Professional Documents
Culture Documents
10.29.2016
Clothing, Accouterments
Rarit
Item Enc Price Description, Special Book
y
Banal Apparel 0 25 0 Very average attire; upgrade difficulty to checks to identify or remember DA
Dress Uniform 1 100 5 □ to social checks for the military LE
Utility Vest -- 100 2 Load-bearing vest; adds 2 to Encubrance Threshold EU
Cargo Clothing 1 30 0 Clothes with lots of pockets; carry up to 3 Enc 1 items for free DA
Thermal Cloak 2 200 1 Garment used to block out the cold and heat; remove ■■ from checks Core
Diplomat's Robes 2 400 6 Official attire; □ to social checks of a diplomatic nature DA
Noble Regalia 1 750 7 Fancy attire; downgrade difficulty to social checks with nobility and wealthy DA
Performer's Attire 0 50 4 Distracting attire; □ to checks to perform or attract attention DA
Expensive Jewelry 0 2,000 7 Worn; +1 Advantage to Charm, Deception checks; □ to remember wearer DA
Signet Ring 0 750 7 Worn; +2 Advantages to checks to establish wearer's identity DA
Symbol of Command 1 100 3 □ to social checks for the military LE
Ardos Disk 1 R 10,000 5 Medal that represents the favor and protection of a Hutt LNH
Adamite Signet Ring 0 500 8 worn; signifies membership of the Paladins of the Adamite Tower NP
WJ-880 Blinding Helmet 3 R 10 8 worn; adds ■■■ to checks involving vision KP
Medical
Rarit
Item Enc Price Description, Special Book
y
Stimpack, Single, Auto-Injector 0 25 2 Auto-injection tube of medication; heals wounds with diminishing returns Core
Stimpack Gun 1 150 2 Re-usable applicator with 6 stimpack doses gm rdl
Stimpack Gun Cartridge 0 20 2 Replacement stimpack doses for the stimpack gun gm rdl
StimDart 0 35 5 Replacement stimpack doses for the Auto-Doc StimDart Pistol/Launcher gm rdl
Blood Scanner 1 400 5 Used to check for foreign elements or toxins in blood KP
Antidote Set 1 250 5 Kit of antidote doses for a variety of poisons; reduces difficulty of DA
Resilience check to resist poison by 2
Medpac/Physician's Kit 2 400 2 An advanced medical kit; □ to Medicine checks Core
Healer's Kit 2 -- -- Hand-made pack of natural herbs and medicines; every one unique SS
Medical Backpack 2 450 4 A complete, portable field medical system; □ Medicine; -1 difficulty EU
Emergency Medpac 1 100 1 A deluxe first aid kit Core
Military Medpac 2 400 3 An advanced medical kit; +1 Medicine DC
Military Traumapac 1 50 3 may use Medicine to remove Critical Injuries FB
Med-Aid Patch 1 20 4 Single-use bandages infused with bacta and other agents KP
Nullicane 0 25 2 ignore Critical Injury till the end of the encounter; 3 Strain FB
Anesthetic 0 35 4 Non-lethal; Average or Hard Resilience to resist Core
Bacta Tank 12 4,000 1 Large tank filled with bacta or sanavi for full immersion Core
Bacta, per liter 1 20 1 Healing liquid applied in a variety of ways; accelerates healing Core
Sanavi, per liter 1 25 5 Healing liquid applied in a variety of ways; accelerates heal., □ to Resilience gm rdl
Synthskin, Synthflesh -- 10 1 Realistic coverings to hide cybernetics Core
Cerebral Stabilizer 3 2,200 7 A full helmet placed on patients who have suffered critical head injuries DC
Chem Restraint Harness 2 1,200 5 Worn by beast, controls through chemicals rather than training ST
Veterinary Kit 3 600 3 Large medical kit designed for beasts; □ to Medicine, Survival, Knowledge ST
XV-20 Veterinary Kit 2 500 3 Large medical kit designed for beasts; □ to Medicine, Survival, Knowledge SS
Speciman Container 0 10 1 Designed to safely contain flora and fauna; Encumbrance capacity of 1 EU
Speciman Container 1 25 2 Designed to safely contain flora and fauna; Encumbrance capacity of 5 EU
Speciman Container 3 50 2 Designed to safely contain flora and fauna; Encumbrance capacity of 10 EU
Speciman Container 5 150 3 Designed to safely contain flora and fauna; Encumbrance capacity of 15 EU
Cybernetics
Rarit
Item Enc Price Description, Special Book
y
Cybernetic Brain Implant -- 10,000 6 Brain enhancement; +1 Intellect; comlink; computer link Core
Biofeedback Regulator -- 3,000 8 Adds 2 to cybernetic implant cap; organics only SM
Neural Recorder -- 250 8 Next-best thing to a perfect memory; Easy Discipline checks to recall information SM
Cybernetic Eye -- 7,500 6 Replacement eye; +1 Vigilance and Perception Core
Appraiser's Eye -- 700 7 Replacement eye; +1 Advantage to Negotiation and Streetwise when FC
buying and selling on the market
Retinal Tracker -- 2,500 6 +1 Advantage to Gunnery and Ranged (Heavy) checks LNH
Cyborg/Droid Interface -- 600 4 Direct link to droid brains for communication and interrogation SR
Gank Comm Implant -- 250 7 Internal, silent communication with others who have this implant LNH
Immune Implant -- 5,000 6 Immune system enhancement; +1 Resilience E, A
Surge Override Switch -- 1,000 6 Quick reactivation switch for disabled cybernetics SM
Avionics Interface -- 8,000 6 Implanted interface into airspeeder or starship control systems; +1 Pilot SF
Adrenal Implant -- 2,250 5 Rapid Recovery (T) LNH
Implanted Cyberjack -- 3,750 6 Direct connection to computers/droids; 2 Strain for -1 difficulty LNH
Neuromachine Interface -- R 3,500 6 Direct link to vehicular controls; may use Coordination instead of Pilot LNH
Implant Armor -- 7,500 6 Underskin plates; +1 Soak E, A
Prosthetic Replacement Organ -- 1,000 4 Organ replacement Core
Cybernetic Reflexes -- 2,750 5 Rapid Reaction (T) LNH
Cybernetic Respirator -- 2,000 4 Internal breath mask and respirator; Blooded (T) LNH
Cybernetic Arm, Mod V -- 10,000 6 Arm replacement; +1 Brawn Core
Cybernetic Arm, Mod VI -- 10,000 6 Arm replacement; +1 Agility Core
Cybernetic Leg, Mod II -- 10,000 6 Leg replacement; +1 Brawn; price is for one, but must install in pairs Core
Cybernetic Leg, Mod III -- 10,000 6 Leg replacement; +1 Agility; price is for one, but must install in pairs Core
Prosthetic Replacement Limb -- 2,000 4 Limb replacement Core
Cybernetic Weapon Implant -- 4,000 7 Arm replacement with built in light blaster pistol E, A
Digital Lockpick -- R 2,750 5 Replacement finger(s) with tools for picking locks; Bypass Security (T) FC
Repulsor Fist -- 4,750 7 Provides brawl weapon; Defensive Stance (T) LNH
Cyberscanner Limb -- 4,000 7 Arm replacement with built in portable scanner Core
Cybernetic Cavity -- R 775 3 Small pocket hidden in your body; Hidden Storage (T) FC
Vessel Courier System -- 5,000 6 Very discreet subdermal data storage device SR
Escape Circuit -- R 1,000 6 May resist Restraining Bolts with Easy check; droids only SM
Network Slicing Uplink -- R 1,250 7 Masks slicing attemps with droid static; droids only SM
Droids
Rarit
Item Enc Price Description, Special Book
y
Protocol Droid, Basic -- 8,000 4 Designed to act as communication liaisons between beings E, A
3PX Series Protocol -- 7,750 4 Designed to act as communication liaisons between beings DA
5YQ Series Protocol -- 5,500 4 Designed to act as communication liaisons between beings DA
TC Series Protocol -- 10,000 4 Designed to act as communication liaisons between beings DA
LOM Series Protocol -- 8,500 5 Designed to act as communication liaisons between beings DA
M-3PO Series Protocol -- R 12,000 5 Designed to act as communications liaison, logistics, analysis for DA
Imperial troops and units
J9 Worker Drone -- 7,000 3 Programmed for translation and analysis protocols SR
Siak-Series Protocol Droid -- 10,000 4 Designed to act as general communications liaison SR
Analysis Droid, Basic -- 7,500 5 Designed to aid in research, analyzing data F
T-Series Tactical Droid -- R 8,000 8 Military advisors and leaders; used mostly by Separitists during the Clone Wars LE
LRD Series Envoy -- 15,000 5 Designed to act as communication liaisons between beings DA
KLC Series Exchequer -- 10,000 5 Programmed for math, negotiations, and mercantilism EU
CZ Series Business/Com -- 9,000 4 Programmed for math, negotiations, and mercantilism DA
SDMN Series Assistant -- 4,000 5 Programmed to assist and accompany entertainers FH
Medical Droid, Basic -- 12,000 4 Programmed for medical procedures and caring for beings E, A
CT-4 Medical Droid -- 20,000 8 Programmed for medical procedures and caring for beings SR
Mini-Med -- 900 3 Designed to aid sapient doctors in administering medical practice FH
JC Series Pilot -- 15,000 7 Designed for piloting EU
LC Series Pilot -- 5,000 8 A pilot droid based on surplus B1 battledroids gm rdl
Astromech Droid, Basic -- 8,250 3 Utilitarian droids designed for ship travel, can astrogate and make repairs E, A
R7 Series Astromech -- 11,000 6 Utilitarian droids designed for ship travel, can astrogate and make repairs ST
Q7 Series Astromech -- 6,500 8 Utilitarian droids designed for ship travel, can astrogate and make repairs ST
Maintenance Droid, Basic -- 7,500 3 Specifically designed for repair work E, A
DUM-series Pit Droid -- 450 1 Designed for use in general mechanical repairs and salvaging EV
G2 Repair Droid -- 6,000 5 Designed for general use aboard ship with piloting and mechanics SR
FD Series Fire Supproession -- 8,000 10 Specifically designed for putting out fires SF
Recycling Droid -- 6,500 4 Recycles waste product into more useful product FH
Q-4 Borer Droid -- 2,000 5 Designed for mining and to assist miners SR
Stone Guardian -- Guardian droids designed to look like statuary when not activated NP
Droids, cont.
Rarit
Item Enc Price Description, Special Book
y
AT-ED -- 8,900 5 Designed for exploration and surveying, 2.5 meters tall EU
Scout Collector -- 6,000 6 Designed to capture exotic biological specimens EU
Scout Surveyor -- 2,500 6 Designed to locate exotic biological specimens EU, SR
Cam -- 800 3 Small, repulsorlifted unit that records A/V data for rebroadcast SF
Security Droid, Basic -- 9,600 5 Programmed for combat, protection, and vigilance E
MI Series Security Droid -- R 41,225 7 Programmed for combat, protection, and vigilance EV
AC Series Law Enforcement -- R 9,600 5 Specialized security droid programmed for law and order FH
GU Series Police Droid -- 8,100 6 Designed for law and order EV
DZ-70 Fugitive Tracker -- R 9,800 4 Programmed for tracking and pursuing fugitives FH
K-9 Series Hunter -- 7,500 6 Programmed for hunting and tracking, quadrapedal, 1 meter tall EU
Interrogation Droid -- R 9,600 8 Programmed for questioning criminals, spies, malcontents F
Probe Droid -- R 13,700 7 Designed for scouting and transmitting information F
B1 Series Battle Droid -- 6,500 5 The frontline battle droid of the Separatist armies during the Clone Wars E
Assassin Droid -- R 65,000 8 Deadly hunters that pursue relentlessly E
IG-100 MagnaGuard -- R 90,000 10 Master bodyguards and combatants during the Clone Wars F
TC-SC Infiltration Droid -- R 15,600 8 Designed for espionage, infiltration, and assassination EV
Chamleon Droid -- R 8 Designed for infiltration and espionage during the Clone Wars NP
GV/3-Series Guardian -- 8,000 7 quadrapedal kanid form; acts as a guard and pet KP
Remotes
Rarit
Item Enc Price Description, Special Book
y
Generic Remote 1--2 400 2 Designed to perform simple preprogrammed tasks and follow basic commands SM
Butterbug Remote 1 700 4 Designed to transmit information SM
Service Patch Remote 1--2 900 3 Programmed for a variety of mechanical and comuter-related tasks SM
Shield Remote 2 1,100 5 Programmed and designed to place itself between the user and attacks SM
Marksman-H Combat Remote 1 350 5 Programmed as a training tool KP
RMD-20 Camera Remote 1 500 4 Designed for recording footage on the move KP
Recon Remote 1 250 1 Small, repulsorlifted unit that transmits visual data up to 20km away DC
Microdroid Listener 0 R 1,500 6 Records audio then returns to owner when conditions are met EV
Intergalactic, Planetary
Rarit
Item Enc Price Description, Special Book
y
Biome Generator 45 9,000 4 Creates specialty environments within ships or other enclosed spaces FH
Atmospheric Processor 10k 4,500,000 7 Massive terraforming installation FH
Atmospheric Reactive Damper 300 200,000 5 Carbon dioxide scrubber FH
Diplomatic Authority -- R 10,000 8 Official documents that grant official persons access and permissions DA
1.4 FD P-Tower Light AV Battery 4,000 2 Immobile anti-vehicle laser cannon battery LE
DF.11 Anti-Infantry Battery R 7,500 5 Immobile anti-infantry laser cannon battery LE
Planetary Shield Generator R 460,000 4 Provides 8 points of ranged defense dividable into four quadrants LE
Modular Base Structures varies 2-3 Various pre-constructed buildings LE
Beast Armor
Type Soak Def Enc HP Price Rarit Qualities, Special Book
AniPro Layered Barding 1 1 4 0 2,500 y
5 Rider does not suffer bareback riding penalities SS
Padded Barding 2 0 4 0 2,500 5 Rider does not suffer bareback riding penalities ST
Laminate Barding 4 0 7 1 8,500 7 Rider does not suffer bareback riding penalities ST
Star Wars: Weapons
12.3.2016
Lightsaber Crystals
Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Athis Crystal -- R 7,000 8 Damage 6; Crit 3; Breach 1 (Q); Sunder (Q) 2x Damage +1; 1x Crit -1; 1x Vicious +1 (Q) Fb
Barab Ingot -- R 15,000 8 Damage 8; Crit 3; Breach 1 (Q); Burn 1 (Q); 2x Burn +1 (Q); 2x Vicious +1 (Q) F
Sunder (Q)
Dantari Crystal -- R 12,000 9 Damage 7; Crit 2; Breach 1; Sunder (Q); 1x Crit -1; 2x Damage +1 F
spend Force pips to recover 2 Strain
Dragite Gem -- R 14,000 7 Damage 7; Crit 3; Breach 1 (Q); Sunder (Q); 2x Disorient +1 (Q), 2x Concussive +1 (Q); F
Disorient 1 (Q) 1x Damage +1
Etaan Crystal -- R 12,000 9 Damage 6; Crit 2; Breach 1 (Q); Sunder (Q); 1x Vicious +1 (Q); 2x Damage +1; 1x Crit -1; EV
+2 Damage when using Improved Reflect 1x Parry (T); 1x Reflect (T)
Ghostfire Crystal -- R 14,000 9 Damage 6; Crit 2; Breach 1 (Q); Sunder; 2x Defensive +1 (Q); 2x Damage +1 EV
may use four Advantage to prevent Parry
Ilum Crystal -- R 9,000 10 Damage 6; Crit 2; Breach 1 (Q); Sunder (Q) 2x Vicious +1 (Q); 4x Damage +1; 1x Crit -1 F
Kimber Stone -- R 6,500 8 Damage 9; Crit --; Stun Damage (Q) 2x Damage +1; 1x Concussive +1 (Q); KP
2x Disorient +1 (Q)
Krayt Dragon Pearl -- R 15,000 10 Damage 9; Crit 1; Breach 1 (Q); Sunder (Q); 3x Vicious +1 (Q); 1x Damage +1 F
Vicious 1 (Q)
Lorrdian Gemstone -- R 9,600 8 Damage 7; Crit 2; Breach 1 (Q); Sunder (Q); 1x Defensive +1 (Q); 2x Deflection +1 (Q) F
Defensive 1 (Q)
Mephite Crystal -- R 10,000 10 Damage 8; Crit 2; Breach 1 (Q); Sunder (Q) 3x Damage +1; 1x Crit -1; 1x Vicious +1 (Q) F
Nishalorite Stone -- R 12,500 8 Damage 7; Crit 3; Breach 1 (Q); Sunder (Q); 2x Disorient +1 (Q); 1x Vicious +1 (Q); SS
add one Advantage to magnetic checks 1x Planet Mapper (T)
Rubat Crystal -- R 8,500 10 Damage 6; Crit 2; Breach 1 (Q); Sunder (Q) 2x Vicious +1 (Q); 2x Damage +1; 1x Crit -1 HD
Sapith Gem -- R 18,000 10 Damage 7; Crit 2; Breach 1 (Q), Sunder (Q) 1x Breach +1 (Q); 2x Damage +1; 1x Crit -1 F
Sorian Crystal -- R 16,000 9 Damage 6; Crit 3; Breach 1 (Q); Sunder (Q); 3x Damage +1; 1x Parry +1 (T); KP
add □ to next attack after Parry (T) used 1x Disorient +1 (Q)
Varpeline Crystal -- R 14,000 9 Damage 8; Crit 3; Breach 1 (Q); Vicious 1; 2x Vicious +1 (Q); 1x Damage +1 SS
Sunder (Q); may spend two Triumphs for Maim
Landspeeders
Armo Rarit
Name Silho Spd Hand Shlds HT SS Altitude Crew Pass Enc Cost HP Book
r y
landspeeder 2 2 +0 0 0/-/-/0 4 5 10m 1 4 10 3,500 3 4 FnD
X-34 landspeeder 2 2 +0 0 0/-/-/0 4 5 1m 1 1 15 4,500 2 2 EoE
V-35 Courier 2 3 +0 0 0/-/-/0 5 4 1m 1 3 20 7,500 2 3 FH
V-35.ii Courier 2 1 +0 0 0/-/-/0 5 5 0.5m 1 2 20 5,500 2 2 DA
AV-21 2 3 +0 0 0/-/-/0 4 6 3m 1 1 10 6,500 7 3 ST
Hyperfoil 1000-XTC 2 2 +0 0 0/-/-/0 4 8 50m 1 2 25 7,000 5 3 FC
hutt repulsorsled 2 1 +1 0 0/-/-/0 3 4 5m 1 2 20 3,000 2 4 gm rdl
hutt armed repulsorsled 2 1 +0 1 0/-/-/0 3 4 5m 1 2 20 8,000 3 3 LNH
Seraph flash speeder 2 3 +0 0 0/-/-/0 5 5 2m 1 3 18 5,200 4 2 SF
Sunrunner zX 2 2 +0 2 0/-/0/ 5 5 2m 2 1 12 8,500 5 3 FC
Pongeeta swamp speeder 2 2 +1 1 0/-/-/0 4 5 2m 1 2 15 6,000 3 2 LNH
Panther police Interceptor 2 4 +0 0 0/-/-/0 8 8 10m 1 3 20 R 11,000 4 3 FH
Bantha-II cargo skiff 2 3 +0 0 0/-/-/0 6 8 50m 1 16 250 8,000 4 2 LNH
8880 luxury landspeeder 3 2 -1 1 0/-/-/0 10 8 2m 1 6 30 40,000 7 2 DA
A-A3 Dray light speeder truck 3 1 +0 0 0/-/-/0 8 8 8m 1 2+8 135 7,000 2 3 FnD
A-A5 heavy speeder truck 3 1 -2 0 0/-/-/0 10 8 3m 3 25 220 10,000 2 3 EoE
Superhaul Model II cargo
2 2 -1 0 0/-/-/0 5 3 50m 1 8 80 8,000 3 2 FH
skiff
1-L light repulsor tank 3 2 +1 3 0/-/-/0 12 10 3m 2 4 12 R 50,000 5 1 ST
Luxury sail barge 4 2 -2 3 0/-/-/0 35 25 10m 26 300 1,000 300,000 6 2 LNH
Walkers
Armo Rarit
Name Silho Spd Hand Shlds HT SS Altitude Crew Pass Enc Cost HP Book
r y
MEV2 Dug Digger 3 2 -1 2 0/-/-/0 10 8 - 2 0 100 30,000 5 2 SF
Hunchback construction strider 2 1 +0 0 0/-/-/0 7 6 - 2 0 12 28,000 4 3 FH
AT-HCT 3 1 -1 0 0/-/-/0 15 15 - 1 6 200 3,000 3 2 FnD
AT-PT 2 2 +0 3 0/-/-/0 6 5 - 1 1 15 30,000 7 1 EoE
AT-EST 4 1 -2 2 0/-/-/0 20 12 - 3 8 50 12,000 5 4 EoE
AT-AT 4 1 -3 5 0/-/-/0 40 35 - 5 40 100 R 150,000 5 3 AoR
AT-AT, Command 4 1 -3 5 0/-/-/0 40 35 - 17 4 100 R 250,000 5 3 gm rdl
AT-ST 3 2 +0 3 0/-/-/0 15 12 - 2 0 18 R 75,000 5 1 AoR
AT-RCT 3 2 0 3 0/-/-/0 8 8 - 2 0 10 R 35,000 7 2 FH
AT-AA 4 1 -2 4 0/-/-/0 20 18 - 3 2 25 R 135,000 7 0 ST
Airspeeders
Armo Rarit
Name Silho Spd Hand Shlds HT SS Altitude Crew Pass Enc Cost HP Book
r y
R-444 Sky Swooper 1 2 +3 0 0/-/-/0 1 3 10km 1 0 2 R 1,000 5 1 SR
airspeeder 2 3 0 0 0/-/-/0 5 5 300km 1 1-6 10-30 10,000 3 1 EoE, FnD
Hyperfoil 1000-XTC 2 3 0 0 0/-/-/0 9 6 50km 1 2 15 12,500 4 1 DA
SU-40 2 5 +2 0 0/-/-/0 4 5 100km 1 1 6 15,000 5 2 ST
HSP-10 Pursuit 2 4 -1 2 0/-/-/0 5 6 100km 1 2 12 40,000 6 1 FC
Storm IV cloud car 2 4 +1 1 0/-/-/0 5 7 100km 2 0 8 30,000 5 2 EoE, AoR
Needle NE-4 Interceptor 2 5 +1 0 0/-/-/0 6 5 120km 1 0 3 28,000 4 2 DC
Talon-1 combat cloud car 2 4 +2 3 0/-/-/0 6 7 100km 1 0 10 36,000 5 2 FnD
T-16 Skyhopper 2 4 +3 1 0/-/-/0 4 6 300km 1 1 12 7,500 2 3 EoE
T-47 2 4 +0 1 0/-/-/0 4 6 175m 2 0 6 18,000 3 2 EoE, AoR
CAV-11 Condor 2 3 +1 1 0/-/-/0 6 6 300km 1 2 12 30,000 4 2 SF
G35 Silver Cloud 3 4 -1 0 0/-/-/0 10 8 300km 3 10 25 45,000 4 2 SF
Guardian 5E 3 3 0 2 0/-/-/0 11 9 300km 1 5 10 20,000 4 1 DC
Cargohopper 102 2 3 -1 0 0/-/-/0 5 6 300km 1 0 75 14,500 3 0 FC
Invader AA-9 assault 3 3 0 2 0/-/-/0 11 9 200km 2 10 5 R 45,000 6 2 DC
Overwatch MC-2 command 3 2 -2 3 0/-/-/0 15 12 200km 8 2 4 80,000 6 2 DC
Rush troop transport 3 3 -1 2 0/-/-/0 12 10 200km 3 20 8 60,000 5 2 DC
Mauler Tactical Responder 4 2 0 2 0/-/-/0 20 15 200km 2 24 12 76,000 6 2 FH
PTB-625 heavy bomber 4 2 -2 3 0/-/-/0 15 15 100km 5 1 100 130,000 6 2 ST
HA-5 Aerial Retreat 5 1 -5 3 0/-/-/0 55 28 10km 16 16 250 750,000 6 3 DA
Submersibles
Armo Rarit
Name Silho Spd Hand Shlds HT SS Depth Crew Pass Enc Cost HP Book
r y
Keelkana Attack Sub 2 4 +1 2 0/-/-/0 8 8 2,500m 1 0 4 R 32,000 6 3 SR
Explorer Sub 3 2 0 3 0/-/-/0 8 6 5,000m 4 2 10 R 55,000 5 2 SR
Star Wars: Starships
12.01.2015
Scouts
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
A-24 Sleuth 3 4 +1 2 1/-/-/0 10 10 1; 9 1 1 20 45,000 6 3 EU
JM-5000 Jumpmaster 4 4 +1 2 1/-/-/0 14 8 3; 15 1 1 30 55,000 5 2 EoE
Skywatcher 4 3 +0 4 1/-/-/1 25 18 1; 10 3-12 6 50 R 120,000 5 3 BR
Civilian Pathfinder 4 4 +1 2 1/-/-/1 16 10 3; 15 2 2 45 45,000 6 2 FnD
E-9 Explorer 4 3 -1 4 1/-/-/1 25 14 1; 12 4 4 60 120,000 6 4 EU
Space Stations
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
2/2/2/
Golan I 8 0 - 6 300 150 none 5,000 10,000 20,000 R 26M 9 4 FC
2
Starfighters
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
BTS-A2 H-Wing 3 3 -2 4 2/-/-/1 15 12 1; none 3 1 15 225,000 6 1 ST
Cutlass-9 3 3 0 2 1/-/-/1 8 8 2; none 1 0 12 40,000 4 3 MPQ
Alpha Xg-1 Star Wing 3 4 -2 3 1/-/-/1 12 8 3; none 1 0 8 R 135,000 7 2 FC
A/SF-01 B-Wing 3 4 -1 3 2/-/-/1 15 6 2; none 1 0 15 150,000 6 1 AoR
Preybird 3 4 -1 3 1/-/-/1 10 9 3; none 2 0 8 84,000 8 1 DC
Cloakshape 3 4 +0 3 0/-/-/0 10 8 none 1 0 12 38,000 4 3 EoE
BTL-A4 Y-Wing 3 4 +0 3 1/-/-/1 12 10 1; none 1 0 10 80,000 4 1 Core
BTL-S3 Y-Wing 3 4 +0 3 1/-/-/1 12 10 1; none 2 0 10 80,000 4 1 Core
R-41 Starchaser 3 4 +0 2 1/-/-/0 6 8 2; none 1 0 6 55,000 7 2 ST
A-Type Stiletto 3 4 +0 2 1/-/-/1 10 12 none 1 0 8 90,000 7 0 SF
LAF-250 3 4 +0 2 1/-/-/0 8 8 none 1 0 6 60,000 4 1 SF
Z-95-AF4-H Heavy 95 3 4 +0 3 2/-/-/0 12 8 2; none 1 0 6 85,000 5 1 ST
Z-95-AF4 Headhunter 3 4 +1 3 1/-/-/0 9 8 none 1 0 8 55,000 4 2 EoE
HLAF-500 3 4 +1 2 1/-/-/1 8 8 2; none 1 0 6 70,000 5 1 SF
HH-87 Starhopper 3 4 +1 4 1/-/-/0 10 8 1; none 1 0 6 50,000 4 2 LNH
Delta-6 3 4 +1 2 1-/-/0 6 5 none 1 0 8 30,000 4 2 FnD
Delta-12 Skysprite 3 4 +1 3 1/-/-/1 10 8 none 1 1 8 85,000 8 3 FnD
Rogue/Porax-38 3 4 +1 3 1/-/-/1 10 8 2; none 1 0 7 120,000 6 3 lib s 42
Starviper M-2 3 4 +1 2 2/-/-/2 14 7 2; none 1 0 12 160,000 7 0 MPQ
Alpha-3 Nimbus V-Wing 3 4 +2 2 1/-/-/0 10 8 none 1 0 5 70,000 7 2 ST
T-65B X-Wing 3 5 +1 3 1/-/-/1 10 10 1; none 1 0 10 120,000 5 1 AoR, FnD
CL-1C Lancet 3 5 +1 2 1/-/-/0 6 8 1; none 1 1 4 55,000 5 0 SF
E-7 E-Wing 3 5 +1 3 1/-/-/1 14 8 1; none 1 0 8 160,000 8 1 ST
Tallanx Stealth Fighter 3 5 +2 1 1/-/-/1 10 6 1; none 1 0 6 R 120,000 9 2 SR
M3-A Scyk Interceptor 3 5 +2 2 1/-/-/0 6 8 2; none 1 0 4 55,000 4 1 LNH
Delta-7/7B Aethersprite 3 5 +2 2 1/-/-/0 7 7 none 1 0 4 78,000 6 2 FnD
A-7 Hunter 3 5 +2 2 0/-/-/0 6 7 none 1 0 4 80,000 6 1 DC
RZ-1 A-Wing 3 6 +3 2 1/-/-/0 6 6 1; none 1 0 4 150,000 6 1 AoR
R-60 T-Wing 3 6 -1 2 1/-/-/0 8 7 3; none 1 0 5 95,000 7 1 ST
H-60 Tempest 4 3 -1 4 1/-/-/1 22 12 none 2 0 12 172,000 5 2 ST
Starfighters, continued
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
TIE/SA Bomber 3 4 +0 3 0/-/-/0 9 8 none 1 0 10 R 110,000 5 0 AoR
TIE/IT Intedictor 3 4 -2 3 1/-/-/1 18 12 none 1 0 10 R 253,000 7 0 ST
TIE/D Defender 3 4 +2 3 1/-/-/1 10 10 2; none 1 0 5 R 300,000 8 0 AoR
TIE/LN Fighter 3 5 +3 2 0/-/-/0 6 8 none 1 0 4 R 50,000 4 0 Core
TIE/IN Interceptor 3 6 +3 2 0/-/-/0 6 10 none 1 0 4 R 75,000 5 0 AoR
TIE/AG Aggressor 3 4 +1 3 0/-/-/0 10 8 none 2 0 7 R 75,000 9 0 ST
TIE/HU Hunter 3 5 +2 2 1/-/-/1 9 12 2; none 1 0 6 R 275,000 9 0 ST
TIE/PH Phantom 3 5 +2 2 1/-/-/0 8 10 1; none 2 0 8 R 365,000 9 0 ST
Patrol Boats
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
PPB 3 4 +0 2 1/-/-/1 10 7 none 2 0 12 70,000 5 2 SF
Firespray 4 4 +0 4 1/-/-/1 15 12 3; 15 3 6 40 80,000 4 4 EoE
GAT-12H Skipray Blastboat 4 4 -1 4 2/-/-/1 20 15 2; 15 5 0 20 150,000 6 2 EoE
M22-T Krayt Gunship 4 4 -1 4 2/-/-/2 24 18 1; 12 2 2 20 185,000 6 2 LNH
A-36 Pathfinder 4 4 +0 3 1/-/-/1 16 16 2; 12 4 4 40 135,000 7 2 EU
YQ-400 Monitor 4 3 +0 2 1/-/-/1 28 30 none 0 0 0 200,000 8 0 FH
Imperial Customs Frigate 4 3 -2 4 2/-/-/1 28 18 2; 15 12 10 140 R 140,000 6 2 FC
Conqueror Assault Ship 4 3 +0 4 2/-/-/2 20 14 1; 10 3 1 80 100,500 9 4 DC
Regulator 4 4 +0 3 2/-/-/1 18 14 none 2 6 18 110,000 6 2 FH
VT-49 Decimator 4 3 -3 4 2/-/-/2 30 20 1; 12 4 6 60 160,000 6 1 FC
2/1/1/
PB-950 5 3 -2 4 34 22 3; 12 4 8 150 150,000 5 3 SF
1
Gunships
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
2/2/2/
IR-3F Light Frigate 5 4 -1 3 40 35 none 20 10 1,800 1M 6 2 FnD
2
2/2/2/
Adz-Class Destroyer 5 2 -2 6 50 35 2; 12 30 8 250 R 4.45M 7 1 FnD
1
2/2/2/
Vigil Corvette 5 3 -1 5 55 35 2; 10 200 200 1,800 R 3.5M 5 0 AoR
1
2/1/1/
CR90 Corvette 5 3 -1 5 50 25 2; none 30-165 600 2,500 1.2M 5 4 Core
2
2/2/2/
CR92A Assassin 5 3 -1 5 55 25 2; 16 60-150 60 1,000 R 2.5M 6 2 SF
1
2/2/2/
DP20 Gunship 5 4 -1 5 55 30 2; 16 91 0 300 3.2M 6 1 EoE
1
2/1/1/
Marauder Assault Corvette 5 3 +0 5 65 35 2; none 177 80 175 R 3M 5 1 EoE
1
2/1/1/
Consular Light Cruiser 5 3 -2 5 46 24 2; 14 9 16 3,200 3.4M 5 4 AoR
1
Cruisers
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
2/1/1/
Lancer Frigate 5 2 -1 5 52 34 1; 15 800 40 200 R 4.76M 7 0 AoR
1
2/2/2/
Quasar Fire Escort Carrier 6 2 -2 5 62 45 2; 12 250 150 5,000 1.75M 6 4 ST
1
2/2/2/
EF76 Nebulon-B Frigate 6 3 -1 6 71 40 2; 12 920 75 4,000 R 8.5M 7 2 AoR, EoE
2
2/2/2/
Kossak Frigate 6 3 -2 6 75 45 2; 12 975 90 3,500 8.3M 7 3 LNH
1
2/2/2/
Xanter Deep Space Frigate 6 1 -2 6 80 32 3; 9; 18 150 50 2,000 3.75M 7 1 EU
2
2/2/2/
Starbolt Assault Carrier 6 3 -1 6 75 60 2; 10 800 250 4,000 R 10M 8 2 DC
2
3/2/2/
MC30c Frigate 6 4 +0 5 74 42 1; 15 820 95 3,500 R 9.5M 6 3 SR
2
3/2/2/
MC40a 6 2 -1 6 92 56 1; 15 3,770 650 5,000 R 15.5M 6 4 SR
3
2/2/2/
Neutron Star Bulk Cruiser 7 1 -3 6 80 50 3; 20 2,200 250 5,000 2.8M 4 6 DC
1
1/1/1/
Dreadnought Heavy Cruiser 7 2 -2 7 100 40 4; 18 9k-16k 3,000 7,500 7.2M 6 4 AoR
1
3/2/2/
Vindicator Heavy Cruiser 7 3 -1 6 85 55 2; 12 2,551 400 7,500 R 10.4M 8 0 AoR
2
3/3/3/
Interdictor Heavy Cruiser 7 2 -2 5 75 65 2; 12 2,807 80 6,500 R 15.4M 8 0 AoR, FC
2
Battleships
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
Ton-Falk Escort Carrier 7 2 -3 4 2/2/2/2 80 60 2; 12 4,000 800 9,000 R 3.5M 7 3 ST
2/2/2/
Keldabe Battleship 7 3 -1 8 100 60 2; 10 6,000 1,000 8,000 R 200M 8 4 DC
2
3/4/4/
MC80 Liberty Star Cruiser 8 2 -2 9 140 80 1; 9 5,400 1,200 70,000 104M 7 4 AoR
3
2/2/2/
Victory II Star Destroyer 8 1 -3 9 120 50 1; 15 6,107 1,600 6,500 R 50M 6 4 AoR, FnD
2
3/3/3/
Imperial I Star Destroyer 8 2 -3 10 145 60 2; 8 37,085 9,700 15,000 R 150M 7 2 AoR
2
3/3/3/
Secutor Battlecarrier 8 2 -4 8 130 55 2; 14 40,000 14,000 28,000 R 200M 7 2 ST
2
3/3/3/ 109,00
Praetor II Star Battlecruiser 9 2 -3 11 185 95 2; 16 14,000 78,000 R 700M 9 1 AoR
3 0
Star Wars: Starship and Vehicle Customization
12.12.2016
Attachments: Defense
Rarit
Attachment HP Price Description Further Mods Book
y
Augmented Buffer 0 750 +1 System Strain Threshold; Silhouette 2 or less 2x +1 System Strain Threshold JoY
Countermeasures, 1 3,000 6 -1 Silhouette when fired upon; 1x +1 difficulty for incoming Guided (Q) attacks Core
Electronic alerts others to presence
Countermeasures, 1 3,500 6 hard Computers check to cancel ECM 1x -1 difficulty Computers check LE
Electronic Counter-
Countermeasures, 1 2,200 4 Add ■ to certain Gunnery checks involving 1x add ■ to certain Gunnery checks; ST
Physical rockets, missiles, or torpedoes against ship 1x +1 difficulty for incoming Guided (Q) attacks
Enhanced Armor 2 2,000 3 +1 Armor; -1 Handling Core
x Sil.
Hardened Circuits 2 4,500 5 +2 System Strain Threshold 2x +1 System Strain Threshold ST
Hull/Keel Reinforcement 2 2,500 4 +2 Hull Trauma Threshold 2x +1 Hull Trauma Threshold ST
half damage from Ion (Q) after soak; -1
Hydraulic Control Circuits 2 1,000 7 1x defender choose component affected by Core
Handling;
-1 System Strain; non-fighter starships only Ion (Q) attack; 1x +1 System Strain
add one Advantage to combat checks with
Laser Focusing Array 2 5,000 6 SM
lasers
Nightshadow Coating 1 R 3,500 8 -1 enemy passive sensor range band, Close min. 1x -1 Silhouette in combat FC
Oversized External 2 R 3,000 6 +1 silhouette for weapons mounting; DC
Weapon Mount x Sil. -1 Handling; -4 System Strain Threshold
Pseudo-Cloaking Device 1 R 12,000 8 +2 difficulty to detect vessel with sensors; 2x add ■ to combat checks targeting the ship SM
upgrade difficulty once of combat checks at at Short range or beyond
Short range or beyond
Ram Attachment 2 6,500 3 +2 Defense when instigating a collision 2x +1 Defense when instigating a collision ST
Reinforced Shield 2 3,800 5 +1 Defense to one zone 2x +1 Defense to one zone Core
Generator
Security Measures 0 500 4 upgrade difficulty to gain unauthorized access 2x add ■ to checks to gain unauthorized access SM
x Sil. to the ship or vehicle to the ship or vehicle
Smoke Generator 1 2,750 2 generates a ■■■ smoke screen behind vehicle; DC
atmospheric vehicles only
+2 difficulty to detect vessel at Speed 3 or
Whisperthrust Engine 1 R 7,500 7 FC
lower;
starships only
Attachments: Movement
Rarit
Attachment HP Price Description Further Mods Book
y
All-Terrain Legs 2 3,000 5 can shift into walker mode: Piloting (Planetary), 2x remove ■ from Piloting (Planetary) for terrain; SM
x Sil. Speed 2; landable craft only 2x remove ■ from Gunnery for terrain;
Amphibious Modification 1 1,000 5 can operate underwater without penalty; SM
x Sil. atmospherable vessels only
Enhanced Repulsorlift 1 1,000 3 +1 Speed; -1 Handling; speeders only 1x Defensive Driving +1 (T) SM
x Sil.
High-Output Ion Turbine 1 5,300 5 +1 Speed; -1 System Strain; airspeeders or Core
starships only
Hyperdrive Generator 1 6,400 4 -1 Hyperdrive Class, minimum of 1; starships 2x -1 Hyperdrive Class; minimum of .5 Core
with hyperdrives only
Maneuvering Thrusters 1 500 +1 Handling; Silhouete 2 or less only JoY
x Sil.
Overcharged Ion Engines 3 9,500 4 +1 Speed; -1 Handling; Silhouette 3 or less 1x Short Cut +1 (T); 1x Tricky Target (T) SM
starships only
Repulsorlift Enhancement 1 2,500 +1 Speed for one round for 1 System Strain; JoY
Silhouette 2 or less only
Attachments: Utility
Rarit
Attachment HP Price Description Further Mods Book
y
Assault Boarding Tube 3 R 1,000 4 tube and hull cutter; Silhouette 3+ only 4x decrease time to cut by 1 DC
x Sil.
Briefing Auditorium 1 2,500 4 remove ■ from checks, duration of mission; 2x +1 Advantage to Leadership checks LE
Silhouette 5+ only within the briefing auditorium
Enviromental Simulators 2 7,500 6 replicates up to 3 chosen enviroments, one at 2x one additional enviroment DA
a time; gives bonuses for noegotiations
may use Cool or Knowledge (Warfare) in
Holo-Tank 1 5,000 4 2x +1 Advantage for Mass Combat checks; LE
initiative
1x upgrade initiative checks once
Interior Broadcast Suite 1 800 3 +1 Strain Threshold while aboard ship/vehicle FC
Luxury Passenger 1 2,000 3 □ to Charm, Negotiation, Deception; or remove DA
Compartments x pass. up to ■■ for those accustomed to luxury already
Onboard Amenities Unit 1 750 3 upgrade Charm, Deception, Negotiation (S) FC
checks once for the crew to passengers
Rapid Cargo Evac Chute 1 R 500 3 remote cargo hold evacuation from the cockpit 1x no check required FC
Retrofitted Hangar Bay 2 5,000 3 creates one or more auxillary hangar bays; 5x additional maximum Silhouette capacity Core
x Sil. Silhouette 5+ only
Slave Circuit 1 10,000 2 remote activation/deactivation and lockdown 1x ship moves on its own to owner; 1x ship ST
autonomously operates weapons
Smuggling Compartments 1 R 1,200 1 store 25 Encumbrance; +2 difficulty to discover; 2x additional 25 Encumbrance compartment E, F
counts as part of cargo capacity
Smuggling
1 R 2,200 4 store 25 Encumbrance; +3 difficulty to discover; 2x additional 25 Encumbrance compartment FC
Compartments,
Cloaked counts as part of cargo capacity
Spare Fuel Cells 1 500 4 ship or vehicle does not run out of fuel gm rdl
x Sil. on a Piloting check Despair result
Tactical Command, 1 4,200 6 upgrade Mass Combat checks once 1x Situational Awareness (T); 1 remove ■ on LE
Control, and Comms Suite Perception, Vigilance checks
Theater Command 2 8,500 6 upgrade Mass Combat checks twice; 2x +1 Advantage on Mass Combat checks; LE
and Control System Silhouette 4+ only 1x remove ■ from Mass Combat checks
Attachments: Weapons
Rarit
Attachment HP Price Description Further Mods Book
y
Upgraded Weapons 0, 1 W W replace or add one weapon system; Core
see chart of weapons for options
retractable personal scale auto blaster; 2
AX-108 Blaster Cannon 1 2,000 5 2x Ranged (Heavy) +1 (S) FC
Ranged
(Heavy), 0 Agility assist; Silhouette 3+ only
Gravity Mine Launcher 1 3,500 6 deploy gravity mines within Close range 1x increase range band to Short ST
Mini-Missile Tube 0, 1 R 700 4 fixed firing arc missile launcher; Limited Ammo 1 1x change fixed arc to turret DC
Mini-Missile Pack 0, 1 R 7,000 5 fixed firing arc missile launcher; add □□ to 1x change fixed arc to turret DC
combat checks; success is +2 damage;
Limited Ammo 2; Silhouette 2 only
Missile Pack 0, 1 R 10,000 5 fixed firing arc missile launcher; add □□ to 1x change fixed arc to turret DC
combat checks; success is +2 damage;
Limited Ammo 2; Silhouette 2+ only
Tactical Tractor Beam 0, 1 6,200 7 Close range; target suffers ■■ to Piloting and DC
attack checks; suffers 1 SS certain maneuvers
Upgraded Firepower 0 1,000 +1 damage, one weapon; Silhouette 2 or less JoY
Star Wars: Species
12.10.2016
Species, continued
Species BR AG IN CU WP PR Wound Strain XP Abilities Book
Gamorrean
Gand 2 2 2 2 3 1 10 10 100 1 Discipline (S); Ammonia Breathers (A) E, EV
Gank 2 2 2 2 2 1 10 10 110 1 Coercion or Vigilance (S); Cyborg LNH
Givin
Gossam 1 2 2 3 2 2 9 11 100 1 Deception (S); Silhouette 0 DA
Gotal 2 2 2 3 2 1 9 8 100 1 Perception (S); Energy Sensitivity (A) FC
Gran 2 2 2 1 2 3 10 9 100 1 Charm or Negotiation (S); Enhanced Vision (A) A, FH
Gungan; Ankuran 2 2 1 2 2 3 10 10 100 1 Discipline (S); Amphibious gm rdl
Gungan; Otollan 2 3 1 2 2 2 10 10 100 1 Athletics (S); Amphibious NP
Human 2 2 2 2 2 2 10 10 110 1 in two non-career skills of choice Core
Human; Corellian 2 2 2 2 2 2 10 10 110 1 Piloting - Planetary or Space (S); may train to 3 SF
Human; Mandalorian 2 2 2 2 2 2 11 10 105 1 combat skill of choice, or 1 in two Knowledge skills of choice FLT
Hutt 3 1 2 2 3 2 13 11 70 1 Coercion or Discipline (S); 1 Enduring (T); LNH
1 Nobody's Fool (T); Ponderous (A)
Iktotchi 2 2 2 2 3 1 10 12 90 1 Vigilance (S); Precognition (A) KP
Ishi Tib 2 2 3 2 1 2 12 10 100 1 Discipline (S); Amphibious, Water Dependence (A) LE
Ithorian 2 1 2 2 3 2 9 12 90 1 Survival (S); Ithorian Bellow (A) A, SS
Jawa
Kalleran 3 2 2 2 2 1 ND
Kel Dor 1 2 2 2 3 2 10 10 100 1 Knowledge - Education (S); Dark Vision (A); breath mask req F
Klatooinian 2 3 2 2 1 2 10 10 100 1 Brawl or Ranged - Heavy or Light (S); 1 non-career (S) DC
Kubaz
Kyuzo 2 3 2 2 2 1 11 11 90 1 Coordination (S); Dense Musculature (A) FB
Lannik 2 1 3 2 2 2 8 12 95 1 Streetwise (S); Indomitable (A) KP, LE
Lasat 3 2 1 2 2 2 11 10 90 1 Climbing (S); Leaper (A) gm rdl
Mirialan 2 3 2 1 2 2 11 10 100 1 Discipline (S); 1 Cool (S) F
Mon Calamari 2 2 3 1 2 2 10 10 100 1 Knowledge - Education (S); Amphibious (A) A
Mustafarian, North 2 2 2 2 2 1 10 10 100 1 Eye For Detail (T); Mustafarian (A) SM
Mustafarian, South 2 2 2 2 2 1 10 10 100 1 Enduring (T); Mustafarian (A) SM
Muun 2 2 3 3 1 1 9 9 90 1 Knowledge - Education (S); Deep Pockets (A) EV
Species, continued
Species BR AG IN CU WP PR Wound Strain XP Abilities Book
Nautolan 3 2 2 2 1 2 11 9 100 1 Athletics (S); Amphibious (A) F
Neimoidian 1 2 3 3 1 2 11 9 90 1 Deception or Negotiation (S) DA
Nikto; Green 3 2 2 2 2 1 11 10 100 1 Coordination (S); □ to Athletics for climbing; Claws (A) LNH
Nikto; Mountain 3 2 2 2 2 1 11 10 100 1 Survival (S); Natural Outdoorsman (T) LNH
Nikti; Pale 3 2 2 2 2 1 11 10 100 1 Athletics (S); Swimmer (A) LNH
Nikto; Red 3 2 2 2 2 1 11 10 100 1 Resilience (S); remove ■ for arid/hot environments LNH
Nikto; Southern 3 2 2 2 2 1 11 10 100 1 Perception (S); □ to sound-based Perception checks LNH
Pantoran 2 2 2 2 1 3 10 11 110 1 Cool or Negotiation (S); Tundra Dwellers (A) EV
Polis Massan 1 2 3 2 3 1 8 11 100 1 Medicine (S); No vocal chords; Telepathy (A) SR
Quarren 2 2 1 2 3 2 10 8 95 1 Negotiation (S); Amphibious (A); Ink Spray (A) FC, SR
Quermian 1 2 3 2 2 1 10 10 85 1 Perception (S); Additional Limbs (A) SS
Rodian 2 3 2 2 1 2 10 10 100 1 Survival (S); 1 Expert Tracker (T) E
Sakiyan 2 2 3 2 2 2 8 10 80 1 Perception or Vigilance (S); 1 Expert Tracker (T) LNH
Sathari 1 3 2 2 2 2 8 10 100 1 Coordination (S); Glider (A) CG
Selonian 2 3 2 1 3 1 11 10 80 1 Coordination (S); night vision (A); Tail (A) SF
Shistavanen 2 3 3 2 1 1 12 10 80 1 Brawl or Survival (S); Hunter's Instincts (A) FB
Siniteen
Sullustan 2 3 2 1 2 2 10 10 100 1 Astrogation (S); 1 Skilled Jockey (T) A
Theelin
Togruta 1 2 2 3 2 2 10 10 100 1 Perception (S); Pack Instincts (A) F
Toydarian 1 1 2 2 3 3 9 12 90 Silhouette 0; Hoverer (A) EU
Trandoshan 3 1 2 2 2 2 12 9 90 1 Perception (S); Regeneration (A); Claws (A) E
Twi'lek 1 2 2 2 2 3 10 11 100 1 Charm or Deception (S); Desert Dwellers (A) E, F
Ugnaught
Verpine 2 3 3 1 2 1 9 12 80 1 Mechanics (S); Microvision (A); Radio-Wave Comms (A) SR
Weequay 3 2 1 3 2 1 10 9 90 1 Resilience or Athletics (S); Pheromones (A) DC
Whiphid 3 2 2 1 2 2 12 10 80 1 Survival (S); Hardy Survivalist (A); Tusks (A) KP
Wookiee 3 2 2 2 1 2 14 8 90 1 Brawl (S); Wookiee Rage (A) E
Xexto 1 3 2 2 1 2 9 9 85 1 Confidence (T); Additional Limbs (A) ST
Zabrak 2 2 2 2 3 1 10 10 100 1 Survival (S); Fearsome Countenance (A) F
Zeltron
Star Wars: Adversaries
1.10.2016
Nexu, Rival 3 4 2 3 1 1 3 0/0 20 -- Skills: Athletics 3, Brawl 2, Cool 2, Stealth 2, Vigilance 3 BtR
Cybernetically- Talents: none
Enhanced Abilities: Fierce Pounce, Nexu Cybernetic
Equipment: claws, bite, tail whip
Nuuno Nemesis 6 2 1 2 4 2 10 0/0 40 14 Skills: Brawl 4, Discipline 3, Perception 3, Resilience 5, Survival 3, MPQ
Vigilance 3
Talents: none
Abilities: Silhouette 3
Equipment: antennae, claws
Photon Spider Minion 3 2 1 4 4 1 4 0/0 7 -- Skills: Athletics, Brawl, Resilience, Vigilance LNH
Talents: none
Abilities: Crystalline, Photonic Burst, Silhouette 2
Equipment: bladed legs
Pybus Minion 3 2 1 2 1 1 4 1/0 3 -- Skills: Brawl, Ranged (Light), Stealth LNH
Amphibipole Talents: none
Abilities: Amphibious, Poisonous, Silhoette 0
Equipment: tongue, claws
Rancor, Captive Nemesis 6 2 1 3 3 1 12 0/0 40 15 Skills: Brawl 2, Perception 2, Survival 3, Vigilance 2 EoE
Talents: none
Abilities: Sweep Attack, Silhouette 3
Equipment: Massive rending claws
Raquor'daan Rival 3 3 1 3 2 1 4 0/0 12 -- Skills: Brawl 3, Perception 1, Stealth 2, Survival 3, Vigilance 1 LNH
(Dark Wolves) Talents: none
Abilities: Bite at Their Heals
Equipment: slashng claws, venomous stinger
Rass Nemesis 5 2 1 3 3 1 6 0/0 20 10 Skills: Brawl 2, Perception 3, Survival 3, Vigilance 2 LNH
Talents: none
Abilities: Barbed Hide, Silhouette 2
Equipment: deadly fangs, rending claws
Rawwk Minion 1 4 1 1 1 1 1 1/1 3 -- Skills: Brawl, Coordination JoY
Talents: none
Abilities: Flyer
Equipment: stunning screech, bite
Reevo Rival 4 2 1 1 1 2 4 0/0 35 -- Skills: Athletics 2, Brawl 2, Cool 1, Vigilance 1 BtR
Talents: none
Abilities: Water Blast, Silhouette 2
Equipment: bite, water blast
Ronto Rival 5 3 1 1 1 1 7 0/0 18 -- Skills: Survival 2 ST
Talents: none
Abilities: Domesticable 1, Trained Mount 1, Beast of Burden 10,
Silhouette 2
Equipment: trampling hooves
Ronto, Spooked Rival 5 3 1 1 1 1 7 0/0 18 -- Skills: Brawl 1, Perception 2 SoF
or Enraged Talents: none
Abilities: Overrun, Trample, Silhouette 2
Equipment: legs
Ruping Rival 3 3 1 3 1 1 6 0/1 18 -- Skills: Coordination 2, Survival 3, Vigilance 3 ST
Talents: none
Abilities: Flyer, Trained Mount 1, Silhouette 2
Equipment: claws
Sacorrian Grey Rival 5 2 1 2 2 1 6 0/0 17 -- Skills: Brawl 1, Perception 1, Survival 3 SoF
Bear Talents: none
Abilities: Long Arms
Equipment: vicious claws and teeth
Salerodrex Nemesis 5 4 1 3 2 2 8 0/0 22 24 Skills: Athletics 4, Brawl 4, Perception 4, Survival 3 SoF
Talents: Adversary 1
Abilities: Aquatic Creature, Silhouette 3
Equipment: teeth
Sand Panther Rival 3 4 1 2 2 1 3 1/0 10 -- Skills: Brawl 2, Coordination 2, Perception 3, Stealth 3, Survival 2 SoF
Talents: Lethal Blows 2
Abilities: Venomous, Keen Senses, Silent Hunter
Equipment: teeth and claws
Savrip Rival 5 2 1 3 2 1 5 0/0 24 -- Skills: Atheltics 2, Brawl 3, Discipline 2, Melee 2, Perception 2, MPQ
Resilience 3, Vigilance 2
Talents: none
Abilities: Poisonous Bite, Silhouette 2
Equipment: large club
Shaoryn Rival 3 3 2 3 2 1 3 0/0 12 -- Skills: Brawl 2, Deception 4, Discipline 2, Stealth 3 LNH
Talents: Force Rating 2, Adversary 1
Abilities: Drain Life, Force Power: Influence
Equipment: grasping limbs
Skuir Fish Rival 4 4 1 2 3 1 4 0/0 18 -- Skills: Athletics 2, Brawl 2, Resilience 2, Survival 1 LNH
Talents: none
Abilities: Aquatic Creature, Silhouette 2
Equipment: razor pincers, toothy jaws
Sludge Panther Nemesis 4 4 1 3 1 2 5 2/2 14 8 Skills: Brawl 3, Coordination 3, Resilience 3, Stealth 4, Survival 3, SoF
Vigilance 4
Talents: Adversary 1, Blooded 2, Lethal Blows 2
Abilities: Natural Camouflage, Jungle Hunter
Equipment: teeth and claws, pounce
Spukami Rival 1 3 1 3 1 3 1 1/1 2 -- Skills: Brawl 1, Coordination 2, Perception 2, Stealth 3 SoF
Talents: Jump Up
Abilities: Territorial, Leap, Silhouette 0
Equipment: teeth and claws
Styanax Nemesis 5 4 1 3 1 1 5 1/0 16 6 Skills: Brawl 4, Resilience 3, Survival 3 SoF
Talents: Adversary 1, Crippling Blow
Abilities: Aquatic Creature, Silhouette 3
Equipment: tooth-filled maw, poisonous stinger
Tauntaun Rival 4 3 1 2 2 1 5 0/0 15 -- Skills: Resilience 3, Survival 1, Vigilance 1 ST, SoR
Talents: none
Abilities: Trained Mount 1, Silhouette 2
Equipment: horns
Tayan Falcon Rival 1 4 1 2 1 2 2 0/0 6 -- Skills: Brawl 2, Coercion 2, Perception 3, Vigilance 2 SoR
Talents: none
Abilities: Dive-Bomb, Silhouette 0
Equipment: talons
Teryx Minion 1 3 1 1 1 1 1 0/1 2 -- Skills: Brawl, Coordination, Vigilance SoF
Talents: none
Abilities: Flyer, Silhouette 0
Equipment: beak
Thaelo Rival 5 4 1 3 2 1 6 0/0 14 -- Skills: Athletics 4, Brawl 3, Coordination 3, Perception 3, Stealth 2, MPQ
Survival 3
Talents: Lethal Blows 1
Abilities: Excellent Climber
Equipment: fists
Thranta Rival 4 2 1 1 1 1 5 0/0 15 -- Skills: Cool 1, Coordination 1 ST
Talents: none
Abilities: Flyer, Hoverer, Domesticated, Unstable 4, Silhouette 2
Equipment: beak
Tibannuck Rival 2 4 1 3 2 1 2 0/0 12 -- Skills: Athletics 3, Resilience 1, Survival 2 JoY
Talents: none
Abilities: Airborne
Equipment: none
Tunnel Worm Rival 6 1 1 1 1 1 6 1/1 15 -- Skills: Survival 2 SoF
Talents: none
Abilities: Tunneling, Silhouette 3
Equipment: serrated maw, crushing tail
Tusk Cat, Mature Rival 4 4 1 3 1 3 4 1/1 17 -- Skills: Brawl 2, Coordination 2, Perception 2, Stealth 2, Vigilance 2 FnD
Talents: Adversary 1
Abilities: Leap, Silhouette 2
Equipment: tusks and claws
Varactyl Rival 4 5 1 2 1 2 5 0/0 22 -- Skills: Athletics 2, Brawl 2, Perception 1, Vigilance 1 ST
Talents: none
Abilities: Glider, Silhouette 2
Equipment: beak
Vornskr Rival 3 3 1 2 2 1 5 1/0 12 -- Skills: Athletics 1, Brawl 1, Perception 2, Resilience 1, Survival 1, FnD
Vigilance 2
Talents: none
Abilities: Detect Force-Sensitivity, Force Hunter
Equipment: tail, teeth
Vrblther Minion 4 3 1 3 2 1 6 1/1 9 -- Skills: Athletics, Brawl, Resilience, Stealth, Survival LNH
Talents: none
Abilities: Olfactory Perception
Equipment: powerful claws
Vynock Minion 1 3 1 1 1 1 1 1/1 4 -- Skills: Brawl, Coordination SoF
Talents: none
Abilities: none
Equipment: Sucker-mouth, claws
Wampa Rival 5 2 1 3 1 1 6 0/0 20 -- Skills: Brawl 3, Resilience 3, Stealth 3, Survival 3 SoR
Talents: Stunning Blow
Abilities: Camouflaged, Suited to the Cold
Equipment: claws
Whaladon Rival 6 2 2 3 1 1 15 0/0 50 -- Skills: Athletics 3, Brawl 2, Survival 3, Vigilance 3 SoR
Talents: Adversary 1
Abilities: Aquatic, Silhouette 4
Equipment: tail
Wrix Nemesis 4 2 1 3 2 2 8 0/0 20 15 Skills: Brawl 3, Perception 2, Resilience 2, Survival 2, Vigilance 3 SoF
Talents: Adversary 1
Abilities: Terrifying Howl, Sure-Footed
Equipment: teeth and claws
Ysalamir Minion 1 0 1 2 2 1 1 0/0 2 -- Skills: none FnD
Talents: none
Abilities: Negate Force Powers, Sessile, Silhouette 0
Equipment; teeth
Named/Unique Creatures
Woun
Name Type B A I C W P Soak M/R Strain Skills; Talents; Abilities; Equipment Book
d
Tur and Kel, Nemesis 5 3 1 3 3 2 6 1/1 24 8 Skills: Athletics 2, Brawl 3, Melee 3, Resilience 3, Survival 2, Vigilance 3 MPQ
Savrip Guards, Talents: Durable 2, Frenzied Attack 1
Veiled Sorority Abilities: Berserk Rage, Poisonous Bite, Silhouette 2
Equipment: spiked mace, armored clothing
Warg, Nemesis 5 3 1 3 3 2 8 1/1 24 8 Skills: Athletics 2, Brawl 3, Melee 3, Resilience 3, Survival 2, Vigilance 3 MPQ
Savrip Guard, Talents: Durable 2, Frenzied Attack 1
Veiled Sorority Abilities: Berserk Rage, Poisonous Bite, Silhouette 2
Equipment: massive vibro-axe, laminate armor
Star Wars Trade Route Economics Sheet
Welcome to the Star Wars Trade Route Economics Sheet! This sheet is a tool meant to be used by Players and Game Masters (GMs) for the Star Wars
Fantasy Flight Games (FFG) Edge of the Empire (EotE) Roleplaying Game (RPG). The rules can be adapted to other games with some alterations, but the
basic concepts are all there for planning and running a space-based game. Most of the rules and concepts have been adapted from past work from official
Star Wars games such as West End Games (WEG), Wizards of the Coast (WotC), and Fantasy Flight Games (FFG), but this tool was mostly created with
guidance from the Edge of the Empire Core Rulebook (EotE CRB). Other rules have come from other fan-made material, specifically Operational Costs
(version 1) and Speculative Trading (version 1.0) which in turn were created based on past official Star Wars game material. Those works can be found here
on the Compiled Resource List thread of the fantasy flight games forums: https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/
Update: This User Guide has not been updated for Version 1.1
It still references information from the Version 1.0 Sheets
This worksheet is broken down into 5 pages. You are reading the first page right now, the Users Guide. The other 4 sheets in order are:
- Operational Costs
- Cargo Market
- Passenger Terminal
- Planet Data
Since it is likely to be the most used page and is next on the list, we will be going into detail on how to use the Operational Cost page first. Before we do
though, take note that these pages are in Protected Mode. This means that most of the cells are locked. All of the white, yellow, red, and green cells are
locked as well as the Title cells and cells that are below the black bar. The cells that are NOT locked and require the user to input information are blue,
orange, and brown. The Planet Data and User Guide pages are completely locked so that data is not accidentally lost. If you would like to change any of the
Protected information on any of the pages, the password to unlock them is simply 'starwars' all one word and all lower case.
WARNING: If you unlock the pages and change information in the protected cells then the formulas that calculate the total cost may not function properly.
Please be certain that you want to change information in the protected cells before unlocking them. This should most likely be done by the GM, but if the
GM approves it, players can also make changes to protected cells when necessary.
If you have questions, find any errors, or have any suggestions / recommendations, please email me at roborybs@gmail.com with 'Trade Route Economics'
somewhere in the subject of your email. I hope you enjoy using this tool in your future Star Wars adventures. May the Force be with you.
Operational Cost
This page has 4 primary charts. These charts make up the values that calculate the basic costs of taking a spaceship on a hyperspace trip from one planet to
another. These costs include: Fuel, Docking Fees, Maintenance Fees, and Consumables Fees. The charts are:
- Fuel and Cargo Hold Information
- Spaceport Fees and Trip Expenses Information
- Trip Information
- Planet Information
Fuel and Cargo Hold Information
The only user input required for this chart is the Ship Silhouette in the Blue Box. This determines the Fuel Cell Capacity of the ship. If the GM approves it,
this value can be changed, but for most groups the basic Capacities will suffice. The Percent of Cargo Hold Filled is linked to the value in the box from the
Cargo Market. The group and GM will need to determine what percent of the cargo hold is filled and enter that amount in the appropriate box. Be sure to
include the amount in the CARGO MARKET page for this value to be updated on this page. The Fuel Cells Used During the Trip is the most complicated
formula on this page and is determined by the following equation:
[((Days of Travel * 4) / Hyperdrive Class) + Number of Takeoffs and Landings + Number of Hyperspace Jumps + Hours of Flight Time] * [1 + (0.01 * Percent
of Cargo Hold Filled) * (Ship Silhouette – 3)] * [1 + (0.1 * (Ship Silhouette – 5))]
The reason it is so complicated is to scale up the fuel consumption for larger ships. This formula should be accurate for ship fuel consumption from
Silhouette 2 all the way up to Silhouette 9. Finally, the Cost to Refuel is calculated by multiplying the Fuel Cells Used During the Trip by the Fuel Fee and
Fuel Fee Modifiers entered into the Planet Information chart.
Spaceport Fees and Trip Expenses Information
This chart requires more user input. Enter in the Days in Port, Hull Trauma Sustained, and Passengers + Crew into the appropriate boxes. Once the rest of
the charts are filled out, the Docking Fee, Maintenance Fee, and Consumables Fee boxes will be calculated from the Trip Information and Planet
Information. The Total Cost will be added up to include Docking, Maintenance, Consumables, and Fuel. Past sources have also included a ‘Power Fee’, but
this chart assumes that cost to be included in the Docking Fee.
Trip Information
To fill out this chart, the user will have to start in the middle at the Origin Planet box. This should be known already and can be entered in. The Destination
Planet will be determined by the Players and the GM and entered in next to it. These two boxes are linked to the other Pages and will not have to be
entered again. Next the Estimated Days of Travel (Class x1) can be filled in, which will be determined by the GM. The GM can then set the difficulty for the
Astrogation Check and the user can enter the Check Results in the box next to it. This will help determine the Skill Check Travel Time Adjustment, which
should be entered in as a whole positive or negative number. Do not put a percent sign in this box or a percent value as a decimal, such as -25% or -0.25,
just put in the number and a negative if the time is being reduced, such as -25. If the time is being increased the user can leave the number as a positive,
such as 25.
The Days of Travel (Current Class) is calculated by multiplying the Estimated Days of Travel (Class x1) by the Hyperdrive Class in the box above it. The
Hyperdrive Class should match the Class in the user’s Spaceship Profile. If it doesn’t, the user should change it to the correct value now. The Days of Travel
is calculated by multiplying the Days of Travel (Current Class) by the Skill Check Travel Time Adjustment that was determined by the Astrogation Check
Result and any other modifiers the Players and GM wish to add to it such as for talents or Special Abilities.
Planet Information
This chart is filled out by referencing the information in the PLANET DATA page that corresponds to the Destination Planet. Fill out the Population,
Technology Level, Region, and Government rows as appropriate. The secondary charts below the Black Bar can easily be selected for the desired
characteristic, copied, and pasted into the Planet Information chart at the top of the page.
It also has 4 secondary charts below the black bar that contain the values that go into the Planet Information primary chart. These are the 4 characteristics
of a planet that influence its economy the most. There are other factors that the GM may decide are more important and he/she can decide that certain
characteristics do not apply in a given situation. In that case, the GM is free to change any of the values or set them to 1 so that they do not affect the
outcome.
- Population
- Technology Level
- Region
- Government
There are 2 extra charts at the bottom that do not affect any of the values at the top, but provide additional information. The Ship Information chart
displays what the Fuel Cell Capacity is for a given Ship Silhouette. This number is determined by the cube of the Ship’s Silhouette, for example a silhouette
5 ship would have a Fuel Cell Capacity of 53 = 5 x 5 x 5 = 125. The Astrogation Check Information gives the GM some guidelines for how to determine
different modifiers for Astrogation Checks. The Base Difficulty can be determined by the GM or by referencing the Destination Planet’s information in the
PLANET DATA page.
Cargo Market
This page helps determine what price a group can buy a certain cargo for at their current location and then how much they can try to sell it for at a chosen
destination. It also has 4 primary charts:
- Cargo Information
- Planet Information
- Vendor and Negotiation Check
- Market Information
Cargo Information
The user can choose a cargo and put in the appropriate information for Class / Type, Price Per Unit, Encumbrance, and Rarity. This can be determined by
the GM, a source book, or the Common Cargoes table at the bottom of this page. Next the Cargo Capacity should match that on the groups Spaceship
Profile. The group will need to determine how much of this cargo they want to transport and enter the Units of Cargo. Total Encumbrance is calculated by
multiplying the Encumbrance per unit by the Units of Cargo. The Base Cargo Value is calculated by multiplying the Price Per Unit by the Units of Cargo.
Planet Information
This chart is filled out in the same way that the Planet Information chart on the OPERATIONAL COSTS page was filled out. However, there are several
blocks that will remain blank since each characteristic does not affect each element of the Total Cargo Price. Also, the information for the Origin Planet is
entered in for the top half of this chart and the information for the Destination Planet is entered in for the bottom half of this chart.
Vendor and Negotiation Check
In this chart the GM will determine the difficulty of the check to find a Vendor that can sell the specified type of cargo to the group. This can be determined
from the Adjusted Rarity in the Market Information chart and by referencing the modifiers in the secondary charts below. The GM is free to modify this
difficulty as he/she sees fit. The players will then roll their checks to find a vendor for the cargo and make a negotiation check to buy / sell it. See the chart
at the bottom of the page to tell how much of the cargo order the vendor the group finds is able to fill. If the vendor they find that day cannot fill the entire
order, they will have to spend follow on days at the market. The number of days at the market should be kept track of and entered into the appropriate
box. After the Negotiation Check, the appropriate Cost Adjustment should be added below the result to reflect the increased or decreased cost of the
cargo. This value will be affected by the Negotiation Check result, any talents and Special Abilities the players might have, and other modifiers that the GM
wishes to apply.
The second half of this chart is for determining the difficulty and check results for finding a buyer at the destination planet and selling to that vendor. The
process is followed the exact same as for buying the cargo except this time the group is trying to sell the cargo.
Market Information
No user input is required for this chart. This chart pulls information and data from the other 3 primary charts to determine the Total Cargo Price at the
Vendor the group is buying the cargo from (indicated in the Red Box for the Origin Planet portion) and at the Vendor the group is selling the cargo to
(indicated in the Green Box for the Destination Planet portion).
As with the OPERATIONAL COSTS page, this page also has 4 secondary charts with Planet Information that applies to the cargo market. The 2 extra charts
at the bottom of the page can be used to determine how the results of the Vendor Check can be spent and to pick a Cargo Class / Type from the Common
Cargoes list. This list is only a partial list made from past sources and adapted for the Star Wars FFG EotE game. This listed can be added to and adjusted by
the GM to give the group more appropriate options for the specific game that they are playing. Note that only a few items are Restricted on this list. The
level of Restriction of certain cargo types will largely depend on where in the galaxy the group is and the GM should make note of this and warn the group
if their cargo is restricted in a certain area if he/she deems it appropriate.
Passenger Terminal
This page only contains 3 primary charts to fill out. It is used only if the group is trying to find passengers to take from their current location to their
destination planet. The charts are:
- Trip Information
- Advertising Check
- Planet Information
Taking passengers between planets is typically less risk than transporting cargo, but also has less opportunity for profit. That is unless the group’s ship is
privately chartered by a group of travelers looking to go to a specific location. That scenario is not covered by this page though and the specifics should be
determined by the GM.
Trip Information
This chart only requires the Passenger Capacity of the group’s ship found in the Spaceship Profile and the Number of Passengers that the group is able to
sell tickets to their next destination. Note: do not add passengers to this number that are not buying tickets from the group. The Estimated Travel Time
and Actual Travel Time are automatically copied from the OPERATIONAL COSTS page. The Ticket Price, Ticket Revenue, and Cost & Fees Total are
calculated from the Planet Information and Advertising Check. These values help calculate the Total Profit at Departure, which is the Ticket Revenue minus
the Cost and Fees Total.
Advertising Check
The Advertising Check Difficulty is determined by the GM, who can use the secondary charts and extra charts at the bottom of this page to come up with
the difficulty. Note that the Origin Planet and Destination Planet should both affect the difficulty of the Advertising Check. Also, there are other factors
that may effect this Check, especially if the Origin or Destination Planet has Tourism or Labor as a major Import or Export. The Advertising Check Results are
used to determine how many passengers the group is able to sell tickets to that day at the Passenger Terminal. Characters can use either Negotiation or
Streetwise to sell tickets but a new check is required for each day of selling tickets. The Number of Days Spent Advertising needs to be put into the
appropriate box next to the Check Results. This value will help determine the Advertising Cost.
Planet Information
This chart is filled out much the same way that it was for the OPERATIONAL COSTS and CARGO MARKET pages, but this time just the Origin Planet
information is required. These values will affect ticket prices and the costs associated with taking on passengers.
Planet Data
This page is entirely protected and does not require any user in put. The Key at the top of the page indicates the color coding for the Regions of space used
to identify what Region each planet belongs to. Some of the planets do not have information put in for them yet. The GM can turn off the Protected Mode
to add this information whenever he/she sees fit. I will continue to add information and new planets to this list in future versions to give the Players and
GM more opportunities, but until the the GM can determine what the planet data information is for planets not included by coming up with the
information themselves or referencing some other source such as Wookieepedia.
Example Walkthrough
Now we are going to go through a step-by-step example of how to use the sheets in 12 detailed steps. If you already feel confident in how the pages work,
you can move on to trying out your own examples. If anything seems unclear, you might want to read through this section to see if it answers any
questions you might have.
For this example we are going to describe a group of heroes using this tool to plan out their next cargo run and figure out how much money they should
make. In this case we will use the characters from the FFG EotE Adventure - Under A Black Sun. In the adventure the players choose from a number of
characters, which are:
The group has just finished the adventure in Under A Black Sun and they are interested in focusing on trade runs. They sold the starfighter they claimed at
the end of the adventure (GM approved 55,000 credits) and took on more Obligation (10 Debt each) from the Pykes to get their new "Starting Group
Resource", a SoroSuub Luxury 3000 Space Yacht. The GM approved their choice of ship since it is under the 120,000 credit limit for a Starting Ship. The
first thing they have to decide is where they want to go and what cargo they are going to carry.
Step 1. Check PLANET DATA page to find a destination planet and determine a desired cargo to carry.
After looking through the planet data, the group decides they are going to travel to Malastare and look for some technology they can purchase to carry
there. Since Technology is a preferred Export on Coruscant and a preferred Import on Malastare, they should be able to make a decent profit.
Step 2. Enter Origin Planet and Destination Planet into the Blue Boxes on the OPERATIONAL COSTS page. Also, enter in Estimated Days of Travel (Class x1)
in the Trip Information block
In our case the Origin Planet is Coruscant, since that is where the group currently is, and our Destination Planet is Malastare, since that is where the group
is trying to go. To determine the Estimated Days of Travel, the GM can provide a time, or the group can use a tool such as the Astrogation Computer, which
is online at: http://d6holocron.com/astrogation/index.php
For the trip from Coruscant to Malastare, the Astrogation Computer calculates it will take 7.5 days with a Class x1 Hyperdrive, so we enter that into the
appropriate box.
Step 3. Enter Cargo Information on the CARGO MARKET page. Using the COMMON CARGOES chart at the bottom of this page or information provided by
your GM, enter Cargo Class / Type, Price Per Unit, Encumbrance, and Rarity. Also enter the Cargo Capacity of your ship from your Starship Profile.
The group has decided to look for some "High Technology - Security" cargo to purchase for their trip to Malastare. They enter "High-Tech / Security" into
the Class / Type box. They see the Price Per Unit is 25,000 and the Encumbrance is 25 so they put those in the Price Per Unit box and Encumbrance box
respectively. They also see the Rarity is 4, so they put that in the Rarity box right under the Class / Type box. From their Starship Profile, their Cargo
Capacity is 100, so they put 100 in that box for right now. If they ever get a different ship, they will want to update this value to whatever their new ship's
Cargo Capacity is.
Step 4. Enter Planet Information into the Brown Boxes on the CARGO MARKET page.
This step has the most blocks to fill, but since the group already knows their Origin Planet and Destination Planet, they can just use the charts at the bottom
of the page to fill out the rest. The charts are arranged so that the information can easily be copied from top to bottom and right to left. It takes a minute
to get everything in place, but they are able to fill in all of the brown boxes with the appropriate information.
Step 5. Determine Difficulty of Vendor check and fill out the Orange Boxes in the Vendor and Negotiation Check portion for the Origin Planet.
This part requires the most input from the GM since he/she will determine the difficulty of the Checks and how the deal actually goes. For the Vendor
Check the Planet Population and Technology Level help determine the difficulty. For Coruscant, finding a vendor is the easy part. The check gets 2 Boost (2
Blue Die) because the population is Large (+1 billion) and comes with a skill upgrade (replace 1 green dice with a yellow) because of the Space level of
Technology. Now normally the GM would set the base difficulty based on the "Adjusted" Rarity of the item. However, in this case the "Adjusted" Rarity
comes out to be 1 in the Market Information which means the difficulty should only be Simple (No Dice). Since the characters are first time merchants
though, and there is significant competition on Coruscant, he will increase the difficulty to Easy (1 Purple). Since Sinoca has a Negotiation Skill of (2 Yellow,
1 Green), her final dice pool for the Vendor check comes out to be (1 Purple, 2 Blue, 3 Yellow). Her result is (2 Success, 2 Advantage, 1 Triumph). To spend
those Success, Advantage, and Triumph she can look at the Vendor Check per Day at Market table at the bottom of the page to see what percentage of the
ship's cargo hold she is able to fill from the vendor that she finds that day. It turns out the vendor she finds can fill 50% of the hold, which is the maximum
the group can afford right now. Since it only took 1 Vendor Check and 1 day at the market, she will put 1 in the box for Days at Market. Multiple days at
the market would cost more and require more Negotiation checks and Vendor checks.
Step 6. Determine Difficulty of Negotiation check and continue filling out the Orange Boxes in the Vendor and Negotiation Check portion for the Origin
Planet.
The Negotiation check Difficulty is completely up to the GM as far as how difficult the vendor is to deal with. In our case the GM has determined the
difficulty will be (1 Purple + 2 Red). Sinoca's Negotiation Skill is still (2 Yellow, 1 Green), but she will bring Tray'essek with her to act as a body guard and
intimidate the vendor giving her 1 Boost Die on her check. Her result is only 1 Success. The GM rules that this gives Sinoca only a 5% discount on the final
purchase. However, after the last session she purchased 2 ranks in the Wheel and Deal talent. This gives her a 20% advantage in Negotiation checks to buy
/ sell legal goods. So in this case we'll put -25 in the Cost Adjustment result to represent the 25% discount.
Note: At this point we should point out that the Base Cargo Value has already been computed in the Cargo Information block. This transfers down to the
Market Information block. Now the 25% discount will reduce the cost significantly, and the reduced Rarity also automatically reduces the cost of the cargo
by another 15%. However, the Market Cost and Taxes add up to 13,500 credits. This brings the total cost of the cargo to 45,375 credits. Since the group
has a little over 50,000 right now, Sinoca is still able to purchase the cargo, but the group is taking a big risk that they could lose that money if the cargo is
stolen or their ship is captured by pirates.
Step 7. Fill in the Passenger Capacity in the Trip Information block of the PASSENGER TERMINAL page.
While Sinoca and Tray'essek are at the market buying the cargo, Jovel and Matwe are going to go to the Passenger Terminal to find some passengers to fill
the rest of the ship and make a little extra money. They fill out their Passenger Capacity, which for their ship is 10, but they must remember that since the
ship only needs a crew of 2, the other 2 members of the group are going to take up 2 of the Passenger Capacity slots. Since Jovel has 2 ranks in Streetwise,
she will use that skill instead of Negotiation and Matwe will assist her. The first check only gets them 40% of their Passenger Capacity, so they roll for a 2nd
day. The 2nd day they get 65%, but since they only have 8 seats to give and 4 of them are taken, they only take on 4 new passengers. They put 2 days in
for Number of Days Spent Advertising, 8 for the Number of Passengers, and return to the ship to get ready for launch.
Step 8. Fill in Planet Information on the PASSENGER TERMINAL page and enter the Number of Passengers in the Trip Information block.
They fill in the Planet Information block the same way on the Passenger Terminal page as Sinoca filled out the Planet Information block on the Cargo
Market page. Only this time they are using the Advertising Fee, Registration and Maintenance Fee, and Ticket Price information from the Population,
Technology, Region, and Goverment charts on the Passenger Terminal page. With all of that information entered in, the Total Profit at Departure comes
out to be 2,030 credits. This should help off-set the Operational Costs for this trip later.
Step 9. Take-off and travel to Destination Planet. In the OPERATIONAL COSTS page, fill out the Trip Information block for Astrogation Check Difficulty,
Astrogation Check Results, Skill Check Travel Time Adjustment, Number of Takeoffs / Landings, Number of Hyperspace Jumps, Hours of Flight Time, and
Hyperdrive Class.
For the Astrogation check the GM checks the charts at the bottom of the pages and the PLANET DATA page and determines the difficulty will be 1 Red Die
with 1 Skill Upgrade. No one in the group is trained in Astrogation, but Jovel has the highest Intellect, so she makes the check and gets 1 Success, 1
Triumph, and 1 Despair. The Triumph is spent to reduce travel time by -25%, so -25 is put in the Time Adjustment box. The ship is only taking off once and
landing once during this trip, so 2 is put in the Takeoffs / Landings box. Checking out a map, the GM determines that a second jump will need to be made
to switch from the Corellian Run trade route to the Hydian Way, so 2 is put in the Number of Hyperspace Jumps box. The GM also determines that the ship
will need to be inflight for 1 hour on its sublight engines during the trip. The ship has a class 2 Hyperdrive, so 2 is put into the Hyperdrive Class box.
Step 10. Enter Spaceport Fees and Trip Expenses Information as well as Planet Information to determine Total Cost for the trip.
Enter in the Planet Information block in the same manner as the blocks from Cargo Market and Passenger Terminal page. Now because of the Despair that
Jovel rolled on the previous Astrogation check, the ship comes out of hyperspace in an asteroid shower during the switch from the Corellian Run to the
Hydian Way. Since no one in the group has ranks in the Piloting (Space) Skill, Matwe is the pilot and Sinoca is his co-pilot. Unfortunately, they fail their skill
checks to avoid the asteroids and the ship takes Hull Trauma equal to half of its Threshold (which is 30), but they make it out alive. They make it the rest of
the way to Malastare and the GM decides it will take at least 2 days at the spaceport to repair the ship. So they put 2 into the Days in Port box, 15 into the
Hull Trauma Sustained box, and since they have 4 crew and 8 passengers, they put 12 in the Number of Passengers + Crew box. This brings their Total Cost
up to 3,696.
Step 11. Enter Vendor and Negotiation Check information and Planet Information values in the appropriate boxes for the Destination Planet on the CARGO
MARKET page.
These portions will be filled in much the same way they were for the Origin Planet, only this time the crew is looking for a vendor to buy the cargo. Even
though the cargo is a Major Import, it will be more difficult to find a buyer than a seller. It takes Sinoca 2 days to find buyers, but she eventually sells all of
their High-Tech Security equipment. She makes a positive 25% upcharge on the deal and the Rarity difference increases the sell price automatically by
another 10%. However, this time since she is selling cargo, the Market Cost and Tariffs will be subtracted from the Total Cargo Price this time instead of
adding to it. This represents the tariffs and other fees the crew would need to pay to sell the cargo legally at the local market, bringing the final sell price
down to 56,250.
Step 12. Calculate Net Profit from all 3 pages.
This is the final step. To calculate the Net Profit, the final values from all the sheets will need to be added up. These are the boxes in Green and Red. Now
since Sinoca rolled 2 Threat on her last 2 Negotiation checks, the GM is going to take out an extra 250 credit "courier" fee per Threat (500 credits) from
their Net Profit. Adding up the Green and Red numbers should now look like this:
So the crew's Net Profit from the trip turned out to be 8,709 credits. Not a bad job for what can probably be accomplished in 1 session. Note that the GM
should not make it as simple as following these charts to go through the process of making a trade run. There will likely be plenty of other challenges and
hurdles the crew will face to find a cargo, get it on their ship, transport it to their destination, and finally sell it for a profit. Maybe the vendor needs the
characters to do an errand for him before he can buy/sell the cargo. Maybe the crew has to deal with a troublesome Customs Official that is trying to tie
them up in bureaucratic red tape. Maybe some huge catastrophe has happened that drastically changes the situation and the characters must all of a
sudden try to adapt to while also still trying to do their job. Plus there are always gangs, thieves, pirates, con artists, and other criminals that will try to cut
into or out right steal the crew's cargo and profits. Maybe now the crew will buy some weapons for their ship before traveling out into the Outer Rim, but
first there's a whole new planet to explore before they decide to make thier next trade run.
Final Notes
Hopefully this walkthrough helped explain how to use this tool and you aren't too confused to be discouraged from using it. If it is too much for you, you
feel there are too many rules, or you don't think the rules are balanced enough, you are more than welcome to alter them however you'd like to fit your
game and play style better. I pulled material from several different sources and created some of my own "house" rules to build this tool with, so obviously
nothing in this workbook is absolute. I will continue to update and improve this workbook in the future to add information in the Planet Data page and
better balance the formulas in the other 3 pages.
Fuel and Cargo Hold Information Spaceport Fees and Trip Expenses Information
Percent of Cargo Fuel Cell Fuel Cells Used Hull Trauma Passengers + Consumables
Ship Silhouette Cost to Refuel Days in Port Docking Fee Maintenance Fee Total Cost
Hold Filled Capacity During Trip Sustained Crew Fee
4.00 50.00 64.00 36.45 1093.50 1.00 0.00 12.00 215.63 0.00 1800.00 3109.13
Trip Information Planet Information
Number of Number of
Hours of Combat Destination Docking Fee / Fuel Fee / Consumables Repair Fee
Takeoffs / Hyperspace Hyperdrive Class Days of Travel Malastare
Flight Time Planet Modifier Modifier Fee / Modifier /Modifier
Landings Jumps
2.00 1.00 0.00 2.00 12.00 Population Medium 1.25 1.00 1.25 1.00
Destination Estimated Days Skill Check Travel Days of Travel
Origin Planet of Travel (Class Time Adjustment Spaceport Class Stellar 75.00 30.00 10.00 50.00
Planet (Current Class)
x1)
Coruscant Malastare 6.00 0.00 12.00 Region Mid Rim 1.00 1.00 1.00 1.00
Astrogation Check Difficulty
Astrogation Check Results Government Aristocratic 1.15 1.00 1.00 1.15
(See Import/Export by Planet Tab)
1r, -1g, 1y 1s, 1tr, 2th
Docking Fee Fuel Fee Consumable Fee Repair Fee Docking Fee Fuel Fee Consumable Fee Repair Fee
Region Government
Modifier Modifier Modifier Modifier Modifier Modifier Modifier Modifier
Core Worlds 1.25 0.75 1.25 0.75 Free Trade 1.25 0.75 0.75 1.25
Colonies 1.15 0.85 1.15 0.85 Corporate 1.25 0.75 0.75 1.25
Inner Rim 1.15 0.85 1.15 0.85 Democracy 1.00 1.15 1.15 1.00
Expansion Region 1.00 1.00 1.00 1.00 Monarchy 1.00 1.15 1.15 1.00
Mid Rim 1.00 1.00 1.00 1.00 Aristocratic 1.15 1.00 1.00 1.15
Outer Rim 0.85 1.15 0.85 1.15 Oligarchy 1.15 1.00 1.00 1.15
Wild Sace 0.75 1.25 0.75 1.25 Despotic 0.75 1.25 1.25 0.75
Unknown
0.75 1.25 0.75 1.25 Imperial 0.75 1.25 1.25 0.75
Regions
Cargo Information Planet Information Vendor and Negotiation Check
Base Cargo
Class / Type Price Per Unit Encumbrance Origin Planet #REF! Taxes / Tarriffs Rarity Modifier Market Cost Import / Export Difficulty Result
Value
High Technology
25000.00 25.00 50000.00 Population Huge 1.25 -1.00 300.00 - Vendor Check 1p, -2g, 2y
/ Security
Total
Rarity Cargo Capacity Units of Cargo Spaceport Class Imperial 1.15 -1.00 2.00 - Negotiation Check 1p, 2r
Encumbrance
4.00 100.00 2.00 50.00 Region Core 1.25 -1.50 1.25 -0.50 Cost Adjustment - -25.00
Market Information Government Imperial 0.20 2.00 0.25 - Days at Market - 1.00
Market Cost and Destination ============================================================
Origin Planet Rarity Total Cargo Price #REF! Difficulty Result
Taxes / Tarriffs Planet ='
Initial 4 10300.00 60300.00 Population Medium 1.00 -0.25 200.00 - Vendor Check
Adjusted 2 18156.25 51906.25 Spaceport Class Stellar 1.00 -0.50 1.00 - Negotiation Check
Destination
============================================' Region Mid Rim 1.00 0.50 1.00 1.00 Cost Adjustment - 25.00
Planet
Initial 4 6200.00 43800.00 Government Aristocratic 0.12 0.50 0.85 - Days at Market - 1.00
Adjusted 5 6170.00 58593.75
Vendor Check Taxes / Tarriffs Vendor Check Taxes / Tarriffs Market Cost
Population Rarity Market Cost Spaceport Class Rarity
Modifier Modifier Modifier Modifier Modifier
Huge 1 Skill Upgrade 1.25 -1.00 300.00 Imperial 1 Skill Upgrade 1.15 -1.00 2.00
Large 2 Boost 1.15 -0.50 250.00 Stellar 2 Boost 1.00 -0.50 1.00
Medium 1Boost 1.00 -0.25 200.00 Standard 1Boost 0.85 0.00 0.90
Small 1 Setback 1.00 0.25 150.00 Limited 1 Setback 0.70 0.50 0.75
Light 2 Setback 0.85 0.50 100.00 Landing Field 2 Setback 0.50 1.00 0.50
Sparse 1 Diff. Upgrade 0.75 1.00 50.00 None 1 Diff. Upgrade 0.25 2.00 0.25
Taxes / Tarriffs Market Cost Major Import Major Export Market Cost Negotiation
Region Rarity Government Taxes / Tarriffs Rarity
Mod Modifier Rarity Modifier Rarity Modifier Modifier Check Modifier
Core Worlds 1.25 -1.50 1.25 3.00 -0.50 Free Trade 0.00 -1.50 2.00 1 Skill Upgrade
Colonies 1.15 -1.00 1.15 2.00 -0.75 Corporate 0.03 -1.00 1.50 2 Setback
Inner Rim 1.15 -0.50 1.15 1.00 -0.75 Democracy 0.06 -0.50 1.25 1 Setback
Expansion Region 1.00 0.00 1.00 1.00 -1.00 Monarchy 0.09 0.00 1.15 N/A
Mid Rim 1.00 0.50 1.00 1.00 -1.00 Aristocratic 0.12 0.50 0.85 N/A
Outer Rim 0.85 1.00 0.85 0.75 -1.00 Oligarchy 0.15 1.00 0.75 1 Boost
Wild Sace 0.75 1.50 0.75 0.50 -2.00 Despotic 0.18 1.50 0.50 2 Boost
Unknown
0.75 2.00 0.75 0.50 -3.00 Imperial 0.20 2.00 0.25 1 Diff. Upgrade
Regions
Class Type Price Per Unit Encumbrance Rarity Rarity Difference Cost Adjustment Rarity Difficulty
Foodstuffs Low-Quality 1000 5 2 5 0.25 0 0 Difficulty
Foodstuffs Standard-Quality 5000 5 4 4 0.20 1 0 Difficulty
Foodstuffs High-Quality 10000 5 6 3 0.15 2 1 Difficulty
Livestock Small 1500 5 3 2 0.10 3 1 Difficulty
Livestock Medium 3200 10 4 1 0.05 4 2 Difficulty
Livestock Large 5800 15 5 0 0.00 5 2 Difficulty
Sundries Decorations 400 2 1 -1 -0.05 6 3 Difficulty
Sundries Apparel 700 4 1 -2 -0.10 7 3 Difficulty
Sundries Household goods 900 6 0 -3 -0.15 8 4 Difficulty
Sundries Furnishings 1300 8 1 -4 -0.20 9 4 Difficulty
Luxury Goods Jewlery 5000 2 6 -5 -0.25 10 5 Difficulty
Luxury Goods Apparel 7200 4 5
Luxury Goods Art 9600 6 7
Luxury Goods Novelties 14300 8 8
Fuel Low-Quality 3300 10 2
Fuel Standard-Quality 6600 10 4
Fuel High-Quality 9900 10 5
Ore / Minerals Industrial 10000 25 4
Ore / Minerals Strategic 50000 25 6
Ore / Minerals Semi-Precious 75000 5 5
Ore / Minerals Precious 150000 5 8
Medical Supplies Assorted tools 1000 5 1
Medical Supplies Medical Kits 2000 5 2
Medical Supplies Pharmaceuticals 3000 5 3
Medical Supplies Bacta (Barrel) 4000 12 1
Bacta Tank
Medical Supplies 100000 20 4
(Empty)
Low-Technology Computer Parts 1000 4 3
Low-Technology Droid Parts 2000 4 4
Low-Technology Vehicle Parts 3000 4 5
Low-Technology Starship Parts 4000 4 6
Construction
Lumber 5000 10 4
Materials
Construction
Duracrete Mix 2700 5 3
Materials
Construction
Tools 6200 4 3
Materials
Construction
Transparasteel 18500 10 4
Materials
Construction
Assorted 9250 12 2
Materials
High-Technology Communications 8500 7 3
High-Technology Detection 15000 12 5
High-Technology Security 25000 25 4
High-Technology Survival 5500 6 3
High-Technology Tools 4700 3 4
High-Technology Cybernetics 20250 5 6
High-Technology Business 16400 6 5
High-Technology Entertainment 12900 10 6
High-Technology Military (R) 55000 25 8
Chemicals Inert 3000 8 1
Chemicals Flammable 12000 8 2
Chemicals Corrosive 17850 8 4
Chemicals Lubricant 10600 8 2
Chemicals Adhesive 11500 8 3
Chemicals Controlled (R) 40000 8 8
Exotic Animals Small 2000 2 6
Exotic Animals Medium 4000 5 7
Exotic Animals Large 8000 12 8
Exotic Animals Very Large 20000 25 9
Droids Labor 2000 8 2
Droids Protocol 6000 7 4
Droids Astromech 8000 5 5
Droids Medical 12000 6 6
Droids Combat 9000 9 7
Armor Light 5000 20 1
Armor Medium 25000 40 5
Armor Heavy (R) 50000 60 7
Armor Powered 100000 30 8
Weapons Melee 2500 25 2
Weapons Vibro 6500 25 5
Weapons Slugthrower 5500 25 4
Weapons Blaster 10000 25 5
Weapons Heavy Blaster 18000 35 7
Weapons Explosive 8500 25 6
Vehicle Speeder bike 4000 10 4
Vehicle Air Speeder 22000 20 5
Vehicle Land Speeder 10000 15 5
Vehicle Speeder Truck 10000 25 2
Vehicle Cargo Skiff 8000 20 2
Vehicle Aquatic 12000 15 4
Vehicle Military (R) 65000 30 7
Trip Information Advertising Check
Estimated Travel Time
Total Profit at Advertising Check Advertising Number of Days
Passenger Capacity Number of Passengers (Based on Class X1 Actual Travel Time
Departure Difficulty Check Results Spent Advertising
Hyperdrive)
10.00 8.00 #REF! #REF! #REF! 2.00
Current Location Destination Ticket Price Ticket Revenue Cost & Fees Total 3p, -1g, 1y, 5b
#REF! #REF! #REF! #REF! 841.25
Planet Information
Origin Planet #REF! Advertising Cost R & M Fee Ticket Price Destination Planet Malastare Advertising Cost R & M Fee Ticket Price
Population Huge 0.75 1.25 0.75 Population Medium 1.00 1.00 1.00
Spaceport Class Imperial 100.00 25.00 50.00 Spaceport Class Stellar 75.00 20.00 40.00
Region Core 0.75 1.25 0.75 Region Mid Rim 1.00 1.00 1.00
Government Imperial 1.25 1.25 1.25 Government Aristocratic 1.00 1.00 1.00
Advertising Check
Registration / Registration / Ticket Price per
Difficulty* Advertising Cost Advertising
Population Maintenance Fee Ticket Price Modifier Spaceport Class Advertising Cost Maintenance Fee Estimated Day of
(Negotiation or Modifier Check Modifier*
Modifier Per Passenger Travel
Streetwise)
Huge 1 Difficulty 0.75 1.25 0.75 Imperial 1 Skill Upgrade 100.00 25.00 50.00
Large 2 Difficulty 0.85 1.15 0.85 Stellar 1 Boost 75.00 20.00 40.00
Medium 3 Difficulty 1.00 1.00 1.00 Standard 1 Setback 50.00 15.00 30.00
Small 4 Difficulty 1.15 0.85 1.15 Limited 1 Diff. Upgrade 25.00 10.00 20.00
Light 5 Difficulty 1.25 0.75 1.25 Landing Field 2 Diff. Upgrade 10.00 5.00 10.00
Sparse 6 Difficulty 1.50 0.50 1.50 None 3 Diff. Upgrade 0.00 N/A 5.00
*Apply the Difficulty for the smaller Population size between the Origin and Destination Planets (ex. if Origin = Huge and *Apply this modifier once for the Current LocationSpaceport Class and once for the
Destination = Medium, then Difficulty = Medium which is 3 Difficulty (or 3 Purple Die)) Destination Spaceport Class (to be applied at the GM's discretion)
Registration / Registration /
Advertising Check Advertising Cost Advertising Advertising Cost Ticket Price
Region Maintenance Fee Ticket Price Modifier Government Maintenance Fee
Modifier Modifier Check Modifier Modifier Modifier
Modifier Modifier
Core Worlds 1 Boost 0.75 1.25 0.75 Free Trade 2 Setback 1.25 0.75 0.75
Colonies 1 Boost 0.85 1.15 0.85 Corporate 1 Setback 1.15 0.85 0.85
Inner Rim 1 Boost 0.85 1.15 0.85 Democracy 1 Setback 1.15 0.85 0.85
Expansion Region None 1.00 1.00 1.00 Monarchy None 1.00 1.00 1.00
Mid Rim None 1.00 1.00 1.00 Aristocratic None 1.00 1.00 1.00
Outer Rim 1 Setback 1.15 0.85 1.15 Oligarchy 1 Boost 0.85 1.15 1.15
Wild Sace 1 Setback 1.25 0.75 1.25 Despotic 1 Boost 0.75 1.25 1.25
Unknown Regions 1 Setback 1.25 0.75 1.25 Imperial 2 Boost 0.75 1.25 1.25
Career Books
Code Book RPG ü
DA Desperate Allies AoR ü
DC Dark Covenant EoE ü
EU Enter the Unknown EoE ü
EV Endless Vigil FnD ü
FB Forged In Battle AoR ü
FC Fly Casual EoE ü
FH Far Horizons EoE ü
KP Keeping the Peace FnD ü
LE Lead By Example AoR ü
ND No Disintegrations EoE
SM Special Modifications EoE ü
SS Savage Spirits FnD ü
ST Stay On Target AoR ü
Sector Books
Code Book RPG ü
LNH Lords of Nal Hutta EoE ü
NoP Nexus of Power FnD ü
SoF Suns of Fortune EoE ü
SoR Strongholds of Resistance AoR ü
Adventure Books
Code Book RPG ü
BtR Beyond the Rim EoE ü
CtG Chronicles of the Gatekeeper FnD ü
FLT Friends Like These AoR
GoD Ghosts of Dathomir FnD
JoY Jewel of Yavin EoE ü
MPQ Mask of the Pirate Queen MPQ ü
OaA Onslaught At Arda I AoR ü
Dice Icons