight and balanced, ARC troopers and officers occasionally prefer to fire with dual-wielded pistols than the standard issue rifles.

May run out of ammo with 3 threat or a despair result.
C-9979 Landing Craft

This massive transport craft has a pair of wing-like structures with a relatively tight mid-section. Used by the CIS for invasions, the vehicle carries all the troops and vehicles in these wings which are actually wide enough to fit an MTT and some.

Threshold
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**Hyperdrive:** Primary: Class 2, Backup: Class 15.

**Navicomputer:** Yes.

**Sensor Range:** Long.

**Ship's Complement:** 88 B1-series battle droids or 143 organic officers and enlisted crew.

**Starfighter Complement:** 144 Starfighters (when in carrier configuration).

**Vehicle** **Complement:** 153 Combat Vehicles.

**Encumbrance:** 5500 (depending on config)

**Passenger Capacity:** 2500 Battle Droids & Droidekas (depending on config)

**Consumables:** 1 Day.

**Weapons:**

* Wing-mounted Twin Heavy Laser Cannon

* Dorsal Turret-mounted Twin Light Turbolaser Cannon
Computers (Int)

This skill governs a character's ability to use all aspects of a computer system, such as browsing HoloNet or repairing/conducting maintenance on the coding structures. This may be rolled in situations regarding;

* Bypassing the security systems of a computer.
* Searching through public or encrypted records on HoloNet.
* Investigating the actions of a slicer.
* Altering a droid's programming.
* Data recovery from damaged systems.

##### Careers with Computers as a class skill:

* Engineer
* Sentinel
* Spy
* Technician

##### Specializations with Computers as a class skill:

* Analyst
* Artisan
* Commodore
* Demolitionist
* Droid Specialist
* Droid Tech
* Gambler
* Quartermaster
* Scientist
* Slicer
* Strategist
* Thief
Corellian Arms "Storm" Charge Suit

The "Storm" suit is essentially padded armour lined with fabrics which are resistant to electrical energy. When switched on, it is able to channel the electrical energy into an enemy which comes into direct contact with the suit.

If an attacker using melee gets a despair result, they are hit by an attack dealing 8 damage to strain. If the attack generates 2 disadvantage results, attacker is disoriented for 1 round.

Counts as being equipped with Shock Gloves.
Cloaking Device

These power-hungry devices are capable of rendering a vessel completely invisible, favoured by intelligence agencies and illegal for non-military users. They are rare and expensive.

It can be installed onto any starship of silhouette 3 or larger.

**Base Modifier:** While active (maneuver to activate), requires a Daunting (4 difficulty) Perception or Vigilance check to see ship. While active, reduce ship speed to half (rounded up) and cannot use active sensors, comms or weapons.

**Mod Options:** None.
Cybernetic Arms

These arms are built to replace lost limbs, but some may choose to replace a limb with these superior technical ones. They are bought separately.

Mod V cyber-arms provide +1 to the Brawn characteristic.

Mod VI cyber-arms provide +1 to the Agility characteristic.

These may not be mixed together, and bonuses do not stack if two arms are replaced.
Darksaber

This ancient weapon is unlike any other known lightsaber. Its hilt emits a thin, curved blade of utter blackness with a halo of white energy, rather than the colorful glowing blades of other lightsabers. Legend has it that the first Mandalorian Jedi fashioned it centuries ago.

The Darksaber is a unique item and has the following profile:

While the user openly displays the weapon, add one automatic success and advantage to social skill checks that character makes against Mandalorian characters.
Chameleon Droid

Chameleon droids were originally used for mining before they were repurposed for combat. The heavy laser was removed and a minelayer, blaster, and cloaking array was added.

## Statistics

**Skills:** Perception 2, Ranged - Heavy 1, Stealth 2.

**Talents:** Stalker 2, Cunning Ambusher 2 (Opponents add 2 setbacks to initiative checks using Vigilance)

**Abilities:** Droid.

**Equipment:**

* Blaster Carbine

* Minelayer
	+ Drop 1 mine as maneuver.
	+ Detonates when another character moves into engaged with the mine.
	+ Deals 12 damage to each character engaged with the mine.
Deft Maker talent

## Deft Maker

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Droid Tech (2)

The character removes a setback dice per rank of Deft Maker from [their] checks to repair, modify, construct, and program droids. In addition, materials to craft droids cost the character 50% less (this does not decrease with additional ranks of Deft Maker).
Cyricept Mk IX Personal Mimetic Concealment Suit

This suit is considered one of the best stealth implements available on the market. While active, it uses optical camouflage to bend light around the wearer and reflect images of the surrounding area. It also has electromagnetic and heat shielding systems to make the wearer invisible to common sensors. The suit is powered by an extremely high output energy cell that can run for about an hour of constant use.

Upgrade ability of stealth checks twice.

Getting 3 disadvantages or a despair result may cause the suit's power pack to run dry.
Cybernetic Legs

These legs are built to replace lost limbs, but some may choose to replace both legs with these superior technical ones.

Mod II cyber-legs provide +1 to the Brawn characteristic.

Mod III cyber-legs provide +1 to the Agility characteristic.

The price is for both legs, and the bonuses only apply if both legs are replaced with the same type, they cannot be mixed.
Custom Grip

This is a common modification made to a weapon, as it increases the comfort of the user when in use.

This can only be applied to any weapon with a handle.

**Base Modifier:** Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.

**Mod Options:** 1x "Accurate +1"
D-Type Stealth Freighter

This vessel produced by the excellent Nubia Star Drives, it is built entirely around the unique stealth systems installed - sacrificing speed and handling in favor of going undetected. The stealth capabilities come from technology as well as the craftsmanship of the hull which bends in such a way to reduce sensor signatures.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 2

**Hyperdrive:**Primary: Class 3, Backup: Class 25.

**Navicomputer:** Yes.

**Sensor Range:**Short.

**Ship's Complement:**1 Pilot, 1 System Engineer.

**Encumbrance Capacity:** 125

**Passenger Capacity:** 3

**Consumables:** 2 Months.

**Weapons:**

* None.

**Additional Rules:**

* Stealth Systems: Does not register on passive scanners at short or further distance. Increase difficulty to detect vessel actively by 2.
Discipline (Will)

This skill is a character's ability to maintain their composure when faced with a surprising force. It is used to protect against the effects of Leadership, Coercion and Deception - rolled for in situations such as;

* Acting normally when pinned down under heavy fire.
* When confronting something of horrifying properties.
* Resisting temptations.

##### Careers with Discipline as a class skill:

* Clone Soldier
* Commander
* Consular
* Guardian
* Hired Gun
* Jedi
* Technician

##### Specializations with Discipline as a class skill:

* Ambassador
* Archaeologist
* Ascetic
* Colossus
* Entrepreneur
* Executioner
* Gunner
* Healer
* Hermit
* Instructor
* Juyo Berserker
* Magus
* Martial Artist
* Mercenary Soldier
* Niman Disciple
* Peacekeeper
* Seer
* Sleeper Agent
* Soresu Defender
* Steel Hand Adept
* Tactician
* Warden

##### Universal Specializations with Discipline as a class skill:

* Force Adherent
* Nightsister
* Recruit
* Republic Navy Officer
* Retired Clone Trooper
DTS-Series Dismantler Droid

These droids are seen all over the galaxy, in ports and break yards, being massive droids that are built for dismantling and recycling starships. They have legs and a repulsorlift generator for quick movement around a yard or spaceport.

## Statistics

**Skills:** Computers 3, Mechanics 4, Perception 3, Ranged (Heavy) 1.

**Talents:** Adversary 1 (upgrade difficulty of all attacks made against this target once), Gearhead 1 (remove 1 setback dice from Mechanics checks), Solid Repairs 2 (repair +2 hull trauma when repairing ships or vehicles).

**Abilities:** Droid, Flyer, Silhouette 2.

**Equipment:**

* Cutting Torch

* Vibrosaw

* Built-in Repair Tools (count as tool kit and an emergency repair kit to be used once per session).
Command talent

## Command

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Clone Officer (2), Commodore (2), Figurehead (2), General (1), Mercenary Soldier (2), Peacekeeper (2), Republic Navy Officer (1), Separatist Commander (1), Squadron Leader (2), Strategist (1)

The character gains a boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add a boost dice per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Dataspike

This common tool used by technicians and spies is capable of overloading a computer's security systems. This allows a user to then proceed with hacking with greater ease.

Once per round, may expend a dataspike to disable a security program as a maneuver. Reduce the difficulty of subsequent Computers checks to disable the program by 2. The dataspike is then useless.
Commanding Presence talent

## Commanding Presence

* **Activation:** Passive
* **Ranked:** Yes
* **Trees:** Clone Commander (2), Commodore (2), Figurehead (2), General (2), Peacekeeper (2), Pirate (2), Republic Navy Officer (2), Tactician (2)

The character removes a setback dice per rank of Commanding Presence from their Leadership and Cool checks.

### Improved

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Figurehead

Once per session, the character can take the Commanding Presence action to choose a target minion, minion group, or rival and make a **Cool check** opposed by the target's **Discipline**. If the check is successful, the target adversary or group removes itself from the encounter for the duration of the encounter. The target will not attack or otherwise engaged the PCs, nor perform any hostile or overt action. However, it will defend itself if attacked. Attacking the target ends the effect.

The Commanding Presence action can be used in narrative encounters. The specific details of its effect are at the GM's discretion, but could include commanding a guard to let the PCs pass or causing political opponents to remove themselves from a debate.
Collor Pondrat Plug-F Mammoth

Made popular by Sebulba on Tatooine, the massive split-X engine design is imposing and powerful. It is also more robust than faster models.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 0

**Maximum Altitude:** 60 metres.

**Sensor Range:**Close.

**Crew:**1 Pilot.

**Encumbrance:** 1

**Passenger Capacity:** 0
Credit Cleaner

Credits are generally traceable, with a certified scanner one can identify the transactions and owner of the credits over time. This equipment siphons the credits in and out of the economy to completely obfuscate its origin.

Requires a Formidable (5 difficulty) Computers check to trace money cleaned by this.
Dewback 2 Repulsor Sled

The Dewback 2 is a basic cargo-hauler repulsor sled made by Aratech Repulsor Company. Many hundreds of them were aboard *The* *Oteroan Sky* at the height of its operations. They were so rugged that some managed to survive the crash and still function after so many years.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 0

**Maximum Altitude:** 5 metres.

**Sensor Range:** None.

**Crew:** 1 Pilot.

**Encumbrance:** 30

**Passenger Capacity:** 4
Decoy Buoy

Built by pirates and scoundrels, these buoys are generally a pile of scrap and parts with a transponder and comm system. It is capable of tricking an on-board sensor array that it is an actual vessel, and mayhaps transmitting a distress system.

It can be installed onto any starship.

**Base Modifier:** Decoy may be jettisoned as an action (no longer counting as an attachment until recovered). Appears to sensors as a ship. May be programmed with a specific transponder signal using a Hard (3 difficulty) Computers check. Requires a Hard (3 difficulty) Computers check to identify that the buoy isn't a ship.

**Mod Options:** 2x "Add 1 setback dice to Computers checks to identify the buoy."
Cutlass-9 Patrol Fighter

Produced in vast quantities by the SoroSuub Cor­poration prior to the rise of the Empire, these fight­ers were intended for use by SoroSuub alone. During the Clone Wars, however, SoroSuub supplied them to the Confederacy of Independent Systems. Following the defeat of the Separatists, SoroSuub ceased production. However, thousands of Cutlass-9s remain in planetary arsenals and pirate fleets across the galaxy.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 1

**Hyperdrive:** Primary: Class 2, Backup: None.

**Navicomputer:** Yes.

**Sensor Range:** Close.

**Ship's Complement:** 1 Pilot.

**Encumbrance Capacity:** 12

**Passenger Capacity:** 0

**Consumables:** 2 Days.

**Weapons:**

* Forward-mounted Medium Laser Cannons

* Forward-mounted Concussion Missile Launcher

**Customizations:**

* High-Output Ion Turbine: +1 speed, -1 system strain threshold (this has already been factored into the Cutlass-9’s profile and cost, and occupies one of the ship’s hard points).
Comrades in Arms talent

## Comrades in Arms

* **Activation:** Active (Action)
* **Ranked:** No
* **Trees:** Retired Clone Trooper

Once per encounter, the character may take the Comrades in Arms action to make a **Hard Discipline check**. If successful, the character plus one ally per success within medium range gains +1 defense for the remainder of the encounter. Should an ally move outside of medium range, that ally loses this benefit.

### Improved

* **Activation:** Passive
* **Ranked:** No
* **Trees:** Retired Clone Trooper

Whenever the character takes the Comrades in Arms action, [they] may spend three advantage results or a triumph result to also gain +1 soak or to give one affected ally +1 soak.
CSS-1 Corellian Star Shuttle

This vessel was designed to replace the old Consular-class cruiser, being spacious and comfortable, it can carry up to 200 passengers and be set up with desired facilities. However, they are unarmed, being diplomatic vessels after-all.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 2

**Hyperdrive:**Primary: Class 1.5, Backup: Class 12.

**Navicomputer:** Yes.

**Sensor Range:**Medium.

**Ship's Complement:**1 Pilot, 1 Co-Pilot, 1 Navigator, 2 Communications Officers, 3 Engineers.

**Encumbrance Capacity:** 1000

**Passenger Capacity:** Up to 200.

**Consumables:** 3 Months - 3 Years (depending on configuration).

**Weapons:**

* None.
Chewbacca's Bowcaster

Handcrafted by Chewbacca, this bowcaster has been fully modified with the automatic re-cocker. What makes this one special is more-so the additional quarrel bandolier oft-worn by its user.

**Quarrel Bandolier:** Once per encounter, may spend a maneuver to load a specialized quarrel and either add Blast 6, Breach 1, Concussive 1, Disorient 2, Ion, or Vicious 4 quality to the next combat check.
Civilian Airspeeder

Small civilian airspeeders are commonly used for pleasure or sport, or transporting cargo and passengers. Civilian models such as these are rarely armed or armored. This vehicle class is found on most worlds and comes in a variety of models. This profile represents a generic airspeeder.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 0

**Maximum Altitude:** 1 kilometre.

**Sensor Range:** Short.

**Crew:** 1 Pilot.

**Encumbrance:** 10-30

**Passenger Capacity:** 1-6

**Weapons:** N/A
Disarming Smile talent

## Disarming Smile

* **Activation:** Active (Action)
* **Ranked:** Yes
* **Trees:** Charmer (2)

The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If [they] succeed, decrease the target's defense (melee and ranged) by a number equal to the character's ranks in Disarming Smile (to a minimum of 0) until the end of the encounter.
Crippling Blow talent

## Crippling Blow

* **Activation:** Active (Incidental)
* **Ranked:** No
* **Trees:** Aggressor, Gadgeteer, Sharpshooter

The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If [they] succeed and deals damage to the target's wound threshold, the target suffers one strain whenever [they] move for the remainder of the encounter.
Cargo Scanner

This scanner is as important to a smuggler as their blaster. The scanner runs a set of algorithms upon inputting cargo container specifications and the vessel's schematics - allowing the user to determine the most efficient way to store items in their cargo hold.

Allows one to make an Average (2 difficulty) Computers check to increase encumbrance capacity of a vehicle with silhouette 3 or more by 10% (rounding up).
Camouflage Netting

These rolls of netting are commonly used to hide anything from supply caches to parked ships. They are typically built from high-tech photo-reactive textiles which mimic its surroundings.

Add 2 failure results to all checks made to detect items concealed by the net. One roll can conceal silhouette 2, two rolls can conceal silhouette 3 and three rolls, silhouette 4. Bigger objects are too large to conceal.
Coneship

These small, inefficient and unsafe vessels are indigenous to Selonia, found only in the most isolated dens of the system as most avoid to fly in these other than for absolute emergencies.

Threshold
 Shield
(Fore)
(Port)
(Starboard)
(Aft)
 0

**Hyperdrive:**None.

**Navicomputer:** None.

**Sensor Range:**None.

**Ship's Complement:**1 Pilot, 1 Co-Pilot.

**Encumbrance Capacity:** 2

**Passenger Capacity:** 0

**Consumables:** 1 Day.

**Weapons:**

* None.