recursal/Fanatic-Fandom huggingface dataset:
Alpha-17

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

*Affiliations: The Galactic Republic*

One of the most respected clone trainers on Kamino, ARC Trooper Alpha-17 serves through the first year of the Clone Wars in engagements on Ohma-D'un, Jabiim, and- like all ARC Troopers of his day- Kamino itself. Often working alongside Jedi luminaries such as General Obi-Wan Kenobi and General Anakin Skywalker, Alpha-17 faces off against foes as deadly as General Grievous, the bounty hunter Durge, and the Sith Apprentice Asajj Ventress.

After his capture and torture by Ventress on Rattatak, and his subsequent escape, Alpha-17 returns to Kamino, where he trains Clone Commanders such as CC-2224 and CC-1138- clones who, at General Skywalker's suggestion, are given names by Alpha-17.

Following his stint as a trainer, Alpha-17 serves aboard the Intervention, escorting Senator Bail Organa on his tour of the Outer Rim Sieges. During this mission, Alpha-17 is gravely wounded battling General Grievous. He is sent back to Coruscant for treatment, but his transport vanishes en route. The famous ARC Trooper is not seen again.

 Alpha-17 Statistics (CL 10)

Medium Human Nonheroic 6/Soldier 3/Elite Trooper 5

**Destiny Points:** 1; **Force Points:** 5; **Dark Side Score:** 3

**Initiative:** +13; **Senses:** Low-Light Vision, Perception +14

**Languages:** Basic, Mando'a

### Defenses

Reflex Defense: 25 (Flat-Footed: 23), Fortitude Defense: 24, Will Defense: 18

Hit Points: 64, Damage Reduction: 2, Damage Threshold: 24

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Unarmed +14 (1d4+6)

**Ranged:** Blaster Rifle +14 (3d8+4)

**Ranged:** Blaster Rifle +12 (5d8+4) with **Controlled Burst**

**Ranged:** Heavy Blaster Pistol +8 (3d8+4) and Heavy Blaster Pistol +8 (3d8+4)

**Ranged:** Missile Launcher +14 (6d6+6, 2-Square Splash)

**Ranged:** Frag Grenade (2) +13 (4d6+4, 2-Square Burst)

**Ranged:** Ion Grenade (2) +13 (4d6+4 (Ion), 2-Square Burst)

**Base Attack Bonus:** +12, **Grapple:** +14

**Attack Options:** Autofire (Blaster Rifle), Burst Fire, **Controlled Burst**, Point-Blank Shot

**Special Actions:** Delay Damage, **Indomitable**

### Base Stats

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

**Talents:** **Armored Defense**, **Controlled Burst**, **Improved Armored Defense**, **Indomitable**, **Weapon Specialization (Heavy Weapons)**

**Feats:** Armor Proficiency (Light), Burst Fire, Dual Weapon Mastery I, Martial Arts I, Point-Blank Shot, Running Attack, Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Perception +14, Stealth +13

**Possessions:** ARC Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Heavy Blaster Pistol (2), Missile Launcher with 4 Missiles, Frag Grenade (2), Ion Grenade (2), Power Pack (6), Utility Belt with Medpac
Advanced Z-95 Headhunter

*Advanced Z-95 Headhunter created by Wikia user DX-2052 (Converted from its Stay on Target counterpart).*

The original Z-95 Headhunter created by Incom and Subpro was first produced before the Battle of Naboo; like the CloakShape Fighter it is contemporary to, this original design is considered extremely obsolete by the Galactic Civil War despite its continued production by countless small shipyards across the galaxy. Unlike the CloakShape Fighter however, efforts to improve and modify the Z-95 have produced positive results, the most famous of these success is a product of being a creation of The Rebel Alliance officially designated as the Z-95-AF4-H Multi-Role Starfighter, which utilized a new style of strakes that resulted in better heat dispersion and improved carry weight (leading to the nickname "Heavy Z-95") which were utilized to mount new engines and superior weapons.

Compared to the G1-M4-C Dunelizard Fighter used by independents in the same roles, the Z-95-AF4-H has inferior armor, a lower mass capacity, and fewer weapon mounts, but boasts superior mobility. When pitted against the R-41 Starchaser also used by the early Alliance, the Z-95-AF4-H lacks its secondary armament and advanced targeting systems, but also avoids its flimsy construction. Questions over which of these crafts was the best would be proven moot with the acquisition of the schematics for T-65B X-Wing Starfighter, which matched or outperformed all three in nearly every area except Ion Cannon mounting, a role which the omnipresent Y-Wing Starfighter was more than capable of covering.

## Z-95 Headhunter Statistics (CL 9)

Gargantuan Starfighter

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

### Defenses

Reflex Defense: 17 (Flat-Footed: 12), Fortitude Defense: 26; +7 Armor, Vehicular Combat

Hit Points: 120; Damage Reduction: 10; Shield Rating: 20; Damage Threshold: 46

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 1,150 km/h)

**Ranged:** Light Laser Cannons, Triple +6 (See Below)

**Ranged:** Medium Concussion Missiles, Fire-Linked +6 (See Below)

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

**Base Attack Bonus:** +2; **Grapple:** +33

**Attack Options:** Autofire (Light Laser Cannons, Triple), Fire-Link (Medium Concussion Missiles)

### Abilities

Strength: 42, Dexterity: 20, Constitution: -, Intelligence: 14

**Skills:** Initiative +6, Mechanics +7, Perception +6, Pilot +6, Use Computer +7

### Ship Statistics

**Crew:** 1 plus Astromech Droid (Skilled Crew Quality); **Passengers:** None

**Cargo:** 110 Kilograms; **Consumables:** 1 week; **Carried Craft:** None

**Hyperdrive:** Class 2, 10-Jump Memory (Astromech Droid)

**Payload:** 12 Medium Concussion Missiles

**Availability:** Restricted; **Cost:** 130,000 (85,000 Used)

### Weapon Systems

#### **Light Laser Cannons, Triple (Pilot)**

**Attack Bonus:** +6 (+0 Autofire), **Damage:** 4d10x2

#### **Medium Concussion Missiles, Fire-Linked (Pilot)**

**Attack Bonus:** +6, **Damage:** 8d10x2, 4-Square Splash
Antitheft Comlink Locator

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

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

**Cost:** 100

**Weight:** 0.5 Kilograms

Some Droids are equipped with Internal Comlinks to broadcast messages. However, these devices require the Droid to speak out loud, and in some situations such an act is inadvisable. A Droid equipped with an Antitheft Comlink Locator can send a distress signal to its master's Comlink with no apparent activity by the Droid. The distress signal broadcasts no information, but it can it be tracked. The signal continues to broadcast if the Droid is deactivated, but it shuts down if the Droid is destroyed.
Amani Scout

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

*Affiliations: The Fringe*

An increasingly common sight in spaceports on hundreds of worlds, the primitive Amanin have grown more and more comfortable with the technology and Species of the galaxy since their world's mineral wealth was discovered by prospectors a few generations ago. Under the Empire, some Amanin were sold into slavery, but many more travel freely.

The Amani Scout shown below could be found anywhere, and they have learned to speak Basic so that they can better communicate with their employers. They most often work as a scout or guide, but their speed and stealth have drawn the attention of a Hutt crime lord that has used them to "Hunt" a few bothersome witnesses. Whether the Amani Scout will continue to pursue this line of work is yet to be seen, and they could be turned back to a more legitimate path.

## Amani Scout Statistics (CL 3)

Medium Amani Scout 3

**Force Points:** 3; **Dark Side Score:** 2

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

**Languages:** Amanese, Basic

### Defenses

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

Hit Points: 39, Damage Threshold: 16; Shake It Off

### Offense

**Speed:** 6 Squares; Acceleration

**Melee:** Spear +4\* (1d8+11)

**Ranged:** Spear +3 (1d8+4)

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

**Base Attack Bonus:** +2, **Grapple:** +5

**Attack Options:** Power Attack

**Species Traits (Amani):** Acceleration, Expert Climber, Primitive, Reach, Resilient

*\*Includes 2 points of Power Attack*

### Base Stats

**Abilities:** Strength 17, Dexterity 13, Constitution 14, Intelligence 8, Wisdom 12, Charisma 6

**Talents:** **Improved Stealth**, **Hidden Movement**

**Feats:** Linguist, Power Attack, Shake It Off, Weapon Focus (Simple Weapons), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +4 (Can Take 10 when distracted), Endurance +8, Initiative +7, Perception +7, Stealth +7, Survival +7

**Possessions:** Spear
Aid Another (Vehicle Combat)

*See also: Vehicle Combat, Crew Positions*

As a Standard Action, you can aid an ally's next Skill Check, Ability Check, or attack roll.

## Aiding a Skill Check or Ability Check

You can help another character achieve success on their Skill Check or Ability Check by making the same kind of Skill Check or Ability Check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gains a +2 bonus on their check.

You can't Take 10 (or Take 20) on a Skill Check or Ability Check to Aid Another. Only the Copilot can assist on Pilot checks, and only the Commander can assist on Use Computer checks.

Any crewmember can aid any other Skill Check or Ability Check.

## Aiding an Attack Roll

In Vehicle Combat, you can Aid Another character's attack by providing improved targeting data, or by coordinating that Attack with other Vehicle Actions.

* A Gunner can grant a +2 bonus on another character's attack roll by making an attack against a Reflex Defense of 10.
* A System Operator can grant a +2 bonus on another character's attack roll by making a DC 10 Use Computer check.
* A Commander can grant a +2 bonus on another character's attack roll by making a DC 10 Knowledge (Tactics) check.
Aggressive Follower

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

Aggressive Followers are focused on attacks and deleting enemy resources. They are somewhat tougher than other Followers because they put themselves in harm's way more often and are more likely to attack an enemy target.

* **Ability Scores:** An Aggressive Follower gains a +2 bonus to either their Strength or Constitution (your choice).
* **Defenses:** An Aggressive Follower gains a +2 bonus to their Fortitude Defense.
* **Feats:** Aggressive Followers gain the Weapon Proficiency (Pistols) feat.
* **Trained Skills:** Aggressive Followers are Trained in Endurance.
* **Base Attack Bonus:** An Aggressive Follower uses the below Base Attack Bonus progression:
Aldren Dayos

*Reference Book: Star Wars Saga Edition Web Enhancements (The Betrayal of Darth Revan)*

*Affiliations: The Jedi*

Aldren Dayos is a Jedi Knight that serves a pivotal role during The Betrayal of Darth Revan.

## Aldren Dayos Statistics (CL 9)

Medium Human Jedi 7/Jedi Knight 2

**Force Points:** 3

**Initiative:** +10; **Senses:** Perception +5

**Languages:** Basic

### Defenses

Reflex Defense: 21 (Flat-Footed: 21), Fortitude Defense: 23, Will Defense: 22; **Block**, **Deflect**, Tumble Defense

Hit Points: 92, Damage Threshold: 23

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d4+7)

**Melee:** Lightsaber +14 (2d8+10)

**Melee:** Lightsaber +12 (3d8+10) with Rapid Strike

**Melee:** Lightsaber +11 (2d8+10) and Lightsaber +11 (2d8+10) with Double Attack

**Melee:** Lightsaber +9 (3d8+10) and Lightsaber +9 (3d8+10) with Double Attack and Rapid Strike

**Ranged:** By Weapon +9

**Base Attack Bonus:** +9, **Grapple:** +12

**Attack Options:** Accelerated Strike, Double Attack (Lightsabers), Rapid Strike, **Riposte**, Withdrawal Strike (Lightsabers)

**Special Actions:** Quick Draw, **Redirect Shot**

**Force Power Suite (Use the Force +11):** *Battle Strike*, *Force Slam*

**Force Techniques:** Force Power Mastery (*Battle Strike*)

### Base Stats

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

**Talents:** **Block**, **Deflect**, **Multiattack Proficiency (Lightsabers)**, **Redirect Shot**, **Riposte**

**Feats:** Accelerated Strike, Double Attack (Lightsabers), Force Sensitivity, Force Training, Quick Draw, Rapid Strike, Tumble Defense, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons), Withdrawal Strike (Lightsabers)

**Skills:** Initiative +10, Pilot +9, Use the Force +11

**Possessions:** Lightsaber (Self-Built), Comlink (Short-Range)
All-Terrain Roller

*Reference Book: Star Wars Saga Edition Unknown Regions*

The All-Terrain Roller, which includes a wide variety of designs, uses three or four wheels for movement, resulting in a slower land speed but greater safety than other one-person utility vehicles. Intended to handle a wide variety of terrain, and with maintenance and repairs easier to make than for repulsorlift vehicles, the All-Terrain Roller is popular on remote worlds where repulsorlift replacement parts are difficult to obtain.

## All-Terrain Roller Statistics (CL 1)

Medium Ground Vehicle (Wheeled Vehicle)

**Initiative:** +10; **Senses:** Perception +5

### Defenses

Reflex Defense: 16 (Flat-Footed: 11), Fortitude Defense: 12; +1 Armor

Hit Points: 20; Damage Reduction: 5; Damage Threshold: 12

### Offense

**Speed:** 10 Squares; (Maximum Velocity 120 km/h)

**Fighting Space:** 1 Square (Character Scale); **No Crew Cover**

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 14, Dexterity: 20, Constitution: -, Intelligence: 12

**Skills:** Initiative +10, Mechanics +5, Perception +5 Pilot +10, Use Computer +5

### Ship Statistics

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

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

**Availability:** Licensed; **Cost:** 3,500 (500 Used)
Ahsoka Tano

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

*Affiliations: The Jedi, The Galactic Republic, Anakin Skywalker*

Ahsoka Tano is the young, eager Padawan of Jedi Knight Anakin Skywalker. Despite her young age, the precocious Togruta is placed under Anakin Skywalker to help him learn not only how to train a Padawan but also to let go once her training is complete.

Ahsoka Tano is a fan of unorthodox strategies and, like Anakin as a Padawan, sometimes lets her eagerness get in the way of good sense and forethought. Moreover, she seems to have little respect for the sanctity of the bond between a Jedi Knight and a Padawan, as she constantly makes quips at Anakin's expense. Ahsoka studies the Shien form of Lightsaber Combat, choosing to hold her Lightsaber in a horizontal grip to take advantage of her speed and agility.

## Ahsoka Tano Statistics (CL 4)

Medium Togruta (Young Adult) Jedi 4

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

**Initiative:** +5; **Senses:** Spatial Awareness, Perception +3

**Languages:** Basic, Togruti

### Defenses

Reflex Defense: 18 (Flat-Footed: 15 (**Lightsaber Defense:** 19)), Fortitude Defense: 15, Will Defense: 16; **Deflect**

Hit Points: 47, Damage Threshold: 15

### Offense

**Speed:** 6 Squares

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

**Melee:** Lightsaber +8 (2d8+1)

**Ranged:** By Weapon +7

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

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

**Force Power Suite (Use the Force +9):** *Force Slam*, *Move Object*, *Rebuke*, *Surge*

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

### Base Stats

**Abilities:** Strength 8, Dexterity 16, Constitution 9, Intelligence 10, Wisdom 12, Charisma 14

**Talents:** **Deflect**, **Lightsaber Defense**

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

**Skills:** Acrobatics +10, Stealth +5 (may reroll, must keep second result), Use the Force +9

**Possessions:** Lightsaber
Arcona Gray Jedi Adept

*Arcona Gray Jedi Adept character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: Knights of the Republic*

Attempting to understand both sides of The Force or perhaps simply rejecting Jedi restrictions, a Gray Jedi combines the lore of The Jedi with their own studies- investigations not regulated by Jedi teachings.

This lack of oversight might lead to being enthralled by The Dark Side... or great understanding of the Light.

## Arcona Gray Jedi Adept Statistics (CL 12)

Medium Arcona Jedi 5/Scoundrel 3/Force Adept 3/Jedi Knight 1

**Force Points:** 6, Force Readiness; **Dark Side Score:** 5

**Initiative:** +9; **Senses:** Scent, Perception +12

**Languages:** Arconese, Basic, Huttese

### Defenses

Reflex Defense: 27 (Flat-Footed: 24), Fortitude Defense: 27, Will Defense: 27

Hit Points: 104, Damage Threshold: 27; **Force Recovery**, Recovering Surge

### Offense

**Speed:** 6 Squares; Running Attack

**Melee:** Unarmed +13 (1d4+5)

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

**Ranged:** Blaster Pistol +13 (3d6+6)

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

**Attack Options:** **Channel Aggression**, **Sneak Attack** (+1d6), Weapon Finesse

**Special Actions:** **Adept Negotiator**, **Indomitable Will**, **Mystical Link**

**Force Power Suite (Use the Force +20):** *Cloak*, *Farseeing*, *Force Grip*, *Force Thrust*, *Mind Trick*, *Negate Energy*

**Force Techniques:** Improved Cloak

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

### Base Stats

**Abilities:** Strength 8, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 12, Charisma 18

**Talents:** **Adept Negotiator**, **Channel Aggression**, **Equilibrium**, **Force Recovery**, **Indomitable Will**, **Insight of the Force**, **Mystical Link**, **Sneak Attack** (+1d6)

**Feats:** Force Readiness, Force Sensitivity, Force Training (3), Recovering Surge, Running Attack, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +15, Perception +12, Use the Force +20 (may substitute for Knowledge checks)

**Possessions:** Blaster Pistol, Lightsaber (Self-Built), Jedi Robes
Amani Hired Muscle

*Amani Hired Muscle character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

*This street tough looks as though he is the veteran of many cantina brawls and street fights, with scars adorning nearly every part of his body. He seems to radiate violence and lawlessness.*

Warrick Raden keeps a number of Hired Muscle with him at all times. These Hired Muscle are in the employ of the Darga the Hutt and feel no real loyalty to Raden other than the fact that Darga ordered them to accompany the Devaronian. They know that Darga would be displeased if anything happened to his errand boy, so they fight to protect him for fear of what the Hutt would do to them if Raden were captured or killed.

## Amani Hired Muscle Statistics (CL 1)

Medium Amani Nonheroic 3

**Dark Side Score:** 3

**Initiative:** +1; **Senses:** Perception +1

**Languages:** Amanese

### Defenses

Reflex Defense: 16 (Flat-Footed: 16), Fortitude Defense: 16, Will Defense: 11

Hit Points: 14, Damage Threshold: 16

### Offense

**Speed:** 6 Squares; Acceleration

**Melee:** Knife +5 (1d4+3)

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

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

**Base Attack Bonus:** +2, **Grapple:** +5

**Species Traits (Amani):** Acceleration, Expert Climber, Primitive, Reach, Resilient

### Base Stats

**Abilities:** Strength 17, Dexterity 11, Constitution 14, Intelligence 6, Wisdom 10, Charisma 6

**Feats:** Armor Proficiency (Light), Improved Defenses, Skill Training (Climb), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +9 (May Take 10 when distracted), Endurance +8

**Possessions:** Makeshift Body Armor (As Armored Flight Suit (+5 Reflex, +2 Fortitude)), Blaster Pistol, Knife, Various Personal Belongings, 10 credits
Amphistaff

An Amphistaff is a serpentine creature genetically engineered by the Yuuzhan Vong to serve as a weapon. The Amphistaff can become as rigid as stone or as flexible as rope, and it can contract the muscles around its head and tail to form razor-sharp edges.

Yuuzhan Vong treat the Amphistaff as a Simple Weapon (Melee), rather than an Exotic Weapon (Melee).

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

**Size:**Large

**Cost:** -

**Weight:** 2 Kilograms

**Availability:** Rare

**Special:** An Amphistaff, in any Form, may be coaxed by its wielder to spit venom up to 10 squares away (as a Standard Action). If this ranged attack hits both the target's Reflex Defense and Fortitude Defense, the target moves -1 Persistent step on the Condition Track. An Amphistaff can only spit venom once every 24 standard hours.

**Special:** The Amphistaff has three distinct weapon forms: Quarterstaff, Spear, and Whip. Switching from one Weapon Form to is a Swift Action.

### Quarterstaff Form

A rigid Amphistaff has all the qualities of the Quarterstaff.

**Damage:** 1d6/1d6

**Stun Setting:** NO

**Type:** Bludgeoning

### Spear Form

A rigid Amphistaff can be wielded or thrown as a Spear. The Spear's head is poisonous: if the target takes damage, and the attack roll equals or exceeds its Fortitude Defense, the target moves -1 Persistent step on the Condition Track.

**Damage:** 1d8

**Stun Setting:** NO

**Type:** Piercing

### Whip Form

A flexible Amphistaff has a Reach of 2 squares. The whip's tail deals 1d4 points of Piercing damage (plus the wielder's Strength modifier) and is poisonous: If the target takes damage, and the attack roll equals or exceeds its Fortitude Defense, the target moves -1 Persistent step on the Condition Track.

Instead of dealing damage with the Whip, the wielder may use it to Pin or Trip the target as though they were using the Pin or Trip feats. The wielder must be proficient with the Amphistaff, but doesn't need to have the Pin or Trip feats, to use this Weapon feature.

**Damage:** 1d4

**Stun Setting:** NO

**Type:** Piercing
Ahsoka Tano, Ashla

*Ahsoka Tano, Ashla character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Galactic Republic, The Fringe*

After The Galactic Empire came to power, former Jedi Padawan Ahsoka Tano went into hiding on Thabeska and Raada disguised under the pseudonym "Ashla." She would act for months as a cloaked vigilante, providing safety and security to the downtrodden citizens. After an uprising on Raada against the Empire resulted in a full-scale evacuation, Tano would join Senator Bail Organa's growing rebel movement, leaving behind her "Ashla" persona.

## Ahsoka Tano, Ashla Statistics (CL 11)

Medium Togruta Jedi 5/Noble 3/Scout 1/Officer 2

**Destiny Points:** 2; **Force Points:** 8

**Initiative:** +8, **Velocity**; **Senses:** Spatial Awareness, Perception +11

**Languages:** Basic, Togruti, Binary, Huttese, Kel Dor, Mando'a, Zabrak

### Defenses

Reflex Defense: 26 (Flat-Footed: 23), Fortitude Defense: 24, Will Defense: 26; **Block**, **Deflect**, **Elusive Target**, **Unreadable**

Hit Points: 107, Damage Threshold: 24

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d4+4)

**Melee:** Lightsaber +14 (2d8+4)

**Melee:** Lightsaber +9 (2d8+4) and Short Lightsaber +9 (2d6+4)

**Ranged:** By Weapon +12

**Base Attack Bonus:** +9, **Grapple:** +12

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

**Special Actions:** Command Cover (+1), **Indomitable**, Share Talent (**Indomitable**)

**Force Power Suite (Use the Force +12):** *Battle Strike*, *Move Object*, *Surge*, *Shien Deflection*

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

### Base Stats

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

**Talents:** **Born Leader**, **Block**, **Deflect**, **Elusive Target**, **Indomitable**, **Velocity**, **Unreadable**

**Feats:** Dual Weapon Mastery I, Force Sensitivity, Force Training (2), Linguist, Skill Training (Knowledge (Tactics)), Skill Training (Stealth), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +13, Knowledge (Tactics) +12, Perception +11, Stealth +13 (may reroll, must take second result), Survival +11, Use the Force +12

**Possessions:** Lightsaber (Self-Built), Short Lightsaber (Self-Built), Comlink (Encrypted, Short-Range), Concealing Cloak
Amani Guardian

*Amani Guardian character data created by user Admire Lucas.*

*Affiliations: The Jedi*

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Medium Amani Jedi 3/Soldier 3

**Force Points:** 1

**Initiative:** +4; **Senses:** Perception +3

**Languages:** Amanese, Basic

Hit Points: 73, Damage Threshold: 20

**Melee:** Lightsaber Pike +11 (2d8+11; 3-Square Reach)

**Melee:** Lightsaber Pike +9 (3d8+11; 3-Square Reach) with Rapid Strike

**Ranged:** Sling +7 (1d4+7)

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

**Base Attack Bonus:** +6, **Grapple:** +10

**Attack Options:** **Counterpunch**, **Hold the Line**, Melee Defense, Rapid Strike, **Stinging Assault**

**Force Power Suite (Use the Force +11):** *Draw Closer* (2)

**Species Traits (Amani):** Acceleration, Expert Climber, Primitive, Reach, Resilient

### Base Stats

**Abilities:** Strength 18, Dexterity 13, Constitution 12, Intelligence 13, Wisdom 10, Charisma 6

**Talents:** **Counterpunch**, **Hold the Line**, **Stinging Assault**, **Weapon Specialization (Lightsabers)**

**Feats:** Armor Proficiency (Light), Force Sensitivity, Force Training, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +9, Jump +12, Use the Force +11

**Possessions:** Lightsaber Pike, Sling
Agen Kolar

*Agen Kolar character data created by Wikia user Darthauthor.*

*Affiliations: The Jedi*

A Zabrak Jedi Master, Agen Kolar was part of the Jedi strike team assembled by Mace Windu to rescue Obi-Wan Kenobi and other hostages taken by the Separatists on Geonosis. Kolar displayed his renowned skill with a Lightsaber during the battle in the Geonosian arena, though his young Padawan died during the fighting. In the final days of the Clone Wars, Windu turned to Kolar again, calling on him, Saesee Tiin and Kit Fisto to arrest Supreme Chancellor Palpatine.

Confronted by the Jedi, Palpatine threw off his guise and revealed himself as Darth Sidious. He ignited his crimson-bladed lightsaber and struck down Kolar.

## Agen Kolar Statistics (CL 15)

Medium Zabrak Jedi 7/Jedi Knight 5/Jedi Master 3

**Destiny Points:** 1; **Force Points:** 14

**Initiative:** +14; **Senses:** Perception +9

**Languages:** Basic, Huttese, Zabrak

### Defenses

Reflex Defense: 33 (Flat-Footed: 31 (**Lightsaber Defense:** 35)), Fortitude Defense: 32, Will Defense: 31; **Block**, **Deflect**

Hit Points: 167, Damage Threshold: 32

**Immune:** Fear effects

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +18 (1d8+10)

**Melee:** Dual-Phase Lightsaber +21 (2d8+10)

**Ranged:** By Weapon +17

**Base Attack Bonus:** +15, **Grapple:** +18

**Attack Options:** **Ataru**, **Djem So**, **Masterwork Lightsaber**, **Riposte**

**Special Actions:** Melee Defense, Serenity

**Force Power Suite (Use the Force +18):** *Battle Strike* (2), *Fluid Riposte*, *Force Grip*, *Force Thrust*, *Hawk-Bat Swoop*, *Move Object*, *Saber Swarm*, *Surge*

**Force Regimens:** Sparring Practice, Telekinetic Practice, Training Remote

**Force Secrets:** Debilitating Power, Quicken Power

**Force Techniques:** Force Point Recovery, Improved Battle Strike

**Species Traits (Zabrak):** Heightened Awareness, Superior Defenses

### Base Stats

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

**Talents:** **Ataru**, **Block**, **Deflect**, **Djem So**, **Greater Weapon Focus (Lightsabers)**, **Lightsaber Defense** (2), **Masterwork Lightsaber**, **Riposte**

**Feats:** Force Regimen Mastery, Force Sensitivity, Force Training (3), Martial Arts I, Martial Arts II, Melee Defense, Skill Focus (Use the Force), Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +14, Initiative +14, Use the Force +18

**Possessions:** Dual-Phase Lightsaber (Self-Built)
AgriCorps Coordinator

*AgriCorps Coordinator character data created by Wikia user TysFTW (JEDI CIVIL SERVANTS).*

*Affiliations: AgriCorps*

A middle aged AgriCorps worker who manages operations across multiple facilities and fields. After many years of hard work they have now grown an appreciation of the relationship between civilization and nature. Their experiences out in the fields has given them mastery over Force techniques used to calm animals and make crops grow. These efforts have been rewarded with a more important position, and now they make decisions that are carried out by their fellow AgriCorps Workers, as they work on improving food production and distribution throughout the Republic.

### Use in Play

Due to sheer number of jobs needed for such a large scale agricultural service, many of the Skills and Skill Training Feats can be changed to reflect different professions within AgriCorps. A more bureaucratically minded coordinator may replace their knowledge of physical sciences with that of the bureaucracy and may be in charge of arranging shipments of food. Likewise changing a Skill Training with Skill Focus can allow for an AgriCorps Coordinator dedicated more towards agricultural research or a skilled mechanic of industrial equipment.

## AgriCorps Coordinator Statistics (CL 4)

Medium Human Jedi 1/Nonheroic 6/Scout 1

**Force Points:** 2

**Initiative:** +4; **Senses:** Use the Force +9

**Languages:** Basic, 1 Unassigned

### Defenses

Reflex Defense: 14 (Flat-Footed: 14), Fortitude Defense: 14 (19 vs Extreme Temperatures), Will Defense: 14

Hit Points: 61, Damage Threshold: 14

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +6 (1d4+2)

**Ranged:** By Weapon +5

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

**Special Actions:** **Beast Trick**

**Force Power Suite (Use the Force +9):** *Mind Trick*, *Plant Surge*

### Base Stats

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

**Talents:** **Beast Trick**, **Force Perception**

**Feats:** Force Sensitivity, Force Training, Skill Training (Endurance)H, Skill Training (Pilot), Skill Training (Ride), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +10H, Knowledge (Life Sciences) +10, Knowledge (Physical Sciences) +10H, Pilot +9, Ride +9, Survival +10, Use the Force +9 (may substitute for Perception checks)

**Possessions:** All-Temperature Cloak, Comlink (Short-Range), Datapad, Utility Belt, Agricultural Tools

*H- Human bonus Feat or Trained Skill*
Aid Another

*Reference Book: Star Wars Saga Edition Core Rulebook*

*See also: Actions in Combat*

As a Standard Action, you can aid an ally's next skill check or attack roll, or you can interfere with an enemy's attacks.

## Aiding a Skill Check or Ability Check

You can help another character achieve success on their Skill Check or Ability Check by making the same kind of Skill Check or Ability Check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping receives a +2 bonus on their own check.

You can't Take 10 on a Skill Check or Ability Check to Aid Another.

### Aiding an Attack Roll

In combat, you can Aid Another character's attack by forcing an opponent to avoid your own attacks, making it more difficult for them to avoid your ally. Select an opponent and make an attack against a Reflex Defense of 10. If you succeed, you grant a +2 bonus on a single ally's next attack roll against that opponent.

## Suppressing an Enemy

In combat, you can distract or interfere with an opponent, making their attacks more difficult. Select an opponent and make an attack against a Reflex Defense of 10. If you succeed, that opponent takes a -2 penalty on its next attack roll.
Ankarres Sapphire

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

The Ankarres Sapphire is a valuable gem that has passed through many hands over the years, including the hands of the bounty hunter 4-LOM around the time of the Battle of Yavin. Legend has it that the Ankarres Sapphire possesses incredible healing powers that, when used as a Lightsaber Crystal, grants the wielder similar powers. Moreover, the legends say that only those who employ the Light Side of The Force can use the Ankarres Sapphire effectively.

If you wield a Lightsaber attuned with the Ankarres Sapphire and you have a Dark Side Score of 0, you gain a +5 Force bonus on Treat Injury checks or Use the Force checks made to activate the *Vital Transfer* Force Power.

The Ankarres Sapphire is thought to be unique, although it's possible that other such sapphire exist.
All-Out Movement

*See also: Vehicle Combat, Pilot*

As a Full-Round Action, you can move up to four times your Vehicle's Speed. All of this movement must be in a straight line, and you can't Avoid Collisions while doing so. Your Vehicle loses its Dexterity bonus to Reflex Defense until the beginning of your next turn.

You can't use All-Out Movement unless you moved on your last turn.

Because most power is diverted to the engines when using All-Out Movement, Gunners on board your Vehicle cannot attack until the start of your next turn.

### Maximum Velocity (Character Scale Only)

If you use All-Out Movement on your turn, you may move up to your Vehicle's Maximum Velocity with All-Out Movement on your next turn.

If you move your Vehicle's Maximum Velocity, you must either continue moving at the Vehicle's Maximum Velocity, or use All-Out Movement as your Action on the following turn.
Anise I'Zak

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Knights (Part 1)*

*Affiliations: The Jedi, The Galactic Republic*

The young and impetuous Jedi Anise I'Zak receives a promotion to Jedi Knight in the fourth month of the Clone Wars; after her appointment to the army of Jedi Master Ki-Adi Mundi, Anise travels to Hitaka for her first assignment. I'Zak is tasked by Mundi to deliver a canister containing sensitive information to Clone Commander Bacara at another outpost beyond enemy territory. To reach her destination, Anise traverses ten kilometers through enemy-occupied jungle, and encounters a platoon of Battle Droids.

The reckless Jedi bests the Confederate Droids, but ruins her cargo during her escape. When Anise I'Zak reaches Commander Bacara's outpost, she is greeted by Master Mundi, and discovers that she had been duped by her superiors into playing a decoy in order to draw the Separatist forces' attention while they completed their own mission. Although frustrated she had been deceived, Anise expresses her delight to serve the Republic and Jedi as a Jedi Knight.

## Anise I'Zak Statistics (CL 7)

Medium Human Jedi 7

**Force Points:** 8, **Force Flow**

**Initiative:** +11; **Senses:** Use the Force +10

**Languages:** Basic, Bocce, High Galactic

### Defenses

Reflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 20, Will Defense: 19; **Deflect**, Dodge

Hit Points: 72, Damage Threshold: 20

### Offense

**Speed:** 6 Squares; Moving Target

**Melee:** Unarmed +10 (1d4+3)

**Melee:** Lightsaber +11 (2d8+3)

**Melee:** Lightsaber +6 (2d8+3) and Lightsaber +6 (2d8+3) with Double Attack

**Ranged:** By Weapon +10

**Base Attack Bonus:** +7, **Grapple:** +10

**Attack Options:** Double Attack (Lightsabers), Weapon Finesse

**Special Actions:** **Redirect Shot**

**Force Power Suite (Use the Force +10):** *Barrier of Blades*, *Kinetic Combat*, *Move Object*, *Negate Energy*, *Surge* (2)

### Base Stats

**Abilities:** Strength 11, Dexterity 16, Constitution 14, Intelligence 15, Wisdom 12, Charisma 14

**Talents:** **Deflect**, **Force Flow**, **Force Perception**, **Redirect Shot**

**Feats:** Dodge, Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Moving Target, Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +11, Initiative +11, Mechanics +10, Pilot +11, Use the Force +10 (may substitute for Perception checks)

**Possessions:** Lightsaber (Self-Built), Tool Kit, Jedi Robes
Aia

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

A companion to Honest Gjon, Aia also lives on the moons of Bogden, plying his trade as a pickpocket and con artist. Early in the Clone Wars, Aia and Gjon convince a young Boba Fett to use his ship to help them steal a shipment of counterfeit credits, though the scheme only results in a profit of a hundred credits, which Aia was certain to secure for himself.
Anxiety Disorders

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

*See also: Complications*

Anxiety disorders include the entire range of phobias, including such social phobias as obsessive-compulsive disorder, social anxiety, and post-traumatic stress disorder. Characters afflicted with such disorders live their lives in irrational fear of some external object, situation or circumstance.

### Origin

Any incredibly traumatic event at the Gamemaster's discretion can cause the creation of an Anxiety Disorder. Some examples could be a near-death experience demonstrated by reaching the bottom of the Condition Track, intense physical trauma such as the loss of a limb (Species with the ability to regenerate limbs are exempt), or being engaged in a combat zone for more than three standard months.

The Gamemaster then decides what object or situation will serve as the Trigger for the disorder, be it anything from space travel to Hoojibs. The afflicted target inherits a hyperawareness of the Trigger, gaining a +5 circumstance bonus to Perception checks made to notice its presence.

### Trigger

Anytime the target is aware of the Trigger, the Anxiety Disorder occurs. The target suffers a 1d20+5 attack against their Will Defense, with the attack bonus lowering by 5 for every 10 squares the Trigger is from the target. A successful attack triggers the Effect, and increases the Anxiety Disorder's attack bonus by +1 for future attack rolls made on the target. Every round the source of the anxiety is present, another attack is made.

### Effect

The target moves -1 step along the Condition Track. If the target reaches the bottom of the Condition Track, it does not fall Unconscious; instead, it must spend a Full-Round Action to maintain its composure, or flee from the Trigger until it is no longer detectable.

### Removal

Anxiety Disorders can be treated with a number of methods, though a combination of controlled exposure and psychiatric treatment are the most common. When presented with the Trigger, if the attack roll fails, its attack bonus decreases by 1. If the trigger's attack bonus reaches +0, the character may opt to spend a Force Point to overcome their fears permanently.

Alternately, the character may seek the help of a Mentop. If this check is successful, the target's anxiety disorder is permanently cured.

### Reward

Successfully removing this complication bestows a permanent +1 bonus to the character's Wisdom score.
Amphistaff Practice

*Homebrew Reference Book: New Jedi Order Campaign Guide*

*See also: Vong Rituals*

A ritualised training exercise between two Yuuzhan Vong. The combatants wield modified Amphistaffs with venom glands altered to incapacitate, but not kill.

**Time:** 2 Hours

**Targets:** Self

**Requirements:** Amphistaff and a sparring partner

**Make an Initiative check.** The result of the check determines the benefits of the ritual:

 21-25
 26+
Aerosled Mk III

*Reference Book: Star Wars Saga Edition Unknown Regions*

Tangan Industries designs the aerosled for use as a company vehicle and to sell on the civilian market. At only slightly longer than 4 meters, the one-person Aerosled is one of the smallest Airspeeders in production. The vehicle's size, which makes it easy to store and transport in Starships, is one of its major selling points. The cockpit is located at the front of the speeder and dominates the forward section. All the Aerosled's vital systems are tightly packed behind the cockpit. With this compact design, the speeder's body is streamlined and highly aerodynamic.

Aerosleds sold on the open market are unarmed. However, Tangan Industries sells armed versions to certain clients and maintains a fleet of armed Aerosleds for use by its internal security force. Typically, at least one pair of armed Airspeeders patrol each of its installations.

## Aerosled Mk III Statistics (CL 5)

Large Air Vehicle (Airspeeder)

**Initiative:** +11; **Senses:** Perception +6

### Defenses

Reflex Defense: 16 (Flat-Footed: 10), Fortitude Defense: 14; +1 Armor, Vehicular Combat

Hit Points: 32; Damage Reduction: 5; Damage Threshold: 19

### Offense

**Speed:** 12 Squares (Character Scale); Fly 3 Squares (Starship Scale); (Maximum Velocity 780 km/h)

**Ranged:** Laser Cannon +7 (See Below)

**Fighting Space:** 2x2 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +13

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

**Special Actions:** Battlefield Effects

### Abilities

Strength: 18, Dexterity: 22, Constitution: -, Intelligence: 16

**Skills:** Initiative +11, Mechanics +6, Perception +6, Pilot +11, Use Computer +6

### Ship Statistics

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

**Cargo:** 24 Kilograms; **Consumables:** 1 Day; **Carried Craft:** None

**Availability:** Military; **Cost:** 22,000 (12,000 Used)

### Weapon Systems

#### **Laser Cannon (Pilot)**

**Attack Bonus:** +7 (+2 Autofire), **Damage:** 4d10
Advantageous Attack

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

*See also: Feats*

You know how to take advantage of slow-moving enemies in combat.

**Prerequisite:** Base Attack Bonus +1

**Effect:** When you make a successful attack against an enemy who has not yet acted in combat, you add your full Heroic Level to damage rolls.

**Normal:** Typically you add only one-half your Heroic Level to damage rolls.
Alkhara

*Alkhara character data created by Wikia user Darthauthor.*

*Affiliations: The Fringe*

Centuries ago, this fierce bandit was the first usurper to occupy Tatooine's B'omarr Monastery, which most notably became the palace of Jabba the Hutt. Alkhara once allied himself with Tusken Raiders to wipe out a small police garrison, but then butchered the Sand People who had helped him, thereby kicking off the long-lasting blood feud between the Tusken Raiders and Humans. Alkhara stayed for 34 years, expanding the monastery and adding dungeons and underground chambers.

## Alkhara Statistics (CL 8)

Medium Human Nonheroic 3/Noble 3/Scoundrel 2/Outlaw 2

**Dark Side Score:** 4

**Initiative:** +5, **Double Agent**; **Senses:** Perception +15

**Languages:** Basic, High Galactic, Jawa Trade Language, Tusken, 1 Unassigned

### Defenses

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

Hit Points: 34, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; Fugitive (+1)

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

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

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

**Attack Options:** **Sneak Attack** (+1d6)

**Special Actions:** **Blend In**, **Seize the Moment**

### Base Stats

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

**Talents:** **Blend In**, **Double Agent**, **Seize the Moment**, **Sneak Attack** (+1d6)

**Feats:** Informer, Linguist, Natural Leader (), Skill Focus (Knowledge (Life Sciences)), Skill Focus (Perception), Skill Focus (Persuasion), Skill Focus (Survival), Skill Training (Deception), Skill Training (Knowledge (Life Sciences)), Skill Training (Persuasion), Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +11, Gather Information +11, Knowledge (Life Sciences) +16, Perception +15, Persuasion +16, Stealth +10, Survival +10, Use Computer +12

**Possessions:** Blaster Pistol, Comlink (Short-Range), Datapad, Utility Belt
Archaic Vehicle Template

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

**Template Type:** Vehicle Templates

**Cost:** Archaic Vehicles generally can be obtained on the Black Market for 50% of their original cost.

An Archaic Vehicle is one from a much earlier era of technology. Despite potentially having all the same basic technology as modern vessels (Laser Cannons, Starship Shields, Hyperdrives, and so on), an Archaic Vehicle suffers some disadvantages when facing vessels from higher levels of technology. The Archaic Vehicle Template can also be used to represent a Starship built by a culture whose technology is less developed than the galactic norm.

Even extremely ancient Starships can be sufficiently upgraded that they no longer suffer the disadvantages of the Archaic Vehicle Template. This requires 1 week of work x the Vehicle's cost modifier (see Starship Modifications), and credits equal to 1/10 the ship's original cost. For each week of work, you must succeed on a DC 25 Mechanics check, or that week's effort is lost. If multiple characters work on upgrading an Archaic Vehicle, divide the total time required by the number of characters who succeed on the Mechanics check.

### Modifications

All the modifications for the Archaic Vehicle Template apply only when the ship is in combat with modern Starships. If two Archaic Vehicles engage in combat, ignore all changes made by this template.

* **Challenge Level (CL):** The CL of an Archaic Vehicle is 2/3 its normal value (rounded up).
* **Damage Threshold:** Against modern weapons, an Archaic Vehicle has only half it's normal Damage Threshold.
* **Shield Rating (SR):** Any time the SR value of an Archaic Vehicle is exceeded, there is a 50% chance they fail entirely. They may be recharged normally (using the Recharge Shields Action).
* **Weapon Systems:** The Weapon Systems of an Archaic Vehicle can't score Critical Hits against nonarchaic vessels.
	+ All attack rolls made by Archaic Vehicles against modern vessels take a -2 penalty, since older scanners have difficulty tracking modern ships.
Anzati Assassins

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*

Anzati Assassins are a secret order exclusive to the Anzati that has plied its trade across the galaxy for millennia. The order has no established leadership, and each master is free to operate as they see fit, though all must adhere to the Anzati Code of Honor. The Code forbids discussion of a contract, or even confirming there ever was such a contract. The Code also forbids the training of those unable to taste the "soup." Aside from those restrictions, masters are free to train who they like, how they like.

While many of the elder masters prefer to train students one-on-one, such as Master Akku Seii, others prefer to train in groups fewer than a dozen, such as Masters Anis and Rath Kelkko. All Anzati Assassins express a preference for using stealth to approach their victims and eliminating them with bladed weapons or by drinking their "soup." The assassins work alone or in small teams with equal comfort, adapting their strategy to the job at hand.

Known weapons for Anzati Assassins include metal claws, daggers, swords, and powered variants such as Vibroknucklers and Vibroswords. Gamemasters should feel free to substitute other appropriate Simple Weapons (Melee) or Advanced Melee Weapons, either used as single weapons or dual weapons as they see fit.