Rodney Thompson, P·atriclt Stutzman, JD Wiker

.. ' ----------------------------_.~~

D •• ION ......

Cynda Callaway

Gary Astleford, T. Rob Brown



______________________ ~'A7

Rodney lhompso n

Jefferson Dunlap



Blake Beasley


________________________ .. 'AY

Christopher Tardiff



Gary M. Sarli. Bradley Will

Gonzal" Flo res


. .' ----------------------------_,~~


Steve Argyle, Drew Baker, Zoltan Boros it Gabor Szikszai, Miguel Coimbra, Michael Ilubisch, Steve Ellis, Gonzalo Flores, Randy Gallegos, Jonathan Hill, Jason Juta, lucasfitm Ltd., Ron Lemen, Warren Mahy, Walter O'Neil,

Paul Shipper, Brian Snoddy, Mark Tedin, Chris Trevas, Francis Isai, Ben Wootten


Frank Paris i


Chri stophe r Pe rkins

__________________________ --r.~~

[ M .... N .... GINO .DI~DR

Christopher Perkins

('-_IM_ .... _D_IN __ O_T_._C_ .... ..-N_I_C_I_Jo._N _.·) Carmen Cheung

. I------------------------ .. ~~

~, _,4r~


Bill $Iavicsek

I ChristOllher West

~--------~~~~~~~~~~ ... ~A7

C ... ATOOR .......... EA.


Adam Colby. Jetf Cain, Oscar S. Cisneros, Andrew Finch, Elisa Jaeger, Matt Sernett, Stephen Radney·Macfariand

.PICCIAL TH .... Nk. ) leland (nee ____________________ .. 1Z7


Scrne '1JIts. oechanlcs are b::u<"d .)1'1. thi:' Sta.f W{Jf~R'DlepJayil1!) G[jm~ Sag;a,.tdltion Cere FtulebMl b'y Cnrlnopl'lc-r PC'lt1.fI$." uwen K,C, Sle:·ph~ns., and Rodnev 'nbm~~on, the o,rg'irfal D-ul)9i:'ClnS a Df;jl9{1nlliP' rules cleated bV E. Oarv G'V9IX, and Oa'II'C A/n~o~,.aM tJ'lif J1"d Edi(iorn nun~NIi~ ,ft Oriil-gOM ga'm(- des:I9ned 'by JOTlalnJin Twt:(:t. Mcrnte ClJo'Ok~ ~kip WIlliam:).,! Richard Bik.(l. and P'cte:,r AIf'id5LHl.

lhis: Wi. .. idl"ds: of th~ Cbatf- gam("plbduN O~". Game' CO.l)ft.nt- No poniol) of 1M'S. 'll'Drk: 'may be reproduced 'if'! d"Y (olm withQut written 'p~'mi~1Illn_ To leaf'l"l more abQl,lt the Opc:n GOImi"'g LittMe,and~ ,),C'd;20 SVU("rI'1'" Ucense. p'l~iIIi(! lJitlt, W'W'N.Wil3Id'J..("orT)/d20_

U,.s .• C~nada. M:i~. P".tdflc" 6: LAtir.l "mf:rlu. W".:urds of tn~ ((lAst, 1(1(, P.O. Bo><701

11<.*", WA ';Ijl)\1'()707 Questi'o)ns:? 1 -8Ck'h3..24.-Et4%



~~$f' Ii:.!~ thls. ·3'ddress. for )'Our rt(Ord.lo



Wbards c/[J1l:Coost. B.t19~m 'r HDf~dd so 1m2'"(jroof-ei~;wden Belqiun

., 112 4671l~

ISBN,~n·O·7M~4·99~·1 620·118917I().ooI·fM 9876$4111

Fi rst P"rinUl\g; J" F1 U.l~ 2"009

OlOOe·lLJCASrflMlID.. ® OR '" WHERf L~PI('ATro. AU RIG~T$ RE5tR~(O.



[)m.geon~ 6, O(~~f'tS:.. dlO SYSf-em. 'If(tllrd!l I){ the (OOS'_ aM tneil respectbe loQa"" art, trademarks oj 'KiUJ ds of the ~st ln tl'1e\ 1J.S.A. and oth.f:I roul'ltrtt'!l, 'This. IITf;leri~ is protected Ufl'lStJ the {opjrlg'M lAWS· cl the Uni!t4 Staf~ ,of Arrif:riti,. M~ reprccuztlon or ·lll\4::Jlbor(ltd List: 01 the -mMia~ 1)( M'~~ COI'I,a.i:.,cd hereln is pmh'ibi,td withool tnt ~res~ writIt'1'l ptfli'1i.,,~iJn {If Wi~Mds of !he Coas.!. 1.r\C. thi,. ploduc.t 'is, ,a wQtk of tictia-l'L Arty' ~immJi.'y 10 artual 'peop!'~, or9!f1InLion~, ()!M:B. 0( events is purt.'1 ~olndden!"'. Pft"~ed in \h~ U. S.A.



OW'IIIII: .... C.... • ••


TH. ~CI"C ••.• 4&

Species Characteristics 9

Dugs 10

Gen·Oai 11

lktotchi 12 I

Kaleesh - .• - 12

Kaminoans _ ........•.... {3

Kerkoidens ..•. , , , 14

Nautolans , .. , .. , .•....... 15

Nelvaanians 16

Vurks ......•................. 17

The Force during

the Clone Wars 49

Force Powers 50

ForceTalents 53

Force Techniques 54

Force Secrets 55

Force-Using Traditions 55

The Bando Gora .. ; 55

The Believers, 56

The Korunnai. ..•........... 56


T ... fT •••••• , 1e

CIWIBIV: .'_'Ul .. M.NT .NO D .. Clle... . • a.

Heroes of the. Clone War.s 19

Jedi .............•.......... 21

Nobles .........•...... , 22

Scoundrels 23

Scouts _ ...........•..... 24

Soldiers 25

Skills 27

Feats 28

Followers 32

OWIBIUI: ra .... TIO.

CL •• · •••••••• 38

New Talents 39

Prestige Classes ...•.......... 42

Droid Commander 42

Military Engineer 44

Vanguard 46

Melee Weapons ...•.......... 59

Ranged Weapons SO

Armor 64

Equipment ..............•... 65

Drolds 66


Space Transports. , , 75

Borlol-class Freighter 75

G9 Rigger 16

GS-l00 Salvage Ship 18

KR-TB Doomtreader. , 78


Enforcement Ship ,. ,79

Seltiss-2 Caravel 80

Starfighters .........•....... 81 Dagger-class Starfiqhter ..... a~ DiofJoga-dass

Assault Starfighter ,82

Freeful/-class Starfighter . , .. 82

Morning~tar Assault I

Starflghter 83

S40K Phoenix Hawk-class

Light Pinnace _ 84

Stung H-G Prototype

Bomber 85

OWlHIVlI: C .. ON. W ....

C.M ... ION... .86

Decline of the jedi ........•.•. 87

Rampant Corruption 89

Villains 89

Mi I ita rizati on 91

large-Scale Conflict 92

Squads .•......... , ..•..... 93

Mass Combat. 95

Starting Mass Battles 101

OtAfIBiVlW: O ... ACTIC a.Z.TT •• A.. 104

Cato NeimCiidia ............• 106

Christcphsis " .. 106

Geonosis 101

Glee Anselm 107

Iktatch t08

Kalee ;08

Kamino ...........•....... .i09

Kerkoidia 110

Malastare , , .. 110

Mustafar e 110

Muunilinst , , . ,,, 111

Nelvaan 111

Polis Massa •........•. : : .1 ~2

Sembla 112

Skako ;13

Ieth 113

T d .

oy ana , 1114 I

Utapau 114

Planetary Updates .•......... 115

I [ CHAPfBlIX: TM 01 • • 120 1

The jedi Order 121

Influential Figures 126

Jedi Vehicles and Starships 137


TH ....... U ... IC. 140

Organization 142

Ihe Republic High Command .. 145

Personnel 147

Influential Figures 155

Republic Droids 160

Republic Vehicles , 162

Republic Starships 170

Organization 176

The Separatist Droid Army 178

Personnel 181

Influential Figures 183

CCinfederacy Oroios 188

Confederacy Vehicles 198

Confederacy Starships ...•... 203

CHAPTERXlI: ,.. ... NO. 1

"'.CTION •••• ZI2

Mercenary Factions .........• 213

Influential Figures 214

Vehicles and Starships .. , 219

Beasts 221

Ai.Pl~.NOI)( ., Z Z.:Z



The Clone Wars might be the greatest, most far-reaching conflict th~ galaxy has seen-at least in recorded history. Even during the Jedi Civil War, many worlds escape the conflict entirely. However, when the Separatists withdraw from the Republic, rhev create a schism that divides the galaxy into two factions. As a result. worlds that would have remained neutral are forced into either the Republic camp or the Separatist camp because of the imperative to declare allegiance to one of the two eompeting governments. In the Clone Wars, any world that attempts to maintain neutrality is crushed between the Republic and the Confederacy as they compete for that world's resources.

Whether aligned with the Republic or the Confederacy. many planetsespecially those with significant manufacturinq resources-become vital to the war effort simply by being able to produce ships, weapons, and equipment. On some worlds, militarization is harsher than on others. For example. the shipbuilding facilities of Utapau, which had previously manufactured domestic planetary defender starfiqbters, are forced to produce Mankvim-814 light interceptors and Porax-38 starfiqhters for the Confederacy. Other worlds are practically enslaved to meet the demands of their military masters. and the natural resources of entire planets are consumed in a matter of months to keep the fight going.

Even remote worlds feel the sting of the Clone Wars. Remote Tatooinewhere the Republic has had no presence-is embroiled in the war as the Confede.rac:y attempts to trick Jabba the Hun into influencing the other Hutt clans to allow the Separatists to use the their Shipping lanes. The Techno Union sets up a top-secret research facility on snow-covered Nelvaan. where the natives have lived in isolated peace for most of their history. No matter how far out on the Outer Rim or how deep in the Deep Core the planet is, the Clone Wars affc<:t it.


The heroes of a Clone Wars campaign can have options regarding their allegiance and are far more I;[(ely to side with one faction or another, at least tangentially, giving them a Stake in the Clone Wars as a whole. For example. the' heroes might choose to support the Republic as official members of the Republic military or other Republic agency, such as the Judicial Department or the Jedi Order. Or they might be citizens doing their part to ensure the Republic's success. The heroes might be mercenaries, privateers, or free traders who volunteer to help transport undercover Republic agents behind Confederacy lines. Heroes might even be clone troopers or members of the Republic Navy. putting them right. in the mirldle of the galaxy-,s panning conflict.

Conversely. the heroes might choose to ally themselves with the Separausts, seeing the Republic as the faction in the wrong. These heroes mighi be mercenaries, smugglers, or even Jedi who have leftlhe Order. convinced that the Confederacy represents the galaxy's best chance for freedom. Alternatively, the heroes might ally with one of the various trade organizations, workmg as corporate troubleshooters or freelance agents hired by the Trade Federation, the Techno Union, or the Reiail Caucus to deal with Republic disruptions of supply lines or seditious elements on Confederate worlds. The heroes might not support questionable Confederacy tactics (such as those employed by the sinister milftary leaders. like General Grievous and General Loathsom). but they might yet believe that even with such leadership the Confederacy is a better alternative than the Republic.

The heroes might be on the fringes of society. trying to get along in the galaxy despite the raging Clone Wars. Even neutral heroes are likely unable to avoid the conflict of the war. and their allegiance might hinge on who at,aci(s them first. These heroes can try to play both sides of the conflict against each other, but this is a precarious path to walk. After all, one faction might get word that the heroes art' worKing with the other, and when this happens, the situation can quiekly go bad. Fringe heroes with the best intentions might find themselves slarir.g down the full military might of the Republic if they misplay their cards. By the same token, heroes who attempt to stay neutral also have the opportunity 10 experience life on both sides of the war opening options for a Gamemasrer who wants to have the heroes work with the Confederacy in one adventure and the Repu.blic in the next.



The Clone Wars encompass a complicated series of battles and skirmishes with a complex history eoverinq approximately three years. Below are some major events in the Clone Wars. Gamemasters can use these events as guideposts when creating Clone Wars adventures. They serve as good markers for the major events during this turbulent time.


Though the Battle of Naboo is liWe more than a Skirmish between the Trade Federation and the planetary defense forces of the planet Naboo, it is the precursor to the Clone Wars, which begin ten vears later. The repercussions of this battle echo through the Clone Wars and beyond. After the Battle of Naboo, Palpatlne Is elected to the post of Supreme Chancellor, allowing him to manipulate the Republic into the Clone Wars. Meanwhile, the Trade Federation is rebuffed and joins with the other trade organizations to form the alliance that eventually becomes the Confeder~cy of Independ~nt Systems. Lastly, the Battle of Naboo leads to Anakin Skywalker becoming the Padawan of Obi-Wan Kenobi, a course of events thai shakes the entire galaxy.


The first true battle of the Clone WafS. the Battle of Geonosls introduces the Grand Armv of the Republic and unleashes the clone troopers upon the galaxy. On this desolate planet the first shots of the galactic conflict are fired, and the full extent of Count Dooku's betrayal becomes evident to the Iedi. Many Jedi die on Geonosts. but just as many are thrust into the Command of clone forces, seHing a precedent that draws the Jedi out into the galaxy as military leaders.


Afler three years of struggling against the Confederacy, the Jedi strike a major blow against the Separatists with the death of Count Dooku. In the process of rescuing Supreme Chancellor Palpatine from the flagship of the Separatist fleet, Anakin Skywalker dispatches the Sith apprentice, and the Republic wins a significant victory. A short time later, Obi-Wan Kenobi ends General Grievous's reign of terror during the siege of Uiapau. In a short time, the Jedi eliminate two of the Confederacy's powerful leaders, and the tide shifts heavily' in favor of the Republic.


Without strong military leadership, the Confederacy is on the brink of collapse. The Jedi suspect that Palpatine has no intention of giving up his power after the Clone end. After a confrontation leaves Mace Windu dead and Anakin Slcywalker as the new apprentice of Darth Sidious, done forces throughout the galaxy respond to Order 66. turning on their Jedl generals and slaughtering the noble defenders of the Republic. With the Jedi Order wiped out, Slcywalker, now named Darth Vader travels to Mustafar, murders the remaining lea.ders of the Confederacy, and brj'ngs the Clone War, to its true end.


Many of the starsfllps. vehicles. and dlaracters from this boole an: drawn from lkOcIIJe WQtS animated 5eMs. Througbout the boOk. yOu can find descriptiolls and rules information from TIlt; CIoM WOlt series, as well as still images frOnt end art bas.ed on epiSodts of the animated mies. Additionally. II)8ny of the chapter start images from this book eontain art from The~ WOIS5eMs In the hopes that they ~ players alll1 Gamemasters to atate advtmures and c:amPligns that fOllow theme$ presented in the show.




• • I· -_r' . _ . \ r .'

Dug 1-9 10-14 15-44 45-59 60-74 75+
Gen'Dai 1-9 10-200 201-999 1,000- 2,000- 4.000+
\.999 3,999
Iktotchi 1-13 \4-18 19-44 45-70 71-89 90+
Kaleesh 1-9 10-24 2.5-40 41-55 56-79 BO+
Kaminoan 1-6 7-10 1\-39 40-59 60-79 80+
Kerkoiden 1-11 12-18 19-45 46-70 71-90 91-t-
NaU1elan 1-9 10-\4 15-40 41-54· 55-69 70+
Nelvaanion 1-7 8-20 2HO 3'1-45 46-64 65+
Vurk 1-6 7-14 IS-3~ 31-49 50-69 70+ SPECIES HEIGHT WEIGHT
Dug, malt 1m 35 kg
DU9, female 1m 30 kg
Gen'Oai, male or female 2.5 m 145 kg
lktotchi, malt or female 1.8 m 80 kg
Kal eesh, male 1.0m 80 kg
Kaleesn, female 1.6 m 75 kg
Kaminoan., male 2.7 m 70 kg
Karninoan, female 2.1 m 65 kg
Kerkoiden, male or female 1.4m 55 kg
Nautolan, male or fem.OIe 1.8 m 75 kg
Nelvaanian, male 2m 130 kg
Nelvaanian, female 15 m 50 kg
Vurk, male 2.1 m 90 kg
Vu rk, female 1.9 m 85 kg Duos

Dugs are an arboreal species from the Republic world of Malasta're. T~ey are 'trong and agile for their size, and dimb and jump exceptionally well. Dugs unwillingly share their homewodd with the Gran, who establish trade colonies on Malastarein 8,000 Bay, Ihe fight a long, intense war against the Gran. EventLJall~ the Republic intervenes and sides with the Gran,negotiating a truce that e~sentially demilitarizes the Dugs.

In response to their marginalization. the Dugs develop a culture based, in large part, on self-pltv, They are self-congratulatory to a fault. and every Dug claims at least one celebrated nero or martyr in his family tree, Beads. worn on their ear fins, represent these purported patriots and their stories of heroism. To question the legitimaty of a Dug's collection of marty' beads i, a grave insult that can be retracted only by the death of tile offending party.

Personality: The Dugs' reputation for violence and bullying i~ welldeserved, As a species, they are adversarial, preferring 10 solve problems through intimidation and hostile acts. They consider themselves to be beleaquered warriors, underdog' who must fight againsi the rest of the universe for what i, rightfully their~ Despite their best efforts, the Dugs are continually mired in defeat. They tend to be xenophobic, and this fear of outsiders often maoifests as blatant bigotry.

Physical Description: Dugs are vaguely humanoid, in that they possess a torso, two legs, and two arms. The positions of their limbs are reversed. however, so thai they use their upper limbs for walking and their lower limbs to manipulate objects. They have brown ski n, floppy ear flaps, and large mouths filled with broad, flat teeth. Male duqs possess a flap of $kin on their throats that can be inflated and used to produce m<ltin9 calls during the- appropriate season,

Homeworld: Malastare, Languages: Dug.

Example Names: Drodwa, Huqello, Huqo, Gorlok, i anqro Dis, Iuvaqwa, Puqwis, Rewulga, Sebulba, Slcor.

Adventurers: Dugs are drawn to occupations that involve- skullduggery and violence, and they make exceptional. scoundrels. scouts, and soldiers. Dug nobles are rare, and the typical Dug does not possessthe mental acuity or patience required to becorr.e a Jedi.

DUO SPECIES TRAITS Dug5 share the following species trails:

Ability Modifiers: +2 Dexterity, -2 Charisma, Dugs possess excellent reflexes .md hand-eye coordination, but they rarelv ihink before they act J ndare known for their crude demeanor,

Small Size: As Small creatures, Dugs gain J f I size bonus to their Reflex Defense and a ,,5 size bonus On Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.

Speed: Dug bose speed is 6 sq uares.

Athletic: A Dug con reroll ,any Climb or Jump check, but the result of the re.roll must be accepted, evert if it is worse. In addition, J Dug can take 1000 Climb and Jump checks even when distracted or threatened.

Automatic Languages': Dug,


The Geo'Dai benefit from extremely long lifr spans, Accounts of Gen'Dai living to be over four thousand standard veers old are common. They area hardy species" tllanks in part to their unique physiology. ThE' Gen'Dai have no centralized vital organs, and their elaborate nervous and vascu lar systems allow them to act quickly and withstand wounds that would kill nearly any other creature,

The Gen'Dai are intergalactic nomads, constantly tr"vusing the go laxy.

The location of their homeworld has been lost to time. Even those Gen'Dai who claim to have lived for several millennia cannot. Or do not, reveal its location.

Personality: With few exceptions, the Gen'Dai are an introspective and peaceful species, Because of their extraordinarily long life spans, they are ,slow in their declsion- making processes, Ihe'Y consider the long-term consequences of their actions. and do not jump to conclusions without adequate evidence.

As they age, they begin to lose their grip on their mental faculties. Their personalities become increasingly disjointed, and thei r penchant for introspection causes them to suffer from depression, psychosis. and other forms of insanity,

Physical Description: Superflcia Iy, Gcn'Dai appear to be a humanoic race. Their 'kin color rang" from light red to deep purple, and their eyes var'Y from bright red to dull' vellow-ora nqe, A rnandiblelike protrusion extends from eacb of their cheekbones. The Gen'Dai are larqe, tvpically ,(anding over two meters tall.

Homeworld: Unknown. Lanquages: Gen'Dai.

Example Nam~s: Durge, Grozrn, Kranth, lu'urn.

Adventurers: The most com rnoncharacter class for Gen'Dai heroes i:s the scout, followed by the soldier. A Jew Geri'Dai use their veritable irnrnortality to amass wealth and i nlluenceas nobles, and only a hand! ui become scoundrels, No Gen'Da] arc known to have become Jedi.

Oe:N'DAI SPECIES TRAITS Gen'Dai share the following species traits:

Ability Modifiers: +4 Constitution,-2 Wisdom, -2 Charisma Gen'Dai are incredibly resistant \0 damage, but inei, long life spans cause them to be mentally unstable.

Large Size : As Large creatures, G en'Dai take a -1 size penalty to their Reflex Defense, a -5 size penalrv On Sieal\n checks, and gain a +5 size bonus to theirdamaqe threshold. Their lifting and carrying limits are double those of Medium characters.

Speed: Gen'Dai base sp'eed is B squares,

Gen'Dai Surge: Whenever a Gen'Dai takes its second wind, it regains 5 hit points every round at the end of its turn u nt'il killed, until the end of the encounter, or until 'eaching one-half hit points (whichever comes first).

Hibernation: A Gcn'Dai can enter a state similar to ahibernation trance.

A Gen'Dai can use the Force Irance application of the use the Force skill untrained (and even if not Force-sensitive) a,nd can remain in the ira nee indefinitely. A Gen'Dai in such a state ceases to age, and needs no food, water. oralr until it emerges from hibernation,

Mentalln,iability: As they age, Gen'Dai begin to lose touch with reality.

For each age category 3 Gen'Dai advances past Adult, it take, an additional '1055 of -1 WisdDm, Gen'Dai characters never gain increased Wisdom due to age, though they can increase tneirWisdom scores as their character level increases,

Regeneration: A Gtn'Dai Can regrow lost body parts-i ncludinq significant portion, of its physical strucrure aod individual limbs=in ld 10 minutes, At the enc of I.l1at time, all persistent penalties associated with the loss of one or more limbs are removed.

Resilient Physiology: Because of their unique physiology. the Gen'Dai can shrug off the effect of wounds that would be (atal to ,any other species. Because of this,.3 Gcn'Dai's damage threshold is doubled after adding bonuses for feats or size when determining whether the Gen'Dai is killed by an at tack {but not for My other pu rpcse),

Automatic Languages: Basic ,and Gen'Dai,


Hailing from the Expansion "egion wmld of Il totchon and it, muon, lktotch. the Iktotchi

ale a race of precognitive hu m a n oids. All lktotchi possess this precoqn i tive ability, which mani tests as 'vividar,ea rns, visions, or waking dreams. Few

lktotchi have control of how or when their precoqnillon manifests or of whJt it reveals to them, lIs a species, they know of the Republic's coming long' before their world is,

visited ,and they are prepared to welcome the quests that would usher them into a vast galactic society. Jktotchl are (Jmed for tneir prowess as pilots, and attribute their soccess at the helm to nearly imperceptible precognitive inclinations.

Because of their vlsic ns,.lktotehi are aware of (he bloodshed that heralds the coming of the, Clone War's. Many of the era's prominent diplomats are Iktatchl who seek to avert the impcndinq violence,

Personality: lktotchi area deeply ernotiorval species Despite their sensitive qualltles, Ihei, culture dictate' that they must hide their feelings behind a veneer of quiet stoidsm,. Though they respect the nature of diversity in the galaxy, the lkrotchi have il hard time' Jorminq lasting friendships with members of other species because' of the I ktotchi's occasiona lim pa tience with species who lad their precognitive gifts and because of other species' overt suspicion of the lkiotchl's precognition.

Physical Description: The lkrotcb i are a humanoid species 1'11111 :large, downward-curving horns. Females have sma llcr horns 'than the mates. Their skin is thick, tan, and hairless, weather beaten by lktotchon's fierce wind" Theireve color ranqes Ircrn yellow to orange.

Homeworld: lktotchon. Languages: Iktotche.\e ..

Example Name~: Arcta~ Meeso, Daedar xiese. l.iiren Baelar, ~Ii ira Korl, Ssesce nin, Seer Varree.

Adventurers: Iklatchi who journey out into the gala.y become nobles" scouts, Or soldier's, A small nu rnber excel as scoundrels by using their species' reputation for clairvoyance to ron scams and rackets, despite a strong cultural prohibition against using iheirvisions to generate a profit. Because of tbeir precoqnitive talents, there nave been several notable lktotchi Jedi, such as Saesee Tiin.

I,KTOTCHI SP,BCIES TRAITS lktotchi share the following species trai lei:

Ability Modifiers: +2 Constitution, ,-2 Charisma, Though they are a hardvspecies, tbe I ktotchi are .. quiet and mtrospective peopl ~ and have trouble forming friendship".

Medium Size: As Medium creatures, Ik(OIChl have no special bonuses or penalties due to their size.

Speed: [ktotch i base speed is G .Iq uares.

Natural Armor: Iktotchi have tough skin that provides a '<1 natural armor bonus. to their Rellex Defense, A natural armor bonus stacks with an armor bonus,

Limited Precognition: lktotchl aregiftrd wit h limi led precognition and are subjected to prophetic dreams. Once per encounter. a'S a reaction, an Iklotch; can grant itself Or any vehicle the lktotchi pilots a +2 species bonus to Reflex Defense aqainst any sinqle attack,

Expert Pilot: An lktctchi can rerctl ,,~y Pilot check, but the result of the rerull mUSI be accepted. even if it is worse.

Automatic Languages: Basic and lktotchese.


The Kaleesll are a nomadic species wi!h J tribal culture. They are spiritual beings who worship their ancestors as deities, and thev consider Iheir.ncestral burial grounds to be sacred lands. The Kokesh believe th at "(lyon e who dies in honorable service to his people become.'> a gud upon death.

ThE Kaleesh COme to momentary prominence in the galaxy whe1, they (igo, 0(( an invasion by an alien species, known as the Huk, Having already subjuqated and exploited the natural resources of

several worlds, the Huk capture millions of Kalee:sh and sel'l them into slavery, However, the Huk lnvssion of Kale e is short lived. Under tbc leadership of a hero who eventually comes 10 be known as Grievous, the kaleesh repel the Hok .. Th ty doggedly pu rsue thei r enem ies into 'pace. and the Hu k are completely overcome by the Kalecsh. The hunters become the hunted, Ihe Huk request assistance from the Republic, Jno through a number of underhanded nealinqs, they receive it. As a re5ult.. Ihe Republic subjects

th e Kalees.h to severe economic sanctions, and the Kaleesnore rna rqinalized bv galactic society,

Personality: Kaleesh are a warlike species, but they reserve their ire for those who provoke them. They are protective of their territory-especially their ancient burial grounds. Kale~sh hold their families (lnd tribes in high esteem, and do anything to protect them. These sentiments sometimes extend to non-Kaleesh who prove themselves to be trustworthy companions, but such a distinction is rare. Honor and sacrifice at the expense of oneself are highly valued qualities in tneirsodetv, . . ~.

Physical Description: The Kaleesh art tall, reptilian h umano Ids. Their scaly Skin varies from deep red to dull vellow, Thei r black, hair IS wom In long braids or tied up in a queue or topknot.

Ihe long face, of the Kaleesh are framed 011 either side by two sharp rusks that extend outward f-rom their jawbones, and their nostrils are two long slits that stretch toward their yellow eyes. However, few non-Kaleesn have seen the faces of these en iqrnatic a liens, for they wear masks made hom the skulls of some of Kalee's most vicious predators. The Kaleesh are also distinguished by their hands, which each feature four long ~ingers. two

of which are fully opposable. ~

Homeworld: Kalee.

Languages: Kaleesh~ ~ .

Example Names: Qymaen jai Sheelal, Ronderu lij Kummar, Bent".,s san


Adventurers: The Kaleesh excel in the roles of scout and soldier, Given their inherent: sense of honor and dignity, they also make excellent nobles bu t rarely take on the role of a scoundrel. Although no Kalecsh Jedi are known, Kalersh spiritual traditions view Force sensitivity as a boon granted by their ancestors.

KALEESH 'S,PIECIE:9 'TRAITS Kaleesh share the following species traits;

Ability Modifiers: -2 Dcxteritv, +2 Constitution, -2 Intelligence, +2 Charisma.

Medium Size: As Medium creatures, Kaleesh have no special bonuses or penalties due to their size.

Speed: Kaleesh base speed is 6 squares.

Conditional Bonu, Feat: Kaleesh are a nomadic people who have learned W live off the land. A Kakesh with Survival as a trained ,kill gains Skill Foeus ISu rvivaJ) as a bonus feaL

Oarkvision: Because of the thermoreceptor glands next 10 their eyes, Kaleesh ignore concealment (including total concealment] from darkness, However, they cannot perceive colors in total darkness.

Driven; Kalcesb are focused individuals who maintain sight of their goals even under adverse conditions. Because of this single-minded drive, t\ley gain a +S species bonus to Will Defense against mind-affecting effects.

Persistent: A Kaleesh can reroll any Endurance check, but the result of the reroll must be accepted, even if it is worse.

Automatic Languages: Basic and Kaleesh.


1he watery planet of Kamino is home til a species of ctoners known as Kaminoans. These tall aliens are Ihe result of generations of selective breeding and genetic modification th>at began when their world suffered. drastic change in climate. These restrictive breeding programs have made Kaminoans an extremely adaptable species. Apart from gender, Kaminoans have little variation, and to the untrained eye they all look the same. Subtle variations have been introduced into their genetic codes, however, allowing for diversity within a strict ser of parameters.

Ih e economy of Kam ino is based On cloning for profit, but not every Kaminoan is a cloner by trade. The majority of Kaminoans support their cornrnunlties w iiM various skills and specialized abili! ies. They strive to perform their work flawlessly, and seek perfecticn. Because Kaminoans are moderately xenophobic and rarely venture away from their homewortd. they are a rare sight in other parts of the qalaxv.

Personality: Kaminoans see themselves as superior to other forms of life.

They harbor a private intolerance for imperfection, but they are, nonetheless, polite to outsiders. To a Kaminoan, any species that seeks self improvement is worthy of respect, but those who do not are obviously inferior and deserve their inevitable decline. This attitude is reflected in their cloning processes, where entire crops of clones might be eliminated due to a single, subtle flaw.

Physical .Description: Kam inoans are t.all and gaunt, with pale skin, three-fingered hands, and long necks. Their faces are small and dominated by a pair of large, black eyes. Every male Kaminoan has a finlike crest on the top of his head, but ferna le Kaminaans have none,

Homeworld: Kamino.

Languages: Kaminoan.

Example Names: Aya Urn, lama Su, Marolan, Tau Shet, T~9a Sai, Seva Ke, Taun We.

Adventurers; Because they are genetically de.signed, K.a.minoans are bred to fulfill a specific role or niche. They make excellent nobles. scouts, and soldiers.

Scoundrels, though rare, are not unheard of. Kam inoans are not bred with Force sensitivity, though anomalies are possible. Kaminoan Jed] are essentially nonexistent.

KAMINOAN BF'ECIES TRAITS Kami nOJ ns share the following species traits:

Abifit-y Modifiers; +2 Intelligence, -2 Wisdom.

Medium Size; As Medi um creatures, Karninoans have no special bonuses or penalties due to theirsize.

Speed: Karninoan base speed is 6 squares,

Conditional Bonus Feat: Kaminoans are expert cloners and possess rernarkablv know ledge sbou l the physiologies of species across tne galaxy. A Karninoan with Treat Injury as a trained skill qains Skill Focus (Treat Injury] as a bon us feat.

Resistant: Scien Wic refinements to their gene tic code make Xarnlnoans resistant to poisons, disease, radiation, and other hazards that target. their physiology, Kaminoans gain a +2 species bonus to Fortitude Defense.

Automatic Language,: Bask and Karni.noan,


A smaller species from the Expansion Region, the Ker~oidens are a'9gre>sive and cunning beings who often have something to prove. Excellent traders, skilled politicians, and creative rnilita ry commanders, K"rkoidens are known as formidable opponents, a reputation they prove' is well-earned during the (Io~e Wars.

Xenobiolog ,,'ts from the University of Sanbra believe' that the Kerkoiden species descended from quadruped predators that hunt on the savannahs and in the jungles of Ke-koidia, Much of the Kerkoiden phYsiology seems to support this claim, incl~ding their hutlched posture, long snout. claws, and jut ting teeth, Additionally, Ke,koiden aggression Seem, to be consistent the predatory instincts of their ancestors, lending credence to this theory of Kerko lden evolution.

The Kerkoiden species as a whole has fought to evolve bevond IMd, predatory ancestry and prove to the galaxy that they are sophisticated a no civilized. Many Kerkoiden nobles pride themselves on superior breeding and also on being refined and sophisticated enough to rub elbow> wi th the galaxy's elite on Coruscant. Of course, thisalso leads to ellrism among the Kerkoidens. which doe, the species no favors on the qalactic scene.



Pe r s o n.a l i t v : The KnkoiMns have Shifted many of their cunning predatory instincts over to the social a rena, becoming savvy politicians on a galactic scale, Most Ker koid-en,a r'c pushy if not ourri 9 ht agg ressivc. They are regard every· one with suspicion, and expect deception from thei r political and social rivals. Additionally, many Kerkoidens would like to believe that their people are more evolved and sophisticated than their heritage suggest" leading them to be both elitist and arrogant at times.

Physical Oe~cription; Kerkoidensare hunched beings with rough si(in that ranges in hue from green to dark blue. Iheir bodies still show ,igns of predator physiQlogy, namely the!r long claws and juilirtg teeth. Kerkoidens have tall, slender heads wili1 long snouts and narrow eyeB,

Homeworld; The Kerkoiden species hail, from Kerkoidia, a world covered in tall, grassy savannahs arid thick swamps i n the Expa nsion Reg ion, specifically in the Kitll Sector j ust oft of the Hartin Trade Corridor,

languages: Kerkoidens 'peak Kerkoidese and Basic.

Example Nam'cs, Dram Bothren, V3r Cashral. Pheel Hosnar, Whorm Loathsorn,

Adventurers; Kerkoidcn adventurers gravitate toward classes where t!ley can exhibit their 'aggressivene.I,' Or demonstrate their sophistication. Soldiers are common. Kerkoidens also make excellent nobles, using their wisdom and cunning 10 talk circlesaround their opponents. Kerkoiden 5CO" ndrels take pleasure in throwing a proverbial hydrospanner into their opponents' plans, discord and shattering enemy organization, Kerkoidens who learn 10 temper their a9gre5%ion with wisdom might a1500 become Jed;.

KISRKOIDEN SPECIES TRAITS Kerkoid'ens share the following species traits'

Ability Modifiers: -2 Constitution, +2 Wisdom. Though less hardy than otner species, Kerkoidens are devious and cunni nq,

Medium Size: As Me,dium creatures, Kerkoidens nave no special bonuses or penalties due to their size,

Speed: Kerkoiden base spee'd is 6 'squares.

Predator's Heritage: Despite tileir stature. Kerkoidens are descended from predatory beings, Kerkoidens gain a +2 species bonus on damage rolls against a target that has been damaged since th~ begi~ning of the Kerkoiden's 13,1 tum,

Social Cunning: Kerkoidens may use their Wisdom modifier ln the place of their Charisma modifier tor det~rmining their skil.1 bonus on Deception Jnd Persuasion.

Automatic Lanquaqes: Basic and Kerkoidese.


Nautotans are one of the sentient species native to the, planet Glee Anselm. Their language, NaIJ!, evolved underwater and is hC'Jvily tied to pheromones. Out ofwater, Nautila loses muchof its meaning. As a result, Nautolans learn anothe' language, tvpica Ily either Basic or Anselmian, the language 01 the Anselmi people, who are native to GI~e Anselm's land masses.

Even though they are aquatic, Nautolans have little difficulty riving in climates that would be uncomfortable for other amphibians. They are a hardy species, due in part to the extra ca rtjlage that supports thei' skeletal structures. Given theiraq uatic origins, they are excellent swimmers,

Personality: Nautolans are loyal and steadfast companions. They wear their moods on their proverbia I sleeves. expressing both joy aod despair with equal zeal. Though polite and ci,ilized under most circumstances, Nau!olan5 tend to reflect the moods 01 others "round them. Ihe tendrils on their heads sense the pheromones released bv others, This can inadvertently aff~ct a Nautolan's disposition-for bet ter or for WOrSe. Despite their peaceful nature, N3utolans are not above defcndi n9 them~elve5.

Physical Description: Nautolans have thick -green skin that is covered in dark, mottled spots, Iheir larqe, black eyes allow them to see wefl in dim light. Each Nautotan's head is crowned bey long, tent aclelike tendrils, which the Nau\olan decorates with leather bands. metal rings, or beaded ties.

Hnrneworld: Glee Anselm. Languages: Naut~a.

Ex.ample Names: Dorset, Kit Hsto, Ploss Niklos. Renko Losa.

Rin Make, Setel Yast,

Adventurers: Nautola"s crave adventure and are as likelv to be nobles or scoundrels as they are to be scouts or soldiers. There have also been several notable Nautoian Jedi.


Nautolans share the followi ng species traits:

Ability Modifiers.: +2 Constitution, -2 Intelligence, -2 Wisdom.

Med ium Size: As

Med ium ere a t ures: Na utolans have no speclal bonuses or penal ties due to their size,

Speed: Nautotao base speed 'is 6 squares. They nave a swim speed of 4 squares,

Breathe Underwater: As amphibious creatures, Nautolans cannot drown in water,

Expert Swimmer: A Nautolan can reroll any Swim check, but the result of the moll must be accepted, even if it is worse. In addition, a Nauicla n can take to on Swim checks even when distracted or threatened.

Low-Light Vision: Nautolans ignore concealment (but not Ictal concealment) from darkness.

Natural Damage Reduction: The rubbery hide of a Nau tolan provides DR <.

Pheromonal Sensor: A Nautoian cao reroll any Perception check made to sense deception or sensciniluence, but the result of the reroll must be accepted. even if it is worse. If underwater, the N~utolan can take the better of the two rolls instead.

Automatic Languages: Basic and Naulila.


Nelvaan'ans, also referred 10 as Nelvaans,

are a species of tribal humanoids from the planet Nelvaan, They are a primitive species, using only crude technology. Male Nelvaanians are responsible for hunling game and protecting the tribe, wh ile females are responsible for the dayto-day affairs of their tribe, which includes raising cubs.

At the top of tile Nelvaanian trlbc

is the chief, who ru le s with the help of his mate and a shaman, A tribal chief is not chosen by (ria I, nor is ne elected to his position. Instead, the chief's ascension is determined by the grace of the "Great Mother" and is established through a show of mutual admiration and respect among the entire tribe. Religion and spirituality are the center of Nelva3 n ian society. Elder's a re revered, 353re mothers of all ages.

During the Clone Wa rs, male Nelvaanians are abducted by the Techno

Union and subjected to extensive physiological and genetic manipulation in an attempt to create a race of mutant warriors. The experiments are partially successful, turning the males of the species into monstrous versions af their former selves. However, the experiments are stopped by Anakin SKywalker. a nd the modified Nelvasnians reunite with their tribes.

Personality: Nelvaanians are closely tied by the bonds of family and kinship, They are superstitious, attributing magical powers to most technology. which they distrust. Nevertheless, they are honorable and faithful once their trust is earned, Genetically modified male Nelvaanians arc somewhat less astute than their female counterparts, and this extends to their social graces, as we'll.


Physical Description: The Nelvaanians are a humanoid species witb

pronounced canine characteristics. They have blue-green fur. large teeth in a pronounced muzzle, and two pointy, independently movable ears. A thick mane of black hair on their heads extends down the napes of their necks, and this tends to whiten with agc_

After the experiments of the Techno Union, nearly all Nelvaanian malesare transformed into hulking monstrosities due to intensive genetic manipulation, This genetic trait persists in males born after the Clone Wars, though females are not subject to the mutation,

Homeworld: N elvaan, Languages: Nelvaanese.

Example Name): Harvos, Orvos, Iuzes-Adaz.

Adventurers: Nel~aanian$ are rarely encountered away from Nclvaan, but those who an become soldiers and scouts.


Nclvaamans share the following species traits:

Ability Modifier>: -2. Intelligence. +2 Wisdom.

Medium Size: As Medium creatures, Nelvaanians have no special bonuses or penalties due to their size,

Speed: Nelvaanian base speed is s squares.

Low-Light Vision: Nelvaanians ignore concealment (but not total conceal rnent] from darkness.

Primitive: Nelvaanians do not gain Weapon Proficiency (pistols. rifles, or heavy weapons) as 5t3rting feats at 1st level, even if their class normally grants them.

Scent: Nelvaania'is have a keen sense of smel L AI close range Iwithin to squares). Nelvaanians ignore concealment and cover Ior the purposes of Perception checks, and they take no penally fram poor visibility when trackinq.

Shadow Swiftness: If a Nelvaanian begins its turn with concealment (rom a targct or with the target unaware of it, the Nelvaanian docs not provoke attacks of opportunity when moving through the target's threatener space until the end of the Nelvaanian's turn.

Automatk Languages: NeJv3.0eSee




Vurks are an amphibious species from the planet Sembla, Their way of life is based on a nomadic lifestyle, as large family units move en masse across Scmbla's watery surface. They transition easily from the depths of Sernbla's warm seas to the heights of its roc:Ky. volcanic archipelagos, Vurk families rarely stop in anyone spot for more than a fortnight at a time,

When two or more Vurk dans meet during their constant migration, the families of these dans stop and bo Id a mut ual feast. Tests of strength, speed, and wi ts are commonplace, as are arranged marriages and commerce, Young males are married off by their parents a~d leave to be wilh their wives and their new families. Male Vurks who fail to marry before reaching adulthood remoi~ bachelors fOf the rest of their lives.

Originally considered a primitive specic.~ by galactic survey teams, vurks are intelJigent and philosophically advanced. From birlh, they are taught to honor personal integrity, individual freedom, and honesty. Because of these tenets, Vurks make excellent diplomats and negotiators.

Personality: Known for their even tempers. compassion, and personal integrity, Vurks abhor lying, They take their duties, whether to family, friends, or nation, 'seriously. Because of this, others consider them somewhat blunt and stern.


Physical Description: Vurks are tall, reptilian amphibians with leathery gray-green skin, Their eyes are dark and set deep in their faces. A long crest extends up and back from a Vurk's skuli. A Vurk has two long, thick fingers and an opposable thumb on each hand,

Homeworld: Semola Languages: Semblan.

Example Names: Coleman Trcbor. Sweitt Concorkill,

Adventurers: Vurks who leave their homeworld lend toward the path of the scout or soldier. A handful of Vurk nobles make their way to the stars as diplomats, bur given the species' ingrained integrity, few Vurkare scoundrels,

VURK SF>ECIE6 TRAITS Vurks share the following species traits:

Ability MOdifiers: -2 Dexterity, .2 Constitution, +2 Charisma, Medium Size: As Medium creatu res" vurks have no special bonuses or penalties due to their size,

Speed: Vurk base speed is 6 squares. Vurk have a swim speed of 4 squares.

Breathe Underwater: As amphibious creatures, Vurk5 cannot drown in water.

Expert Swimmer: A Vurk can r eroll any Swim Check, but Inc result of the moll must be accepted, even if' it is worse, In addition, a Vurk tan take 10 on Swim checks even wnen distracted or threatened.

Placid: VurkS3rt renowned for theirabilitv to remain calm and collected, even in the face of danger. Once per encounter, as a free action, a Vurk can remove one fear effect currently affecting it.

Nomads: As nomads, Vurks are accustomed to moving around, even through dangerous places. A Vurk can reron any Survival check, but the result of the reroll must be accepted, even if ii is worse.

Automatic Languages: Basic and Sernblan.



bAR~I~-eCAI!"'6 ~~NF'LICT

A hero in a Clone Wars campaign can come from almost any world in the Stor Wars saga, and chances are his or her life has been affected by the war in some way. Few worlds escape the ga lactic conflict, 50 even primitive planets can become critical battlefields in the Clone Wars. Your hero might be from an obscure, out-of-the-way planet like Nelvaan, drawn into the war after Anakin Skywalker and Obi -Wan Kenobi liberate the N elvaa nians from the oppression of the Techno Union. Or your hero might be a noble from Cornrnenor, runoing away from a life of wealth and I uxury to join in the war effort for the. Separatists. With special permission from your Gamemaster, you might even be able to playa member of a species that has not yet entered the galax.y at large, such as Ewoks or the Chiss. if your hero's unique history includes an explanation of how the conflicts of the Clan e Wars cause you to leave your home planet well before the rest of the galaxy even knows it exists. In a Clone Wars campaign, planet of origin is rarely a hindrance for a character becom ing highly involved in the conflict, as the battles of the Clone Wars stretch from the densely populated Core Worlds all the way to the]Outer Rim.


The Clone Wa rs are wani ng years for the Jed i Orde·r. Not only do their numbers shrink leading up to the conflict, but many Jedi Generals are killed in skirmishes on distant battlefields. Ultimately, lhe Jedi Order is nearly completely wiped out by Order 66, but even before that point, many Jedi sense that their organization is on the decline. This affects not only the Jedi themselves but also those who rely on the Jedi (or peace and justice. With the Jedi drawn away to fight in the Clone Wars, planets that rely on the Jedi to settle disputes and protect them from predatory neighbors are now exposed to danger and unrest. Your hero might be a native of an Outer Rim world that relies on local Jedi for protection from pirates; with the Jedi engaged in th e Clone Wars, th e pirates ravage your homeworld, leaving you to find your way in the galaxy with no home to return to. Likewise, your hero cou Id be a mercenary who serves a longside a Jedi qeneral who, Ii ke Jedi Master Kora, prefers not to work witli clone troops; when the Jedi falls in battle, your hero suddenly finds himself without an employer. These are the kinds of heroes that might arise as a result of the changing status of the Jedi during the Clone Wars.


A key face! of galactic culture that leads to the eruption of the Clone Wars is rampant corruption, Politicians, nobles, businessmen, and other wealthy and powerful beings disregard Iheir responslbilitv to those less fortunate and put their own desires and greed above the needs of those who rely on them. Corruption in the. Senate allows Senator Palpatine to maneuver his way into the position of Supreme Chancellor, and the greed of the member organizations of the Confederacy allows Darth Sidious and Count Dooku to manipulate them into starting a qalaxv-spanninq war. Heroes of this era have likely been exposed to corruption. Jedi witness the fall of Count Dooku, nobles have brushes with power-hungry peers, and soldiers are thrown into chaos by the carelessness with which politicians commit lives to battle. Many heroes in ;; Clone Wars campaign have been put on their path as a result of the corru plion of others.





The Clone Wars allow for the ascension of powerful villains into the limelight. Th e Separatists, denoun ced by the Republic as qrceo-d riven traitors, have some of the most visible and eclectic villains in the entire Star Wars saga, Count Dooku is a well-known Jedi traitor; Genend Grievous is a reputedly brilliant military leader whose visage intimidates his enemies: General Loathsom is a vicious brute, Asajj Ventress an aspiring 5ith, and Durge an immortal bounty hunter. Even Darth Maul, whose involvement in the lead-up to the CJone Wars ends nearly ten years before the outbreak of war, works closely alongside leaders of the Trade Federation. Your hero might have a history involving one of these high-profile Separatists, even if the Gamemaster chooses not to integrate that villain into your campaign. Your nero might be a Kaleesh who fought alongside General Grievous on Kalee, but now your hero resents Grievous for his role in the devastation of your planet. Similarly, your world might have been blasted from orbit by Separatist vessels under the command of General Loathsom, or the bounty hunter Durge might have killed or captured a member of your immediate family,. Tying your hero's history to one of these highly visible villai ns is an exce Ilent way to hel p you r hero feel more like a part of the Clone Wars campaign.


A necessity of warfare is the increased militarization of the galaxy. The best example is the Republic govern ment, which h as no standi rig milit ary prior to the Clone Wars .. To stand aqainst the forces of the Confederacy, the Republic militarizes quickly {with (he help of the Karninoan cloners and tl1e military hardware provided by Rcthana Heavy Engineeringl. Individual worlds that pledge their support to the Republic find themselves the beneficiaries of this militarization, but many also have their infrastructure commandeered for the increased production requirements of the war effort. Separatist worlds spend large amounts of credits. pumping out new starshios, walkers, tanks, and battle droids. buying them from other member wo rids or mass-producing materiel for their own use- As a result, even once-peaceful worlds have their industries conver ted to rnilita ry use, incl uding aqricu I t u re (clime troopers must be fed). medical (injured soldiers need healing to keep fighting). and manufacturing (producing the weapons and vehicles of war). Yow scoundrel hero might have established herself as 3 smuggler of fine antiquities, but finds that her services are required for legally shipping su-ppiies,to the front lines. Or your scout hero might have been a big game hunter who traveled the Outer Rim in search of the next big hunt, but thanks to a massive increase in military influence, finds herself recru ited as a guid.e for Rep ublic troops through the deep jungles of Feluci~i.


During the Clone Wars, the Jedi are not just the defenders of peace and justice but also the rnilitarv leaders of the Republic, The Jedi are placed at the head of clone a fillies, 8 no they wad e in to batt le on distan t worlds alongside the rest of t he Grand Army of the Republ i c. For Jed i heroes in a Clone Wa rs camps ign, this means bein 9 sent on milita ry assignments, even for Padawans, Your Jedl hero might be out in the qalaxy on a dangerous mission entrusted to you by the Jedi Council, or you might be accompanying your Master to an important planet to defend it against Separatist at tacks.Thcuqh the Jedi are allkd with the Republic, some Jedi, such as Quinlan Vos, go undercover to infil trate t he Con fed eracv: such Jedi wo uld I ikely keep their a llegiances and powers a secret, as the powe t! u I Force- users among the Se pa ratists would be able to detect both their deception and, likely, their SUbterfuge.

F=l'i...C KboN OII$ ...... TCIoooII.U A ~Ot..D .... ,' •• ·AULT ..... TTLI!I- ,OFiOID.

Establishing your Jedi hero's role in the Clone Wars is an important par! of creating your character. Je di who follow the Guard ian pat h. a n d anv Jecli that use their powers io enhance their combat prowess, are I'ikely to seek out an active role in the war effort. This mighi mean le adinq clone troopers into battle, working with elite Republic commandos, or IC<lding a starfiqhter corps inio Separatist space .. Jedl who follow the Consular path join the Republic as hea lers and diploma ts, Some Jedi jo i 0 up wi t h Republic Mobile SU'Igi cal Units (RM SUs). providing Force-assisted heal ing for those inju red in battle, Other Jcdi act as liaisons between the Republic and the civilian populations of disputed worlds, providing humanitarian assistance or merely in a diplomatic capacity. Jedi who follow the path of the Sentinel put their skHls in stealth, subterfuge, and investigation to good use as undercover agents, spies, and saboteurs. These Jedi act behind enemy lines, infiltrating Separatist forces or ca us! n 9 chaos and havoc for t he Confederacy.

n I ~ ] -r III lJ


The following talents are intended for use with the Jedi class.

New Jedi Consular Talents

The following new talents belong to the Jedi Consular talent tree {see page 39 of the Saga Edition core rulebook), which is available to members of the Jedi class. Any character who can normally choose talents from the Jedi Consular talent tree can choose from these ta tents as well.

Consular's Vitalrty: Jed.i during the Clone Wars learn to call upon the Force not only for their OWn strength but also to aid the clone troopers and other allies under the ir command. Once per round as a swift action, you grant one ally within 12 squares of you (and in your line of si~ht) bonus hit points equal to 5 + your Charisma modifier. These bonus hit points last until.the beginning of your next turn (at which point any remaining bonus h~t po~nts are lost), and any damage dealt to that ally comes out of bonus hit pornts first. You take a -5 penalty on all Use the Force checksuntil the beginning

of your next turn. ?

Improved Consular's Vitality: Whenever you damage a target With a successful Iiqhtsaberattack. you may use the Consular's Vitality talent as a free action instead of a swifl action until the start of your next turn.

New Jedi Guardian Talents

The following new tal ents belong to the. Jed i Guardian ta lent tree (see page 40 of the Saga Editio~ core rulebook), which is available to members of the Jed i class. Any character who can norrnallv choose talents from the Jedi Guardian talent tree can choose from these talen ts as well.

Ex.posing Strike: When you use a tiqhtsaber to deal damage to a target, you can spend a Force Point to make that target flat-footed until the end of your next turn.

Guardian Strike: Whenever you use a llqhtseber to deal damage to a target, that target takes a -.2 penalty on. attack rolls against a ny target other than you until the beginning of your next turn.

New Jedi Sentinel Talents

The followi ng new talents belonq to the Jedi Sentinel talent tree (see page 40 of the Saga Edition core rulebook], which is available to members of th~ Jedi class. Any character who can normally choose talents from the Jedi Sentinel talent tree can choose from these talents as well.

Sentinel's Observation; If you have concealment against a target. you gain a +.2 circumstance bonus on attack rolls aqai nst that target.

Unseen Eyes:. Whenever you use the Force Haze talen t. allies hidden by the haze can reroll any Perception check. keeping the better result. Add ilionally. allies hidden by the haze gain T 2 on all dam age rolls against foes that are unaware of them.

Prerequisites: Clear Mind, Force Haze.


The Clone Wars can be difficult for nobles. Those nobles who are members of noble houses or corpora tions on disputed worlds might fi nd their resources drained by one faction or another, a nd others' homes a nd I ivelihoods are completely destroyed when conflict comes to their home planet. Though nobles can fill their traditional role, the Clone War~ provide opportunities for nobles to see what life is like for most citizens of the galaxy. When a battle. between the Separatists and the Republic literally destroys everything they know and love, rna ny nobles turn to a life among the stars, using their ski lis and knowledge to their advantage. With nothing left to lose. some nobles flee their hO("'lcworlds. seeking a haven safer and farther from the war, only to find themselves drawn badin.

By the same token. many nobles find their own place in the war. Those nobles whose wealth ties them to the various commercial institutions that make up the Confederacy find it in their best interests to contribute to the war effort ~Jobles serve as officers aboard Separatist starships or lead ground troops into battle. Other nobles are not so eager to th row their support in with the Separatists, despite their financial ties, and instead turn their back on the Confederacy to support the Republic. Those nobles who do not become military officers (on one side of the conflict or the other) might fight to protect their interests or to expand their influence and profit from the chaos of war. Many nobles find thernse lves on worlds occupied by the factions they do not support, and to survive they put on a friendly face for their new masters while secretly working against them from within. Even though these nobles might be branded as traitors or collaborators, they know in their hearts where their true loyalties lie.


The follow; ng new talents are intended for use with th e noble class.

Collaborator Talent Tree

Some nobles learn to work both sides of the confl let in war and can manipulate thei r enemies into bel ieving they are allies.

c Dou ble Agent: When you roll Initiative at the beg inn ing of com bat. also roll a Deception check, comparing the result to the Will Defense of all enemies in line of sight If your Deception check is successful, that target ca n not attack you and does not believe you to be an enemy (thoug h they do not consider vou an ally) while this effect is active. If you a t tack or otherwise obviously harm or hinder a target un der the effect or this talent, or one of that target's a llies, th is effect ends.

This is a mind-affecting effect.

Enemy Tactics: Whenever an enemy withlo 1'2 squares of you and in your line of sight receives an insight or morale bonus from any source, you can also gain tha I bonus. subject to all the same Ii mirations as t he bonus provided to that enemy,

Feed Information: As a swift action, you can grant. one enemy a ,+1 bonus on its next attack roll made before the beginning of your next tum, Additionally. until the beginning of your next turn, you NO designate one oily who receives a +.2 bonus 00 its next ill tack roll.

Friendly Fire: I,t you are eng.aged in melee combat with an adjacent eMmyand are the iarget of a lan,ged attack that miss~s you. compare the attack (oil to the Reflex Defense of one adjacent enemy; if the attack equal5 or exceedS the target's Retlex Defense, thar enemy becomes the new to rget of 111e attack. which is resolved as norma I.

Prer~qu"sitec Enemy Iactics.

Protection: As a standard action, you can designate one ally and make a Persua,ion check, comparing the result against the Will Defense of all enemies in your line of sig ht who can hear and understand y()u. If your check result equals or exceeds a target's Will Defense. that target cannot attack the ally you desigoaie"d until the beginning of your next tum.

Ptcrcouisitc: Double Agent.

Loyal Protector Talent Tree

As, a result of you, station. occupaf on, or even just your natural Charisma, you can attract One Or more faithful f0110wers who protect you from harm.

InspIre Loyalty: You gai~ a sinqle follower. Choose either the aggre.s,live, defensive. or utility follower template for vour follower, g~neratiog the follower's 'tatistics based 00 the rules on page 32. This follower gains one Armor Proficiency feat of your choice and becomes trained in the Perception skill The' follower must meet the prerequisites for tne' Armor Proficienev feat you select,

You can select this talent multiple times, Each time you do. you gain One

additional follower (maximum of 3 followers).

Undying Loyalty: Each of your followers gains the Iouqhness real. Prerequtsite: lnspi re loyalty.

Punishing Protection: As a reaction to you being damaged by an attack or a Force power. one of your followers can make an immediate melee or ranged attack against the target that atlacked you. Until the beginning of your next turn, any time you are damaged by an attack or Force power. another one of your followers can attack that attacking target. This ability can, be used once per encounter.

Prerequisites.' lnspi re Loyal ty. base attack bonus + 5.

Protector Actions: You and your followers have teamed to work together \0 qreat effect, ensuring that you rem ain safe while all()wing them to do their Duty, You can use any of t he following actions on you r tu rn.

• Bodyguard: As a standard action, 'yOU can make a melee or ranged attack against a target within range. Until the end of your next turn. if that target damages you with an attack or a Force power, as a reaction you call choose to redirect the at tack '0' Porce power to an adjacent follower: the attack or Force power is resolved ,against that ally as normal.

• Diversion Attock: As a standard action" you can make" melee or ranged attack against a target within range. If that target attacks you or one of your allies before the beginning of your next tum, you can move One of vour followers up to its speed directlv toward that targeL.

• The .Best De (ens«; As 3 standard action, you can make a melee or ranged attack against a target wi thin range, For each of you, followers armed witn a ranqed weapon and having Ii ne of sigh t to the target (hat target takes a -I penalty On attack rolls until the beginning of your next turn. Prerequisite; Inspire l.ovaltv,


The scoundrel flourishes during the C one Wars, because the shifting Ii nes of bottle and utter chaos create an environment in which she can thrive, With both the Republic and the SeparJ tists (ogaged in a long. drawn -out war, reso urces used to keep the peace ann cnfo rce the law are instead diverted to enhance military assets, Though planerarv police forces and the Sector Rangers continue to enforce the law, "hey find themselve5 without the ships, personnel. and credits oecessary to do their jobs, letting scoundrels get away with more than before, Smugglers. pirates, and black marketcers take the opportunity to expa nd their influence during the Clone WafS. extending their operations into new systems and sectors where they previously had little influence, A scoundrel character can seek to take advantage of the havoc wreaked upon the galaxy by war, looking to make credits while the attention of the Republic is elsewhere,

Alternatively, many scoundrels find themselves drawn 'into the Clone Wars. fi~ding more legitimate ernplovrnent as a result of increased need, .Many,s cease to transport contraband and instead become leqitimate sh ippers of weapons and supplies, giving up a life of crime thanks to the generous contractshanded out to independent traders by both the Republic and the Confederacy. Both sides of tbe conflict seek out pirates, offering them commissions toact as privateers that prey o.nly on the members of the opposing faction. Though mostly the domain or-the Separatists, bounty hunters and assassins find themselves 011 th e payrolls of factions involved in the war. serving as mercenaries, bodvquards, and leaders. Any scoundrels whose sl<ills allow them to work well. wii h others can .surely find a place a lonqside one of the factions in the Clone Wars, because both sides of the conflict engage in tactics far outside the realm of proper militarv protocol,


The following new talents are intended lor use with the scoundrel class,

New Misfortune Talent

The following new talent belonqs to the Misfortune talent tree (see page 4£ of the Saga Edition core rulebook), which is available to members of the scoundrel class Any character who Can normally choose talent, from the Misfortune talent tree can choose this talent as well.

Stymie: Once per round, as ,a ,wift action. you can designate a target within 12 squares of you and in your line of sight as the target of this talent !.Jntil the begi nninq of you r turn, you can cause tha t target to ta ke a ~5 penalty on all checks made with a single skill, You must have line of sight to your tllrg~t to make USe of th is talent, a nd detlar~ which skill is to be penalized at the time (his talent is activated

This is a rnind-affectinq effect.

Opportunist Talent Tree

Profiteers, gu nrunners, and priva tee-s can use the chaos of w~ r to make a tidy profit, and you are no exception, You r talent, allow you to make the best of a bod situation. keep your pockets filled with credits, and keep you alive long enough to spend them.

Advantageous Opening: When an enemy or ally in your line of ; ighi rolls a natural 1 on an attack roll, you can mak.c a melee or ranged attack against a single target within range.

Retribution: When a target moves one of your allies in you r line of sight down the condition track by any means, you gain a +2 insiqht bonus to vour attack rolls against that t.rget until the end of your next turn.

Slip By: When YO\J damage a tarqet, until the beginning of your next turn, you can move throuqh that tarqet's space. Moving through the tJr~et's space might still provoke attacks of opportunity as normal, and you must end your movement in a legal space,

nrive on Chaos: Whe·n an enernv or oily within 20 squares of you ls reduced to 0 hit points, you gain bonus hit points equal to 5 .. one-half your character level. Damage is subtracted from bonus hit points first, and any bonus hit points remaioing at the end of the encounter go away, Bonus hit points do not stack,

Prerequisite: Advantageous Opening.

Vindication: When an enemy you have damaged is reduced 10 0 hit poi nts 01 moved to the bot tom of tile condition trac~, your next attack made be fore the end of the encounter deals +1 die of damage.

Prerecuisit»: Retribution.


The Clone War5 senti agents of both the Republic and the Confederacy to far-flung world, in search of resource, to exploit, Many rely on 'local guides to keep them from getting lost in the unfamiliar wilderness, and scout heroes become entangled in the conflict in such a way, T he Republic and the Confederacy hire scout heroes either a"guides or trackers, but also sometimes as advanced scouts, bounty hunter" and e'ven assassins, Thanks to the expansive nature of the Clone Wars, major conflicts take place on undeveloped. wild worlds where the 5ki lis of 3 scout are eX1remely val uable. Without scouts, both the Republic and the Separatists would have a more difficult time finding their way across planets like Felucia and Saleucarni, both of which see significant activity during the Clone Wars.

Moreover. scouts find themselves thrust into the Clone Wars against their will. simply try living on out-of-the-way worlds thilt become hotspots for military activi t y. 1hough actual conscriptions are rare. many scou IS are scooped up by occupying fe rces Jnd pressed into service. Though the occupiers pay these scouts, thcy have li.ttle choice in accepting the job. Other

'S(OUIS willingly join one taction or the other, and many of the Republic'S and Separatists' best scouts do not officially jo in either [action until the W,H comes 100 their home pi ane ts, Reg a rdless of now the hero is drawn into the conflict.,. scouts have skills that are hot: commodities during the Clone Wars. As J result, scouts see working for one faction or another during the Clone Wars as a way to make some easy credits and also improve their standi ng wit.h the winning faction.


The new talents are intended for use with the scout class.

Reconnaissance Talent Tree

YOll have learned to work in concert with a team to provide the best reconnaissance and cover as much ground as possible.

Reconnai55ance Team Leader: You qai 0' a sing Ie follower .. Choose eit her the aggressive, defensive, or utility follower template for your follower, generating the follower's starisucs using the rules on page 32. this follower gains the Skill Training feat for the Perception and Stealth skills. Additionally, whenever you usc the Stealth skill, all your followers can also make Stealth checks as a part of the same action if they are able to.

You can select this talent multiple times. Each time you do, you gain one additional follower (maximum of three followers)

Close-Combat Assault: Each of you r followers gains the Point Blank Shot feat.

Prerequisife; 'Reconnaissance learn leader.

Get Into Position: As a move action, youcan cause one of your followers to move up to his or he' speed .. 2 squares,

Prerequisites: Recoonaissance Team Leader, base attack bonus +,5. Re'connaissaocc Actions: You and your reconnaissance team have learned to work together as a cohesive unit and have an esrabnsbeo set of tactics. which you have practiced to perfection. You can use any of the following actions on your (urn.

• Forward Scouting: As a standard action, you can ma ke a melee or ranged attack against a target in range. For each of your followers armed with a ranged weapon who has line of sight to your target, you can gr~nt one ally a *2 insight bonus on attack rolls against your target until the' beginning of your next turn. Inus, if you have multiple armed followers with line of sight to the target, you Can grant the +2 bonus to multiple allies.

• Group Sniping: As a standard action, you can make a melee Or ,anged attack aqa inst a target in range. For each of you r followers armed with a ranged weapon who has line of sight to your target. you and each 01 veer followers gains a +1 circumstance bonus to Stealth checks until the end of your next tu rn.

_. Sweep rh~ A.rea: As a standard action, you can make a melee or ranged attackaqainst a target in range. For each of your followers armed with a ranged weapon who has line of sight to your tarqet, you and each of your followers gains a + I circumstance on Perception checks until the end of your next turn.

Prerequisite: Reconnaissance learn Leader.

Surveillance Talent Tree

YOl) have mastered the art of surveillance, transforming the information you ga ther with scouting into a distinctadvantaqe on the baitlei ield.

Advanced Intel: If you are not surprised at the beginning of combat, you can use the Spotter talent as a free action on your first turn, including durinq the surprise round.

Prerequislie: Spot ter.

Hidden Ey." If you have concealment from a target. you gain a +5 circumstance bonus on all Perception checks made against that target.

Hunt the Hunter: When you use a standard action to actively look for hidden enemies (as per the Notice Iarqets application of the Perception skill], you can make a single melee or ranged attack against aoy one enemy you notice with YOUI Perception check.

Seek and Destroy: I f you make a echo rge attack ago ins: a target tha t is unaware of you, that target ca nnot make a Perception check to notice you u'ntil after the attack is resolved, even if you move away from cover or conceal rnent.

Prerequisite: Hidden Eyes.

SPOUN: As a move action, you on make a Perception check with a DC equal to 10 + the CL of a single target enemy in your line of sight. If you succeed on the check, you and .11 your allies that can hear and understanc you qa in a + 1 insight bonus. on a!tad ro 11.5 that target. un til the end of you, next tum.


The Clone Wars are a soldier's dream. Wi.tlt two major factions struggfing for control of the galaxy, soldiers find themselves in high demand on both sides of the bat tlefield. Professional soldiers, including members 'Of planetary militias, lend theirexpertise to the Republic or the Separatists. Some become mercenaries, acting as blasters-for-hire for the hight.>t bidder, Others fight out of idealism, . .standing by their principles as they support the Republ.ic or secede with the Coofederacy. The Clone War'S present a straiqhtforward conflict between two rorccs of relatively equal power, and tht tougnness a~d cunning 01 soldiers can tip the scales of any given battle.

Soldiers are everywhere du ring the Clone Wars. The clones and droids fighting oneither side have soldiers among them (and players might choose to create heroic clone or droid characters]. Pilots a~d vehicle operators in the Clone Wars are soldiers, as are gun ners man ning artlllerv stations. Most

soldier specialize in a particular field during the Clone Wars, providing a specific service as a member of infantry units, starfighter corp', or armor units, Heroic soldiers art usuallv male th~n rank-and-file trooper'; during the Clone War'S,: many are officers (even low-level captains and lieutenants) commanding larger groups of soldiers, and some are eli te specie I forces sold iersexpected to be more talented and more deadly than other soldiers,


The following new talents are intended for us •• with the soldier class.

New Brawler Talent

The follow ing new talents belong to the Brawler ta len t tree (see page 52 of the Saga Edition core rulebook], which is available to members of the soldier class. Any character who- can normally choose talents from the Brawler talent tree can choose from these talents as well,

Bayonet Master: Wilen you take a full attack action, you can treat a ranged weapon With a bayonet as a double melee weapon. You can attack with the bayonet and dub a target With your ranged- weapon (as with the Gun Cluh talent], igno'ing the normal penalties for attading with both ends of a double weapon.

Prereoutsit«: Gun Club,

Unrelenting Assault: You launch yourself at your foe, attacking with weapons, limbs, and anything else available, Whenever you miss with a melee a track or the attack is negated, you still deal vour Strength bonus in damage to the target (minimum ·1) or 2 x your Strength bonus if vouattack with a weapon you are weildi ng two-handed.

Prerequisite: Melee Smash.

New Commando Talent

The foHowing new talent belongs 10 the Commando talent tree (see page 52 of the Saga Editioncore rulebook], which is available to rnernbers of the soldier class. Any character who can normallv chooSO€ talents from the Commando talent tree can choose ihis talent as well.

Keep Them at Bay: When you use the aid another action to suppress an enemy, that enemy takes a-S" penaltv on its next attack instead of the normal -2 penaltv, Only 1 character may gain the benefits of this talent against a given larget at a lime.

Trooper Talent Tree

In war, soldiers stand side by side aqa insr deadly foes, and you have learned how to keep yourself and your comrades alive in battle.

Comrades in Arms: Whenever you are withi,n 3 squares of an ally, you gain a + 1 clrcu rnsta nee bonus On a II melee and ranged attack roils.

Focused Targeting: When you damage a tarqct with a mdee or ranqed attack, all a llies within 3 squa res gain a +2 bonus 00 damage m.lls "go inst that tarqet until the beginning of your next turn,

Prereouisit»: Comrades in Arms.

Phalanx, Whenever you provide soft cover to an ally within 3 squares, you are considered to be providing improved cover,

Prerequisile.-Watch Your Back,

Stick Together: You can spend a move action to activate this talent, Llntil the begi'wing of your next turn, if an ally moves you (an i rnmediatelv move up to your speee as a move action, provided you end your movement within 3 squares of that ally,

Prerequisite: Comrades in Arms,

Watch Your Back: If you are adjacent to at least one ally, enemies gain no benefit from flan king you or any adjacent allies.

Squad Leader Talent Jree

You are a ca pable mi litarv leader who can issue orders to a squad of soldiers with poise and efficiencv,

Commanding Offi~er: You gain a single follower. Choose' either the aggressive, defensive, or utility (oHower template for your fol'lower, generating the- follower's statistics using rhe rules on page 32. This follower gai ns One Armor Proficiency feat of your choice and Weapon Proficiency (rifle5). in addition to those provided by the follower templates, The follower must meet the prerequisite" for the Armor Proficiency feat you select.

You Co" select tnis talent multiple times. Each time you do, you gain one additional follower (maximum of three followers).

Coordinated Tactics: Each of your followers gains the Coordinated Attack feat (see page 83 of the Saga Edition core rulebook], provided he meets the orereou islte. If your follower later meets the prerequisite for the feat, he gains the feat at that time.

Prerequisite' Commanding Officer.

Fire at Will: As a [ull-round action, you and one of your followers can make a ranged attack against one target (each) in line of sight.. You each take a ~5 penalty to your attack '0115,

Prerequisilts:Commanding Officer, base attack bonus +5.

Squad Actions: You and your squad have learned to work together as a team, and have an established set of tactics that you have practiced io perfection. You can, use any of the following actions On your tum.

• Autofire Barrage: A5 a standard action, you can make an autofire attack against legal target spaces, For each of your followers who is armed with a ranqed weapon set on auionre and nas line of .sight to thearea tarqeted by vour aurofire, you COlO designate one additional square 3\ targeted by your autofire [that square must be adjacent to your original target area).

• Open Fire: As a standard action, rna ke a ranged at tack against a single targ'ct. FOI each of your followers who is armed with a ranged weapon and has line of ,ight to the target. add +2 to your damage roll on a successfulhit.

• Painted Jorge!; A" 8 standard action. make a ranged attack again,t a 5ingle 1'!lJeL You g3il\ <I competence bonus on YOL" attack roll equal to the number of your followers who are arme,j witll a ranged weapon and have line of sight to the target. Thus, if you have three armed followers with line of sight to the large" you gain a "'"] competence bonus on vourattack roll.

Prenquisile'; Commanding Officer,


Skills in the Star Wor5 RokpioVing Gome Saga EditiM cover a broad rang e of uses under their general titles. Below are new specific USeS for some oj the skills in the game. However, a skill couldapplv in situations even when specific rules are not provided in the ,kill description. It is up to tile Gamemaster to determine when a sH11 is applicab e. or if an ability check is more suitable.


Heroes in a Clone Wars carnpaiqn often find themselves on the field ot battle, and only the quid minds of military leaders can ensure that the heroes survive or even emerge victorious. TIle foil.owing new applications of the Knowledge (tc"cti~s) skill tan be used in any era but are particularly relevant to the Clone Wars,

Anticipate Enemy Strategy (Trained Onlv): A good tactician can anticipate her enemy's movements and wlliegies, ann then plan accordingly, A, a move action. a character trained in Knowledge [tactics] can designate a l3rgel in her line of ,ight and make a Know.ledge (tactics} check to anticipate the enemy's next move, The DC for the check is equal to the target's Will Defense, or to + the target', CL if the ta rget does not have a Will Defense [as is the case for vehicles without unique pilots).

If successful, you gain special' insight into the tarqet's ,lrategy ~nd can anticipate its next move. You learn what actions the target is I ikely to lake on its next turn based on the current circumstances: if circumstances change, the target's actions might change as well, though lypically unless the situation changes crastica Ily voi, should have a good idea of the target's. likely next action. The GJmemaster 'is the final arbiter of just how much information you gain through the use of this skill. Typically this does not include information on the use of talents or feats, out it should provide information On whether the target is going to "Had, who the iarqet intends toattack, where the '0 rqet might move to, or any other special srrateqies the t3rg~1 might employ.

Battlefield Tactic, (Trained Oil)",), If you are the' commander in a unit du,iog moss combat, you can use your tactical ,k now ledge to gra nt extra l!and3(d actions to otnercnaracters in yo~r unit (see ·'M", Combat" on page ss). The base check DC for this application of the skill is 20" and it requires three swift actions made on consecutive founds 10 activate.


The balllc·field5 of the Clone W<Jrs are conf'usi ng, hazsrdous places where danger can rise from anywhere to strike without warning, Scouts and other forward units are cr:ifical to the success of 2 faction during a battle. The followinq new application of the Perception skill can be used in any era but is particularly relevant to the Clone Wars,

Long-Range Sputter (Trained Only; requires vele ctrobincculars}:

Though anvon e can use electrobinocula rSC to see objects at a distance, those trained in the, Perception skill ca n g,.ean particula rly usefu I insights from their long-range observation. You can aid another on an attack (0.11 (see page 151 of the Saqa Edition core rutebook) made by an ally or allied vehicle by mBking a DC 10 Perception check instead of an attack roll. You must be able to see tMe larget of the attack through the etectrobinoculars, and your target must be a t least 50 squares lcharscter scare) from both you a nd the ally you aid, You r ally must be able to hea rand understand you to use th ls appl ication of the Perception skill'.

n r ) 1 -i ~ n


S[;;c;- many of the battles of the Clone Wars take place on worlds hostile to Humans and other species, it should come as no surprise that the Survival skill is used extensively during this era The following new application of the Survival skill can be u"ed in any era but is particularly relevant to the Clone Wars.

Create Defensive Position (Trained Only): A character trained in the Survival skill (an make camp in a d~fensible position, digging trenches or otherwise prep" rinq th~ encampment to defend against an attack When you SlOP to rest (even in urban or otherwise civilized environments], you can take 10 min utes to prepare the place where you and your allies are resu n9 as a defensive positio». At the end of the '10 minutes, iJ you succeed on 3 DC 20 Survive! check, you prepare a n a rea no b'igger than 20x20 squares as a defensive position, While you and you, allies sleep within that area, you take no penalty to Perception checks to notice targets, furthermore,ail creatures ta.k~. -5 penalty on Stealth checks made within the prepared 'area, l.astlv, you and 311 allies gain a .2 circumstance bonue to Reflex Defense while within the area, If you and your allies abandon the defensive position, the effe(t ends,

Special: Sleeping or unconscious characters take a -11) penalty on Perception checks.


The Jedi generals of the Clone Wars do not all lead clones into battle: many serve in aux'iliaty capacity, such as the )~di healers who serve in R~publ~c Mobile Surgical Units The fallowing new application of the Use the Force skill can be used in any era but is particularly re levant fO the Clone War;.

Move Light Object (Trained Only): You can use this application of the skill to catch and move a t~fown weapon, sucn as, grenades, th.t lands Within your reach. The object tan weigh no more tho n 5 kg. You must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires J Use the Force check, with a DC equal to the attack roll of the thrown weapon, If you succeed on this check, you catch the object with the force and can immediately move the object up to 6 squares awoy from you: othefwise, resolve the ,att~ck as normal. If the object you caught is an explosive, such a'S J grenade, it explodes at the end of its movement. You can use the object caught as a project ile weapon, as norma I.

Place Otherin Force Trance (Trained Only): As 0 full-round action, you cal) place an adjacent willing ally that you touch into a Force trance with a DC 15 Use the Force check, tn this state. the tuge! ally rests as though io a deep coma and is considered helpless, Each hour the target rernains tn the trance, the target regains a number of 11,1 points equal to its character level You can bring an adjacent ally you touch out of a Force trance as a swift action, but' tne target C3nMt otherwise come out of the Force tra~ce on his or her own, If the target remains in. the Force trance for 4 consecutive hours, the target emerge, from the trance hJlI.y rested (as though the tarqet had rested for 8 hours],

Whik the ta.rget'1lliy is in a Force trance, it can go ten times as long as normal wirhcut air, food, or water (see the Endurance skill on page 66 of the Saga Edition core rulebcok). Unwilling ta rqets cannot be plated In J Force trance.


The new f~"ts presented her>: are available in any era, Sorne tears are especially appropriate for Clone' Wars campaigns and should contribute' to character concepts, commonly found in this time,


You have been anointed as 3 hunter for your tribe and possess skills few other Nelva,mians do,

Prerequisite: N elvaanian specie's,

Benefit: If you end your move at leasl2 squares from where vou started, you gain 0 +1 competence bonus on attacks made with thrown weapons u nt il the enq of your turn.


You have learned to use the a.ngl~ and distance bet ween you and your target to dev3,stating effect.

Prerequisite: Proficient with weapon used.

Benefit: When you make;m attack with a burst or-splash weapon against a target at greater than point blank range, you (on a.ffed two additional squa res adjacent to the normal burst or splash area.


When voc combine fi'e with an etlv, your barraqe can have devastating results on the auacxer.

Prerequtsites: Coordinated Attack, base attack bonus + 5,

Benefit: When you aid an ally's attack" for every 3 points that the ally's attack roll beats the target's f\eflex Defense, the at tack deals + 1 die of damage. The maximum number of bonus damage dice the attack receives is equal to the number of allies with (his feat that aided on the attack roll or +5 dice, whichever i, lower.

DROI,DCRAF'T You can repair droids quickly,

Prerequisite: Trained in the Mechanic,s skill.

Benefit: You con perform repairs. on a drnid in 10 minutes.

Normal: Repairiog a druid typically ta kes 1 hour (see the Mechanics skill, page 70 of the Saga EditjDn core rulebook}.


You have learned to target the delicate parts of your droid opponents, taking advantage of their mechanical frailties.

Prerequisite: Proficient with weapon used,

Benefit: You gain a +2 bonus on damage rolls against droid enemies, or .. 4 if you are using a weapon that deals ion damage.


You have spent so much lime on the battlefield that patcning up wounded allies has become second nature to you.

Prerequisite: Trained in Treat Injury.

'Benefit: You can perform surgery (see page 74 o( the Saqa Edltion core rulebook) on a number o( creatures equal to your Intelligence bonus (minimum 2) simultaneously. You make Treat Injury checks for each individual creature as normal.


Some of the feats in this chapter may be selected as bonus feats by certain classes. Each class may add the foilowiRg feats 10 their relevant bonus feat list.


Bonus Feats

Jed! Unstoppable Foree, Unwavering Resolve, Wary Defender

Noble Experienced Medic, Leader of Drolds Unwavering Resolv~, Wary Defender

Scoundrel Droid Hunter, Droldcratt, Expert Droid Repair, Ovcrwh el m i ng Alta ck

Scout Droid Hunter, Droidcraft, Expert Droid Repair, Hash and Clear

Soldier ArtiJlery Shot, Coordinated Barrage, DrOid Hunter, Experienced Medic, Flash and Clear, Flood of Fire, Grand Army of the Republic Traini"!l, Gunnery Specialist, Overwhelming Attack, Separatist Military Training, Trench Warrior, Unstoppable Force, Wary Defender

BXPERT OROID REPAIR You can repair multiple droids simultaneously.

Prerequisite: Trained in the Mechanics skill

Benefit: You can repair a number 0' droids equal to your Intelligence bonus simultaneously. You make Mechanic> checks for each droid as normal.


You can use the smoke, noise. light, and confusion caused by your grenade at tacks to move unseen near your foes.

Benefit: When you damage a target with a burst or splash weapon, you gain concealment against mat target until the beg inn log of your next turn.


You fill the air with weapon fire,ke~ping your opponents from escaping the barrage.

Prerequisite: Proficient with weapon used.

Benefit: When you make an area attack with a weapon set on autofire, all targets in the area lose all dodge or deflectlon bonuses to Reflex Defense against the aulofir e attack.


Move 2 or more squares and gain a .. I bonus on attacks with thrown weapons until the end of your turn.

You increase the efficacy of your burst and splash weapon attacks. Allow an ally to deal more damage when you aid hi, attack.

FEAT NAME Anointed Hunter

Artillery Shot Coordinated Barrage


Oroid Hunter Experienced Medic Expert DroidRepair Flash and Clear Flood of Fire

Grand Army of the Republic Training Gunnery Specialist Jedi Familiarity

Leader of Oroids Overwhelming Attack

Pall of (he Dark Side Separatist Military Training Spray Shot

Trench Warrior

Unstoppable Force

Unwavering Resolve Wary Defender

PREREQUISITES Nelvaanian species

Proficient with weapon used Coordinated Attack,

base attack bonus +5

Trained in Mechanics

Proficient with weapon used Trained io Treat Injury

Trained in Mechani~s

Proficient w.i(h wealion used

Profil:ieni wiih armor worn

Base attack bonus ~ 1

Dark Side Score t ~

Trained in Perception

Repair a droid in 10 minutes instead of I hour

Deal +2 damage to droid enemies, C'T +.4 when using an ion weapon. Perform surgery on multiple creatures simultaneously,

Repair multiple droids simultaneously

Gain concealment against a target ')T0u damage with a burst or spla.lh weapon. Ignore enemies' dodge and deflection bonuses to Reflex Defense when making area attacks witha weapon set on autofire.

Apply your armor's equipment bonus to your Will Defense.

Rer:oH an attack made with a vehicle weapon.

Gain one temporary Force Point wh~~ targeted by an ally's Force power or Force talent.

Allied droid, benefit from your beneficial mind-affecting effects·.

Any attempt to negate your attack rakes a -5 penalty on the attack roll or skill check.

Ad.d h'alf your Dark Side Score to Use the Force checks to resist detection, Gain a ~ 1 bonus on an attack roll while adjacent to an ally.

When using a weapon set on autofire, you can reduce the area to 1 square. When you have cover against a enemy's rang.ed attacks, gain a +·1 bonus on attack rolls against thai enernv,

Gain a + 5 bonus to Fortitude Defrnst' and Will D~(ense against any fffec:! requiring a Use the Force check,

Gain a + 5 bonus to Will Defense aqainst Deception and Persuasion checks.

Gain a ~2 bonus to FortilOde Defense and Will Defense while fighting defenSively.


You nave received basic training from the Grand Army of the Republic 3'1d know how to turn even bulky armor into an asset.

Prerequisite: Proficient with armor worn.

Benefit: If you wear armor that provides on equipment bonus to your Fortitude Defe~se, you also apply the armor's equipment bonus to your Will Defense.


You are right at home in the gunner's seat and use heavy artillery to great effect.

Prerequisite: Base attack bonus + 1.

Benefit: While you are the gunner of a vehicle, you are considered proficient with vehicle weapons. Additionally, once per encounter, you can reroll an attack fall made with a vehicle weapon, though you must keep the second result, even if it is worse. You can declare this reroll after you learn the result of the attack roil, but before damage is resolved.

Special: Taking Inis feat satisfies the prerequisites for the Starsh ip Tactics feal (page 20 of Starships of (lie Galaxy); however, unless you are Ira ined in the Pilot skill and have the Vehicular Combat feat, you may only take [gunner) maneuvers wnen you select starship maneuvers for Starshio Tactics.


You have worked alongside Jedi or other Force-users and have de-veloped an excellent rapport.

Benefit: Once per encounter, when you are tarqetcd or affected by a Force power or Force talent originatin9 from an aUy, you gain one temporary Force Point, which must be spent before the end of the encounter Or it goes away. If the Force power Or Force t a lent damages you or moves you down the condition track, you do not gai n the benefit of this feat,


You are experienced in leading droids, and you know how to direct them tactically.

Bene.,it: Whenever you provide a beneficial, mind-affecting effect to your allies, you may select from among these allies a number of druids equal to your Intelligence modifier (minimum 1). The droids you designate ignore their mind-affecting immunity with regards to this effect, provided they are willing to ignore this immunity


You know how to get your attacks past enemy defenses, making sure they strike true.

Benefit: You must spend two swift actions in the same round to activate this feat. If your tarqet attempts to use a talent, feat, or other ability to negate your attack (such as Block, Deflect, or Vehicular Combat), the target takes a -5 penalty to any attock. roll, or skill checks it makes to negate the attack, This effect applies to the next attack you make before the end of the same round.


You are adept at hiding yourself from Force-users, thanks to the haze of the dark side.

Prerequisite: Dark Side Score 1+.

Benefit: You can add one-half your Dark. Side Score (minimum 1) to any Use the Force checks made to resist attempts to detect you ""ith the Sense Force application of the Use the Force skill.

SEPARATIST MIL-ITARY TRAINING You have received extensive training from the military of the Confederacy of Independent Systems aNd are familiar with lts practices.

Benefit: White you are adjacent to at least one of your allies, gain a +'1 circumstance bonus on anyone attack roll you make on your turn .


vou can fire a short burst at an enemy while protectinqnearbv allies from errant shots.

Benefit: When you have a weapon set on autofire. voucan reduce the area targeted by your autofire attack to 1 square.


You have experience fighting in ihe trenches, and you know how to use cover to your attack advantaqe.

Benefit: When you are adjacent ;0 a wa II or object that provides you with cover from your target's ranged attacks, you gain a ~ 1 ci rcumstance bonus on your attack rolls against that target.


Yourcon.stant exposure to Force-users has taught you. methods of physically resisting their effect on. you in battle,

Benefit: You gain a +5 insight bonus to Fortitude Defense and Will Defense aqainst any attack Or effect requiring a Use the Force check,


You are not easily swayed by the words of other" and ca n see through deceptions thanks to your keen mind.

Prerequisite: Trained in Perr eption.

Benefit: You gain" +5 insight bonus to Will D~fense "goinSI Deception a nd Persuasion checks,


Even in the heat of ba ttle you (a~ bolster you rself agai nst nearlvanvr hing that comes your way,

Benefit: When you Use the fight defensively ;)ction 15~e page 152 of the Saga Edition (ore rulebook), you gain a ,·2 competence bonus to you, Fortitude Defense a~d WIll Defense until the beginninq of your next turn.


Followers are ncnheroic characters thatact 0.1 your allies and @genls, (juring adven lures. Iln Ii ke other NPC atlies, foll'owers are obtained through talent, and <Jugmen\ed by abilities of your choosing. A player that selects followergr8 nt iog talents can choose the role, function, and abilities of those followers through further talent selection, Unlike a "imelord's minions, fo.llowers do not g3in skilts or feat, 31 thev advance in level, and many of their statistics

are tied directly to the hero who spent talents and feats to gain them, Howeyer. followers go on adventures with vou and provide assistance. both in combat and in noncombat encounters, and otherwise function as members of your panv. FOllowers an; considereo your allies, as well as the allies of your party members.

In a Clone Wars campaign, followers give the heroes an opportunity to lead troops into ba t tie, corn rnand a crack squad of Republic Commandos, control S group of mercenaries nir'cd to do reconnaissance. or retain a retinue of guards fitting for a noble of stature. Though thcvserve the same functions as nonberoic allies, they are different in that their actions are typically under the direct control of one of the heroes. A Jedi hero might ie<ld clone trooper followers into battle, while a noble might have a team of loyal protectors and' decoys accompanying her asshe travels the galaxy. Ihese followers me not just mindless, faceless drones who obey the here's every bidding, but they do represent the many backqround characters that assist heroes in one way or another throuqhout the Star Wors saqa,

For an individual hero, the presence of rollowers represents a significant part of that character's development: leadership. When a hero takes a talent that grants followers, that hero h8S become a leader to 3 single follower or small group of NPCs. Gamemasters that allow heroes to take followergranting talents should encourage these heroes to act asqcod leaders should, taking core of their followers, ensuring they are healthy and prepared, and watching out for their emotional' and physical welfare.

Each i~dividuJ:i Garnernaster ca n determine how much or how lit ue lime they devote to fleshing OU t the personalities and rna nnerisrns of a hero's followers, For some, assiqninq a name to the tollower is enouqn, but some Garnemasters rniqht wish to flesh out the followers as thoroughly 3, they would major NPC; (or a campaign. Garnemasters should ,3150 consult with th~ir players to determine how much detail they would like for their followers. For example, a hero leading a squad of clone trooper, as followers might not care about his followers' thoughts and motivations, and Ga rnemasters should be aware of how mueh attention their players want paid to to'llowers' personality details.


Since Human species traits grimt a bonus feat and a bonus t.rained skill, Human foilowersgain no species bonus from the standard follower generation sy~lem. Instead, Human followers can choose one item from any template (other than their OWn follower template] and ilpply that to the follower's statistics instead, for example, a Human follower with the aggl"t'ssive template could choose to gain the bonus \0 Reflex Defense from the defensive follower template, or a Human utility follower could choose the +2 bonus to Constitution from the ",ggl~ssive follower.


A follower's statistics are determined by your heroic level, so when you take a talent that grants you a follower, you need not worry about ouilding a character completely from scratch. Similarly, as you gain levels, the totlower's statistics improve, helping "{our followers stay active as your campaign progresses. When you qain a follower, you can build a full stat block fOI that follower by using the guideli nes presented below.

Level: Your followers are considered to be the same level as your nero.

Followers are considered nonheroic characters but gain none of the benefits of the nonherolc dass (see page 277 of t he Saga Edition core rulebook].

Species: When you receive a follower, you can select the followers species, applying that species' traits to the statistics of the follower, Your followers never gain bonus feats from their species traits.

Initiative: Followers do not make lnitiative checks. They act on the hero's turn, as the hero must spend actions to activate them.

Oe~stiny and Force Points: Followers do not receive Destiny Points or Force Points, nor do they have destinies. Any effect that would give a follower a Force Point, use a follower's Force Point. or otherwise interact with the follower's Force Points and Destiny Points have no effect.

Dark Side Score: Followers have Dark Side Scores (though they begin with no score], which increase as they commit acts that would warrant an increase normallv.

Languages: A follower speaks its native languages, plus it has at least one language in common with you (usually Basic].

Defenses: A follower has a Reflex Defense, Fortitude Defense, and Will Defense equal to 10 + the relevant abil itv score modifier + your heroic level. Son). talents and effects allow you to increase these defenses, and the basic follower templates can also include bonuses for individual defenses, Any bonus to Reflex Defense from armor does not stack with the bonus from your heroic level. If the follower is wearing armor, use the higher of the two bonuses.

Hit Points: A follower has a number of hit points equal to 10 + your heroic level.

Damage ThreshoJd:A follower's damage threshold is calculated as normal lsee page 146 of the Saga Edition core rulebookl.

Base Attack Bonus: A follower's template determines its base attack bonus. Aggressive followcrs use the soldier base attack progression (see page 51 of the Saga Edition core rulebook], while defensive and util itv followers use the scoundrel base attack progression (see paqe 45 of the Saga Edition core rulebook],

Grapple: A follower's grapple aonus is calculated as normal (see page 153 of the Saga Edition core rulebaok].

Ability Scores: A follower's ability scores are all equal to 10, except as noted under each template.

Talents and Feats; Follower5 do not gain talents or feats unless specified by the follower's template or talents taken by your hero. This means they do not gain bonus feats from their spec ies, even if they normaltv Would gain one. Exception: All followers the Weapon Proficiency (simple weapons] feat.

Skills: followers do not gain trained skills, though their untrained skill modifiers are calculated as normal/one-half level + the relevant. ability score modifier). Some templates and talents allow fOllowers to become trained in certain skills. Followers do not gain bonus trained skills for Maving a high Intelligence.

Possessions: All followers have starting «edits equal to the starting credits for your first class.


Unlike the various alien species of the Star Wars universe, droids do not share a basic set of traits that can be used to quickly build a character. Heroes in a Clone Wars campaign with droid followersare likely to be members of the Confederacy (or at least working with the Separatists). Rather that restrict droid follower5 to a single model of droid, all droid followers use some of the same basic rules to cover their game mechanics, leaving the specifics of droid model and appearance up to the Gamemaster, The droids might be super battle droids, droid commandos, or 16-100 bodyguard droids depending on the needs and desires of the individual hero.

However, droid followers come with some pitfalls that nondroid followers do not. It is much easier to upgrade the combat capabilities of a droid follower simply by purchaslnq equipment for it, such as hardened systems or personal shields. Gamemasters should be careful when allowing PCs to take droid followers, as they can quickly become more powerful than their nondroid counterparts. Gamemasters must cardully consider the repercussions of giving heroes too free a hand in modifying th ei r droid fo II ewers,

Use the following species traits when creating a droid follower:

Ability Scores: Droid followers may choose to apply a +2 bonus to any ability score of their choice (except Constitution],

Size: Droid followers should be Medium size. Gamemasters that wish to allow droid followers of different sizes can do so, but must make adjustments to statistics and locomotion speed based on the size of the follow~r.

SpI!ed: Droid followers can begin with walking locomotion or tracked locomotion, each of which confers il speed of 6 squares.

Droid Traits: Droid followers have all of the droid traits and droid immunities, They follow all of the same rules as droids, 3S outlined on pages 187-188 of the 5aga Edition core rulebook, All droid followers are considered to be fourth-degree drolds, th{)ugh Gamemasters are free to allow a different droid degree. Gamemasters should keep in mind, however, that droias of other degrees typically have limitations placed on the actions they can take (specifically with regards to combat].

Starting Equipment: Droid followers begin with a heuristic processor, 2 arm appendages, and a locomotion system. They gain normal starting credits as per the follower rules, but these credits must be spent on nondroid equipment or the following droid accessories: appendages, cemmunicatlons devices, internal storage, sensors, or translator units.

(J I ,.

1 .oj

" JJ



When you gain a follower, vou must choose one of three template; for your follower: the aggressive fDllower. the dd~n5i"" fo/lower, or the utility follower. These follower templates provide unique skills and other rnechanical benef ts for vour followers that cot only increase their usefulness but also prevent all your followers from having identical statistic; (if you choose different templates for each follower].

Whom you gain" follower, choose one template and apply the mechanical modification> imJicaled in that template 10 the statistics of your follower. Once chosen, a follower"s template cannot be changed.

The Aggressive Follower

Aggressive followers are focused on attacks and dejJle~ing enemy resources. They are' somewhat tougher than other followers bemuse th~y put themselves in harm's, wny more often and are more 'likely to attack an enemy target.

Defenses: An aggressive follower gains a ·,2 bonus to fortitude

DefenSe. ~

Base Attack Bonus:' lin aggressive follower use' the soldier class's base atlack bonus progression lsee page 51 of the Saga Edition core rulebook].

Ability Scores: An aggressive follower goins 3 +2 bonus to Strength or Constitution (your choice).

Trained Sk'ills; Aggressive followers are traill€o in Endurance.

Feat.s: Aggressive Iollowers 9"in the Weapon Proficiencv (pist~ls) Ieat

The Defensive Follower

Defen5ive followers ,peciali2e in protecting themselves from darnaqe and, similarly, holding <~ defensive position. Defensive followers make excellent support fighters, layjng down suppression fire 01 helping to hold" corridor agai~st an invading force.

Defenses: A defen,i~ follower gain~ a +2 bonus to RefJex Defense, Base Attack Bonus: A defensive follower uses the scoundrel do 5S" base attad bonus prcqression (see PJ'9~ 45 of the Saga Edition core rulebook).

Ability Scores: A defensive follower gains 2 +2 bonus to Dexterity Or Wisdom (you r choice].

Trained Skills: Defensive followersare tr,ained in Endurance. Feats: Defensive followers gain the Armor Proficiency [lignt) teat,

The Utility Follower

UtiJiry followers are ,ypically skille.d in several areas, allowing them to contribute to a variety of situations where skill checks are called for. Utility followers migh I be demolitions experts, slicers, saboteurs, or "ny number or other professions that rely on skiHs to excel.

Defenses: A uctility follower gains a +2 bonus to Will Defense.

Bale Attack Bonus: A ul.ility follower uses the scoundrel class', base attack bonus prcqression (~e page 45 of the Saga Edition core rulebook).

Ability Scores: A utili!', follower [Jain, a +2 bonus to Intelligence Or Charisma [your choice),

Skills: Utility followers are trained in one ski II of you r choice (except use the Force)

Feats: U~i'li!y (ollowers gain either tile Armor Proficiency (light) feat or the Weapon Proficiency (pistols) feat [your choice at time of follower creation).


The (ollowing stat block represents a sample follower for a level 7 soldier who has taken the Commanding Officer talent. Since the soldier is a member oj' lhe Republic. he decides that his follower is a specia I clone trooper assigned to (allow his orders in preparation 'for life as a member of a commando squad. Wan ting h is follower to be marc survivable. the hero chooses the defensive follower template. Since the done trooper is Human. the soldier a lso decides tha [ his follower should take the Weapon Proficiency (pistols) feat from the aggressive follower femplate·s feats section. The clone trooper, designated Gamma-383 by the Grand Army of the Republic. is nicknamed "Trench" due to his penchant for hunkering dewn and holding a threatened position for long periods of time.

GamlJla-383 "Trench"

Medium Human defensive follower 7

Init acts on hero's Initiative; Senses low-light vision. Perception +5 Languages Basic


Defenses Ref 20 (flat-footed 19.!. fort 19, Will 17 np 17; Threshold 19

Speed 6 squares

Melee unarmed .;.5 (ld4)

Ranged blaster rifle +6 (3d8) or Ranged blaster pistol +6 (Jd6) or Ranged frag grenade +6 (4d6) Base Atk +5; Grp +5

Atk Options autofire (blaster rifle)

Abilities Str 10. Dex 12. Con 10. Int 10. Wis 10. Cha 10 Special Qualities follower qualities

Feats Armor Proficiency (light. medium], Weapon Proflciencv (pistols. rifles. simple weapons)

Skills Endurance +8

Possessions clone trooper armor. blaster rifle. blaster pistol, 2 frag grenades


Unlike normal NPCs. followers have a limited array of actions that they Co!1 perform on any given round. They depend On you. the hero. to direct them,

Followers act on your initiative count and lake actions based on the actions you choose to give them, 8~low is a summary of actions your followers can take (along with the action cost to you). both in character-scale combat and in vehicle and ,t.rship combat.

You must have line of siqht \0 your follower or be in communications with your follower to be able to use any of the actions below. Other talen IS related to followers might have their own action or range requirements, as well.

Standard Actions

You can give up your standard action to let one of your followers take a standard action of its own. On any round in which an individual follower does not take a standard action (that is, if you do not grant thai follower a standard action (rom the list below or from a talent-granted ability). that follower is considered to be fighting defensively as their standard action,

As a standard action. you can cause one of your followers to take One of the following actions:

Attack: The follower makes a melee or ranged attack against a legal target Followers can use weapons set on. differen t settings-such as auto fire or stun-as normal.

Aid Another: The Follower uses the aid another action as normal. Charge: The follower makes a charge attack against a legal target. Fight Defensively: The follower takes the fight defensively action as

normal (it can still make attacks of opportunity).

Retrieve a Concealed Item: The follower retrieves an item concealed with the Stealth skill from hi' person.

Use Spedal Abiliiy: If you have a talent that allows one of your followers to use a special ability as a standard action. it can do so.

Move Actions

As a move action. you can allow your followers to take one of the following actions:

Draw or Holster a Weapon: WI; en you use a move action to draw or holster a weapon. each of your followers can do the same. You can also use the action [0 iet one or mare of your fo llowers draw or holster a weapon. even it you do not.

Manipulate an Item: Eacr. of your followers can pick up an item. load a weapon. open or close a door. or move a heavy object.

Move With Ycu: When you take a move action to move. stand up, or withdraw. each of your 'ollowers can move up to their speed. stand up. or withdraw as normal. You can also use the acnon to let one or more of your followers perform these act ions, even if you do not.

Swift Actions

As a swift action, you can allow your followers to take one of the followinq actions:

Activate an Item: When you use a swift action 10 activate an item, each of your followers can do the same. You can IJS't the action to let one Or more of vour followers activate an item, even if you do not

Drop an Item: Wher; you use a :swift action io drop an item, each of your followers can do the Same. You can use the action to lei one or more of your followers drop an item, even if you do not

Fall Prone: When you use a ~wiH action to fall prone. each of your followers can do the same. rou can use the action to let one or more of your followers fall prone, even if you do not

Recover: When you use three 'Swift actions to recover in the same round or on consecutive rounds, each of your followers can do thesame. You can 'Use the actions to lei one Or mort of your followers recover, even if you do not

Switch Weapon Mode: \'IIhe.n you use a swift aet'ioD to switch weapon mode, each of your followers can do the same. Vou can use the action to let one or more of vour followers switch weapon mode, even if you do not


Players and 6amemasters may wonder why fnllnwers, unlike all other NPC, in the galaxy, do not have a full suite of actions each round. The primary reason is to prevent a single hero who takes the follower talents from gaining a longer turn than the other players, and also to keep the hero from unbalancinq encounters due to the added firepower. Standard assumptions about round length and CL are affected by adding NPCs to Ih e mi x, an d havi n g eac h fo II ower a ct in con cert with its controller reduces the amount 0' extra work a Gamernaster must put into designing, encounters. Therefore, each fOllower talent tree features at least one talent that allows the hero and the follower to act in concert.

I n terms of ani n -un iverse expl an atio n for th is d iserepan tV, a hero needs to-direct his fo!klwers, and doing so requires more than just shouting orders; he needs to assess the situation, determine the best course of action, lind effectivelv communicate instructions to his followers. When your tum comes up and your followers take no actions, they aren't just sitti n g there. i d le-th ey a re taki n g cover, assessin 9 the si tu ali on, and preparing to execute the plans you set forth for them.

Full-Round Actions

As a full-round action, you can allow your followers to take the following action:

Run; When you take a full-round action to run,each of vour foll.owers can run up to their normal run speed, You can also use the action to let one or more of your- followe_rs performthis action, even jf you do not


Follower> can pilot or act ~s qunners in vehicles just 'ike any other NPC ally, However, they operate under the Same action restrictions as they do in character-scale combat A follower can take on any role on a starship, including pilot. but the follower must abide by the same restrictions of ihat role that any other character would have, For example, follower pilots must still spend 3 move action pilotiog their ships.

Standard Actions

rou can give up your standard actions to let one of your followers take a standard action of its own, On any round in which an indi~idual follower i:n the pilot's role does not take a standardaction (that is, if you do no: grant that follower a standard action from the list below 01 from a talent-granted abilitv), that follower is considered to be fighting defensively-as their standard action, thouqh normal penalties to the attacks ofgunners still apply.

As a standard action, you can cause one of you, followers to take one of the following actions:

Attack: The follower make, a mefee arranged attack against a legal target, 'including an attack with a vehicle weapon.

Aid Another: The follower uses the aid another action as normal. The normal rules for the aid another vehicle action stin apply.

Attack R'ln: The follower can make an attack run against a legal target, provided that follower is the pilot of the vehicle. Followers acting as gunner~ cannot coordinate their attacks with this attack run, since they require a standard action to ready or make attacks.

Dogfight: The follower initiates or participates in a dogfight When engaged in a dogfight, YOUf follower Can attack or disengage as normal, Follow all the normal rules for dogfighting, Followers can initiate a dogfight as an attack of opportunitv as normal, bui this counts as your one attack of opportunity for the round (see "Attacks of Opportunity" below).

Fight Defensively: The follower takes the fight defensively action as normal; it can still make attacks of opportunity. Your follower must be the' pilot of the vehicle to take this action.

tlse Special Ability: If you have a talent that allows one of your followers to use a spectal ability as a st-andard action, the follower can do so.

Move Actions

As a move action, you can cause your fol'lowers to take one of the foHow. ing actions:

Move Vehicle With You: Wh en you take a move action to move your vehicle, each of your followers can move a vehicle they pilot up to their vehicle's speed. You can also use the action to let one or more of your followers perform this action, even if you do not.

Swift Actions

As a swift action, you can allow your followers to take one of the following actions:

Full Stop: When you take a swift action 10 bring a vehicle to a full stop, one or more of your followers piloting a vehicle can take the full stop action as well. rou can also usc the action to let one or more of your followers perform this action, even if you do not.

Increase Vehicle Speed: Wher, you take a swift action to increase vehicle speed, one or more of your followers piloting a vehicle can rake the increase vehicle speed action as well. Vou can also use the action to let one or more of your followers perform this action, even if you do not.

Raise or Lower Shields: When you take 0 swift action 10 raise or lower shields, one or more of your foliowers acting as system operator can raise or lower shields on their vehicles as well. You can also use the action to let one Or more of your followers perform this action, even if you do not.

Recharge Shields: When vou spend J swift actions in the same round or On consecutive rounds to recharge Shields, you can also let one or more of your followers acting as svstem operator make a DC 20 Mechanics check to Increase their vehicles' shield rating by 5, up to the vehicle's normal maximum, You Can also use the action to let one or more of your followers pcrform this action, even ,f you do not,

Reroute Power: Whenever you spend 3 swift actions in the same round or On consecutive rounds to rerou tc power, you can also let one Or more of your followers acting as engineer make a DC 20 Mechanics check to move their vehicles + I step on the condition track, rou can also use the action to let one or more of your follower~ perform thrs action, even ,f you do not.

Full-Round Actions

As a full-round action. you can allow your followers to take the following action:

All-Out Movement: When you take a full-round acuon to move your vehicle using the all-out movement action, each of your followers can take the all-out movement action for vehicles they pilot as well. You can also use the action to let one or more of your followers perform this action, even if you do not.


like a normal hero, followers thai threaten tan make attacks of opportuniiy as normal, However, any attack of opportunity made by a follower counts as an attack of opportunity made by you.


Followers gain starting credits and can use those credits to purchase equipment. A hero can provide equipment to his followers, though their limited number of armor and weapon profici encles keeps followers from becoming walking arsenals. followers must abide by the normal rules for carrying capacity and encumbrance, though they are otherwise unrestricted in the kinds or amounts of equipment they can use.


When a follower is reduced to 0 hit points by an attack thai exceeds its damage threshold, it dies. However, you can spend a Force Point 10 prevent the fOllower from dying just as you WOuld prevent yourself from dying from a similar wound. An at tack that reduces a follower to 0 hit points but does not exceed the follower's damage threshold causes the follower to go unconscious (apply the normal ruies for unconsciousness, death, and dying).

If a follower dies, you do not lose the benefits of the talent thai granted you the follower. You can recruit another follower 10 replace a dead one, abiding by the normal rules for gaining a follower at that point. Recnuiting a new follower usually requires B hours of searchmq and recroitrnent, though Gamemasters can shorten or lenqtben this amount of time based on the circumstances. However, Garnernasters should be careful not to delay this recruitment for too long, because until the hero gains a replacement follower. that hero is at a disadvantage.


A good leader is responsible for the actions of those who follow him, and when it comes to the lure of the dark side, heroes with followers are no exceptions. If you command one of your followers 10 commit an act that would normally increase one's Dark Side Score, you increase the Dark Side Score of both you and your follower. If a foHower's Dark Side Score equals its Wisdom score, it becomes an NPC under Gamernaster control (as any hero normally wouldl, but you can recruit a new follower as though yours had died,

Close-Quarters Fighter: Whenever you occupv the same' square as vour ,a'get or are adjilccni to your torget you gain J +1 circumstance bonus ro your melee a\tilck rolls against that target.

Ignore Armor: Once per encounter, when you make i! melee a\tad, you can ignort anv armor or equipment bonuses qranted by your target's armor,

Improved Stunning Strike: When you damage 8 n oppo nen t with J melee attack that moves the target down the condition track, the torget cannot take any action requiring J standard or full-round action on its next turn.

Prereqlii5it~:Stunning Strike.

Whirling Death: You twirl your wea pon arc und you in a blur, creating a circle of death around you. Any enemy target that begins 'its turn adjacent to you ta kes da mage eq ua I to your Strength bonus. You mU5 I. be widJ ing a melee weapon to use (hi, talent.

Prm~quisi(es: Melee Smash, Unrelenting Assault.

Republic Commando Talent Tree

You have demonstrated that you are a highly skilled and capable soldier for the Republic and work well in a commando squad.

Ambush: When you successfuuv hit an opponent that has not yet acted in combat, you de a I +.2 dice of damage with the attack.

Higher Yield: Once per encounter, you can choose' to deal * 1 die of damage with a single qrertade or other explosive.

Prerequisite: Trained in the Demolitioossklll.

11 I } 11 -I ~ ]

Rapid Reload: You can retrieve ," stored energy cell and reload YOLlr weapon as J sirlg'le swift action.

Shoulder to Shoulder: Whenever you beD;" your tu rn adjacent to an ally, you gain a number of bonus hit points equal to your heroic level. Darnaqe is subtracted (rom the bonus hit points first, and any bonus hit points remai~ing at the end of the encounter qoawav. Bonus hit points from various 'sources do not stack.

Strength in N"mb~r5: If you are within 10 square, of ,an ally, you can add +2 10 your DR_

Weapon Shift: If you a ranged weapon as 8 melee weapon (as with the Gun Club talent), you gain a ·,2 bonus to melee attack roll' with that 'Ilea pen.

Prerequi5ile: Gu n CI u b.


The followinq new talentsarc intended f'Or use with the Force Adept prestige class (see page 212 of the Saqa Edition core rulebook).

New Force Item Talents

The following talents expand the Force Item talent tree (see page 214 of the Saga Edi.tion (0 re ru lebookl.

Focused Force Talisman: When you create a FO'ree talisman {see page 2\4 of the Saga Edition Core rulebnokl.vou can select a sinqle Force pnwer from your Force suite. Whenever you are wearing this, talisman and activate the selected Force power, you can spend a force Point to immediately regain that spent power, adding it to your Forc~ suite,

Prerequisite: Force Taiisrnan.

Greater Focused Force Talisman: As Focused Force Talisman (see above}, except that a Force Point spent to irnmediatelv recover the selected power doe" not count aqainst the "nne per tum" restriction on spending force Points, Prereqoisites: force Talisman, Focused Force Falisman.







The following new talent ls intended for use with the Gunslinger prestige class (see page 216 of the Sag" Edi\ioT\ core nrlebook].

New Gunslinger Talents

The following talent expands the GUllslinger talent tree (see page 216 of the Saga Edition core rulebook].

Blind Shot: You ignore the. penalties on your r;mged attack rolls when a target has conceal ment or total concealment.


The following new talents and talent trees are intended for use with the Jedi Knight prestige class (see page 217 of the Saga Edition core rufebook).

Jedi Archivist Talent Tree

You have dedicated your life as a Iedl to preserving knowledge and applying i\ in times when it is needed.

Direct: A:; a standard action, 'IOU can return one spent Force power to the Force suite (If any ally within 6 squares of yO!) and in your line of sight. The Force power must have been spent by the ally you designate.

Impart Knowledge: You can aid another 0/1 the Knowledge checks of any ally within 6 squares of you as a react jon for Knowledge skills you are trained in.

Prete qu isite: Ski II e d Ad visor.

Insight of the Force: You can make a Use the force check in place of a Knowledge check for any Knowledge skill you are not trained in .. You are considered trained in that Knowledge skill for the purposes of using this talent. If you are entitled to a Knowledge check rero!l. you cao rero!l your Use the Force check instead (subject to the same circumstances and limitations).

Master Advisor: When vou use the Skilled Advisor talent (see page 40 of the Saga Edition core rulebookl. the ally you aid qains one temporary Force Point at the end of her next turn. If the Force Point is not spent before the end of the encounter. it is IOSL

Prerequisite: Skilled Advisor.

Scholarly Knowledge: As a swift action, you con reroll J Knowledge check and keep the better of the two results. Ihis can be used with any Knowledge skill you iJ re trained in.

Jedi Healer Talent Tree

You have focused your natural ability with the Force to heal the sick and injured.

Force Treatment: You can make a Use the force check in the place of a Treat Inj.ury check. You are considered trained in the Treat Injury skill. If you are entitled to a Treat Injury check rerol! you can reroll your Use the Force check instead (subject to the same circumstances and limiiaiions).

Healing Boost: When healing somebody through vitot tronster, the arnoun t of damage hea led increases by 1 point per your class level.

Prerequisite: Vital transfer .

Improved Healing Boost: When healing somebody through vito! tronsto. the amount of damage healed increases by 2 points per your class level.

Prerequisites: Healing Boost, vital iranstet.

Soothe: When using vitoi tronster to hea I somebody, you can move the target + 1 step on the condition track instead of healing damage. When doing SO,· you move -1 step on the condition track in exchange.

Prerequisite: Vital transfer.

(QJ IF' D (Ii)




Tile foHowing new taterns are intended for use wah the officer prestige class (see page 20 of the Saga Ediiion Care rulebook].

New Military Tactics Talents

The following new talents expand the Military Tactics talent tree (see page 221 of the Saga Edition core rulebook].

E.xploit Weakness: When you use. the Assault Tactics talent (see page 221 of the Saga Edition core rulebook] on an enemy, the target takes a cumulative --I penalty to Reflex Defense each time it is damaged by one of your allies (maximum -5). This penalty applies until the end of your next turn.

Pfef~qui5ile: Assault Iactlcs.

Grand leader: As a swift action, once per enccunrer, you Can grant bonus hit points equal to 5 .. one-half your character level to all allies 'IIitnin 20 squares of you and in your line of sight Damage is subtracted f-rom the bonus hit points first, and any bonus hit points remaini~g at the end of the encounter go "way. Bonus hit points from multiple sources do nqt stack,

Uncanny Defense: Once per day. you can add one-half your officer class level to all your defenses for one round. You must declare tliat you are using this talent at the beginning of your turn. The benefits last until the bcqinning of your next turn,


The following new prestige classes are available during the Rise of the Empire era. particularlv during I he Clone Wars.


Druid commander leader specializing in dmid troops

Military engineer Tech specialist focusing on military hardware

Vanguard Ad~vanced scout who pinpoints enemy forces


All armies need an established hierarchy to ensure that objectives are achieved successfullv, hen battle orolos, with their network connection to a central command computer, must sometimes have specific movements dictated to them by a separate droid designated as a fiel'd commander. The droid commander, through the course of its career as a soldier for its orqanization, proves itsel! through its actions and is promoted to lead others of its "ind to support the unit's mission and the orqanization's cause.

Droid commanders are easv to spot on the battlefield. They bear command colors and are positioned within the ranks to receive maximum protection from the enemy. Although they might be easy to find, they are rarely easy to eliminate. Because these droids are prized by their superiors. tf>ey are augmented and improved to increase the likelihood of their survival and continued service to their masters. Better weapons, armor, and equipment in zddi tion to upgraded systems make the droid commander a formidable foe on its own. Its ability to eJfectively Jesd troops on the battlefield make the droideommander and its squad a force to be reckoned with.

lsI +1 Defense bonuses, talent
2nd +2 Networked mind (I droid ally)
3rd +3 Talent
4th +4 Networked mind (2 droid allies)
5th +5 T~lent
6th +6 Networked mind (3 droid allies)
7th +7 Talent
8th +8 Networked mind (4 droid allies)
9th +9 Talent
'10th +10 Networked mind (5 droid allies) EXAMPLES OF OROID COMMANDERS IN STAR WARS OLR"4, OOM-S, OOM-t4.


To qualify to become a droid commander. a character must fulfill the following criteria,

Minimum Level: 7th.

Trained Skills: Knowledge (tactics], Use Computer,

Talents: At least one talent from the Leadership talent tree (see paqe 44 of the Saga Edition care rulebookl or the Commando talent tree (see PJge 52 of the Saga Edition core rurebook).

Special' Drolds cnlv.

[3AME RULE INFORMATION Droid commanders have the following game statistics.

Hit Points

At eacn level. droid commanders gai" ldlO hit points.

Force Points

Oroid commanders gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.


The following are teatures of the drold commander prestige class.

Defense Bonuses

At 1st level, you gain a +2 class bonus 10 your Reflex Defense. Fortitude Defense. and Will Defense.


At evervodd-numbered level (rst, 3rd. 5th. and so on], the drold commander selects a talent. The talent can be selected from the Droid Commander talent tree (presented below), the Inspiration talent tree (see page 43 of the Saqa Edition core rulebook], or the Leadership talent tree (see page 44 of the Saqa Edition core rulebook). The droid commander must meet the prerequisites (if 3ny) of the chosen talent, No talent can be selected more than once unless expressly indicated.


You have learned the quirks and intricacies of commanding droids, and you can get the most out of even the lea:;t sophisticated basic programming.

Automated Strike: As a swiftaction, you can make a DC 15 Knowledge (tactics) check. If successful, all droid allies able to hear and understand you gain the benefits of the Double Attack feat for one weapon group with which you are proficient untll the end of your next turn.

Prerequisite: Double Attack with the chosen weapon.

Droid Defense: As a standard action, y'ou can transmit tactical information to .11 droid allies tha t can hear and understand you, qrantinq them J bonus equal to your Intelligence modifier to one of their defenses (your choice] until the beginning of your next turn.

Oroid Mettle: As a swif ( act ion once pe, turn, you can designate a sing I~ droid ally within your line of sight. That oroid Jlly gains bonus hit points equal to 10 + your class level.

Prereouisltes: Droid Defense.

Expanded Sensors: If you or any of your clroid allies has line of sight !O and is aware of 3 target, "II droin allies that can hear and understand you are also considered 10 have line of sight {but not necessarily tine of effect] to thaI target.

Inspire Competence: A, a swift attion once per turn, you can grant One droid ally within you, line' of sight a competence bonus on its next attack mil made before the start of your next turnequal ro half your class level. Additionally, any droid designated as the rarqet of your Networked Mind class feature ls ccnsidered to have a heuristic processor whenever it is beneficial, even if it does not actually have a heuristic processor,

Prerequisite: Expanded Sensors.

Maintain Focus: As a swift action once per turn, you can grant a II droid allies within your line of sight the ability 10 take the Recover action as two swiftacticns (instead of as three swifi actions) umil the stan of you r next tum.

Overclocked Troops: You push the limits of the droids under vour cornrnand. You CJn spend a swift action once per tum to allow each of your networked allies (see the Networked Mind class feature below) to immediately move up to their speed.

Prerequisite: Droid Defense,

Reinforced Commands: When you use an ability that grants a droid ally a morale or insight tiomss, increase the value of that bonus by 1, Prerequisite: Droid Defense.

Networked Mind

You can dcslqnate a number of your droid allies equal to one-half vour class level as beinq networked with you. A networked droid ally con receive Deneficia I mind-affecting effects from you. Once you designate a droid ally as the recipient of this benefit, you cannot chanqe the drold beneficiary until after the end of tne encounter, and designating a droid to benefit f rom this class feature is J free action. Additiona Ily, you a'. considered to have line of sight to a networked droid ally as long as both you and the ally have an active cornlink (if the comlinks are subject to communications jamming, you lose tllis bendit),


The platoon's transport has broken down. The radio is not working. Two of the soldiers' rifles havejammed.The enemv is closing in. Who is going to fix everything in time? This is when the military engineer steps in, The military engineer is a tech specialist who focuses her energy on making repairs in the field and keepinq the group's hardware running until they make it back to bast,

Although the milirarv engineer is likely to be part of a combat unit, she feels more comfortable with tools in her ha nds while lying under a vehicle Or digging through a droid's internal components than firing a blaster. Her skills are honed so that she can rapidly perform repairs alia adjustments during highly stresstul snuaticns=even while under tire, In fact, military enqineers thrive' on stress and look for sucb opportunities.

The military engineer can be deploved virtually anywhere within the military organization, but is often found near the front lines as part of • squad requi ri ng technical support.

tst +0 Defense bonuses, talent
2nd +1 Field-created weapon +l
3.rd -+2 T3,lent
4th +3 Field-created weapon +2
5th +3 Talent
6th +01 Field-crealed weapon +3
Tth +5 Talent
8th +6 Field-created weapon +4
9th +6 Talent
10th +7 Field-created weapon +5 EXAMPL.Se OP MIL.ITARY ENGINEeRS IN STAR WARS Bao-Dur, R.aitn Sienar, Wat Tambor


To qualify to become a military engineer. a character must fulfill the following criteria.

Base Attack Bonus; + 7,

Trained Skills' Mechanics, Use Computer.

C3AME RUL.E INFORMATION Military engineers have: the followi~g game statistics.

Hit Points

At each level, military engineers gain ld8 hi! points + their Constitution modifier.

Force Points

Military engineers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.


The following are features 01 the military enqineer prestige class.

Defense Bo rlUSCS

At tst level. you gain a +2 class bonus to your Reflex. Fortiwde, and Will De!eme,.


At every odd-numbered level (tst, Jrd" SIn. and so on), you select a talent. The talent can be selected from the MlITtary Engineer talent tree (presented below) or the Outlaw Tech talent tree (see page 16 of StGr~hipsofthe Galaxy), You must meet the prerequisites lif any) of the chosen talent. No talent can be selected more than once unless expressly indic"ted.


I'DU have become skilled at using and manipulating !echnology on the battlefreto. In fact, your fellow soldiers rely on your technics: expertise in the Meat of battle.

Breach Cover: When YOIl fire or throw 8 weapon with a burst or splJsh radius at a target wit.h covet, you ignore that cover.

Breaching Explosive: You ig10re the damaqe threshold of dODIS and walls when using mines and fixed (non-grenade) explosives.

Droid Expert: When you repair 0 droid, you 'repair 1 additional hit point far each point by which your Mechanics check beat; the base DC of 20.

Prerequisite: Repairs on the FI',.

Prepared Explo.ive: When you use a mine or other fixeel (non-grenade) explosive, you CJ~ choose to nave the bias! radius of the explosive become difficult terrain aner the explosive has detonated. Alternately, if yOU plant " mint or fixed explosive in an area of difficul,t terrain, you can have the explosive deal no damage and instead turn the difficult terrain into normal terrain.

Problem Solver: A, aswift action once per turn, you can de5igna!e 3 single vehicle within your line of sight whose pilot can hear and understand vou. That pilot's vehicle ignores d' fficult terrain until the start of your next turn. amJ the pilot gains a .. 5 insight bonusonaf Pilot checks made to avoid hazards and colllsions until the start of your next turn,

Qui~k Modifications: When you create a field-created weapon [as per the class feature]. you canchoose one weapon mod;ificalion from the Tech Speclalist teat (see page 21 of StDrships oi Ih~ Golaxy) to apply 10 the created weapon at the time of creation.

Pr€requisire,; R~.pairs on the F y, Tech Specialist feat.

Repai'~ on the Fly: You can use the Repair application of the Mechanics skill to repair a droid or object as a standard action. Yotl can gain (lie benefit, of thi~ talent only once per day per droid .. object. or vehicle repaired.

n I ~ 1 ;




'ill •

I)] •

[iJ •

~ -






Sabotage Device: As a sw'ifl action, you can sabotage any object or weapon that is powered by an energy cell So that it become" a grenade. The object or weapon is then considered to be a fragmentation' grenade in all ways, but it can be turned back into its original form with another swift action.

Tech Savant: As a stands rd action" you can increase the speed of One adjacent droid or vehicle you occupy by 1 square (applied to any method of locomotion) until the e'~.d of your next turn.

Prcreauisi:«: Trained in the Knowledge [technology) skill,

Vehicular Boost: As a standard action, you can make a DC '15 Mechanics check to grant one vehicle you occupy a number of bonus hii points equal to 5 x your class level, Damage is subtracted from the bonus hi' poi nts fi rst, and any bonus hit points remaining at the end of the ertcoun ter go away_ Bonus hit points from multiple sources do not stack.

Field-Created Weapon

You are able to scavenqe parts from other technological objects and use them to build a limited-use personal-slzeo weapon.The item you create has only a limited life span, and the parts used to build it are rendered useless afterward,

As a standard action, you make a Mechanics check (DC 20) to create a melee or ranged weapon of your choice, The base value of the weapon can be no more than 600 credits x your Class level. Addiiionally. the 'weapon grants you (and only vou) an equipment bonus on attack rolls equal to one-half your class level. You can use this ability only once per encounter, and at the end of the encounter the weapon is destroyed. If the weapon requires an energy cell to operate, you create one (at no additional cost) for the weapon at the lime you create the weapon, You may Mly create weapons you are proficient with.


Fighti'ng an effective war and taking out. the enemy is, necessary if your army is to live to fight another dav, But vuu must find the enemy first, and those sensor resultscan be a little deceptive at times. Send out toe vanguard to track them down,

The vanguard. simply put, is an advance scout who specia lizes in locating the enemy and relaying its position to his allies. Wiih thestealth and sharp senses required to achieve his goal, he specializes in locating and observing the enemy's movements. all the while obscuring h is presence from them. If ihe situation arises, he might try to ia ke a few of the enemy down- before retreating back to friendlv territory, bui his primary purpose is to serve as his group's eyes and ears.

Vanguards are typically attached 10 military units near the front line-s_ Thev operate best in sma II groups as individual~, In either case, the vanquard excel, at sneaking in close to hostile forces, siealing away the knowledge of their location, and watchi~g them fall to the might of hi, allies.

ist .. 1 Defense bonuses, talent
2nd +2 Surprise attack + 1
3rd t3 Ialent
4th +4 Surprise attack t2
5th -!-5 Talent
6th +6 Surprise attack +3
7th t7 Talent
8th +8 Surprise attack +4
9th +9 lalent
10th t\O Surprise attack + 5 EXAMPLES OF VANOUARDS IN STAR WARS

91st Rec-onnaissance Corps clone troopers. Aleenanscouts. Antarian R,nger's, Neyo (CC-826), Rebel PJex Troopers.


To qualify to become a vanguard, a character must fulli·11 the following criteria.

Minimum Level: 7th.

Trained Skills: Perception. Stealth.

Talents: Any two talents from the Camouflage talent tree (see page 49 of the Saga Edition core rolebook) or the Commando talent me (see page 52 of the Saga Edition core nrlebook].

OAME RULE INFORMATION Vanguards have the following game statistics,

Hit Points

At each level. vanguards gain ldlO hit points + their Constitution modifier.

Force Points

Vanguards gain a number of Force Points equal to 6 t one-half their character level, rounded down. every time they qaina new level in this class,


The following are features Df the Vanguard prestige class.

Defense Bonuses

At ist ,level, you gain a: ..-4 class Ganus to your Fortitude Defense and a +2 class bonus to your Reflex Defense.


At every odd-numberec IN e I (tst, 3rd, 5t.h, and so on]. you select a talent. The talent can be selected from the Awareness talent tree [see page 49 of the Saga Edition ewe rulebook). the Survivor talent tree (see page 50 of the Saga Edition core rulebook), or the Vanguard talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more lhan once unlessexpressly indica ted.


As on expert in the art 01 scou ling enemy formations, you are a valuable asset to any military force. Your ability to see what lies ahead on the battlefield is uncanny.

Enhanced Vision: When actively looking for hidden enemies, you can make a Perception check as a swift action instead of a standard action.

Impenetrable Cover: Whenever you have cover against a target. you gain DR equal to your class level against that target llntil the start of your next turn, provided you still have cover from the target at the time the attack is made.

Prerequisites: Maxim ize Cover.

I nvisible A.ttacker: If vour tarqet is unaware o( you, your ranged attacks deal +'1 die of damage aqainst that tarqet.

Prerequisite: MJximilC Cover.

Mark the Target: Whenever ~ou oamage a target with a non-area ranged attack, you may deslqnate one ally within your line of signt as a swift action, Your target is considered flat-footed against thai allv's first attack made before the start of your nexl turn.

Maximize Cover: When an opponent uses the aim action to negate your cover, you can make a Stealth check opposed by the attacker's Initiative check. If successful, you retain your cover bonus.

Shellshcck: Whenever you damage a target that is unaware of you with an area attack, that tarqet is considered flal-footed until the start of your next cum.

Prerequisite: Soften the Target.

Soften the Target: Whenever you damage a target with a ranged attack, you may designate one ally wiChin your Ii ne or sight as a swift action. The ally you designate ignores the target's damage reduction and SR (if any) until the start or your next tum.

Triangulate: If you and at least one other ally have line of sight to and a re aware of a target, you and a I lies that can hear and understand you can reroll one ranged attack roll againsl that target, accepting the second result even if it is worse. You and your allies can only gain the benefit of this talent once per encounter.

Prerequisite: Enhanced Visio~.

Surprise Attack

Whenever you at tack a tarqet that is unaware of you or otherwise denied its Dexterity bonus to Reflex Defense, you gain a bonus on your first attack roll in a round aga inst that target equal to one-half your class level.

Although the Jcdi rnusr struqqle with the temptation of tile dark side during the war, at her Force-users who do not r'ely so lely on the ligh t side at the Force=such 9S, tile Jensasrai or the Korunnai-are not af'(ected so much by their feelings during combat and might inadvertently takea Dark Side Point in the midst of battle. Typically, these users of the Force have rituals that help them cope with and accept a brusb with the dark side, or they have practices inilt help cleanse them of its influence,


The (allowing Force powers a re available to any character with [he Force Sensitivity (eat (see page B5 of the Sa9<1 Edition core rulebook]. These Force power's expand the range 01 powers available to the Jedi and other Forceusing traditions.

Telekinetic Powers: Force powers with the (telekinetic) descriptor are added to the JiS! of powers affected by talents such as Telekinetic Power and Telekinetic Savant (see page 100 of the Saqa Edition <:;ore rulebook],


You can bend liqhtaroun d your body, renderino yourself invisible to anyone looking i'n your direction, Time: Standardaction. Targe't: You.

Make a Use the Force check. The result of the check deterrnin es the effect if any:

DC IS.'You are considered to have total concealment against all target's until the beginning of your next turn,

DC 20: As DC t 5, and you gain a ~2 Force bon us to Steal Ih (he cks until the beginning of your next turn,

DC 25:As DC 15, except you gain a +3 Force bonus to Stealth checks until the beqinn) ng of your next tu rn.

DC 30:As DC 15, except you gain a +5 Force bonus to Stealth checks until. tile beginning of your next turn.

Special. You can main tain the cloak power from round 10 round, extendinq the normal duration, Maintaining the cloak power i, J standard action, and you must make anew Use the Force Check each round, If you take damage whil~ maintaining this power, YO'u must succeed on a Use the Force check (DC D \5 + damage taken) to maintain the power

You can spend a Force Point to increase the bonus to your Stealth checks by 5,


You can float up or down without' anything or anyone to assist you. Time:

Move action .. Target: You.

Make a Use the Force check. The result of the check deterrni nes the effect. if any:

DC 15: You gJin a fly speed of 2 squares bu t can only move verticauy, You may move up to your fly speed as part of this action, and if you end this movement adjacent to a horlzontal surface. you CJn move 1 square 0010 thJt surface as a free action, At the start of your next turn, if you are not standing or holding onto a solid surface, you fal'! to the ground.

DC 20: As DC 15. except the fly speed increases to 4 squares, DC 25: As DC 15" except the fly speed increases to 6 square"

Special: You can spend a Force Point .3\. reaction to activate this power when falling. You can reduce you r (all distance by a number of squares equal io the fly speed provided by th is power, If you reduce the fall distance to 0 squares, you land s<lfely on your feel,

You can maintain the tevitote power from round to round, extending the normal du ration, Maintaining levttot: is a move action, and whenever yo~ rna inta in this power you can move verticallv up to your fly speed, If you take damage while maintaining levitate, you must succeed on a Use the Force check (DC 15 + damage taken) to continue maintaining the power. If you faillhis Use tne Force cheek" you immediately rall.

O",,·,WA.N' 'il(I!!:N081 IBBlUI!38 CII::~.O.J;!IB FRc!~ ATOP A KAPP.ii,,·C:""-'S8 B~UTTLE.


You create dizziness and nausea by disrupting your enemy's equilibrium. Time: Standard action. Target: One living creature within G squares of you and in your line of sight.

Make a Use the Force check. Compare (he result to your target's Forti" tude Defense. If your check equals or exceeds the target's Fortitude Defense, t~e tarqet mOVeS -I step down tile condition track. Addnionallv, until the end of its next Wrr1., the target takes J -5 penalty to its damage tnreshold.

Special: You can spend a Force Point to increase the penalty to damage threshold to -10.

YOLl can maintain the malacia power f rom round to round, extending the duration of the damage tbreshold oenaltv. Mainlaini~g the motocio power is "standard action, and you must make a new Use the Force check escb round, If you take damage while maintaining moiocio, you must succeed on a Use the Force check (DC = 15 .. domage takenl to continue concentrating.


You slow the vital functions of a t~rget, causing her to slip into a deep sleep Dr even die. Time: Standard action. Iarqet: One creature you nave qrabbcd or grapp led.

Make a llse the Force check, Compare the result to i he t~rget'~ Fortitude llefense . If you succeed, the largel moves -1 step down the condition track. tach round you maintain th;" power, if your Use the Force check exceeds the larget's Fortitude Defense, the target movesanother step down the condition track. I f you move a t'Jrget to 1 be bottom of the condition track with (his power, you can choose to kill the t argel or place it in to a Force trance even if it is uowilling (see page 28) Additionallv, if you use this power on an a lreadv unconscious tarqet, you can consider the ta rqet willing for (lIe purposes of placing them in a Force trance.

'Special: You can maintain the moricnro power from round to round, extending the normal duration. Maintaining Ihis power is a standard action. and you must make a new Use the Force check each round . .If you take damage while maintaining moricbro, you must succeed on a Use the force check (DC g lS·+ damage taken) to maintain the power, If the target escapes vour grab or the grab ends for any mason, you cannot maintain this power on your next tum.


You tan pass through solid objects, such as walls and doors. Time: Move action. Target: You.

Make a Use the Force (heck. lhe result of tlre check determines. the. effect, if any:

DC 25: Vou gain a phasing speed of 2 squares: your phasing speed can never exC'eed you, own base speed. When moving using your phasing speed. you can move th rough the spaces of your enern ics, as well as through walls, vehicles, larg~ objects, and other obstructions but must end your movement in a legal, unoccupied spate. You retain this phasing speed until the heqinning of vour next tum. You may move. up to your phasing speed as a oart of the activation of this- power.

DC 30:A" DC 25, except your phasing speed is 4 squares. DC 35.·A, DC 25, except your phasing speed is 6 squares. DC 40: AS DC 25, except your phasing speed is 8 squares.

Special; You can spend a Forte Point to increaseyour ph.sing speed by 2 scuares. You CJn maintain the phase power from round to round, extending the normal duration .. Maintaining this power is a move action, ;md whenever you maintain the pha:;e power you can move up to your phasing speed. If you rake damage while maint;;ining this power, you must succeed on a Use the Force check IDC ~ 15 -t damJge takenl to maintain the power.

THE OA.R'IOC. WOMA_N USES ~Ef';I PHAE;lE! PO .... IE:~ ",,"0 DE.T ~'QI: .jUMP ON A 1:::01>->46 .... "1" TAi~ol:laID,




You can move a sing le target, whether fl is a crea rure O( object. in two different oirections simultan~OU$iy. Time: Standard action. Target: One target '" your Ij~e of sight o~d within 65quares of you.

Make a Use the Force check. Compare the result with the targel's Reflex Defense. If the check equals or exceeds the target's Re.nex Defense, the target take, 3d6 damage" If 'your Use the Forct check is J natural 20, you score the equivalent of a critical hit, and the target lakes double damage, If you deal enough damag~ to red uce the target to 0 hit points, you rip the target into two separate pads (living, creatures are automaricallv killed).

Special: If 'lour Use the Foree check succeeds, YOl) can spe~d J Force Point to deal an additional 2d6 damage 10 the target-


You CJn see the critical point of something, whether it is a person or object, tl1at would shatter i·f struck 3t the right time. Time: Swiflaction. Target: You.

Make 3 Use the Force check, The result of the check determines the effect. if any:

DC 25: If your next attack made before the end of the encounter hits, treat the target's, damage threshord aga,in,t the attack as though il is 5 point; lower than normal.

DC 30;As DC 25, except treat the larger.> darnaqe threshold as though it is 10 points lower than normal,

DC 35: As DC 25. except treat the iarqet's damage threShold as though i I is 15 points lower than normal.

DC 40: As DC 25, except I reat the tsrqet's damage threshold as though it is 20 point' lower than normal.

Special: You can spend a Force Point to ignore the targe!"s DR in addition to' gaining the normal effect of this power.


You can tapinto and read technological devices and, in some CH5e.s. ,00- trcl them. Time: Standard action. Tarqet: One d'oid or electronic device touched,

Make a Usc the Force check. Compare the result to the target's Will Defense, If the check equa Is Or exceeds the ta rqet's Will Defense, you discover one piece of information containu: within the tarqet's memory as determined by the Access information !"ble under the Use Compu rer skill description [see page 75 of the SagJ Edition (Me ruleboo:k) . For every 5 points that yOlJ exceed the target's Will Defense, you Can learn one additional piece of information.

Alternatively, if you t."rget a dmid and succeed at vour US" the Force check, I'OU rnav choose one of the forlowing effecl, and apply it to the tJrgeted droid:

• lhe droic's senses are jammed. all'owing you to I1'JK~ Steal th checks against the droid until the eno of your next mm, even though it is aware Of'YDU.

• Ihe droid is denied it, Dexterity bonus to Reflex Defense against YOllr" next attack made before the end of your next turn,

• On its next two Wtn:\, the droid dOQS nothing except flee trom you at top speed.

Special: You can spend a force Point to learn two more pieces of information OT extend one of the drain-specific eflect' of this power by an addit ional round',


force talents work just like talents found elsewhere in this book and in the Saga Edition core rulebook. However, they are 3vBilablc only to characters with the Force Sensitivity feat {see page 85 of the Saga Edition core rulebook). Any time a character with the Force Sensitivity feat can select a talent, he or she can select One from any of the talent trees presented below. If the cha racter is also a member of a Force-using tradition, he or she can also select from that tradition's specific Force talent tree.


The following new ialen t expands the Alter talent tree {see page 100 of the

Saga E·dition core rulebookl. .

Aversion: As a: swift action. you can spend a Force Point to radiate an invisible aura that makes other beings want to avoid you. Until the end of the encounter, all squares within 2 squares of you are considered difficult terrain for your enemies.

lhis is @ mind-affecting effect


The following new lalenl expands the Control talent tree [see paqe 101 of the Sag" Edilion core ru lebook].

The Will To Resist: Once per turn, as a reaction to being targeted by a Force power Dr other abilitv thot tarqets your Will Defense. you can make a Usc 'the Force check and replace your Will Defense with thC: resul t of the Use the Force check. After you make this check, unt il ihe end of your next turn" you take il -5 penalty on aJI use the Force checks.


The following new talent expands the Dark Side ta lent tree (see page 10'1 of the Saga Edition Care rulebook]. You must have' a Dark Side Score of ·1 or higher to select talents from this tree: if your Dark Side Score is ever reduced [00, you lose access to all talents in this talent tree until your Dark Side Score increases.

Consumed by Darkness: Sometimes your anger consume, you .. As a swift action, you can lake a -5 penalty to your Will Defense to gain a ·.2 Force bonus on attack rolls, The penalty and bonus last until the beginning of your next turn,


The light side of the Force is not the easiest course to follow, but its promise of peace and harmonycan help even the most weak-willed of Force-users on the right path, . .

You mU5! have a Dark Side Score of 0 to select talents from this tree: If your Dark Side Score ever increases to at least I, you lose access 10 all talents III this ta lent tree until your 'Da,.k Side Score drops back to o.

At Peace: You can spend ;J Force Point (0 gain a +2 Force bonus to all defenses until the end of the encounter or until you attack, whichever comes first

Attuned: Whe.n you rolf a natural .20 on an attack roll against a target with a Dark Side Score of 1 or highe •• you can activate a single Forte power with the {light side] descriptor imrnediatelv as a free action.

Prcrecuisit«: Focused Attack,

Focused Attack: You can spend a Force Point to rerof an attack against a creature wi lh a Dark Side Score of , or hi.gher, keeping the better of the two lolls,

Surge of light: Once per encounter. as a swifi action, you can return any Force power with the {hgM stde] descriptor to your suite without spending a Force Point

You can select this talent multiple times. Each time you select it. you can use this talent one additional time per encounter


The following new talents expand the Sense talent tree (see page 101 of the Saga Edition core rulebook).

Heiqhtcned Awarenes,s: You can spend a Force Point to odd your Charisma bonus to your Perception check.

You can select this talcn t m ult'lple. times. Each lime you serect this talent, you add your Cha risrna bonus an adt-itional time.

Psychometry: When you usc the farseeing Force power. you Can choose to target an object you hold instedd of a character or creature. You can look into the targeted object's past, up to a maxim um of 5 years per YOIJ' character level. Any information gained about the object's past is based on the thoughts and emotions of the person holding or carrying the object at the time' you perceive. which can skew the results of the vision.

Prerequisites: Force Perception, farseeing.

Shift Sense: You can spend a Force Point to qai n low-I igh t vision for 1 minute or until the end of the encounter. whichever is lonqer,

II • • II

n I ~ 1 -!

" 11


Force techniques represent a deeper understandinq of the Force and, like martial skill", are mastered after years of practice. A few gifted or devoted Force-users learn to master them more quickly. In general, Force techniques art available only to characters with I~vels, in certain Force-using prcstiqe classes [such as Force adept, Jedi Knight, and 5ith apprenticel.

When vou gai~ access to a new Force technique, you can select it from among those found on il<ges 102-103 of the Saqa Edition COtC rulebook or from the techniques. described below. Once you select" Force technique, it cannot be changed.


When vou use the vitot ironstc« power, you can spend a Destiny Point to fully il~il,1 the tarqct of a II damage and remove all of the target's debilitatinq condltions.


You can maintain your cioo« power as a move action instead of a standard action.


If you are; moved into a pi! or off another elevated surface involuntarily. such 35 by being the target of a Force thrust or Ba ntha Rush. you can spend a Force Point to activate this power as a reaction. If you do so, you end your forced movement in the last square before the edge of the precipice


You can maintain the damage threshold penally of the motocio power a, a swift action.


When you USe the phase power. you can end a sinqle moveaction inside an occupied space, but you must still end your turn in a leqal, unoccupied square.


The range of your rend power increases to 12 squares. When using this power on an object or character or creature, you can ignore the object's Or creature's damage reduction.


When you move a target down the condition track with an attack benefitt i(19 from the snouerpoi»: power, you ca n spend a Force Point to make the tarqet's coodltion persistent This persistent condition can only be removed if the target receives surgery (for living beings) 0' repairs (for droids, objects, and vehicles].


When you use the lechnomdry power. you Co" change the ti me it takes to activate to a full-round action and target. all druids in a s-souare cone that originate'S from yO!)' square.





Skilled Force-users can learn to manipulate their force powers In Int"9u,ng ways. Force secrets represent a sublime connection to the Force and are available only to powerful Force-users such as Force disciples. Jedi Masters,

and Sith Lords. . .

Act.ivating a Force secret costs either a force Point or.a Destiny POint [as noted in its description). and tl1e normal limits on spending force POints "rid Destiny Points during a round apply. When you learn <l new Force sc~ret, you can select it from among those found on page \03 of t he Saga Ed, non core rulebook or from the Force secrets listed below. Once you select a Force secret r it Co nnot be changed.


When using a Force power that allows you to maintain vour concentration (sLlch as Force grip). you can spend a Force Point to sustain the power as a swrfr act ion instead of' a standard action for a number of rounds equal to

yO\lI Charisma modifier. -


You can spend a Force Point to link a Force power to the power you use in the current round so that i I goes off in the follow ing round. You must choose two powers-one for the current round and one for ille next round. Both selected powers cannot be altered in any w~y, such as through Force techniques. Force secrets. or the use of Force Points. However r the second power goes off m tile following round as a tree action at the start of your turn.


When you activate a power that targets only you. you ignore all condition track penalties to your Use the Force check to activate that power.


Even though the Jedi are the most prominent and well-known users of the Force in the ga.laxy during the Cia ne Wars, they are not the only ones who k now how [0 manipulate the Foree. Other Force-using traditions exist and ascribe the source of their powers to other sources, such as magic or a deity, but they all use the same source of energy to accomplish the desircd effect when they call upon that power. Basically, anyone with the Force Sensitivity feat has the capabilitv to utilize the Use the Force skill and learn Force powers, even though they might not follow the path of a Force-user.

During the Clone Wars. other trartitions that use the Force include dark side sects such as the Sith as well as little known (actions such as the Korunnai. Others know the force as it is but approach its use rrom a di! direction and purpose than the Jedi, Still others call the Force by a totally different name. Regardless of the approach, the Force remains the Same and is the one constant that. ties these organizations together.


Tucked away in the Inner Rim. near the I'ydian Way, is an ancient burial moon named Kholma. located in the Bogden system. It'> presence in the galaxy would have gone unnoticed for the most part. if not for the emergence of a band of ruthless, Force-sensitive criminals calling themselves the Bando Gora.

Shortly after the Battle of Gatidraan, the Banda Gora gains the attention of the Galactic Republic, which swiftly requests Iedi intervention against the criminal faction. Even the mighty Jedi Order underestimates the sect's power and loses nearly every member they send against the Bando Gora, The only known survivor is Komari \kJsa, who abandons her Jedi teachings and succumbs to the dark side of the Force to escape her bonds, eventually becoming the new leader of the Banda Gora.

As the Trade Federation invades Naboo, the Banda Gora stretches its dark influence to many worlds and organizations. subjugating them and enslaving countless people .. Those that do not surrender to Bando Gora rule are killed or captured and brutally tortured. Companies that refuse to follow the cult's lead find their leaders assassinated.

I~ addition to conquerinq uncivilized worlds and driving com pan ies vnder their heel, the Bando Gora supplements Its income through the production and sale of a highly potent straln of death stick that is sometimes used as a btainwashrnq agent. The narcotic sells all across the galaxy and is particularly popular with those who have ties to the underworld.

After joining the cult, members of the Bando Gora mirst undergo a ritual that transforms their appearance. giving them dark, mottled SKin and glowing ~yes. Leaders of the organization are known to don frightening masks and carry staffs that shoot green bails of firc.

Membership: Anyone with the Force Sensitivity feat and a Dark. Side Score of 1 or higher can become a member of the Banda Gora.


lbe cultists of the Banda Gor11 have a reputation for being merciless. and you are no exception.

Banda Gora Surge: Whenever you move up the condition track by any means. you gain bonus hit points equal to 5 + your heroic level. Bonus hit points arc consumed before normal hit points, and unused bonus hit points go away at t-he end of the encounter. Bonus hit points from multiple sources do not slack.

o I ) 'II -I ttl D

Force, Fighter: Whenever you spend a Foree Point to add to an attack roll. you heal a number of hit points equal to the Force Point result if the attack hits.

Resist Enervation: Whenever an effect would move you down the con" dition track, you con spend 'a Force Point to negate that movement down the condition track.

Victorious Force Mastery: Whenever an enemy you hove damaged in this encounter is reduced to 0 hit points, you mav automatically return one spent Force power to vour Force suite as a free action.


Rising to prominence 5noltly after the Battle of Naboo, the Believers, based in the Cularin system, are a cult of force-sensitive beings. Members devote their enerqies to studying and embracing the dark side of the Force, with t he in ten t of following the doctrines and customs of the ancient Sith that existed before Darrh Bane, Reject ing Bane's Rule ofTw_o, the Bel levers seek to expand their numbers to eventually challenqe the kdi directly and usher in a new age (or the Sith, All Believers can be fe-COg nized by a distinctive tattoo, a shape that resembles the spire of the Sith fortress on Almas with a broken liqhtsaber at its base.

At fir;t, the existence of the Believer's is thought to be nothing more than rumor, since their presence cannot be confirmed by even the Je dl. During the Clone Wars, however, Jedi stationedin the Cularin svstern slowly begin tu ming to the dark side and join ing the Believers, (on(irming the existence of the darkside cult and increasinq its size, As their' numbers swell,. the Believers create a plague vi rus to eradicate the Caarite 'ace and the Metalheran Cartel. Initially, the virus is successful, butlt is stopped bva counteraqent created from samples of the virus recovered from early victims of the plaque .. Wit h their plans foiled, the Believers abandon the Sith Temple on Almas and go underqround 'for a short time.

The Believer, return later, when the Darkstaff. a 5ith artifact, attempts to prated itself from a group of agents that discover its connection to the shadow lurkers and the Oblee. Found by Len Markus in the Cularln asteroid belt, the artifact possesses him and rises to become the new leader of the Believers .. The Darkstaff calls On the Believers to destroy the freelance agent'S thai hunted it. However. the agents manaqe to thwart the Believers and free the Oblec.

Membership: Anyone with the Force Sensitivity feat and a Dark Side Score of 1 or higher is welcome to join the Believers by being accepted as an apprentice by a force adept or Force disciple member of the cult.


The Believers fellow the teachings of the Sith from ancient times and strive to extend the influence' ol the d;uk side of the Force.

Believer Intuition: As a reaction, when an opponent successfully attacks you. make a Use. t he Force check and compare the result to your opponent's

attack roll. If the check equals or exceeds the result of the attack roll. you can add your Charisma modifier to your Rd'lex Defense.

Defense Boost: As a swift action, you can make: J DC 15 Usc t he Force check. If the check succeeds, you gain" +'1 Force' bonus to you r fortitude Defense until the end of the encounter. Before you make your Use the Force check, yOU can increase the t<3'get number to DC 20 to gain a T 1 Force bonus to all your defenses,

Hardiness: You can spend a Force Point to red uce the number of swift actions it takes you to move +'1 5 tep a long the condition track bv one,

High Impact: A5 a swift action , make a DC 15 Use- the force check, If your check succeeds, double your Strength bonus to the next melee damage roll you make before the end of your turn.

Sith Reverence: You gain a + 1 morale bonus M your attack rolls while you art within 20 squares and in line of sight of an ally with a OJ rk Side Score equal to or greater rha n your own.


The Korunnai are a nomadic "tribe" at Humans from the uplands of the planet Haruun Kal, the sale planet of the Al'Har system .. Not So m uch a forma liled Force-tradition iike the Jedi, tile Korunnai live in the harsh jungles that grow above the layers of le1hal gases that fill the planet's lowlands. They maintain their existence by following herd animals called qrassers, which provide them witn sustenance and the materials they needed to survive. In addition to their keen survival skills, members of the Korunnai have. strong connection to the Fa rce,

Life is not so simple for the Korunnai, as they also fight a bloody war against the planet's other sapient inhabitantv-fhe Bal3wai. Originally offwortders, the Balawai invade the jung:les the Korunnai call home and ransack the natural resources to sell i~ the galaxy's markets for profit, includ ing spices and exork woods. Their u nsympa thetic behavior quickly creates enmity between the two peoples that erupts into war I"~ting well into the Clone Wars, When the Separatist-backed Balawai are reinforced with updated weapons and technology to protect the planet', only spaceport, tne Republic has too few troops to help in the conflict and sends only a single Jear-Depa Billaba-to back the Koruonai. The conflict between the Korunna] and Balawai escalates to surhan extent that the Jedi Master is mentally scarred from the experience.

The Korunnai refer to 'the Force as pe!ekotan, Toteracting with whallhcy believe to be the "jungle mind" as a way to survive. the perils of their homeworld. They SH pelekotan as J dark force thai rules the darkness of the jungles and challenqes those that tap in to its ~nugy. Sometimes. pelekotan presents its challenqes in '1,nys that cause physical ailments for its users, and "t other times, those challenqes can cause mental impairments. Jcdi believe that users of pelekotan equallv use' both the light side and the dark side of the Forte, but the' Korunnai merely believe that they are all part of the same entity. Some Jedi fccl that pelekotan isjust another name for the lj'ving Force,

Member,.hip: True members of the Korunnal are the natives of Haruun Kal who foam the world's h·ighlan·ds. Others who join their tribe have the Force Sen.sitivliy fe,at and embrac-e the concept of pelekotan.


rou have learned to usc pelekotan to survive in the jungles of Haruun Kal and have bonded with an akkdcq, which serves you faithfully.

Akk Dog Master: You gain an akk dog follower. Choose either the aggressive, defensive, or utility follower template, and generate the akk dog followers statlstlcs using the roles on page 32. This follower gains the a kk dog species trait, [see the "Akt Dog Followe,;" sidebar) and the Power Attack feat. Additionally, anv Force POWH you act ivate that targets y"OU can target

you, akk dog follower instead, at your discretion. '

An akk dog (aunts toward the total number of followers you have, just like followers 9<lined from other talents.

Akk Dog Trainer's Actions: You and vcor akk dog have bon.ded through the Force and can fight in concert You can use any of the folloiying actions on your 'tum,

• AI/ad in a standard action. you can make a melee or .ranged at tack aqai nsta target in range. If your akk dog follower is adjacent to the tarqetano you r attack hits, the target also takes piercing damage' equal to ld6 + the akk dog's Strength modifier, This additional damage is considered part of your attack for the purposes of resolving damage, DH, SH, and overcorninqdamaqe threshold.


Wilen a character gains an akk dog follower, the followe.r qains the species trails of the akk dog described below. AU dogs are considered beasts.

Abilities: AH dogs have set abili(y scores. They use the following statistirs: Stren'glh16. Dexterity 8. Constitution 12, Wisdom 10. Intelligence 2. Charisma 8.

Large Size: Akk dogs take a -1 size penalty 10 Reflex Defense and a ~5 size penalty to Stealth checks, Their lifting and carrying limits are double those of Medium characters.

Speed: An akk dog's base speed is 6 square's.

Natural Armor: Akk dogs gain a ·t2 natural armor bonus to Reflex Defense,

Natural Weapon~ When an akk dog makes an unarme.d attack. it can use ns natural weapons. dealing ld6 points of slashing damage (plus its Strength modifier) with that at tack instead of normal unarmed damage.

• Foil Upon Prey: As a standard action, you can make a melee Or ranged attack against a target in rang'e, and your akk dog can take the charge action aqainst a target wi thin TIS range. However, both you and your akk dog tske a -5 penalty on your attack. rolls [this replaces the bonus to attack rolls granted by the charge action).

• Poireo Maul: As a standard action, you can make a melee or ranged attack against. target in range. If the attack hits, your akk dog follower gains a +2 competence bonus on its next attack roll aqainst that target.

Prereqaisite:Akk Dog Master. 'ij)

Akk Dog AttaCK Training: Your akk dog follower gains the Powerful @ ,

Charge feat. ~

Prerequisite.' Akk Dog Master. lID

Protective Reaction: Whenever you are targeted by an attack made

by an enemy adjacent to your akk dog follower. that attacker provokes an

attack of opportunity from your akk dog [ollower,

PrereqUisite. Akk Dog M~ster




Vi b roknuc kl ers 200 +3 0.5 :kg Slashing
Viororapier 500 2d6 1.4kg Slashing
Garrote' 50 ld6' 0.5 kg SI:a5hing
Snap baton 100 2d4 Yes 1 kg Bludgeoning
Stunning gauntlet 200 +1 0.4 kg energy Restricted





r See th¢ weapon '5 de~crjpljvn for specto! rules.

Stunning Gauntlet Simple We~apon

An insulated glove with an embedded energy cell. tne stunning gauntlet produces an electrifying charge when it strikes a tarqet, A ~tunning gauntlet change, the wearer's unarmed melee attacks to stuo damaqe, and they provide a +1 bonus to stundarnaqe On a successful unarmed attack.

Stunning gauntlets are two size, smaller than their wearer {for example, a pair of stunning gauntlets designed for a H~man are Tiny). Because of Mow they are worn, stunning gauntlets can't be disarmed or dropped.

Vibroknucklers Advanced Melee Weapon

little more than a casinq attached to a set o( finger rings, vlbroknucklers ore a tiny weapon favored by Ih ugs and petty thieves, mainly because the weapon can be easily concealed or stored away. He weapon's nasty surprise-sa small rnicroblade that extends sli.ghtly beyond the knuckles-i~ an added bonus,

A character wearing vibroknuckfers deals +3 points of damage on a suecessfu: unarmed attack.

Like combat gloves, vibroknucklers are two sins srna ller than their wearer (for example, vioroknucklers designed for a Human are Tinyl. Because of how they are worn, vibroknucklers can't be disarmed or dropped, Additionally. while wea ring vibroknucklers, your unarmed attacks are considered to be


both a normal unarmed attack (treated as a simple weapon) as well as an attack with an advanced melee weapon,

Vibro)mud!er, require ao energy cell to operate, which is stored within the casing.


Advanced Melee Weapon

A vibrorapieris designed to have a longer" thinner blade than the standard vibroblade, It is well-balanced and completely silent due 10 a specialized design that diminisi1es the ultrasonic pitch that.other vibro weapons normally create. Many professional fighlers consider the vibrorapler an excellent weapon a nd prefer it over a blaster or other melee weapons when steal th is necessary.

A. vibrorapier requires two energy cells 10 operate.


Ranged weapons, espeeia Ily blasters, can be found throuqhout the galaxy and are preferred by miHlary and security orqanizations, bounty hunters, mercenaries, and ordinary people' who live away from the relative safely of lhe Core Worlds.

Wrist rocket launcher 2,500 Varies S 1 kg V3rie.s Restricted

Czerka Adjudicator 325 2d4
Gee-Tech 12 Defender' 400 3d4 S
BlasTech DH-23

SCO 4d6 Yes n
Mea-Sonn Model 434 650 3d8 Yes S L2 kg Energy Restricted .I
MedlulII <~
Blaslech 500 "E5PO'" 1,000 3d8 Yes S,A 4.5 kg Energy 1-, ~~- .• ]
Czerka Adventurer' 360 2dlO S 4kg Piercing Restricted
SoroSuub Firelance 1.200 3d8 Yes' (4(16) S.A 2.5 kg Energy Re.tricLed f t-=
-~ I ~
Blasfech DLi-20A' 1.300 3<110 S,A 6.7 kg Energy Military ~
. Small ~
EM? grenade' 500 3d6ion S 0.5 kg EnenlY (ion) @ ~
I Area ouoc« weapon (see page 155 of the Sago Edition core rul~book)_ @
2 tnocciuote wecpon: This weapon amnOl fire at largets at long ronge. L!)
3 Accurole weopon: f.his weapon takes no prnolly when firing otlargets at sh071 range. ~
BlasTech 5QO "ESP·O" Riot Gun BlasTech DH-23 "Outback" Blaster Pistol
Rifle Pistol
Best known as the "ESPO·' gu.n due to its wide use by the Corporate Sector The DH-23 is designed to be a more reliable weapon when compared to
Security Division. the BiasTecn 500 is a compact blaster with 3 short barrel the typical blaster pistol, but it sacrifices range and strength to achieve
and an open-frame stock. Designed for use against large crowds, the weapon it. Tile pistol incorporates an effective heat radiator ond a tighl body
trades simple accuracy (or the ability to hit just about anything in ns path. construction that increase Its durability. granting it a Strength of 17 and
Operating best in autofire mode, the rifle incurs a -2 penalty when used as a Break DC of 20.
a single-shot weapon. Blaslech DLT-20A "Long barrel" Blaster Rifle Rifle

The DLT-20A sees use primarily by mounted troops, especially Republic reccn patrols that use focal planetary wildl ife as their mounts. The rifle comes standard with a top-mounted ranqefinder and electronic sight that acts as a standard tarqeti ng scope. It also incorporates a new concept in weapon technology called" magnalomic adhesion grip, which improves the user's hold on tne rifle, gralltirig a + I equipment bonus to h is Reflex Defense when he is the target of a disarm attack.

BlasTech DT-12 Heavy Blaster Pistol Pistol

The initial concept behind the design and production of the Dt-12 i, to cater to customers who do not have hands Ii ke Humans.such as Rodians wi rhthei r longer fingers, by incorporating a larqer trigger grip. The weapon gives up weight and long-range accuracy to provide J stronqer punch,

Czerka Adjudicator Pi,tol

The Adjudicator remains one of the few slug thrower hold-out pistols still in production today. It share, a lot of the same attributes-such as it'S small size and ease of ccncealrnenr-wlth its hold-out blaster pistol cousins. The

weapon is popular and useful whcnslugthrowers are more numerous than blasters. With its limited ammunition capacity and ,IDW reloao Um€, most owners use the Adjudicator as a backup weapon. The pisto] can fire only 4 'Shots before needi ng to be reloaded. and a full .. round action is required to reload it,

Czerka Adventurer Rifle

Designed as a lone-barreled sluqthrower rifle, the Czerka Adventurer is used by bounty hunters because of ils high accuracy ratings at long range, Unlike other sluqthrower rifles. t he Adventurer Ii lis its firing chamber with a rich oxidizer as the bu llet fires, propelling it faster to give it a lonqer renqe and a higher punch. Bounty hunters also prize the rifle for its ability (0 easily break down and be stashed inside a small portable container. The weapon can be disassembled or reassembled quickly using a move action.

EMP Grenade Simple Weapon

Often referred to by the clone troops of the Republic as "droid poppers," EMP grenades are similar to ion grenades in most respects. The bigge~t difference between EMP grenades and standard ion grenades is that they can completely shut down relatively weak droids.

When you rna kean area attack. with an EMP grenade, make a single attack roll and compare the result to the Refle,x Defense of every tarqet in the grenade's z-square burst radius.

urords. vehicles, electronic devices, and cybernetically enhanced creatures hit by rne grenade rake normal ion damage, or half damage on a miss, If the ion damage dealt by tne weapon would reduce a tarqet to 0 hit points (before the ion damage is halved]. the target is pushed -,5 steps dow n the cond ition track and disabled.

Creatures without cybernetics take naif ion damage on a hit or no ion damage Ori <I miss. and they suffer no other ill effect'S.

A target with the Evasion talent takes half damage from a succe'ssful attack and no damage if the attack misses.

Gee-Tech 12 Defender Microblaster Pistol

The designer's at Gee;- Tech exchanged range and damage to create the galaxy's smallest blaster, In fact, the Get-Tech 12 is 5(>51'11,11 that it grants its wielder a + 5 bonus on Stealth checks to conceal it. The Defe,mJer is ,light on energy because it carries only enough power for two shots. with a maximum range of 3 squares. A bigger d isadvantaqe is that the' power pack i~ inteqrated into the weapon and cannot be recharged once its two shots are spent. making it a truly disposable weapon.

Merr-Sonn Model 434 "DeathHammer" Pistol

Built as a compact pistol. the MOdel 434 quicklv earns the nickname of "OeathHammer" from the bounty hunters and professional killers who favor the gun because of its durability and sheer power. The weapon's dur"steel plating increases its sturdiness. 9"ving ii a +2 equ iprnent bonus to it> DR. Bounty hunters" mercenaries, and assassins who use the DeathHammer ornately decorate the weapon. adding more detail after eve,ry kill.

SoroSuub Fire,lance Blaster Rifle Rifle

The Firelance stands out among other blaster rifles solely because of its highly effective stun setting, When sales to bounty hunters skvrocket, SoroSuub markets the rifle as "the most effective weapon available for freelance law enforcemenl officials." Although the rifle's owners come from djff~ren! walks of lite, most are bounty hU11t"'S who use the firearm to bring back their targets alive. In addition to its stun capability. the Firel'lnce is also lighter than other blaster rifles in its class, weighing as little as a carbine and making it a good choice for those law enforcement agents who need to travel long distances to track their quarry.

Wrist Rocket Launcher Exotic Weapon

The wrist rocket launcher is a versatile personal weapon designed to be usefu I in various combat situations. It mounts on the forearm and extends over the, back of the wielder's hand. Bounty hunters favor the weapon. despite various government attempts to ban the weapons and force production to stop.

Wrist rocket launchers are single-shot weapon, that must be reloaded after each shot. See the "Wrist Rocket Ammunition" sidebar for more Information on wrist rockets.


The open market offers a w,ide variety of rocket, lor use with the wri~t rocket launcher. Listed below are a few of the more common rockets available.

Antipersonnel Rocket: This stvle of rocket functions like a Irag grenade. but it does not affect multiple squares,

Anti ve h lcl e Ro eket. This rocket de live r, a powerfu I kid, su ffic i en t for disabling or significantly damaging a vehicle,

Flash Rocket: Upon detonation. the flash rocket emits intense light that causes temporary blindness. Anyone within the 3-square bum ra diu s wh ase Refln Defense i; beate n by th e attack ro II is b Ii n ded 10 r ld4 rounds.

Hollow-Tip Rocket: This type of rocket is used as a means of exposing the tarqet 10 a drug or chemical stored inside its specialized tip. Bounty hunters most commonly use nerve toxin and stun gas. The nerve toxin, if a successful hit is made. allows a secondary attack against the target's For ti tu de Defense. I f the sec and ary attack succeeds. th e n erve 3g en t is injected into the target's body and moves the target -2 steps on the eondltlon track. The stun qas agent sprays into the air on impact. creating a deus that fills the square.

Ion Blast Rocket: This rocket emits an ionizing wave of energy in all di~ection, upon impact that affects electronic devices, including droids and cybernetic systems.

Antipersonnel rocket 400 3d8 5 0.25 kg Slashing Military
Aniivehide rocket 500 3dl0 S 0.25 kg Slashing Military
Flash rocket 400 Special S 0.25 kg Energy Restricted
Hollow-tip rocket
Empty 200 2d6 S 0.25 kg Piercing Licensed
nerve toxin 600 Specia) S 0.25 kg Piercing IHegal
stun gas 400 3<16 S 0.25 kg Piercing Re~tricted
Ion blast locket 400 3d6io~ S 0.25 kg Energy (ion) Restricted EaUIP BONUS TO FORT DEFENSE



.. ~~~====~~~~==~

Sha d OW.SU i t~ Thinsuit'

Tracker utility vest

600 900 300


I kg
+5 0.5 kg
+3 4. sq. 3 sq. 6 kg Restricted
+1 +0 4 sq.' 3 sq.' 35 kg Camo armor



Vacuum pod



1 When (unning in heavy armor; you can only move up 10 three times YOUI' spero (instead of (OUf times). 2 Can be WDm benecth dolhin9 or other GlmOI.


Even though blasters are the most common form of weapon in the galaxy, personal armor is ,till in widespread use .. Manv factions use armor as a type of uniform as well as a means of protecting its members. Many types of armor are severely restricted or even illegal if not used within the proper scope of the orqanization's mandate. Even in areas where armor i, not prohibited, wearing a :su·,t of armorindicates to others thai you are expecting or courting trouble.

Camo Armor M~diuiTI Armor

Carno armor protects the wearer from dlscoverv as we II as injurv, In addition to of the usual hard metal plates woven on top of a fabric_ body suit, the armor is also embedded with miniature pholoreactive fibers thata Ilow the suit to absorb light and change its color to match the wearer's surroundings. When attemptino to hide, the wearer gains a +10 equipment bonus to Stealth checks, regardless of the terrain.

$hadowsuit Light Armor

A shadowsuit appears to be nothing more than an unassuming black body stocking that covers every part of the wearer's body except (or the eyes. Actually,. the shadowsuit is composed of a special soH fiber called shadowsilk that absorbs light and sound. To fu rtner improve covert movemcn t, the suit also has sound dampeninq pads on the hands and feet and the wearers eyes are covered by 3 set of goggles that come with the suit, A shadowsuit has no electronic svsterns that can reveal the wearer to sensors. Therefore, the person wearing a shadowsuit gains a +10 equipment bonus to all Stealth checks when trying to sneak, but the bonus is nullified if any other a rmor is worn with the shadowsuit.

Thinsuit Lighl Armor

Insulating against extreme pressure and temperature, a thin suit is a skintight garment that covers the entire body except for the face, which is covered by a breath mask that provides 1 hour of breathable a ir, The thinsui( comes with an environmental system of minuscule heaters and coolers that allow the wearer to remain comfortable in extreme heat and cold. It provides the wearer with a +5 bonus to Fortitude Defense when resisting extreme temperatures. In addition, the suit further reduces damage taken in such circumstances. If an attack is successful, the character takes only half damage and does not move along the condition track. while a failed attack deals no darnaqe.

A tN nsuil can be worn under other armors.

Tracker Utility Vest Light Armor

The tracker u\',litV vest is a simple garment that a Ilows hunters and guides to carry a wide assortment of small equipment without discomforting the wearer. Although they can be constructed (rom an assortment o.f materials. tracker mility vests are commonly made from a touch.teauierv hide treated to be watertight .. stainproof, and resistant to rips and tears.

Tne vest features pockets, pouches. and straps capable of carrying up to twenty-four small objects weighingnc more than I kilogram each. Because the items are stored ·,0 that their weight is distributed evenly around the Wearer', torso, their cumulative weight is halved for purposes of calculatmq the weare's total carricc weight.

Vacuum Pod Heavy Armor

The Exira-Vehicular Aciiv',l:y (EVA) pod, or va cuu m pod, is a droid-assisted suit of powered armor speciflcailv desiqned to allow a person to repair a starship while in space, It s systems are designed in so that a wearer not proficient with heav-y armor can use it competently in nonstressfut situations. The suit, once donned properly, provides full life support to its, wearer and also includes external thrusters to allow movement in a zero-gravity environment (speed f1"y 6), II also features motorized limbs,. complete set of integraied repair tools, and an external compartment to allow the user to carry any extra materials needed to make rep. irs, The suit's functions. are controlled by a dedicated, low-level droid brain tnat handles all the complex systems of the suit, such as the life support monitoring system and the regulation of the external thruster'S,

vacuum pod users who have the Armor Proficiency (heavy) feat can use the following [eatures and receive the bOl1lJSeS listed. A wearer who does not have the feat can still use the sult but does not receive any of bonuses listed below, unless otherwise noted. Regardless, the wearer has, any armor check halved whil~ in noncombat situations.

Comlink: The suit's irueqrated cornl.nk has <J range of 1[)O kilometers and can send and receive encrypted messaqes,

Life Support: The sui! provides up to 2 hoursof continuousute support with air supply and protection against extreme environments. including hard vacuum.

Powerlamp: The armor comes '"ithan inteqrated glowrod, whic,h emits a 70-squa,e cone of .light

Repair Kit: The tools integrated in the suit's motorized arm, give the user a + 2 bonus on al.I Mechanics checks while the systems function.

Strength Auqmentation: The suit's power systems grant the wearer a +4 bonus to Strength while the suit is operationat.

Putting on the suit 'md bringing all the d'roid'5 svsrems online takes 15 minutes. Removing the suit rakes only 3 rounds,




During' the Clone Wars. tech nological advances allow new and better equipment to appear on the open market faster than any other time witniTl the previous thousand yea rs. The equipment presented in this chapter represent but a smoil fraction of the devices that emerge during this time,

eios-canoer 3,500 0.5 kg
Bracer computer 1,300 0.5 kg
Camouflage netting 6,000 40 kg
Halo lamp 30 Hg
Visual wri~t comm 1.300 0.25 kg Bioscanner

The bios-canner is a low-power. handheld scanner used by doctors and medical technicillns to help diagnose medical condition, in their patients. One Or two passes over the patient collects biological information, The scanner displays vital statistics and analyzes a nd diagnoses a ny anomalies on file in the scanner's medical database, This device grants its user a' ·.2 bonus on all Knowledge (life sciences) checks made to identify ailments,

Bracer Computer

The bracer computer is a datapao worn on the user', forearm. It performs all the same functions- as the standard datapac.incluo ing tne ability to read standard data card~ in a slot on the underside of the device. The bracer computer also features a noloqraphic screen that displays information as a two-dimensional i'mage about three centimeters above the device, Plus, the Keyboard is designed to accommodate OM-handed tYpin.g, The bracer computer is popular among iho5e who need to conserve space with their equ ipment, particularlv bounty hunters,

A bracer computer has Intelligence '\2,

Camouflage Netting

Any camouflage netting found on the market is one of two kinds: powered and unpowered, Both kmds, when draped over one or more objects within a 6-squa'c-by'-6-square area, bestow a +5 bonus ro all Stealth checks while under the netting, and offer partial concealment.

Integrated into the netting of the powered version are overlapping sensor baffle scales that emulate the emission patterns of the surrounding tenain-including light emissions. Thus, powered camollflage net ting grant, an additional + 5 bonus to all Steal th checks while under the nettillg. The ne tti rig is carried in J small backpack and takes a full-round action and two people to deploy it.

Halo Lamp

A pocket-sized disc small enough \0 fit in the palm ofa Human hand, the halo lamp shine; a bright light in a circle arou nd the person holdin9 it out \0 a a-square radius .. Wh:ile lit, it remains cool to the touch, and it can easilv be attached as a weapon accessory,

Visual Wrist Comm

The visual wrist comm is p-opular with smuggler, and soldiers. The cornrn is a small, flat. rectangular panet that easily attaches to a glove or other flat surface. The comm sends and receives audio and visual signals, and it can display holographic information, though only as a two-dimensionalirnaqe. It has a range of up to 75 kilometers whM planet,ide-5ufficient to reach orbital range-and runs on a single energy ceil, which must be replaced after 10 days of continuous use. In addition, the wrist cornm functions as <3 simple datapad that stores and receives information (rom drolds, comm signals, direct computer links, Jnd standaro data cards.


The Clone Wars saw the rapid development of d roid technology, mainly due to the Separatists' heavy reliance on droid military units. The droids presented in this chapter are some of the models found in use in nonmilitary capaciti~s. You can find i~IQrmation on the droids used by the Repuhlic in Chapter 10: TMc Republic. and those used by the Separatists in Chapter 11:

The Confederacy,


First-degree droids usually hold medical, scienufic, and analvtica I po-si lions. These oroids are commonly found in hospitals and laboratorles.

00-13 Medical Assistant Oroid

Officially dubbed the Model OD-D, this droid is created by Ubrikklan Transports, J company more commonly associated with repulsorlift vehlcles, The 00-13 gains the nid:ndme"G.lactic Chopper" from done commanders who know of the model's origins and who witness toe droid in action in the field_

Oddly enough, Ubrikkian originally designs the droid to be used aboard its rnedlilter transports. When the transports prove less useful than originally anticipated, Ubrikkian redistributes the droids as medical assistants and battlefield medical d-olus with updated databases and medical tools installed within tne two upper arms. The droid's cylindrical head, which sits atop its three-legged body, is equipped with specially calibrated medical sensors that help it perform procedures with extreme precision. Droids of this modd do not converse much, if at all, with patients, preferrio9, !o work without any distractions.

DD-13 medical assistan I droids can't be played as droid heroes.

DO~ 13 Medical Assistant Droid Medium droid (1,i-degree) nonneroie J

lnit -+1 : Sensei low-light vision, Perception ·.10 Languages Basic, Binary, 2 u-nassigned


Defenses R.ef 10 [Ila t-rooted 10), Fori 9 , Will 12 hp 8: Threshold 9

Immune droid traits

Speed 6 squares (walking) Melee unarmed .. I (Id4~lJ

Fignting Space 1 square; Reach \ square

Base Atk +2; Grp+._I~~~ ~~_

Abilitie;5 Str 9, Dex '1, Con -, lnt \5, Wi, 14, Cha B

Fe.ats Cybernetic Surgery. Skill focus (Knowledge (life sciences]. Treat lnjurv), Skill Training (US" Computer)

Skills Krtowl.edge (life sciences) + 13 , Perception .• - 10, Treal Injury -,13 , Use Computer +8

Systems walking locomotion, basic processor, 2 claw appendages. im proved sensor packaqe, internal storage i 1.0 kg], vocabulator

Possessions s" rgory kit

Availability Licen.seJ; Cost 4,150 credits

.... """ 1~.15 MEDICAL. DROID ..... NO A OO~13 t-.4e:O'IC""1I.. ..... ·elE1:T_AN"T ORCJIO OIlll.CA'9"g ON ... ~A'T"j,~"""T.

EW-3 Midwife Droid

Designed by the Polis Mas,ans On their homeworld years before the Clone Wars. the EW-3 droid mimics its creators' appearance. That. however; is where the resemblance ends. Unlike its dt.signers, the EW-3 has 3 vocabulator that allows it to speak at frequencies audible to others. Its behavior algorithms cause the droid to act in a motherly fashion. Plus, repulsorlifrunits in the alaid's base permit freedom of movement.

EW-3 midwife droids work in medical facilities allover the galaxy, tending to children's waros and nurseries and providing attention to its young patients. Some EW-3 droids serve-as nurses for doctors needing an assistant for their private practices.

E'W-3 droids can be played as droid heroes.

EW-3 Midwife Droid

Medium droid (lst·aegree) nonheroic 2

lnlt +1 : Senses low-liqht vision, Perception ~ 5 Languages Basic, Binary, I unassigned

Defen~es Ref 10 (flaHooied 101. Fort 10 , Will 1.2 lip 6; Threshold 10

Immune droi.d traits

Speed 6 squares (hovering) Melee unarmed +1 (ld3)

Fighting Space I square: Reach I square Base Atk + 1; Grp + I

Abilities Str 10, Dex 10, Con +. tnt 12. Wis '14, Cno 13

Feats Skill Focus (Knowledg.e [life sciences]. Knowledge [social sciences]] Skill Training (Treat Injury)

Skills Knowledge (life sciences) +12, Knowledge (social sciences) +12, Perception + 5 .Ireat Injury +8

Sy'stems hovering locornouon, heuristic processor, 2 tool appendages, improved SEnSOr package, vocabu'ator

Availability licensed; C05t 5,870 credits



tM-6 Medical Oroid

Th~ widely employed IM·S from Cybot Galactica is perhaps the most veJsati{e and advanced medical droid of the Clone Wars, renowned not only for its skill but its attention to patients' needs and limitations. Used On the bai11efield 05 well as aboard AT;TEs and a variety of military starships, the IM·6 is capable of dodging nimbly through enemy fire to retrieve wounded soldiers and drag them back 10 safety before cornmencinq treatment, all the' while speaking in a soorhinq voice. Their friendly and helpful programming leads done trooper platoons to adopt IM·6 droids as unofficial members of their units

I M-6 droids are 50 efficient partly because they carry their own medical and surgical supplies, including an internal medpac reservoir that holds the equivalent of five rnedpacs wortn of pharmaceuticals.

IM·6 medical droids can be played as droid heroes.

IM-6 Medical Droid

Smail droi~ (lst-deqrce] nonheroic 3 Init + 8: Senses Perception + 5 Languages Basic, Binary, .2. unassigned

Defenses Ref 13 [flat-footed 11), Fort 10, Will 12 hp 7; Threshold 12

Immune droid traits

Speed 6 squares (hovering) Melee unarmed +2 (1d2)

Fighting Space f square: Reach I square Base Atl< +2: Glp-2

Abilities Str 10, Oex 14, Cor. '~. Int 14, Wis 14, Cha 13

Feats Cybernetic Surgery, Skill Focus (Knowledge [life sciences]. Treat Inju"f), Skill Training (Use Computer). Surgical Expertise

Skills Initiative +8, Knowledge [life sciences) + I 3, Perception <-S, Treat Inju"f +'13, Use Cementer +8

Systems hovering locomotion, Internal comlink, heuristic processor, 2 hands,improved sensor package. vocabulator

Possession.5, surgery kit, medpac reservoir (equlvalem o( 5 meopacs) Availability licensed; COSll1,800 credits



CL 1

SP-4 Analysis Droid

The SP-4 analysis drold from Cvbot Galactic. is a sophisticated droid designed to help in the objective deconstruction and analvsis of empirical data. SP"4 analysi'S droids are often used by law enforcement agencies to analyze the data from crime scenes and eli minate human error, The Jeci Temple owns several SP-4analysis drolds. whicfl work as a part of the Jedi Archives.

SP-4 analysis droids can be played as droid heroes.

SP-4 Analysis Droid

Small. droid (lsi-degree) nonheroic 3

Init +L Senses darkvision. Perception ·,10 Languages Basic. Binary. 2 unassigned Defenses Ref 11 [flat-tooted 11J. Fort 9. Will 12 hp a; Threshold 9

Immune droid imm unities

CL 1

Speed 4 squares

Melee unarmed + 1 (ld2-1) Ranged by weapon +2 Base Atk +2: Grp-4

Abilitie" 5tr S, Dex 10. Con -,Int 15. Wis 14. Cha 12 Special Qualitie~ droid traits

Feats Skill focus (Knowledge [galactic lorell. Skill 'Focus (Use Computer), Skill Training [Gathe: Information), Skill Training (Perception), Skill Training {Use Computer)

Skills Gather lnformatioo + 7. Knowledge {bureaucracy) + S. Knowledge (galactic lore) + 13, Knowledge [technoloqv) +8. Perception .10, Use Computer + 13

Systems walking locomotion, 2 hand appendages, heuristic processor. da'kvisio~. improved sensor package. internal com Ii 0, k, vocabulator Availability Licensed: Cost 3.100




SeCOND- DEGREE OROIDB Second-degree droids are skilled at mechanical and technical work. Repair facilities usually nave at [east one second-degree droid to assist in major jobs Of to complete minor repairs.

LE Series Repa ir Droid

The concept behi nd Cvbot Galactica's lE Series repair droid is simple ermugh:

Combine the repair functions of an asrromech droid with the chassis a~d personalitv rna trix of an adrni nistrativedroid, Wi tn the hopes of appealing to a market of independent traders and 'space transport captains, Cvbot Galactica advertised the LE 'Series droidas having extensive Iuncrionalitv concen trated into one droid, and the corporation asked a high price for them, The main drawback is the bipedal. humanoid chassis. Although it helps the d roid to more e asilv interact with spaceport officia Is and docking crews, the design ham pers it, prima ry function as, a repair droid. Cybot Galactica insisls that the LI' Series can use the same tools as its owner and emphasizes that the administratlon skills pr![)9ramming allows it to handle the dav-to-dav duties that starship captains want to avoid. However. the company's eHorts fall on deaf ears,

Lf Series droids are found on capital ships and ;n port offices, acting asadrninist-ative assistants, though their technical skills do occasionallvcorne into play to help repair office equipment.

LE Series repair droids can be played a, droid heroes.

AN BP~4 ... ''''-1 ....... ' ....... QROIt::! ..... NO A eVQ PAOTQC_Q''- .oI':lQIO .'TI,..JO'" A. '"'IDLI:JO~~""~j,.j'IC ~IYI""OIJ:_

AN ,.. ... -15 v .... ~."T' CoADIO "',po,.jJ~ ,A,. LE IIiiiIIBRI •• 1!IIII.,. .... 4R CROIO ..... Q.OLr£ gVaA f-<40'W "'-0 ""x: A O ..... ,"~ ..... gBO I::ONElClil-B.

lE Series Repai r Oroid

M~dium droid (2nd-degree) nonherolc 3

Init +0 : Senses low-light vision: Perception +4 languages Basic, Binary. 1 unassigned


Defenses Ref 13 (flat-footed 13). Fort 10, Will 11 hp 7; Threshold 10

Immune droid traits

Speed 6 squares (walking) Melee unarmed +2 (103)

Fighting Space I square; Reach 1 square Base Atk +2: Grp +2

Abilities Str 10, Dex 8. Con -, lnt 13. Wi; 12. Cha 12

Feats Armor Proficiency (light), Skill Focus [Mecharrics], Skill Training (Knowledge [technoloqvj], Skill Training (Mechanics)

Skills Knowledge (bureaucracy) +7 , Knowledge (technology) +7 , Mech"nics+12. Perception +4, Use Computer s-?

Systems walking locomotion, heuristic processor, 2 hand appendages, durasteel shell, integrated cornlink, diagnostic package. improved sensor package, translator unit (DC 15!, vocabulator

Possessions botoorojecror holorecorder

Availability Licensed; Cost 6,000 credits

P2 Series Astromech Droid

The first of Industrial Automaton's attempts to creating an astrornech droid for commercial and consumer markers, the P2 droid is a prototype initially sold to the Republic for U5e aboard their merchant fleet vessels on a trial basis.

The P2 looks. in rna ny WilYS, I ike a larger version of the newer 1,2 series tlroid" but the P2 a150 has a nooretractable claw appendaqe attached to its dome. Another feature missing in the P2, but present in its later cousins, is a vocabulator. Instead. the P2 communicate, with its owner through an integrated screen on its dome, making communication inconvenient at best. 111 spite of these drawbacks, P2 droids have the same cheerful attitude that thei, younger R2 cousins display, making them papular with their owners.

P2 Seriesastrornech oroids can be played as dro',e! heroes.

P2 Series Astromech Droid

Medium d(oid [Znd-deqree] nonheroic 1 Init -t : Senses darkvision: Percept jon +6

languages Basic (understand only). Binary, 2 unassigned

Defenses Ref 9 (flat-footed 9). Fort 12 , Will 9 hp 5; Threshold 12

Immune droid traits

Speed B squares (wheeled], 2 squares (walking) Melee unarmed +2 (104 .. 2)

fighting Space 1 square: Reach T <quare _Base Ark +0: Grp +2

Abilities Str 15. Dex 9, Con -". In! 14. Wi.> 8. Cha 10

Feats Skill Focus (Mechanics, Use Computer), Skill Training (Perception] Skills Mechanics + 12, Perception +4- , Pilot +4 , Use Computer + 12 Systems wheeled locomotion, walking locomotion. magnetic feet,

heuristic processor, 6 tool appendages, 2 claw appendaqes, diagnostics package. internal storaqe (10 kg). improved sensor packaqe, internal com link, darkvision

Possessions astroqation buffer (storage device, 4 memory units], circular sow, elect ric arc welder, fire extinguisher, ho loprojector, holcrecorner Availability licensed: Cost 4,200 credits (useo)



CL 0

'Pit Oroici'

Designed by Serv-O,-Oroid to assist docking bay mechanics with repairs, the pit droid is remarkably sturdy and strong for its 'si~e. Unlike at her small druids, pit droids take no penalty to their carrying capacity for being Small. Addi\ionally, pit droids fold up into a Tinvobject wben deactivated. allowiog them to be stowed ina smaller space when unused. Many transport pilots keep a small number of pit droids in their cargo holds to assist with repairs, especially when they are the IMe crew member"

Pi! droids can be plavec as droid heroes,

Serv-O-Oroid Pit Oroid

Small droid [2nd degree) nonherok 2 Init +3.: Senses Perception +0

l.anquaqes Basic (understand only). Binary

Defenses Ref 13 [flat-footed 11), Fort '12, Will 9 hp 5; Threshold 12

Immune droid immunities

Speed 4 squares

Melee unarmed +3 ('1d2+2) Ranged by weapon +3 Base Atk + 1; Grp -2

Abilities Str 15. Dex 14, Con ~.Int 10, Wis 8, Cha 12 Special Qualities. droid traits

Feats Skill Focus (Mech~nicsJ, Skill Training (Mechanies)iSkill Training

(Pilot). Skill Training (Use Computer) ;/

Skill, Knowkdgc (technology) +6, Mechanics +11, Piloi +8.

Use Computer +6 i

Sysl.ems walking locomotion, 2 hand appendager' bask processor

Avai ',"hl, Licensed; C,,, I,'" /




Ihird-deqree droids are used in situations where interactlons between beings play an important role in everyday life, such as political arenas, merchant services, and even domestic set tings, Military forces during the Clone Wars 'sometime-s send third-degree droids tosotren the blow of bad news, c~ating negative feelings toward them.

SYQ Series Protocol Oroid

Built as" more affordable version of rheir popular 3?O series protocol druid, Cvbot Galactica's 5YQ protocol droid is intended for the Mid Rim market, where expensive droids do not sell well. Only a limited number are produced before legal action forces Cvbot Galactica to cancel the line, Few 5YQs remain in service, but they are popular on the Outer Rim, 3PO models are still exorbitantly expensive.

The 5YQs are also surprisingly popular among droid "kit" enthusiasts, who tear out most of the in ternal components and replace ihem with custom upgrades. One popular conversion is disabling the SYO'.s creative dampeners, which not only allows the normally scrupulous droid to manufacture falsehoods but also enables it to form independent ideas and opinions.

5YQ protocol droids can be played as droid heroes,

5YQ Protocol Droid

Medium droid (3rd-degree) nor-heroic 1 Init +0; Senses Perception +6 Language. Basic, Binary, 3 unassiqned

CL 0

Defenies Ref '10 (flat-footed 10). Fort 9, Will 11 hp 2; Threshold 9

Immune droid trails

Speed 6 squares (walking)

MElee unarmed -1 (ld3-1)

Fighting Space 1 square; Reach I square 8ase Atk +0: Grp -1

Abilities Str 8, Dex 10, Con-, lnt 12, Wis 12, Cha '14

Feats linguist, Skill Focus (Persuasion 1. Skill Training (Knowledge [burcaucracvl], Skill Training (Knowledge [galactic torel)

Skills Initiative +0, Knowledge (bureaucracy) + 6, Knowledge (qalactic lore) + 6. Perception +6, Persuasion + 12

Systems walking locomotion, basic processor, translator unit (DC 101, 2 hand appendages, vccabulator, internal storage (5 kg) Possessions audio recorder

Availability licensed; Cost 1,460 credits


Fourth -degree droidsinclude models designed ['Or combat in one form or another, Most four-i,h"degree druids 8H'. military and se<:urily droids, but other rnod~ls such as assassin droids, probe droids, tracker droids, and certain noncombative droids used by military organizations fall in this grou p as well.

BeA-l1/X Ughtsaber Practice Droid

Before the Bailie of Naboo, Baktoid Combat Automata produces a number of t",ining droids for the Jedi Order, but the results convince them thaI helping to train young, Jedi might not. be the best business decision. The 'll/X's most unusual feature is the use o( a cortosis matrix in the bonding of the droid's q\Jadanium armor. designed to resist the energy of a lightsabe"r and make

the niX harder to disable or destroy, -

BCA"'ll/X !raioing droids can't be played as droid heroes.

BCA-11 Ix Trai nirig Droid

Medium dloid (4th-degr~e) nonhernic 3/soldier \ lnit -.-9: Senses low-light, Perception +4 Languages Basic, Binarv


Defenses Ref20 (flat-footed 18i. Fort 13, Will 'II: ~7armor hp 17; DR 5 [liqhtsaoers only); Threshold 13

Immune droid traits

Speed 6 squares (walking) Melee claw +4 (,ld4+,lj

Ranged bfaster carbine +6 (3d8+-2) Base Atk -1-3; Grp +S

fighting Space 1 square; Reach 1 square Atk Options autofire (blaster carbine] Special Acti.ons Coordinated Attack

Abilities SIr 13. Dex 14, Con-, I~.t 9, Wis 11., Cna 8 Talents Weapon Specialization (,ifle.5)

Feats Armor Proficiency (lignt, medium). Coordinated Attack, Toughness, Weapon Focus (rifles), Weapon ProficienC'y (rifles)

Skills Initiative +9, Perception ,.4

Systems walking locomotion, basic processor, .improved sensor package, internal comlink. quadaniurn battle armor ( ... 7 armor, cortcsis-durasteel alloy), vocabulator

Possessions blaster carbine

Availability Military; Cos! 5.860 credits

10-86 Sentinel Oroid

Part of Holowan Mechanicals everqrowinq line of IG Seriescombat droids, the ,IG-96 sentinel droid was designed to funci ion as a bodyguard or home security system for the wealthy, In practice. however, most IG-86 droids are used for more sinister purposes. Armed with programming that is only marginally more sophisticated than basic battle droids .. tile IG-86 comes standard with <1 heuristic processor, making it versatile JS well as more capable of learning new combat routines over time.

Both Ziro the HuH and Gha' Nachkt use IG-86 sentinel oroids as agenis and protectors, Ziro the Hutt has allowed several of ni5 1&-86 drolds to go for long periods of time without memory wipes, causinq them to gain 5ig" nificant experience and develop personalities, One such droid, KRONOS-327, is a formidable assassin droio.

IG-86 sentinel droids can be piavcd as droid heroes.

IG~86 Sentinel Oroid

Medium droid (4th--degree) soldier I lnit + 7; Senses Perception -I- 6 Languages Basle. Binary

Defenses Ref 17 (nat-tooted 'IS), Fort 15. Will 12 hp 3D; Threshold 15

Immune droid immunities

Speed 6 squares

Me.lee unarmed -1-3 ('ld3-1-2) Ranged blaster carbine -I- 4 (3d8) or

Ranged blaster carbine +2 (4d8) with Rapid Shot Base Atk -1-1, Grp +3

Atk Options Rapid Shot

Abilities Str 14, Dex 15, Con -, Int 10. Wis 12. eho 8 Special Oua·lities droid traits

Talents Indomitable

Feats Armor Proficiencv (light), Rapid Shot, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)

Skills Initiative -1-7, Mechanics +5. Perception -1-6, U5C Computer s s Systems walking locomotion. 2 hand appendaqcs, beuristic processor, vocabuiator

Possessions blaster rifle, durastee) .shell Availability Restricted: Cost 7,800

CL 1


Fifth-degree droids are labor and utility droids, performing neavv lifting and low-level. repetitive grunt work that many beings in the galaxy prefer to avoid. The main difference between these and other domestic droids is i hat fifth-degree droids are not programmed to provide companionship, Instead. they perform the ordered tas~ and report bad when it is completed,

CLL-6 Binary Load Lifter

50 cognilively slow that i, barelv qualifies as a droid, the binary load lifter serves One purpose only: to lift and stack cargo containers in industria' warehouses allover the galaxy The most basic of processors keeps iii is droid moving and carrying out its orders, Dnly the slightest level of self-awareness prevents CLL-~6 droids from being considered nonthinkinq machines.

The binarv load lifter is one of the oldest and simplest droid models in the galaxy" The boxy droid stands 3 meters tall and appears to be carrying two ttaY' at the end of i Is arms. In fact, the droid has no manipulators at all and uses the "travs" to lift carqo palette, and deliver them to their destinanons. Each leg IS reinforced with industrial-grade durasteel and powered by a heavy-duty hydraulic system to support the druid's bulk as well as the burden of its load,

A.lthough the CLL-6 can understand and take orders in Basic, it ca,n speak on Iy in Binary. When it (ates orders. the droid takes them literally, much to the regret of frustrated owners who eventually decide to invest in a protocol droid to deliver orders for (hem" With the binary load lifter', low cost. those owners are 001 set bad much when they do so,

CLL-6 droids can't be plaved as df()id heroes.



CLL-6 Biliary Load Lifter

large droid (5th-degree) nonheroic 'I

Inil ,.0 • Senses Perception .;- 10 Languages Basic (understar>d only), Binary

tL 1

Defenses Ref 9 (flat-footed 9), Fort 19, Will 10 hp 23: Threshold. 19

Immune droid traits

Speed B squares (walking) Melee, unarmed +9 (ld4 + 9)

Fighting Space 2><2; Reath 1 square Base Atk +0; Grp +14

Abilitie~ Sir 28, !)ex to, Can -, In18. wisto. Cha 5

Feats Skill Focus (Endurance, Perception). 9ill Training (Perception) Skills Endurance +19 . Perception .. 10

Systems walking 'ocomotion, basic processor, 2 1001 appendages Availability Licensed: Cost 4,200 credits (used)

FA-5 Valet Droid

One of the Soro'Suub Corporation's most popular servant druids. Ille FA-S valet droid is used for men lal tasks in hotels. spaceports. and qovernrnent facilities, The FA-,S valet droid has little in the way of complex programming and is best used for basic service tasks, such as carrying bags, delivering food and drinks, and "ctin~ as a mail courier. All FA-5 valet droids are programmed with b;lsic flignt protocols, allowing them to move, park, and retrieve the airspeeders and starships of their owners or the'r owners' clients.

FA-5 valet droids can be p loyed asdroid heroes.

FA-S Valet Droid

Medium druid (5th-degree) nonheroic 1 Init +2; Senses Perception +0 Languages Basic, Binaly'

CL 0

Defense' Ref 12 (fIJHoot~d 10). rort 11. Will 10 hp 3; Threshold 10

Immune droid immunij;es

Speed 6 squares

Melee unarmed + 1 (ld3 +"1) Ranged by weapon ,.2 Bale Atk +0: Grp +2

Abilities Sir 12. Dex 15. CO" -e , lnt to, Wis 10, Cha 12 Special Oualitles droid traits

Feats Skill Focus (Endurance). Skill Training (Pilot), 2 unassigned Skills Endurance + 10, Pilot ,.12

Systems walking locomouon. 2 ha~d appendaqes, basic processor, vccabulator

Availability Licensed; Cost 1,100

IW-37 Pincer Loader Droid

Marketed as "the bantha of load rifters:' the Industrial Automaton IW-J7 pincer loader droid is desiqned to carry rockets, torpedoes, and other missiles. and to load them into tbe launch tubes of starships and other vehicles. IW-J7s are also used on battlefields, where they arc programmed to locate and retrieve unused munitions and other salvage from disabled vehicles,

Although not built for combat, the IW-37 is programmed to imrncbitlze those who attempt to Interfere with its work. Clone trooper units occasionally find IW-37s in the cargo holds of wrecked Separatists ships, clutching still-functioning super battle droids in their claws.

IW-37 pincer loader droids can't be ployed as droid heroes.

IW-37 Pincer Loader Droid Large droid (5th-degree) non heroic 4 Init +7; Senses Percept ion +6 Languages Binary

Defenses Ref 15 (flat-footed lSI. Fort 17, Will 10 hp 1'; Threshold 22

Immune droid traits

Speed 6 squares (wa Iking) Melee 2 claws + I 0 (ld6+'7j

Fighting Space 2x2; Reach I squa re Base Atk +3; Grp +'15

Abilities SIr 24. On II, Con -, lnt a, Wis B, ella 6

Feats Armor Proficiency (light). lmproved Damage Ihreshctd.Pin, Power AttaCK

Skill, Initiative +7, Perception +6

Systems locomotion, basic processor, 2 claw appendages, durasteel plating (+6 armor)

Possessions dura steel shell

Availability Licensed; Cost 8,000 credits


8L.",aT.A CAN,,",OI"ol W IL..S "r"wa PIT ORCIOS

PI=t.~"'FII. Tt=! WOLO iY 'TO #>. iJTAII'ISHIP.


A seriesof ,8a,iozgunships, 'nown colloquially as Justifiers, are p-roduced by private partie, at the height of the Clone Wars, lnternat cargo space is converted to make mom for larger engines and shield generators, and a number of gun emplacements are added to the ventral and dorsal surfaces of the ship.Intended to provide fire support for merchant shipping, the Justifier is expensive to maintain 3nd is produced only in limited numbers.

Bartoz-class Freighter Colossal space transport

Init -3; Senses Perception +5


Defenses Ref 15 (flat-footed 13), Fort 30; + 13 armor hp 180; DR 15; SR 15; Threshold 80

Speed f1y 12 squares (max. velocity 850 km/hl. fly 3 S"qu~re~

(starship scale)

Ranged laser cannon + 1 (see below)

Fighting Space 12" 12 0,· '1 squares (starship scale): Cover total [new) Base Atk +0; Grp +40

Abilities 51! 50, Dex 14, Con -, Int 12

Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3, USt Computer +5

Crew 2 (normal]: Passengers, 4'

Cargo 85 metnc Ions; COnsuma'ble,s 2 months: Carried Craft none Hyperdrive ,,2 (backup" 12)

Availability Licensed; Cost 120,000 (\7,500 u~ed)

Laser Cannon (copilot] At'k + I, Dmg 4010><2



THIS W.S'O BE ON auo."



Designed by the Corellian Engineeri'ng Corporation as a budqer space trans" port for fledgling businesses, the 69 Rigger isa slaw and unwie.ldy transport sh'ip on tile verge 01 nbsoicscence by the time of the outbreak of the Clone Wars. The 69 Rigger, though inexpensive, offers few of the amenities sough! after by independent traders. Like all Corell;an Engineering Corporation ships. the G9 Rigger is fairly easy to customize, but the ship is too bulky and sluggish for most couriers and transport pilots who pride them, elves on speed, As 3 reselt, the G9 Rigger is most often seen in the hands of local traders who ply the space fanes in a small area of the galaxy, and has earned a reputation as a low-quality vessel suitable for use only on the Outer Rim. )In'ierestingly, it is this reputation that leads many spice srnuqqlers to !pend the time and effort to modify the G9 Rigger, as most sector authorities see "tile threat from this vessel.

The Twilight, a spice freighter owned by Ziro the Hutt and stolen from the planet Tel h by Anakin Skvwalker, is a G9 Rigger.

G9' Rig-gn

Coloss.a I space trim I port

Init -5; Senses Perception +5

Defenses· Ref 11 (flilt-footed I'll. FOri :24; + 1'1 armor hp 100; DR 15; Threshold 74

Speed (Iy 12 squares (max. velocity 700 km/hJ. fly 2 squares [starshtp scale)

'Ranged double light laser cannons +3 (see below] and

light I~ser cannons +1 (see below)

Fighting Space 12x 12 or I square [starship scale]: COver total [crew) ease Atk +0; Grp +5

Atk Options autofire (double light laser cannons]

Abilities Str 39, Dex 10, Can =', fm 12

Skills Initiative-5, Mechanics +5, Perception +5, Pilot -S, USt Computer +5

Crew 2 [normal): Passengers 6

Cargo 70 tons.Consumables 1 month: Carried Craft none Hype rd rive ,,3

Availability licensed; C05t 85,000 (45,000 USed)

Double UglIt Laser Cannons (pilot] Atk +3 (-2 autofire], Dmg 4d10><2

Light Laser Cannons (copilot,) Atk +1, Omg 3<110><2

-~ -

r~'·'":-, ',~I"'" ;~T'II. ;, .. ~ (" I ~: .. -,



I. Cockpit a Pilat bCD-Pilat

c Sensors/Commllnications d Shields/Weapons

2. Ship's Computer

3. life Suppart

4. Galley

5. Refresher S. Passenger Cabins

7. First Mate's Cabin

8. Captain's Cabin

9. Cornman Room

10. Boarding Ramp

fl. Machine ShopiStarage 12, Cargo B8Y

13. Cargo Umtar

14. bcape Pod

15. Cargo loading Ramp IS. Enginming Section n. Cunwell to Turret

- .

~ . . '

- .


The Gallofree Yards GS-IOO salvage ship is a larg~, bulkv craft designed to navigate debris fields in (he wake of space battles, picking up sarcaqeaole ports to sell as scrap. Durable and capable of dealing with danqerous flo. ting flotsam and debris, the G5-100 runs with a small crew complement. and some independent sa"vagw; prefer to fill the other two crew slots wilh droids. all'owing them 10 plunder the graveyards of post battles without the need 10 split the profits with living associates,

Gna' Nachkt's 'ship, tile Vulture's Claw, is a heavily modified G5-100 salvaqe Shipe

65-100 Salvage 5h ip CL 8

Colossal space transport

Ini! -4·; Senses Perc~ptian +5

Defenses Ref 14 (tlat-tocted 13), Fort 30.: + 13 armor hp 190; OR 15: Threshold 80

Speed fly 12 squares (max .. velocity 400 km!h), fly 2 squares

(starshtp scale]

Ranged 2 medium laser cannons +2 [see below)

Fighting Spa~12x12 or 1 square h\~r:;hip;cale): Cover total (crew) Base Atk +0: Grp +40

Abilities Str 51, Dex 12, Con -, lnt 14

Skill. Initiative -4, Mechanics + 5,. Perception +5, Pilot -4e, Use Computer + 5

Crew 3 (normal): Passenqers 20 (droids)

Cargo 140 tons; Consumables 1 month: Carried Craft none Hvperdrive x3

A~a;labiHty ticensed; Cost 190,000 (95,000 used)

Medium Laser Cannons [qunner] Atk + 2, Dmg Adl Ox2




"'-N ,B4Cl"lo(. P~OBNlx ...... AW,Oo::'-Ci,.A.,aBl '-10 .... ..- IOioj"' 'i!!:i. ",,...t=II KR~T5

OOgj'lollTIlllii!t"'O.~ goN - t... .... r •• n:;jIrND p ...... D.


One of the Coreutan £ngine~rillg Corporation's forgotten ach ievernents is the K R-l B., better know.n as the Doorntreader, It represents. radical shifl in design for the CEC a t a ti me when the company is searching for a product. that resonates well with the majority of their customer base. Thouqh the YT series is nearly a century away from being realized, the KR-TB is one of the earliest attempts at designing" freighter that would be ali things 10 all people.

For the time, the Doorn treader's expansive cargo Mid, arc' it, moot lauded (eature. Wiih over 300 metrlc ton, of capacity, a small fortune can be secu red for reliable transport The KR-TB is also desiqned with thesolo pilot in mind. TOe duties of the copilot can be. deleqated to an astromech droid, necessitatlnq onlv 3 small organic crewe Adequate passenger spa ce is provided for up to six additional organics.

Next to its vast cargo capabintres. the Doorntreader is renowned for its defensive cepaoilltles, In fact. the KR-TB cams its moniker from its heavy shields, durable. construction, and dual' laser cannons, which allow it \0 venture into situations that would doom lesser vessels to capture or destruction,

Even though it seems the perfect ship for the intergalactic merchant, the KR-T8 is only rnoderatefv successful-in part because of the ship's high price tag. Behind thc scenes. rivalries ,vithin the Corellian Engineering Corporation also playa substantial role in the model's rnarqinafization. In the end. remaining Doomtreaders are sold at cui rates to planetarv defense forces and law enforcement agencies.

The most famous KR-TB Doorntreader is Hell'sAllvil. Taken as a prize by Montross. a well-known Mandalcnan bounty hunter and rival of Jango Fett, Hell's Anvil is heavilY modified and converted for use as a prisoner transport and mobile base. The most notorious of Hell's Anvi['s modifications is J pair of solar ionization cannons, dev3,tating weapons that are unaffected by conventional deflector shields. With Montross', death at the hands of Jango Fe!!, the Hell's Anvilf.des into obscurity.

A. pUQBu.n·CL". """'F"'ORCBMSNT BHIP c:H .... &I!·. OOWN A

B .... RLClZ~CL II'~.,IO,",,""BR.

KR- T8 Doomtreader Colossal space transport

Init -4; Senses Perception ·5

Defenses Ref 14 [flat-footed 13). Fort 30; +13 armor

IIp 180; DR 15; SR 3D;,.o_ld.,-80 __ ....."..,....,.,---, _

Speed fly 12 squares (max. velocity 900 km/hl. fly 3 squares

(starsbip scale)

Ranged laser cannons +4 (see below]

Fighting Space 20xlO or 1 squares (starship scale); Cover total (crew).

total (astromech droid)

Bale Ark +0.",: .,..G_,rP:--+_4..,0-: __ .,- _

Abilities Str 50. De." 12. Con -, In! 14

Skills Initiative -4. Mechanics ·.S (+13'). Perception +5, Pilot -4.

Use Computer +5 ( ... \3')

Crew 2 plus astrorncch dloiti (skilled); Passenger's 6

Cargo 100 tons; Consumables 1 month: Carried Craft none Hyperdrive x2 (backup XIS)

Availability licensed: Cost 350.000 (70,000 used)

• Ifrlle ship 110.5 on astrctnccb droid, use these skill modifiers instead.

Dual Laser Cannons (pilot) Atk +4. Om!! 6dlOx2


The Pursuer-class enforcement ship is a patrol vessel and fast transport designed by MandalMolors with Mann.lorians specifically in mind. The ship i~ popular with the Mandalorian Protectors during the Clone Wars. but the pursuer-class also becomes a sought-after ship among non-Mandatorian police forces and bounty hunters across the galaxy.

The stock hnsucr is fast. with good armament and adequate shields.

Though its cargo capacity is not up to par with other interstellar transports and freighters. it C3n be easily relegated to a transport rote in a pinch. Passenger space is limited to five cramped cell, and a couple of bunks, and the cargo area is adequate Ior securing, contraband and 9 round vehicles. Even though it is a capable craft right off the assembly line. few Pursuers go long without attermsrket modification.

Following the Clone Wars. the Pursuer-class continues to sec production and distribution across the galaxy with few changes to its basic de,sign. Its fearsome reputation, combined with its capabilities. is just as valuable to potential owners as its actual weapon systems are.

With his R,espray-3"1. Slave I. in Impound. Boba Feu use of 3 modified P,lf·su/,r-flass. dubbing it Slave it. The ship serves him well until it is nearly destroyed at BY,5. Fett's modified Pursuer includes a lear-firing proton torpedo launcher, an improved sensor "nay. and improved shield 9cnerators and sublight engines.

C.L 8

Pursuer-class Enforcement Ship Colossal space transport

,Init -3.: Senses Percepti{)n ~5

CL 7

Defenses Ref 14 (flat-footed 12), Fort 26: +,12 armor hp 120; OR 15: SR 15: Threshold 76

Speed fly 16 squares (max, velocity 1,000 km/h), fly 4 squares

(starship scale)

Ranged twin blaster Cannons .. 5 (see oelow] or Ranged ion cannons +5 (see below)

Fighting Space IOx20 or 'I square [starship scale); Cover totall (crew) Base Atk + 1; Grp +37

Atk Options auto fire (twin blaster cannons)

Abilities Str 42, Dex 14, Lon -, lnt 14

Skills Initiative-3, Mechanics +S, Perception + 5, Pilot -3, Use Computer +5

Crew.: Passengers 7 (Z Passengers, 5 prisoners) Cargo 35 metric tons; Consumables 5 weeks Hyperdrive x I (backup ><16J

Availability Restricted; Cost 200,,000 (40,000 used)

Twin Blaster Cannons (pilot)

Afk +5 (+0 au\(!f1re). Dmg 5dlOx2

Ion Cannons (pilot)

Atk +5, Dmg 4d10,,2 ion

sea .. TISs-2 CARAVEL

Ali Hutts of means sed to demonstrate their personal successes, This extends to the vessels they buy, and the Seltiss-z caravel is a prime example of Hutlese taste in starships, The Seltiss-z is modest by Hutt standards, yel to other species its amenities seem lush, No two ships are the same, and the interiors are crafted to individual .specificarions and requirements. Externally, the Seltiss-2. resembles. sail barge, Inside, however, the accommodations-at least for the HuH and honored guests-ate spacious and' opulent,

Hutt caravels, the Selliss-2 among them, are designed with short intrasystem jaunts in mind. Thus, they are not equipped with hvperdrives asa standard feature, Toey move easily between the upper atmosphere of Nal Hutta and the smuggler',s moon of' Nar Shaddaa. The vessel's combat capabilities are humble and hidden from the naked eVe, Any self-respecting Hutt prefers to keep his weapons concealed 10 lull enemies into a false sense of superiority.

The main cabin of the Sdtiss,,2 is equipped witha raised dais and a stunning view, II serves as a Hurt's audience chamber away from the personal palace, The cabin detaches from the rest of the ship, ferryiog the Hut! and his servants to and from the planet below,

tlbrikkian Seltiss-.2 Caravel Colossal space transport

Init -5; Senses Perception +5

CL 9

Defenses Ref 14 (flat-footed 141. Fort 31; t" 14 armor hp 200; DR IS; SR 30; Threshold B I

Speed fly 12 squares (max, velocity 850 km!h), fly 3 squares

[starship scale]

Ranged laser cannon battery +2 (see below)

Fighting Space IOx20 or 1 square [starship scale); Cover total (crew) Base Atk +0; Grp +41

At.k Options autofire (laser cannon battery)

Abilities SIr 52, OexlO, Con -,. Int 14

Skills Initiative -5, Meehan ics + 5, Perception + 5, Pilot -5, Use Computer +5

Crew 4 {1 pilot,. copilot, 2 gunners): Passengers 12

Cargo 50 tons; Con5umables 1 month: Carried Craft main cabin Availability Licensed: Cost 800,000 (160,000 used)

laser Cannon Battery (2 gun'ners) Atk +4 (-1 autofire], Dmg 4dlOx2

Seltiss-z Caravel Cabin

The Seltiss-2 caravel, like many Hut! space transports, is equipped with a cabin that separates from the rest of the Ship, Though, tbis is often done merely to accommodate suborbital transportation, the most obvious reason for such a feature is to allow the owner of tile caravel to escape harm, Escape pods are not. standard feature aboard HuH caravels, leaving the HuU', crew and entourage in dirt straights if the ship's owner decides to depart during an emergency.

When detached from the primary null, the cabin of a Selriss-z has ihe following statistics.

Ubrikkian Seltiss-z Caravel Cabin Huge space transport

Init +4: Senses Perception +5

Defenses Ref 12 (flat-footed 11), Fort 21; +3 armor hp 50; DR 5; SR10: Threshold 31

Speed fly 12 squares [max. velocity 700 km/h'l. fly 3 squares [starshlp scald

Fig.hting Space 3)(3 or I square [starship scale): Cover total (crew) Base Atk +0; Grp +21

Abilities Str 32, Dex 12, Con -r-, I nt 14

Skills Initiative -+4, M£chanics +5, Perception ;- 5. Pilot +4, Use Computer +5

Crew 1; Passengers 13

Cargo 5 tons; Consumable. 2 wee's; Carried Craft none Availability Licensed; Cost 400,000 (80 . .000 used)


The following starfiqhters are prevalent during the Clone WJrl. Some achieve greatness, while others fly into obscurity after the ',II" rs.


The Dagger-cl~ss space superiorit. starfiqhter is produced in large numbers by Republic Siena' Svsterns in the waning days of the Old Republic. It is a formidable craft for its lime: small, maneuverable, and fast. with powerful weaponry and a relatively cheap price tag. it even incorporates a hyperdrive and a limited astrogation computer that stores enough data for three hyperspace jumps.

As with later examples of Sienar's design philosophy. the Dogger-class tacks shields or extensive life support systems. Dagger pilots mus; don pressurized flight suits to withstand the rigors of space. An absence of inertial and gravity controls means that Dogger pilOI$ ale also exposed to extreme qravitational forces as they dodge, weave, ami careen through space"

Thousands of Dagger-class sta, figh ters are produced by Republic Sienar prior io the Clone Wars, The majority are purchasec by planetary defense forces, and many of the systems that take up the banner of the Confederacy of Independent Systems have Daggers in their arsenals, Given its low cost and ubiquitous nature, the Dogger is also used by a number of mercenary organizations, as well as independent paramilitary contractors. The Trade Federation, in particular, contracts ,,,ilh 3 number of mercenary organizations thai employ Dogger starfiqhters,

With Republic Sienar's dissolution by Emperor Palpatlne, and subsequmt incorporation into the Republic Na'JY, production 01 many of its starfiqhters ceases completely, Ihis includes the Dogger-class starfiqhter. Ihe design specifications of the Daggerarecllenlually brought out for review by the newly Founded Sienar Fleet Systems, and some elements of the class ale incorporated into the initial liE serles of starfighters.

OAaa~u~a=;L""l!ItI ~""''''''I:I''''LOIo-<lT~~ •... -T- ........ Cll(. -r- ..... T""'I'-ICJHT_ .A. oog RIOIO.tIII .PH;:". P'A.Ejg,I-ITt!il:IIIIi.

CL ],

Dagger-class Starfighter Cl 6

Gargantuan starfighter

Init +4< Senses Perception +S

Defenses Ref 15 (flat-footed 11), Fort 22; +6 armor hp 60; OR 10; Threshold 42

Speed fly 16 squares (max. velocity 1.000 km/hl. fly 4 squares

[starship scale]

Ranged laser cannons + 2 (see beiow)

Fighting Space 4x4 or 1 square (slarship scale]: Cover lotal (crew) Base Atk +0; Grp +27

Atk Options autofire [laser canocns)

Abilities Str 34. Dex 18, Con -, Int 1Q

Skills Initiative +4, Mechanic,> +5, Perception +5, Pi1ol-+4, Use Computer + 5

Crew 1; Passengers none

Cargo 55 kg; Consumables 1 week; Carried Craft none Availability Restricted: Cost 35.000 (8,000 used)

laser Cannons (pilot)

Atk +2 [-3 autofire], Dmg 6dlOx2


The Oianoga-class stadighier is one of kcensavr's most popular starfiqhter models prinr to the, advent of the Y-wing, Though its armaments are considered excessive for a civilian fighter produced during peacetime" it is a popular choice of planetary defense loren, rnercena ry fleets, and pirate bands. Though effective when employed in large numbers, the O/anaga's relatively slow speed and low maneuverability keep it from comperinq with faster and nimbler rnilitarv-qradestarfiqhters.

The DidnDga's leading feature is its weaponrv, Four fire-linked laser cannons provide the fighter '",ith a significant offensive punch, while the craft's heavy ion cannon allows ior morecontrollec attacks against sensitive tarqets that need to be taken in one piece. Decent shields, a reinforced hull, and a mid-grade nvperdrive are also standard features of the Dianogo, providing it with a degree of tactical flexibility.

Duri~g the Clone Wars,. Dianogo5 fly in rnercenarvand pira te fleets.

Koensayr eventually discontinues the line, making it ~ rare sight following the Clone Wi!rS, Some Dianoqo« are 'still in service with pirate bands well into the Rebellion era, but the lack of available parts makes them difficult. if not impossible, to maintain.

Dianoga~c:lass ASS3Utt Starfiqhter Gargantuan starfiqhter

lnit +2: Senses Perception +5

CL 7

Defenses Ref 13 (flat-footed 111. fort 23: +6 armor hp 80: DR 10: SR 15; Threshold 43

Speed fly 1.2 squares. (max, velocity 950 kmlhl. fly 3 squares

[starship scale)

Ranged laser cannons +2 (see belowlor Ranged heavy ion cannon +2 (see below)

Fighting Space 4x4 or 1 squares (starsbfp scale): Cover to!al (crew) Base .Atk +0: Grp +28

Atk Option, autofire (laser cannons)

Abilities Sir 36., Dex 14, Can -, Int 11

Skills Initiative +2, Mech~nics +5, Perception +5, Pilot +2, Lise Computer +5

Crew 1: Passengers none

Cargo 90 kg: Censumables 3 days: Carried Craft none Hyperdrive x2

·Availability Re,tricted; Cost 45,000 (12,000 used)

Fire-linked Laser Cannons (pilot) Alk +2 (-3 autofire], Omg 6dl0,,2

Heavy Ion Cannon (pilot) Atk +2, Omg 5d10x2 ion

PREEFAL..L..-CLASa BTARFIOHTER The Freefa//-class srarfiqhter is a bomber manufactured by the Nubian Design Collective. Named for the unguided bombs it is desiqneo to use, the Freefal! is an effective craft despite its lowtech approach to ordnance delivery, It is a large starfiqhter, possessing a wide wingspan with a large subllqht engine mounted on each wing tip, Cargo capacity is typically limited to bombs, but the ship can be converted to make supplvdrops and troop insertions if necessary

A Frer:fall requires an extensive crew, including a dedicated pilot. qunner, navigator, and bombardier, Allowing a pilot to focus on maneuvers while providing additional crew to perform other functions is a staple of Nubian design philosophy, In fact, thecalibratlon of these diverse systems is so exacting that as long as a crew of four operates the ship, each gains a + 1 bonus to checks and rolls related to his own duties.It is theoretically possible 10 consolidate systems, thereby reducing the shi p's required crew, but this eliminates the aforementioned bonus.

During the Clone Wars, the Fretfoll-class starfighter is employed by several independent mercenary units, most lyon the side of the Rep ubi ic. Ihe best known of these mercenaries is the Bith engineer Jinkins, who flies a heavily modified Fredal/-clas, sta rfigh ter with improved weaponry.

FreefalJ-class Starfiqhter Colossal starfighter

Init -2; Senses Perception +5

CL 8

Defenses ReflS (flat-footed 12), Fort 26: + 12 armor hpl20; DR 15; SR 20; Threshold 76

Speed fly 16 squares (max. velocity '1,000 km/hl" fly 4 squares

(starship scale)

Ranged laser cannons + 1 (see below) and Ranged bomb chute + 1 (see below)

Fighting Space 30)(20 or 1 square (starsnip scale]: Cover total (crew) Base Atk .. ·0: Grp +36

Atk Options autofire (laser cannons)

Abilitie,s Str 42, Oex 16, Con -,IMtI2

Skills Initiative -2, Mechanics +5, Perception +5,. Pilot -2, Use Computer + 5

Crew 4 (1 pilot, 1 gunner, 1 navigator,.1 bomoardier]: Passenqers 10 Cargo 20 metric tons: Consumables 4 weeks: Carried Craft none Payload 20 proton bombs

Hyperdrive x2 (backup x'lO)

Availability Restrlcted: Cost 70,000 (18,000 used)

Laser Cannons (gunner)

Atk + I (-4 autofire], Omg 6dl0><2

Bomb Chute (bombardier) Atk + I, Dmg SdlOx5


The MorningStar is a tri-winq srarfiqhter used extensively in merCenary fleets prior' to the invasion of Nat>oo. The Trade Federation employs several mercenary groups that use the MorningStar righter imd Its varlant s. Of the swrfiglllers availabte prior to the Galactic Civil War, the ,'viorningStar is one of the most capable designs 3vailable. In spite of being marketed as a planetary defense sh ip. the MorningStar finds its way into mercena ry antJ pirate f,leels across the galaxy.

Kuat Systems Engineering originally produces the MorningStar .san orbital figi1ter and picket 'vessel "or planetary defenses and law enforcement. With the eventual addition ofa Class-z hvperdrlve, the MorningStar is shoehorned into the role of a space superiority sti1rfigMter, Though effective, especially en masse, the MorningStar suffers from light construction, mediocre maneuverability, slow speed, and an inadequate payload of concussion missiles.

MDRNiNoe.,. ... ~ .......... WI,...'T .~ .. ""'".,.IO ..... TE.RB' "-'IIE!!£T "HBIR ,.,... .... "TC.looot.

Variants of the MOrhlngSlar are produced, the most popular of which are the A, B. and C models. Tbe A moo I, detailed here. is the original space superiority design. Ihe MO((lingStar-B trades in its concussion missile launcher for three heavy laser cannons rdamage 7dl0x2). As a result. it is favored as a dogfigllling crart by the mercenaries who employ it.

TI,t MorningStar-C is born of the desire 1m a 'siar(jghter 1110t is elfective aqainst capital ships. This design chanqe lakes rbe 8 model. remove; the light laser cannons, and includes three concussion missile launchers with ten missiles each i~ their place.

MorningStar~A Assault Starfiqhter Gargantuan startiqhter

lnlt +2: Senses Perception +5

Defenses Rei \3 (flat-footed 11). Fort 22; +6 armor hp 70; DR 10; SR 20; Threshold 42

Speed fly 12 squares (max. velocity 950 km/h). fI'I3 squares

(starship scale)

Ranged liqht Iaser cannons +3 (see below) or Ranged concwssion missile launcher +3 (see below)

Fighting Space 4><4 or 1 square (starsblp scale), Cover to(al (crew) Base Atk +0; Grp +27

Ark Options autofire (light loser cannons)

Abilities Sir 35, Dex 14, Con -, Int 12

Skills Initiative +2, Mechooic5 +5. Perception -s, Pilo! +2, Usc Computer +5

Crew 1; Passengers none

Cargo 75 kg; Consumables 3 days; Carried Craft "one Payload 4 missiles

Hyperdri~e x2

Availability Restricted; Cost 43,000 (10,000 used)

light Laser Cannons (pilot)

Atk ·,3 (-2 autotire). Dmg Sd 10 x2

Concussion Misjile Launcher (pilot] Atk +3, Dmg 8dl0.x2

CL 8

n I ) ~





• @

I ~ i ~ I (!j)

I ~

I @


The S40K i3 one or KU3! Svsterns Engineering's first forays into the. galactic starship market. Designed as an affordable space transport with minimal cargo capacity, good defenses, and high utili tv, the Phoenix Howk-ciess. falls short in a number of areas, and these shortcomings eventually doom it to fJilure. So many corners are cut by KSE', designers that the Phoenix Hawk-class is essential I" ignored by wealthy pilots and merchants in favor of more expensive" less cramped alternatives. Externally, tile Phoenlx: Hawkclass resembles a squat Firespr9y-3'1 patrol craft. Unlike lite Flresprav, which is streamlined and elegant in appearance, the Phoenix Hawk-class appears ungainly and clumsy.

The ship's stark.est defkierlcy is lts cramped living conditions. Though marketed as <J transport for up to six occupar ts, the craft's amenities arc hardly sufficient for half that number. Crew and passengers are pressed together into smafi quarters, and bunks must be shared if the ship is staffed to [ull capacity. Standard ceiling height within the S40K is capped at 1.83 meters, making the interior a claustrophobe's nightmare, To make matters worse, refresh ... facilities are uncomfortable and prone to malfunctioning a! inopportune times unless several systems ore replaced with nonstandard parts.

TWO 5IC::U~AO H~ 5 P~~""'o"rvPI!I; RO ...... BERS

A.TTACio( THe VL.ii....T'une'lE:!j CI... ..... W ..... o e-vc c 0"'" r.,.V.A 0 e;;, &.I0-0I11'",

Despite its drawbacks, the S40K succeeds in the area of detensive systems and offensive capabilities. Though it is slow and plodding in flight, the Phoenix l1awk-class is equipped with excellent shlelds and powerful weaponrv, When flown by" skilled pilot, the S40K makes a formidable targer, so it is popular with bounty hunters, mercenaries. and paramilitary units that are less concerned with amenities and more interesteo in the application of brute force.

Thouqh it is an incredibly COmmon sight on the space lanes during lh€ clays of the Old Republic, the Ph~enix /1oekclass becomes increasingly obscure with each passing decade.

S40K Phoenix Hawk-class Light Pinnace GarganttJan star fighter

Init t-1: Senses Perception t-5

CL 7

Defenses Ref 14 (flat-footed 13), Fort 28: +B armor hp 150; DR 10: SR 30; Threshold 48

Speed fly 12 squares (max velocity 750 km/MJ, fly 3 squares

(stsrsbip scale)

Flanged heavy blaster canr ons +3 (see oetow) 0( 'Ranged light ion cannons +3 (see below]

Fighting Space 4x4 or 1 SQuares (starship scale): Cover total (crew) BaSE Atk +0: Grp +JJ

Atk Options autofire (heavy blaster cannons)

Abilities Sir 46, Dex iz, Con -, lnt 12

Skills Initiative .1, )\ilechanics +5, Perception +5, Pilot +1,

Use Compute_~_+_s _

Clew 1 012; Passengers 4

Cargo 20 tons; Consumables 2 months; Carried Craft none Hyperdrive x2

Availability Licensed; Cost 112,000 i22,SOO used]

Heavy Blaster Cannons (pilot)

Atk +·3 (-2 autofirel, Omg 6d10x2

Light Ion Cannons (pilot) Atk +3, Dmg 3dlOx2 ion


The Scurrq H-6 is one of the most dangerous starfiqhrer designs in the galaxy. It is created five years before the Battle of Neboo by the Nubian Design Collective, who hope to sell it to Naboo. Naboo, seeing little use for an expensive offensive bomber, refuses the Cottective's offer. The orig ina I Scurrg prototype is mothballed on Nubia while the Collective lackadaisically seeks another buver, As they search, the prototype is stolen by a fetorin pirate named Nym with ihc aid of Jinkins, one of the Collective's engineers.

Following the original prototype's theft, the Nubian Design Collective produces several other prototypes antici patinq the impending civil war, These new prototypes incorporate minor improvements on the original design, but are otherwise identical. The expense of the starfighter, along with its advanced Nubian technology, dissuades a number of buyers (including the Republic] from investing in the Scurrg. Given their friendlv relationship with Naboo, the Nubians refuse to entertain offers from the Ccnfederarv.

The Scurrg is best classified as a heavy assault starfiqhter. It is equipped with six forward-mounted laser tan nons. a laser turret. and an experimental bomb let generator. The energy spheres dropped by the Scurrg are produced by the bornblet generator, which uses the ship's primary power source to create t hem. The generator can produce one bomblet every 10 rounds (1 minute), but it can hold no more than ten energy'spheres at anyone time. The bornb!et generator is a modular design, allowing it to be removed and incorporated into other compatible starfiqhters. The Scurrq can easily be equipped with a standard bomb chute that drops standard proton bombs.

The original Scurrg prototype, ;;5 flown by Nym, is known as the novoc.

In addition to an improved nyperdrive engine, the Hovoc is modified to allow Nyrn to operate it without a full crew complement. While Nym takes the helm, the gunner and navigator positions are filled by two astromech oroids, which have been inteqrated into the ship's system.

Scurrq H-6 Prototype Bomber Colossalstarfighter

Init -1; Senses Perception +6

CL 10

Defenses Ref IS (flat-footed 12). fort 27; -+ 12 armor hp 140; DR IS; SR 25; Threshold 77

Speed fly 16 squares (max. velocity 1,000 km/h), fly 4 squares (starship scale)

Ranged laser turret '~7 (see below) and

laser cannons + 7 (see below) or

Ranged bomblet generator -+7" (see below)

Fighting Space 14x14 or 1 squares (starsfup scale); Cover total (crew) Base Atk +2; Grp +39

Atk Options autofire (laser cannons, laser turret)

Abilities Str 44, Dex 16, Con -,Int 16

Skills Initiative -I. Mechanies +6, Perception +6, Pilot -I, Use Computer +6

Crew 3 (1 pilot, 1 gunner, 1 navigator); Passengers 3

Cargo 10 metric tons; Consumables 2 weeks Carried Craft none Payload 10 explosive energy spheres (see below)

Hyperdrive x2 (backup xl0)

Availability Military; Cost 150,000 (no used models available]

"Apply Q -20 penalty on 01 tacks agoinst· targets smaller Ilion CO/OS50/ size.

Laser Cannons (pilot)

Atk +7 (+2 autofire], Dmg ad tOx2

Laser Turret (gunner)

Atlt. +7 (+2 autofire], Dmg 6d10x2

Bomblet Generator (pilot)

Atk +7 (-13 against targets smaller than Colossal), Dmg 8dl0xS






When the Clone Wars campaign opens, the Gamemaster r,berally sprinkles the Jedi thrcuqhout the early adventures. The heroes receive missions from Jedi Masters, encounter wandering Jedi Knights on the battlefield, and help Padawans escape trouble. As the heroes 9row in power, gaining levels and completing adventures, the Gamernaster gradually reduces the number of Jedi tha t show up in the campaign. Instead of having Jed; show up every session, they begin to show up cve.ry other session, then every third session, and $0 forth. Major NPC Jedi die in the Clone Wars, while others are called away to distant star systems well beyond the heroes' reach. Jedi heroes who become one with the Force .are replaced by non-Jedi heroes, so chat ellen within the confine's of an adventurinq partv of heroes the Jedi are on the decline. By the time the heroes reach the highest levels, only a small number of jed i-one or two, at most-rare actively visible in the campaign.

The contrast between the beginning of the campaign, when the heroes encountered Jedi frequently in nearly ellery acventuje, and the end of the campaign, when only one or two Jedi are even interacting with the heroes on a regular basis, should be enough to reinforce the sense that the Iedi are a dying breed.


Jedi heroes in a Clone Wars g.ame keep the Jedi in the heroes' perception throughout the campaign. However, this does not mean that a campaiqn with a Iedi hero cannot take advantaqe of the di min islling Jedi Order as a theme. A Clone Wars campaign that starts at tst level could begin with Icdi heroes as Padawans whose masters have died or otherwise deserted them.

Left to find their OWn way, Padawan heroes are confronted immediately by the decline of the Jedi.lfthat Padawan then makes contact with the Jedi Council (an encounter lliat could even be worthy of a small quest), the Jedi Council informs the Padawan that no Jedi Master is available to complete his or her traininq. The Padawan can be given an assignment, or entrusted to the ccmpanionship of the other heroes (particularly if another hero is a Republic soldier or a well-known and loyal noble 1 un til such a lime when another Jedi Master can continue the Padawan's training. Ahematively, a Padawan might be entrusted to the care of a mere .Jedi K.night-as Ahsoka Iano is entrusted to Anakin Skywalker just a short time after his Knighting ceremony. This leaves th e hero under the tutelage of a Jedi who is not yet ready to truly train the Padawa n.


Using Order 66~the order given by Supreme Chancellor Palpatine to wipe out theJedi-can be tricky because it represents a major setting shift. When Palpatine issues Order 66, the Clone Wars quickly come to an end, and within a brief time the Empire rises and the Dark Times begin. However, using Ordet 66 In a campaign qives the Garnemaster a chance to build up to a single, climactic event that is prominent in Rev·enge of the Sirh andean connect a campa ign to the Stor W(lr~ f lms. For camp.igns taking place during the Clone Wars, Order 66 should probably be one of the last majorevents in the campaign . Jedi heroes in the company of clone troops during Order 66 must deal with sudden betrayal, which can surprise players if they do not know it is coming. This surprise can also be enhanced if any of the heroes hallt clone trooper followers, as formerly loyal allies that have likely been through many adventures with the heroes suddenly, without warning, became enemies.

Order 66 presents a great opportunity to surprise the heroes, and Gamemasters planning to use Order 66 should be careful, over the course of the Clone Wars campaign, to resist providing too much information as to how close, or how far away, Order 66 is. Additionally, after the Order 66 event, Jedi become outlaws, and Jedi heroes quickly find themselves hunted and cut off from the resources they h~lIe come to rely on over the course of the campaign, rodiColly alterinq the feel of the campaign. Order 66 representsthe fina I blow in the collapse of the Jedt Order, and it should be trea ted as ei ther a major shift in the campaign's tone or as one of the final Clients leading to the climax of the campaign.


By the time the Clone Wars begin to tear ihe galaxy apart, the Republic has alrcadv been steeped in massive corruption for decades. even centuries. In fact. corruption in the Republic allowed Palpatinc to maneuver his way into becoming. Supreme Chancellor a decade before the outbreak of the Clone Wars- Similar corruption allowed him-in his guise as Darrh Sidlous+ro manipulaie the Separatists into engaging ihe Republic in open war. In a Clone Wars campaign, the heroes are likely io encounter corruption at every turn, and those in positions of power can never be truly trusted, for they mighi have their allegiances bough'! by enemy factlons. Poli.tici~ns sell their votes, corporate leader, disregard the basic rights of their employees, and 'se,utity forces turn a bli~d eye to crime and violence all out of the greed that permeates the Republic durin~ this time.

The heroes are likely to encounter rampant corruption wnen dealing with thei r enem ies and opponents. A corrupt Republic Senator, taking bribes from Separatist agents, might reveal the heroes' plans to their enemies, ~lIowi"g the Separatists to set a trap and draw the heroes into it. A civilian contractor at a military Shipyard might deactivate the automated security system at ire shipyard, forcing the heroes to repel an invasion withoui the help of the yard's droid defenders,

Corruption usually meanssaving one thing and then doing a nether, meaning the heroes likely have no idea that they are dealing with a corrupt individual until proof of corruption surfaces. FOT example, a high-ranking m i[itary officer who has proven to be an ally and an asser for the heroes i, suddenly revealed to have been sending substandard weapons to the fronr tines, endangering not only the war effort but also tile soldiers on the front lines. The heroes are then faced with a difficult decision: to continue 10 benefit flom thaI officer'> assistance and expertise, or reveal Hie officer's corrupt dealings and lose the benefit of hls friendship If they decide upon the latter, they make an enemy of that officer and also likely find themselves making enemies with whoever bribed the officer to buy the substandard munition' in the first place.

Typic<lily corruption is problematic, but sometimes it can work in the heroes' favor. Savvy heroes who use the corruption of the enemy to their advantage can orchestrate victories that prey' UpM the susceptibility" of their enemies, Heroes who know that two enemy leaders are distrustful of one another COUld arranqe for one (or both] to be bribed lnto betraying the other, using credits and leaning on their lack of trust to create friction within the enemy ranks. Simil.rly, if the neroes discover that an enemy leader is particularly susceptible to one form of bribery, they' could turn that enemy into an ally by exploiting the enemy's corruption. The heroes gain insight into the workings of the enemy, and gain a valuable, though untrustworthy. asset who can provide a significant advantage in future adventures. For example, if the heroes learn that a Trade Federation starship capta in is willing to accept bribes, they can use credits to inqratiate themselves with that captain and

then turn him to their advantaqe. When the heroes need to sneak behin.d enemv lines, they call in a favor with the bribed starship captain .M find themselves moving through Confederacv space aboard a Confederate vessel. Gamemasrers should feel free to use the corruption of the enemy to help heroes achieve their goals once in a while., since it keeps the heroes from feeling as thougn corruption happens only among their allies.

Addition~lly. the heroes should not be considered above the temptation of corruption. During an adventure, a liaison from the enemy could approach the heroes, offering· them an asrrononucat sum of credits to turn over secret information 0.1 abandon their mission. Such situations can be interestin.g roleplaying opportunities because each hero must decide Whether greed outweighs principles m a time when corruption is everywhere. If the heroes are _smugglers, mercenaries. or bounty hunters, the corruption might serve to further their goals. With the promise of credits from both sides, the heroes can turn corruption to thei:r advantage. plying their trade while draining credits from corrupt official, em both sides of the war.

For more advice 00 runniog campaigns in which the heroes are confronted and tempted by widespread corrupticn, check out the Scum and Villainy supplement.




The Clone Wars hasan abundance of high-profile villains. Count Dooku, General Grievous. DUlge, Asajj Ventress, GeneralLoathsom, and others make up a motlev group of-villains who share the spotlight. Though some.Jike Asaj] Ventless., work behind the scenes, other villains are Well-known. Count Do()ku and General Grievous are famous names recognized throughout the galaxy, even among those who are not directly involved in the war. High-profile villains are extremely important in Star Waf5, but even more so in a Clone Wars campaign. The following aspects of the villains of the Clone Wars should give Gamernastersa good basis on whiCh to build their own villains. Providing Such notable enemies for the heroes not only provides a more genuine Star Wars experience but also helps the Garnemaster create memorable characters and storylines that can last throuqhout an entire campaign.


One important aspect of creating memorable, high-profik villains for a Clone Wars campaign is the dehumanization of those, villains. Even though this need not apply 10 all villains (Count Dooku is a good example of a very Human villain), most of the villains of the Clone Wars are distinctly dehumanized.

even monstrous. A vii bin's physical appearance has a great de<ll 10 do with how monst rous Ih"l villil in seems, Some villains" like As~ji Ventress, ore merely twisted ,hadow's of humanity: her gray skin, clark eyes, and lad of hair are just different enough from Humans to make her seem both alien and terrifying. On the far end of the 'spectrum are villains like' General Grievous and Du'ge; \llOugh vaguely humanoid in shape, they are so disljnetly menstrous in their appearance tnat no one' confuses them with Humans. Grievous achieves new levels of inhu!l1ilni:ty because be is a near-to tal replacement cyborg, truly embodying the icle~ of being more machine than creature, Durqe, on the other hand, i's ciefmmanized by hi, faceless armor, an effect He that of storrntrucpers and clone troopers, Whm creating a villain for a Clone Wars campaign, Garnemastcrs :snOIJld take care to describe them in a way that make; them seem QD~ step away from Human-monstrous and yet just famili'<lrenough that Human qualitlesare recognizable. These similarltles make the differences stand out all [he strcnqcr,

High-profile villain-s need more than a frightening and monstrous appeara nee to sustain them. The villains of the Clone WJr:s have voices. mannerisms, and habits that augment Iheir inhuman appearance's, The metanic echo to General Grievous' voice, the harsh accent. and the hacking COU9hs wf"cking Ilis cvbernetic bod'y combine with his physical description to create J comple te, memorable villain package . .Asajj Ven tress has a hissing. snakelike voice, while Durge is notable for hi's disturbing silence, Gtllcrai l.oatnsom's

boiling ang~r complements his physical stature: and personaluv s prorlucing a three-ci men~i0f1,,1 villain. Not all of a villain's mannerisms must be offpuuinqor exaggerated, and stronq contrasts can also breed good villains, A Human villain who speaks with. a smooth. well-cultureri accent and rich vocabulary can be' interesting if the Garnernaster contrasts his conventional appea ranee with a deep, inhuman cruel tv,

The above advice might tempt a Gamemsster to mah one-ulrnensiona! villains who are lit tie more than monstrous caricatures. However, the "ilia in's act ions truly define hi m asall antagonist.. Especiallv among the Confederacy, hiqh-profilc \lillains are careless w'jtM the live" (or, in the Separatists' case, good repair) of their subordinates, and they are willing 10 cast their followers aside when the situation demands it. The lives ofunderlines mean little to the Clone War, villain, and ruthlessness is the order of 'the d~y. A truly sinister and dehuma niled villain kill,; anyone or J nyth ing tha t gets in the way of ber progreSS, and Gsmernasters should riot be afraid (0 have their villains perform sets of heartlessoess andrrueltv to gel the heroes' undivided attention.


A villa in is more than just 3 collection of physical descri pticns, mannerisms, and acts of cruelty. A key aspect of (creating good villains for" Clone Wars campaiqn is giving the villains \l strang perscnalitv that resonates throuqhout an entire c.ampa.ign, For example. Coun t Dooku is an excellent and iconic villain of the Clone Wars, because he. is charismatic and bnld, L"kewi~e, he is not afraid to delve into darkness to achieve his gOBI,. Yet he is still very much ike Jedi Ma,ler who lert the Order after 'the death of one of his most beloved apprentices. Similarly, Asajj Ventress is more than just a pair of lightsaber$ and" frightful appearance. She strives to be the h~;' to the Sith legacy, a nd must prove again and aqa in to Count Dooku that she is worthy of hi, tutelaqe.A good villain nas his or her own aspirations. flaws, and personalitv traits that heroes can relate to. Many _)~di heroes, for example, begin their adventurinq careers trying to prove to their Mast"" or to the Jedi Council that they are worthy of ,knighthood,. much "S Ventr~55 beqins her career as a villain trying to prove her worth to Docku.

When cre atinq a personalitv (or 0 Clone Wars villain. the Gamemasrer can lik~ly take a look at the histories, personalities, and aspirations of the heroes in the campaign for reference. Villains are often merely twisted, dark reflections of heroes, naving wa lkeo a different path after reach ing a decisive turning point. Others art simply damaged beinqs thoroughly corrupted by the injustices [real and imagin~d) inflicted upon them, If the heroes see lomethjng of themselves in the villain, that villain is not only memorable but also rclatable. For example, if one of the heroes in the carnpaip n is " scoundrel whose aspiration is to become the greatest smuggler in the galaxy, t~e Gamernaster might create a villJin who once ha.d Similar aspiratlons. This new villain might hove- once bee» a smuggler who bartered away h is freedom for toe credits to buy a starship, and as his debts !O crime lords grew, the more horrific and dangerous. acts he had to perform to placate them. Over

time, working for crime lords erOded any sense of right and wrong, reducjng the once-aspiring smuggler to a brutal. uncompromising pirate captain who has achieved the notoriety he once' sough! by sacrificinq his humanity in the process.


The onset of the Clone Wars necessitates that various planets of the galaxy leave their peaceful. prosperous, and civilized way, behind and embrace militarization to survive. Worlds that have not seen major conflicts for thousands of years become central to the war, and more than just infrastructure must change for those worlds to survive"

A Clone Wars campaign brings with it an aspect of growing military' importance. and few worlds are exempt from this, Gamemasters have several options for highlighting this militarization in their campaigns; some methods are overt such as throwing the heroes directly into a battle between the Republic and the Confederacy, while others are more subtle, such 35 having the heroes witness the launch of a Republic flotilla from a staging point on an Outer Rim world. Below. Garnemasters can find suqqestions on ways to make militarization a small or large part of a Clone Wars campaign.


One intrusive form of miutarizauon is the conversion of civilia~ assets into military assets, Droid-manncd factories devoted to pumping oot civilian airspeeders Or computers for home', arc converted to manufacturing AT·TEs Jnd fire control computers (or droid starfiqhters, Research hospitals that once served xenobloloqists as havens fa, study are commandeered by the military and transformed into research facilities for biological weapons and their ccumerrneaswes. Few industries escape' militariz'3tion. and practicallya II those that involve manufacturing are transformed by the Clone War.>.

For Garnemasters. including this aspect of militarization in a campaign entails showing how the military has invaded eve~y aspect of li(e. The heroes might be required to go behind enemy lines and rescue engineers who are being forced to work o~ weapons against their will. or they might receive a mission to escort former Republic citizens who have been forciblv removed from a hospital to make room for Separatist mercenaries. Gamernasters need only refer to a facility's former role to instill a sense of militarization, For example. when tile heroes infiltrate a Separatist weapons factorv, lhe GM can include in the description of the building some offhand references to discarded consumer electronics or dormant machinerv that once made speeder bike parts. The transformation of important civilian resources into military resources is a big part of conveying the Clone Wars' impact on the galaxy, and Gamemaster should feel free to include many references to assets that have beenconfiscated or stripped by the military for use in the waf effort


Given the prominen~ of clones in the story of the Clone Wars, Gamemasters should not be surprised if players wish to play dane characters, Clone heroes can be interesting and present exciting story opportunities. especially for a Gamemasler who plans to use Order 66 in the campaign finale, Gamemasters should allow players to play clone heroes who stand out from tile rank-and-file done troopers ..

The basic clone tronper is bred for obedience and military discipline.

This can stifle players who want more free will. Instead. the playercould choose 10 play an ARC Trooper or a Republic clone commando: both unit types arc clones based on the original Jango Fdt template, but they have more of Felt's personality and fewer behavioral restrictions than standard clone troopers. They receive spe,cial training better suited to heroic careers, and many have destinieS that stretch out beyond the: Clone Wars. FOT clone heroes, use the following species tcmplate-a variant of the basic Human template.


The Human clones produced by the Kaminoans for the Republic ware the following species traits:

Ability Sc:On!S: Republic clones begin with the following ability score array: Str 15. Dex 13, Con 10, Int 12. Wis 10, Cha 8. Additionally, a clone player can choose one ability, score to increase by 2 at-the time of character creaf on.

Medium Size: As Medium creatures, clones ha\'\! no special bonuses or penalties due to (heir size.

Speed: Base speed is 6 squares.

Bonus Trained Skill: Human clones are versatile and accomplished at many tasks. A Human clone character chooses one additional trained skill at tst level. This skill must be chosen from the char;lctcr's list of class skllts,

Bonus Feat: Human clones gain one bonus feat at 1st level. AutomatiQ Languages: Basic.

POIRC,ES ElF THIS IC·L.ONIE WARS One of the easiest ways to make militasizaticn more visible is to make references to the Republic and Separatist militaries. If the heroes are working (or-or against-the Republic, this is easy. Induding clone troopers, V-19 starfiqhters, and AT-Xl walkers in an adventure gives the Republic an extremely visible presence. However. not every reference to military presence requires direct interaction with military personnel or assets, For example, heroes who have taken no side in the Clone Wars might see Confederacy Rt'("usont-class destroyers in orbit above-a planet they are visiting. or they might be stopped by a Separatist security detaiL Alternatively. the heroes might enter a cantina where a number of off-duty clone troopers are taking

some dowwrime. Pidi"9 out individual dements of the various militaries (0 highlig_ht durinqan adventure does not require the GM to invc lve them directly in the adventure. Gamernasters should reel free to use elements of the- two oppo5ing factions as simple "window dresslng'-' when setting the scene du ring an adventure. Every casus I reference to R_epub!ic or Sepa ratisr forces helps reinforce the image of a wartorn galaxy, kcepinq the ptavers ill a rnmdset appropriate to a Clone Wars campaign,


Though adventuring heroes likely want to work for the Republic against the Sepa rarists if they take sides in the Wa r, some might instead choose to work as Separatlst agents, against the Republic. I n this cast, the Garnemaster Can choose from two styles of campaign, First, the campaign can assume that ihe heroes art, in tact, villains: they work for the SeparJtis\s willin.gly out of 9r'eed or lust for power, ;md Jedi in this style of campaign are likely to have fallen away from the Jedi Order and instead joined the Separatist cause. The heroes in such a carnpaiqn are probablv ou,t to see the Republic shattered so they can seize power. and adventures in this kind of rarnpaiqn a re merely the opposite of adventures run with heroes of the Republic. These Separatisr-aliqned heroes mignt infiltrate Republic installations, sabotage shipyards, or engage in large-scale battle's against the done forces of the Republic. Garnemasters running this style of campaign need only treat the relationship between the heroes and the Republic as adversarial to craft fulfilling adventures.

However. the alternative campaign involving Separatist heroes is more complex, lnstead of joioing the Separatists out of greed or out of a desire to see the Republic destroyed, the heroes might have aligned themselves with the Separatists because they believe they are doing the right thing. These heroes might be unhappv wit!; met hods used by the Confederacy. bu t they believe that the Separatists are a more appeaf ng Iactlon than the fkpublic. Campaigns of this type rarely feature Jedi beroes, since it can be difficult 10 reconcile the heroes' desire to protect the Republic with joining the Separatists, Gamernasters run.n'ir:)g campaigns of this type Can cha llenqe the heroes with a broad range of adventures and enemies, beyond the obvious "heroes aqainst the Republic" scnerne. For example', even though tile heroes are, themselves Separatists, they might COme into conflict with members of the Confederacy; for example. Separatist heroes who discover a Techno LJnion research facUity torturing the .indigenous inhabitants of a remote world might be compelled to intervene, ellen violently, Garnemasters funning Separatist campaigns of this type should include adventures that blur the line between ally and enemy, and enccuraqe the heroes to consider whether the', are on the 'ight side of the Clone Wars_


large-scale battles are common throughout the Clone Wars, Battles of the Clone Wars reach tJuly epic proportions. spanning multiple star systems or covering the surface of a n entire planet Adventures in the Clone Wa rs shoutd also include similar 'large-scale battles, either as encounters inemselvcsusi n9 the mass ccmoa t rules below=or as the backdrop for Clone Wars adventures. If the heroes participate-and perhaps even turned the tide-;n the BaWe of Glee Anselm, for example, the players become invested i~ both the setting as well as the campaign. large-scale conflicts are an important part of the Star Wars milieu, and the Clone Wars _give Gamemasters ilmple opportunity to create battles that reach massive proportions, involving the copious resources of both the Republic and the Separatists.

When the tim e comes for a la rqe-scale conflict to take place '.in your campaign, as the Gamernaster you sho:u,ld be prepared to answer -certain questionsaboet ,he battle' and Ihe 'role it serves in the story, First and fo'emost, you should decide whether the bat tie is merely the backdrop f(), this s~clion of the campaign's story, or whether it is a pivoial event If it is simply a backdrop, theactual outcome of the bat tie is likely out of the players' 1- ands, but if it is a pivotal event, you should take care to design the adventure so that the heroes' actions can sway the outcome of the battle. Gamemasrers using the battle as a backdrop' C,Jn still allow the heroes to influence rbe battle, but more likely the battle is scripted and plays out according \0 Ihe needs 'Of the adventure.

V-'!it 'ToaRe"'ol'¥ PIDt-;4'TI!RS t.;Il"'oIDER ... ·TT .... .f;, ""'0 ....

t:la~A..~V"'~~~D E!lT ... RI'l"IQ ..,..&:~t!!!I

Next you should decide where the battk takes place (as determined by the needs of the adventure') and whether it is <1 land battle, a space battle, or a combinatio~ of both. The opposing factions are usually the :Republic and Separai'lst~, but you also need to decide whether mercenaries Or indigenous peoples are involved. And you need to determine whether one side will have an advantage in the battle, From there, you should either construct tne battle's sequence of events to maich the needs of the adventure, or play out the bat tie using the mass combat rules below.

Large-scale battles are complicated, and lMrally millions of tiny (,actors can influence the outcome of real battles, for the pu rposes of your adventure, you shou ld determine the major turning points of iMe battle and focus 0.0 describinq those rather than getting caught up in the little detaus. The battle should serve the needs of the adventure and the greater campaiqn, and as the Gamernaster, you should feel free to scrip] the bat tie as much as you need to accomplish that. The progress of the battle should make Sense, but fantastic occurrences can turn the tide on the battlefield. Si_milarly. you want to make yOU! battle memorable. so make Sure you choose a, locale that lends itself to an easily visualized and interesting series of events.


When set amid large-scale conflict, adventures requireextra considerations for their construction, Entire adventure's can take place during the course of a single battle, Or the battle can be the backdrop for just one Or two encounters, For adventures that take place entirely on the battlefield, as Gamernaster yOU should pian the events that will happen and determine the goals of the heroes. The heroes' goa 15 should encourage them to stay involved in the battle, so giving themobjectives like "sabotaqe the shield generator" Or "rescue captive allies from the enemy bunker" mesh well with the backdrop of a battlefield adventure, When designing a battlefield adventure, keep in mind that though you can have encounters that are just as diverse as in other adventures, a battle is a dangerous place, With explosions all around them and troops advancing over the next hill, the heroes likely will not want to stop for an extended rest to allow their medic to perform surgery, Provide players with plenty of ways to heal up and prepare for the next encounter, and plan the encounters so that they do not fonow one another So closely that the heroes' survival becomes impossible,

Encounters in a battlefield seve ntu re are usually objective-based, If the heroes are goiog to sabotage a Separatist antivehicle cannon, an encounter' might likely involve droids trying to defend the cannon while the heroes try to set explosives. Battldidd encounters feature an addi lienal degree of tension, and the Garnemaster can reinforce this with descriptions of troops coming over the horizon, droid bombers screaming in to target the heroes' location, and explosions growing (I05er by the second, A battlefield encounter should be built justfike any other combat encounter, but use the ongoing bat tie as a backdrop, Don't worry about the number of trcops 'in the vicinity Or how long reinforcement'> take to arrive a.ny more than you woul.d for a normal'

encounter, The oartte is going on around the heroes, in the background, but for the purposes of the encounter, all that matters ale. the heroes and the enemies you have arrayed against them" An ongoing, battle offers an opportunity to createexeitinc and challenging terrain effects. For example. if stray bombs foiling on the encounter area cause an explosion to go off every round at a random location on the map, the encounter becomes even more interesting and players feel like they actually are part of 3 larger battle,


l.ow-Cl. nonnerolc characters are easy to use in large numbers as background elements or obstacles in a battlefield adventure, By the time the heroes have hit middle levels, [ow-Jeve] opponents like basic Bl "Series battle droids are no real threat However. battles of the Clone Wa rs feature dozens. if not hundreds, of basic troops engaged in the fight. Gamernasters can use non'threatening, tow-Cl, enemies (hereafter referred to simply as trooper's) as a means of highlighiing this aspect of the Clone Wars, Since low-Ct. enemies are not much or a threat, the heroes and their allies can blast through them with relative speed without earning much (if any) XP for defeating them, However, Garnemasters should be wary of the t hrea! of the natu ral 20 when including large numbers of troopers in ihe encounter, and therefore, should have troopers take the aid another action to aSSist a single trooper on an attack roil. The squad rules (described below) use this basic principle to transform a cluster of troopers into a more significant threat. Gamernasters can add a number of troopers to an encounter to not only make theencounter feel more like it is taktng place on a large battlefield but also to present a number of enemies that funcuon more He obstsctes than true opponents,


Squads are collection, of lower-Ct. enemies that work tnqether as a single creature on the battlefield. Squads are ideal for encounter, in which the Garnernaster wants, to include a Iarqe number of weaker enemies and allies, and can help replicate the chaos of a battlefield in a more manageable fashion. Similarly, squads provide the Gamernaster with ways to transform low·CL enemies into a more significant threat. By thetime the heroeshit 10th leve!, ihose Cli battle droids ha\'e ceased to be a challenge, but transforming those droids into squads raises their CL to the point where they can be sufficiently danqerous,

A squad represents a small number of creatures (usually three to four) of the same type that come together into a single un it, They occupy the same space a(td have only one turn's worih of actions. The squad is an abstract concept that al.lows the Garnemaster to populate an encounter with lowlevel troopers and still maintain the speed and ease of combat they need, Squads are by no means necessary, bur they do streamline the game experience. For example. a Garnemaster could create an encounter with 1S battle droids" or the same encounter (Quid be created 'Using onl'y 5 squads, which is more manageable.

n I ,.

" -t

Squads follow a few special rules that differentiate them from normal creatures, thouqh they are similar to packs and swarms (see page '130 of Inreots of the Galaxy),

Creating a Squad

To create a squad, make the following changes to the statistics block of any character:

• I ncrease the chara cters size by one category, arrd a pplv all releva nt


• Double the character's hit points,

• Increase the character's damage threshold by '10.

• Add +4 to all attad, rolls, as the members of the sq\Jad are considered to be aiding one another,

Squad Traits

Squads share the following special traits:

• All melee attacks made by a squad are considered melee area attacks that affect all squares wrthin the squad's reach (although J squad can choose not \0 affect B target with its attacks).

• All ranged attacks made by 3 squad arc considered to have at-square splash, l.f the squad's weapon alrcady has a splaSh effect, increase tile splash radius by 1 square

• A squad can choose not to affect allies with its attacks.

• Area attacks deal +2 dice of damage against a squad.

• A squad can not be grabbed or 9 rappled.

• A squad can make attacks of opportunity againstcrcatures that provoke them, though these attacks of opportunity art nor considered area attacks.

Sample Squad: Battle Droid Squad

The (ollowing statistic, are for a squad of Bl-Series battle drolds. The statistics are derived by taking the basic statistics for the B1 (see page 199 of the Saga Edition core rulebook] and applying the changes indicated above,

B1-Serres Battle Droid Squad

Large droid (4th degree] squad nonheroic 3 Init +0; Senses Perception +6

languages Basic, Binary


Defenses RefS (flat-footed 8), Fort '1" Will 11 hp 20; Threshold 21

Immune droid traits

Sp~ed 6 squares (wall:ing)

Melee unarmed +7 (ld3+1)

Ranged blaster carbine +5 (3d8, l-square splash) Fighting Space 2x2; Reach I square

Base Atk +2; Grp +8

Abilities SIr 13, Oex 9, Con =. Ini 9, \0\1'" 10, Cha 10 Special Qualities droid traits, sQuod traits

Feats Touqhness, Weapon Proficiency (pistols, rifles, heavy weapons, simple weapons)

Skills Perception +6

Systems walking locomotion, remote receiver, 2 hand appendages, internal cornlink. vocabulator

Possessions blaster carbine

Squad Traits-The melee attack of a squad is an area attack. thot affects all squares within reach. The ranged atlads of a squad arc considered to have at-square splash, Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or grappled.

OFl.OIC E;OMt--tANDO .f;jjiIUA,O


The Clone Wars are all about the massive battles that transform the galaxy for decades-even centuries-to come. No conflict on the scale of the Clone War's is complete without sweeping battles thai cover entire planets. In most cases, these battles serve as the backdrop for adventures, with either predetermined outcomes planned in advance by the Ga~emaster or outcomes based on the results of 5mB lie. encounters, as described In the 9\11dellnes above. However, sometimes the GM mighi want the players to act as commanders and tacticians on a higher level. In these cases, Jedi generals can truly be generals in command of entire battalions, and all the heroes can

participate in these large-scale battles. . .

The {ollowing rules govern massive ground combat, like that.seen In the Star Wars movies and The Clone WafS animated series. I~ many ways, these rules mirror vehicle combat-and for good reason. Units-the basic organizational name for large numbers of troops-Tuncticn like vehicles in that heroes can join the unit and take actions to control and manlpulate that unit. The mass combat rules are designed to simulate the outcome ot larqe-scaie ground battles, and vehicle-onlv or space battles are likely better resolved using the existing vehicle combat rules (including the expanded rules from Starships of ihe Galaxy).

These mass combat rules represent the chance to put thousands of soldiers into play during a single encounter. This section also includes rules for integrating both individual vehicles as well as groups of smaller vehicles, allowing Gamemasters more diversity than just having two armies fir'ing at one another across an open plain. like designing interesting character-scale a~d vehicle encounters, designing i~tere.sting mass battles is a matter of choosing compelling opponents, providing an engaging setting, and adding exciting hazards and challenges. The Clone Wars feature battles deep in the jungles of Feluci., on the ash-choked streets of Mygeeto, and deep in the sinkholes of Utapau. Picking an exciting setting for a mass battle is an important step-just as important as choosing the two (or more) opposing forces.


Everything in a mass combat encounter takes place at starshlp scale (see page 165 of the Saqa Edition core rulebookl, As in starship scale, each square is abstract, representing however much terrain the Gamemaster needs It to. In a densely packed battle, the squares might be relatively small forcing the members of each unit to crowd in log ether [as in the Battle of Geonosis). In other cases, the battle might be spread out over several kilometers. As a result, ihe actual time taken up by the combat round is also abstracted. and to a certain extent, so are the actions of each unit.


A unit represents a group of combatants t:aking part in mass combat. For the most part, a unit is based on a single creature or character representing the majority of the combatants in thai unit. Therefore, the statistics far the unit are bayed on the statistics for this representative creature. Units are like vehicles in that heroes can join units, filling specific roles in the unit, just as heroes can serve as pilots, copilots, gunners, and system operators on a starship, Furthermore,a unit has statistics and actions comparable to those of vehicles, allowing vehicle combat and mass combat to integrate seamlessly. Indeed, the mass combat system is effe\:tively also the vehicle combat system, allowing vehicles, mass combat units, and individual characters to take part in the same encounter. Like vehicles, units can be used in character-scale combat, but they are designed to be used primarily in mass combat. The squad rules in this chapter (see page 93) provide an easier method for including large numbers of enemies and allies in a single encounter.

A unit represents a large group of more-or-less identical creatures that work lo~ether in mass combat. Unlike OJ vehicle, a unit is composed of dozens, or even hundreds, of individuals. Therefore, single attacks do far less damage to the unit than a spray of auto fire or an el(ploding grenade. Though members of a unit do not need be exactly identical, the unit's statistics are based on a single creature for simplicity and ease of play. Heroes ~ontribute. to the unit' by their leadership and ability to affect the whole unit, not their individual combat prowess. A single creature or character within a unit cannot be targeted; all attacks target the unit, effectively providing all heroes in a unit with total cover from outside attacks.

When a unit is reduced to 0 hit points, or when the commander of the unit orders it so, the unit disbands. Any heroes in 3 unit that disbands are no longer part of the unit, and they are then considered individual targets. Two or more adjacent disbandIng units can recombine into a single unit. The newly forme~ unit is of the same type as the lowest CL disbanding unit; thus, a (L8 unit and a Cl, 10 unit can disband and reform as a unit of the same type as the Cl 8 unit. The hit points of the disbanding units are added together, and become the new hit point total of the unit (up to the unit's maximum hit points). If the Cls of the disbanding units have a difference of 4 or more, the Gamemaster can designate the new unit as an advantaged unit (see below). However, this is solely at the Gamemaster's discretion, and might be affected by the circumstances surrounding the formation of the new unit. A disbanding unit that does not reform with another disbanding unit leaves the battlefield.


MAaa COMBAT AND BATTLBPIBLD ENCOUNTeRS Combining mass combat with individual battleficld encounters can lead to exciting scenes mirroring those of the Star WOfS saga. In fact. entire adventures can be created simply by presenting battlefield encounters within the framework of mass combats.

One method of Integrating battlefield encounters into mass combat is to use mass combats to trigger smaller encounters. This method work;s best whcn all tht heroes are part of the same unit In a mass combat. Whenever the hCrl!e5' unit moves adjacent to, or into the same square as, an opposing force, the heroes immediately begin a battlefield encounter. If the heroes emerge victorious, they gain favorable ci~umstanceson their unit's attack rolls until the end of the next mass combat round.

Alternatively, the heroes might be charged with winning several battlefield encounters while the mass battle takes. place .around them. In this case, the heroes are not a part of any uniti but each timc they completc all objective. it triggers a special effect on the battlefield. Fo( example, if the heroes lake out a communications tower. enemy retnforcemeats accidentally target t~if own allies for one round.

Perhaps tile most chanenging possibility is having-the mass combat and battlef~ld encounters lake place simultaneously. In thls scenario, the players control two heroes (or one hero and one NPC); one is en~agcd in battlefield encounters while the other is a part of a unit in mass combat. For example, the heroes might be part of a unit in a mass battlc, but the players of those heroes also each take control of a Republic Commando with a special mission to disable a shield generator. Initiative is rolled for both battles simultaneously, and the mass combat encounter and the battlefield encounter progress concurrently.

Creating a Unit

To create 3 unit, make the following changes to the statistics block of a base creature to transform il into a unit:

Challenge Level: The unit has a CL equal to its base Cl, + 6.

Size and Type; All units are considered Colossal in size. Colossal (frigatd and larger vehicles are typically used as terrain, not units in mass combat. See the "Colossal Vehicles· sidebar for more information on how to use larget vehicles and starships.

Initiative and Senses: Use the Initiative and Senses of the base creature.

Defenses: The unit retains the defenses of the base creature.

Hit Points: The unit multiplies its hit points by 4.

DRISR: The unit uses the SR of the base creature. and gains DR 15. Threshold: Replace the base creature's size bonus to damage threshold

if 'my, with a +50 size bonus to damage threshold. '

Attrit'ion; All units have a set of 3 attritionnumbers. Each time a unit's hit points drop below one of the steps in the attrition list, the unit moves-l persistent step down the condition track. Using the example unit below, when a clone trooper battalion drops below 62 hi! points, it moves -1 persistent step on the condition track, If the unit drops below 42 hit points. it is now -2 persistent steps on the condition track. The persistent condition cannot he removed from the unit.

To determine attrition numbers, divide the unit·s total hit points by 4 (rounding down). Then. subtract that number from the total hit points 3 times, each time the result on the attrition line.

Speed: For most base creatures, the unit's base speed at starship scale is 1 square. Certain creatures with a high base speed can move faster (see "Speed; below). The unit retains the movement: mode of the base creature.

Melee Attacks: Convert basic melee attacks to unit melee attacks. Attack bonuses remain the same. but all attacks without a damage multiplier gain a )(2 damage multiplier.

Ranged Attacks: Convert basic ranged attacks to unit ranged attacks, Anack bonuses remain the same. but all attacks without a damage multiplier gaina )(2 damage multiplier.

Fighting Space: All units have a fighting space ofl square at srarship scale.

Base Attac.k and Grapple: The unit retains the base at tack and grapple scores of the base creature.

Ability Scores: The unit retains the ability scores of the base creature. Talents and Feats: Units have no tatents or feats. However. the unit retains the benefit of any talents or feats of the base creature t.hat p-ovide a flat numerical benefit. such as Weapon Focus. Weapon Speclalization, Improved Defenses. Or Martial Arts I. It the unit has talents or feats that alter attack rolls with flat numerical values (such as Power Attack. Rapid Shot. or Burst Firel. those attack options can be converted as well. Units cannot use talents or feats that rely on other conditions or situations to activate.

Skills: The unit retains ttle skill modifiers of the base creature. Possessions: Units have only t~e possessions relevant to their attacks and defenses.

Sample Unit: Clone Trooper Battalion

The following statistics are for a unit of clone troopers. The statistic; are derived by taking the basic statistics for the clone trooper (see page 281 of the Saga Edition core rutebockl and applying tile changes indicated above.

Clone Trooper Battalion

Colossal ground unit (Human nonheroic 6) Init +9; Senses Perception +9


Defen'tes Ref 17 (flat-footed 16). Fort 13, Will 9 hp 82; DR 15; Threshold 63; Attrition &2/42/22

Speed 1 square (starship scale)

Ranged blaster rifle +5 (see belaw) Fighting Space 1 square [starship scale) 'Base Atk +4; Grp +5

Abilities Str 12. DeJ< 13. Con 12,Inl 10. Wis 9. Cha 8 Special Qualities half damage from nonarea attacks Skills Initiative +9. Perception +9

Possessions clone trooper armor. blaster rifle

Blaster Rifle

Atk +5 (+0 aurcfire]. Dmg (3dB+3)x2


On rare occasions, a unit can be composed of mounted combatants riding creatures and not vehicles. In these casts. you can create a unit stat block tllat integrates both the mounted combatant and its mount as a single unit. First, start with the statistics for the creature being ridden and its rider. Give the rider the same base speed as the mount Next. choose one natural weapon possessed by the mount and transfer the attack and damage to the rider (keeping auack bonuses and damage Intact), Now modify the rider's stat block as norm at for creating units, and you have a stat block for a mounted unit.

tf the mounts used in the creation of the unit are not trained for combat, the unit must make a DC 20 Ride check at the beginning of its turn; failure means that the unit can take no actions this tum. If the unit uses a two-handed weapon, increase the DC to 25. Otherwise, the mounted unit functions exactly as any other unit.

Riders on Colossal or larger mounts cannot be made into units. and instead function as normal on the battlefield.


Large, Huge. and Gargantuan vehicles can also be combined into units. A vehicle unit typicallv represents four of the same vehicle. To create a vehicle unit, multiply the vehicle's hit points hy 4 and calculate attrition numbers based 01\ the new hit point total (see ·Creating a Unit" above). Uke ground units. vehicle units take half damage from all nona rea attacks. but also suffer persistent conditions due to attrition. as per normal unit rules. Additionally. if a vehicle possesses any antipersonnel weapon (weapons that do not have a damage multiplier). the damage for those vehicle weapons also gains the x2 multiplier for the vehicle unit. Otherwise. vehicles follow all the same rules as norwehicle units. Additionally. vehicle units can take vehicle actions as though they are individual vehicles-

Starfiqhters and airspeeders can also join together into fighter groups instead of forming a unit, following the normal rules for fighter groups (see page 31 of Storsbips oflhe Galaxy). Colossal vehicles typically operate alone in moss combat, Colossal (frigate) and larger vehicles are typically used as terrain elements. and are usually not a part of mass combats (except when they fire an the battlefield from orbit).

Vehicle units do not have the same roles as nonvehicle units (such as these described below). Instead. ihe vehicle unit is considered to have the same roles as in normal vehiCle combat, as determined by the base Vehicle. If a unique character occupies a role in a vehicle unit, use the lower of the unique character's statistics and the default statistics for tile unit's role. For example. if <I hero with a base attack bonus of + 10 acts as a gunner on a vehicle unit with an attack bonus of + 4. that vehicle unit still uses the +4 from the vehicle unit's base statistics.


Colossal vehicles function as individual combatants in mass battles. For example, the heroes might be in command of an LAAT/i, flying over the battlefitld, df'Ojlping off or picking up units and manning the guns to bofu dtvastate enemy forces and to deal with antivehide weapon

emplacements. However, the lAAT/i acts as an inilividual combatant, meaning It doe$n't gain the benefit of taking half the damage from all nonarea attacks.

Colossal (frigate}and largetvehtcles do not u~lIy participate diretfly in mass combat. However, il'lCluding a grounded capital ship as a piece of terrain can produce Inter.csting tactkal choices. For tile most pari, Colossal (frigate) and largcrvehides have difflCUltv targeting units, and units are treated as Gargantuan for the purposes of being targeted by capital ship weapons (thus. capital ships take a -20 penalty on attack rolls against units). Having a capital ship act as terrain (blocking particular avenues for units) can produce situations where tactical decisions must be made, and capital ship weapons can also be used to target vehicfeson the battlefiekl, effectively 5etVing as antivehlcle weapon batteries.


Sometimes, a unit is more than just the sum of its individual members. Some units have exceptional training, have a small number of artillerists, Or integrate a small vehicle lnto their ranks. Some units have more members than other standard units. and thus can produce a greater amount of firepower, These units are known as advantaged units. and they carry with them benefits above and beyond those provided by the standard unit creation system,

AGamema.5t~rwho designates a unit as advantaged makes several alterations to the unit's statistics. First, the base creature's hit points are multiplied by 5 instead of by 4 10 create the unit's hit points, and attrition numbers are calculated as usual. Second, the Gamemaster can apply one or more of the following special qualities to the advantaged unit. granting that unit its benefit. for each Special Qualily selected, increase the unit's Cl b" '1.

AIt-iJ'er~ain Unit

This unit is speciallv equipped to handle rough terrain. The unit ignores difficult terrain.

Antiair Unit

This unit is trained and equipped to deal with airspeeders and sial fighters. Against flying units and vehicles, this unit gains a +2. competence bonus on attack rolls and deals + 1 die of damage.

Anti.armor Unit

This unit is trained and equipped to deal with tan's, walkers, and other ground vehicles. Againsi fionflying units and nonflying vehicles, this unit gains a +2 competence bonus onattack rolls and deals +' die of damage.

Dedicated Officer

This unit includes 3 dedicated officer who enables the unit to take extra actions, as though the unit had a. nero in one of the unit role-s. Choose one of the roles from the "Charactersin Unils- section below. The unit is considered to have a character filling that roll, and gains a full round's worth of actions to use M actions for that role. You cannot select "commander" as this role. Use the statlstlcs for the base creature for any attock rolls or skill checks required for actions made by this (ole.

Mobile Unit

This unit is exceptionally mobile and has trained to cross long stretches of terrain quiCkly. When the unit uses the hard march or all-out movement actions. it moves 5 times its base speed instead of 4.


This unit is good at providing reinforcements for other units. When this unit disbands and reforms with another unit, the new unit starts at full hit points. regardless of ihe actual hit points of either unit.

Superior Formation

This unit is exceptionally good at minimizing casualties because of its formation. This unit gains a -+2 competence bonus to Reflex Defense.

Superior Training

This unit i.s trained to overcome obstacles and de .• 1 with unexpected situations. It gains a +5 competence bonus on all skill checks.

Superior Weapons

This unit is outfitted with special weapons that can deal greater damaqe. Ihis unii deals + I die of damage with all attacks made with weapon>.

Vehicle Contingent

This unit is composed not Mly of soldiers or creatures but also a small contingent of vehicles. Choose. vehicle whose CL is no more than 2 points higl1er than the CL of this unit. then select a single weapon system from thaI vehicle. Once per turn, when the unit makes an attack. it can also make an attack with this vehicle weapon. using the same attack bonuses and damage as normal for this vehicle weapon.


In contrast with 3'n advan!lIged unit, a disadvantaged unit is distinguished from other units of its type by <1 detrimental f~a!ure in its makeup. Typically, til is could mean inferior numbers, poor equipment, or even low morale. When the Clamema.ster designates a unit as disadvantaged, he makes only two alterations to the unit"s statistics. first. the base creature's hit points are multiplied by' 3 instead of by 4 to create the unit's Ilit points. and attrition numbers are calculated as usual. Second, the, Sarnemaster reduces the unit's CL by -2.


All unitscan make melee and ranged attacks if they possess the appropriate weaponry. Apply the bonuses 10 llie attack roll and compare the result to the Reflex Defense of the largel, as normal. A unit's attack bonuses are lisied in its statistics blocks.

Melee Attacks: A unit can make melee attacks against another unit OCCllpying the same space" Only ground units can make melee ;diads, and only against other ground units.

Ranged Attacks: A unit can make ranged attacks against units within its weapon range,

Vehicle Attacks: Individual vehicles can make attacks against units as normal. Vehicle units follow aU the same restrictions as nonvehicle units on their attacks,

Vehicles and vehicle ullih use the standard starship scale for determining the range on thetr vehicle weapons, Character-seale weapons, such as those wielded by ncnvehicle units, use Table 7-1 to determine their range at starship scale. All normal weapon range penalties stiil apply,


He n 0
Pistol' 0
Rifle 0 2
Simple weapon' 0
Thrown mapon' 0 1 This weapon can be usedonlym pDintblank rongeor/ong range, 2 Thi$ weapon con be used only at point blank range,

Area Attacks

Since units take half damage. from nonarea attacks, area attach are a more efficient way to deal damage to a unit Area attacks target only a single star,hip-scale square unless otherwise specified. Thus, a unit of done troopers can make autofire attacks using their rifles, but only against a single square,

Making an Area Attack: When YOIl make an area.attack in mass combat. you select a single square within weapon range, make an attack (011, and compare the result to the Reflex Defense of each unit and .... ehicfe in the target square .. If both ground units and flying units occupy the same square, you must choose to make the attack against air units or ground units, but not both, If the attack roll is higher tilan a unit's Reflex Defense, that unit takes full damage from tile area attack, The unit tokes no damage on a miss if the attack was made with a character-seale weapon, or half damage 00 a miss if the attack was made with a starship-scale weapon.

Critical Hits and Automatic Misses

If an attacker making a nonarea attack against a unit' rolls a natural 20, the target unit is automatic-ally hit and takes full damage from the attack instead of the normal half damage, If an attacker making an area attack rolls a natural 20, it is still an automatic hit, but the damage is the same.

A natural I on an attack. against a unit is alwavs a miss,


Units take half damage from all nonarea attacks. Area attacks deal normal damage to units on a hit. half damaqe on a miss if' the attack is made with a starship-scale weapon. or no damage on a miss if the attack ls made with a character-scale weapon.

When you hit with a unit's attack, be sure to add in all numerical modifiers before multiplying the damage. Vehicle weapons deal damage to units just as character-scale weapons do .


Units have hit points. just likeoharacters and vehicles, Hi! points are abstract, mean! to represent no! only the amount of actual hits a unit can sustain before all the individuals in the unit are dead but also the unit's ability to keep fighting effectively gJven it:s losses,

Damage Threshold

Units have a damage threshold Calculated as follows:

Damage threshold = Fortitude Defense + 50 (size modifier)

If 2 unit takes damage from a single attack that equals or exceeds its damaqe threshold, tile unit moves -1 persistent step down the condition track. This represents the unit laking a staggering blow that greatly reduces its efficiency, A unit pushed to the bottom of the condition track must disband on its next turn as its only action.

Sign up to vote on this title
UsefulNot useful