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Star Wars: Gear and Goods

10.29.2016

Tack, Survival, Tools, and General Equipment


Rarit
Item Enc Price Description, Special Book
y
Backpack -- 50 0 Worn satchel for holding gear; adds 4 to Encumbrance Threshold Core
Modular Backpack -- 75 1 Backpack with separate pouches; adds 3 to Encumbrance Threshold EU, SS
Spacer's Duffel -- 50 0 Large shoulder bag; adds 2 to Encumbrance Threshold; Cumbersome 3 EU
Military Pack -- 60 0 Large backpack; adds 6 to Encumbrance Threshold; Cumbersome 2 DC
Load Bearing Gear -- 100 3 Worn system for carrying gear; adds 3 to Encumbrance Threshold A
Utility Belt -- 25 0 Worn belt with pouches for storage; adds 1 to Encumbrance Threshold Core
Modular Backpack Pouch -- 15 1 Adds 1 to Encumbrance Threshold of the modular backpack, up to +3 EU, SS
Military Belt Pouch -- 10 0 Worn on belt; holds two 0 Enc items, Incidental to access DC
Military Modular Backpack Frame -- 10 2 backpack frame with room for two modules: temperature control unit, power unit, FB
comms unit, sensor unit, oxygen unit, storage unit - each unit has its own price,
Rarity, and Encumbrance ratings and functions
Wizard Pouch -- 50 4 Worn; adds 1 to Encumbrance Threshold NP
Surveyor's Bag -- 50 1 Shoulder bag; adds 2 to Encumbrance Threshold EU
Holster/Sheath -- 20 1 Standard holster for pistols or sheath for melee weaons of any size; gm rdl
reduces Encumbrance of weapon by 2 while holstered/sheathed
Quick-Draw Holster -- 60 3 Custom-made holster that allows quick weapon drawing; Quick Draw (T); gm rdl
reduces Encumbrance of weapon by 2 while holstered/sheathed
Concealment Holster/Sheath -- 40 3 Compact holster/sheath to conceal small pistols or blades; DC
■ to Perception to detect
Breath Mask and Respirator 1 25 1 Allows breathing in contaminated or alien enviroments Core
A99 Aquata Breather 0 100 7 Allows amphibious operation KP
Mon Cal Organic Gill 1 200 5 Allows amphibious operation SR
Space Suit 4 100 1 Allows survival in the vacuum of space Core
EVA Powersuit 12 1,500 7 Powered space suit with built-in tools and movement thrusters SF
Glow Rod 1 10 0 Hand-held uni-directional light source Core
Fusion Lantern 2 150 2 A source of light and heat, can also power small devices Core
Field Goggles 0 5 0 Worn, protects the eyes DC
Tent 4 100-300 1 Suitable for up to six occupants depending on model Core
Tent, One-Man 3 30 2 Suitable for one occupant, features integrated heater DC
Alliance Plastent 3 300 2 4-person tent; removes ■■ to resist hostile environments and downgrades FB
such difficulties once
Portable Survival Shelter 2 200 4 Suitable for one occupant, features weather and environment survivability EU

Tack, Survival, Tools, and General Equipment, cont.


Rarit
Item Enc Price Description, Special Book
y
Extra Weapon Reloads 1 25 1 Reload for a weapon; a Maneuver to reload Core
Extra Power Pack 1 25 1 Replacement energy source for devices; a Maneuver to replace Core
Water Purifier 1 50 2 Purifies one person's daily need of water SS
Condenser Unit 2 300 2 gathers water from the air for one person for one day FB
Canteen 1 7 1 Liquid container, features a filtration system to purify water DC
Survivalist Mess Kit 0 10 3 Pots, pans, plate, cup, utensils in one compact unit SS
Food Prep System 3 20 1 A small field stove for cooking DC
Flashfire Camp Stove 2 60 4 Kit containing tools, burner, multi-use can for cooking SS
Field Kitchen 5 500 4 Kit containing tools, stoves, datapad, and other equipment for cooking EU
Crash Survival Kit 5 300 2 A kit containing a variety of items to help ensure survival after a crash E, A
Wilderness Survival Kit 5 350 2 A kit containing a variety of items to help ensure survival in the wilderness F
Disaster Relief Kit 2 250 2 Sustains basic needs of four individuals for up to a week to ten days EV
Fire Paste 0 3 1 Flammable putty with an integrated igniter DC
Gravity Belt -- 500 6 ??? SF
Camouflage Netting 4 100 2 A roll of netting to conceal objects; +2 Failures to detect object concealed DC
Camouflage Paint 0 40 2 Paint used to conceal objects; +1 Failure to detect object concealed DC
Electro-Snare 1 50 5 Stun trap for capturing prey alive EU
Beast Call 1 100 3 Electronic tool with pre-recorded sounds to lure beasts EU, SS
Chem Lure 1 125 4 Programmed, chemical-based tool to lure beasts EU
Field Dressing Kit 3 300 5 Kit containing tools skin, dress, and preserve prey EU
Riding Tack 2 250 4 Saddle and gear for riding a beast ST, SS
Howdah 5 5,500 2 Large basket for very large beasts, multiple occupants ST
Saddlebags -- 25 4 Beast packs; adds 4 to Encumbrance Threshold SS
Modular Cargo Handling System -- 500 5 Beast pack sytem; adds 6 to Encumbrance Threshold; Silhouette 2+ beasts SS
Modular Cargo Container -- 350 4 Adds 1 to Encumbrance Threshold of the beast cargo system, up to +12 SS
Syntherope, 20m 1 5 1 20 meters of rope EU
Climbing Gear 1 50 2 A set of tools, including rope, to assist in climbing Core
Ascension Pistol 1 275 4 Grappling hook gun with auto-winder; uses Ranged (Light) skill, Athletics DA
Repulsor Assist Unit 1 620 3 Grappling hook with repulsorlifted assistance; reduce difficulty of climbing by 2 EV
Jet Pack 2 4,500 7 Allows flight for an individual being E
Jump Boots 2 2,000 6 Allows limited flight for an individual being SR
Foot Speeder 4 2,000 4 Single-person, repulsorlift platform EV
Entrenching Tool 1 20 1 Collapsible shovel; improvised weapon DC, FB
Luma Flare 1 50 4 Launched, rocket-propelled flare KP

Tack, Survival, Tools, and General Equipment, cont.


Rarit
Item Enc Price Description, Special Book
y
Urban Compass 1 125 1 Datapad GPS unit with local knowledge EV
Tool Kit 4 350 2 A set of basic tools and gear for working on machines and droids Core
Custom Tool Kit 5 700 5 Custom-fit tools for specific needs; □ to specific skill check ST
Weapon Maintenance Kit 2 450 3 Specialized kits for different types of weapons; □□ to Mechanics checks SS
VX-A Intelligent Toolbox 3 2,500 8 Worn backpack toolkit with arms that respond to verbal commands SM
Lightsaber Toolkit 2 R 700 9 Counts a tool kit for most Mechanics checks; adds one Advantage for lightsabers KP
Multi-Goo Gun 2 250 1 All-in-one spray injector with lubricant, adhesive, and cleaning acid. Adds one SM
Advantage to repair droids, vehicles, and ships. Refill cartridges cost 20, Rarity 2
Rivet Gun 4 900 1 Fastens plating to vehicles and ships. Reduces difficulty of Mechanics by one. SM
Hand Grinder 5 500 3 Used to shape and polish metal. Adds one Advantage to checks for such. SM
Welding Rod 4 1,750 5 Fuses metal together. Adds one Success to repair droids, vehicles, and ships. SM
Thermal Cutter 2 125 3 Hand-held; used to cut through ice and snow NP
Mechanical Dianoga 4 225 4 Hand-held serpentine tool for working in tight spaces; remove ■■ to checks SM
to remove or repair System Strain damage on ships and vehicles
Excavator's Tool Kit 5 500 7 Kit with precision tools designed for archaeologists EU
Surveyor's Tools 6 500 6 Tools and equipment for mapping and plotting; □ to Perception checks SS
Verpine Bond Gauntlets 1 250 6 Long gloves that provide stability to forearms and hands for delicate uses SR
Emergency Repair Patch 0 25 1 Single-use item to patch holes in vehicles; also heals 3 Wounds on a droid E, A, EV
Fusion Cutter 2 175 2 Hand-held torch used for cutting and welding metals A
Breaching Gel 1 150 5 Wired substance with igniter designed to cut holes into ship hulls EU
Anti-Grav Chute 2 450 5 Worn backpack that uses repulsors to arrest a fall from a height SF
Verpine Headband 1 500 6 Worn headband that keeps wearer awake SR
Clamp that lifts objects for ease of repair work: strength limited to 10
Repulsor Clamp 3 250 1 SM
encumbrance;
removes ■ from checks to repair Hull Trauma on ships and vehicles
OR-Series Tech Recycle Station 10 1,500 5 Adds □□ to Perception and Mechanics checks when scavenging and salvaging SM
Power Generator 10 550 2 Semi-portable generator for power needs LE, FB
Water Vaporator 12 2,000 2 Condenses water from the air FH
Instamist Generator 5 150 4 Creates an area of heavy vapor or fog KP
CZ-88 Heavy Loader Arm 30 1,500 3 Mechanical arm system for lifting heavy objects SM

Communications and Electronics


Rarit
Item Enc Price Description, Special Book
y
Datapad 1 75 1 Hand-held computer and data organizer and storage Core
P-2 Pocket Attaché 1 275 4 Encrypted datapad and organizer; Daunting Computers to slice LNH
Comlink, Handheld 0 25 0 Provides audio messaging between two or more parties Core
Comlink, Long Range 2 200 1 As a standard comlink, but reaching ships outside of orbit Core
Comlink, Hardened 3 450 4 A bulky comlink, features encryption, long range, and jammer busting DC
3-MAL Secure Comlink 0 250 4 ■ to checks to intercept and unscramble FB
DH77 Headcomm 0 R 400 3 Imperial helmet comlink; ■■■ to checks to intercept and unscramble FB
PTP Link 2 100 7 Audio only comms device with 25km range SR
A/V Translator 1 750 3 Translator for both verbal and written languages; □ to Lore and Intellect EU
Verpine Comlink 1 250 6 Allows communication with Verpines on their frequencies SR
Holo-Messenger 0 250 4 As a standard comlink but also provides visual as well Core
BPEA-1A Cascader -- 1,800 8 Subtle personal holo-emitter; upgrade Charm, Deception, Leadership checks once LE
False Voice Transmitter 4 1,400 6 Replicates voices from samples SR
Collar-Amp 0 50 1 Worn the neck, boosts vocal volume FH
Polis Massan Voice Box 1 50 6 Allows Polis Massans to speak aurally SR
Integrated PA System 2 600 7 Backpack case containing microphone, speakers, amplifier, power pack DA
Hypertranceiver 5 1,000 3 Privately-owned tranceivers allow communication without using the HoloNet SF
HoloNet Relay 15 75,000 7 Connects to the HoloNet FH
Remote, Short Range 0 300 4 Remotely activates a vehicle at up to 5km range SF
Remote, Long Range 0 1,500 7 Remotely activates a vehicle at up to a parsec range, autopilot as well SF
Encryption Module 0 1,250 7 Encrypts comm signal of a comlink; Formidable Computers to decode SF
Personal Distress Beacon -- 50 1 Automated message-repeating beacon; □□ to Perception, Cumputers, EU
or Surveillance checks to find when activated
Comms Media Manipulator 6 400 6 Studio for creating, editing, producing media of many types DA
Privacy-7 Audio Curtain 4 500 6 Creates a sound dampened field; Hard Perception to overhear noise within EV
Sound Dampener 2 600 7 Worn on belt, emits sound cancelling waves; ■■ to detect in Short range DA
Comm Jammer 4 400 3 Shuts out local communications signals, strength depends on distance E, A
Comm Scrambler 4 1,000 3 Encrypts communications signals; ■■ to decode E, A
Credit Cleaner 12 R 2,500 7 Electronic routing and encryption system to launder money LNH
TacNet Tactical Data Network 7 1,000 3 Network of sensor telemetry, comms, and readings from personal equipment LE
Electromag-Pulse Disruptor 1 180 5 Hand-held stylus tool used to disrupt electronics; □□ to sabotage electronics SM
Dataspike 1 R 100 3 Single-use tool that overloads security programs; reduce difficulty by 2 steps SM
Signature Modulation Pad 2 R 250 7 Device designed to help mask slicing signatures; ■■ to acquire slicer's signature SM
Personal Transponder 0 100 4 Often worn as jewelry; tracking device KP
Starmapper Handheld Navicomp 1 3,500 8 □□ to Astrogation checks; may be reduced if not connected to Holonet SS
Artillery Remote 1 400 7 allows operation of artillery weapons from Medium range; Inaccurate 2 (Q) FB

Scanning, Surveillance, Detection


Rarit
Item Enc Price Description, Special Book
y
Macrobinoculars 1 75 2 Hand-held, visual magnification Core
Electrobinoculars 1 250 1 Hand-held, light adjusting and magnification; remove ■ from range or lighting Core
Sporting Macrobinoculars 1 250 2 Hand-held; visual magnification with video recording; remove ■ from range or lighting NP
Infrabinoculars 1 350 5 Hand-held; scan through walls EV
Infrabinoculars, Long-Range 1 500 6 Hand-held; scan through walls, or remove ■ from range EV
General Purpose Scanner 2 500 3 Hand-held, multi-purpose sensing unit Core
Low-Feedback Scanner 4 700 5 passive sensor scanning unit FB
Hand Scanner 0 100 2 Hand-held, specific purpose sensing unit Core
Scanner Goggles 0 150 3 Worn, light amplification and thermal imaging Core
Hunting Goggles 0 600 5 Worn, features light amplification, thermal sensing, image magnification, EU
motion detector, targeting system; □ to Perception checks; remove ■■
due to concealment, darkness, fog, et al. to all Ranged (Light/Heavy)
Weapon Detection Goggles 1 750 5 Worn, detects weapons; □□ to Perception checks to spot weapons SF
Targetting Goggles 1 1,000 5 Worn, allows wearer to consider target one silhouette size greater ST
Surveillance Tagger 0 R 175 4 Tiny beacon used to track an individual wearing it E, A
Combat Scanner 1 2,000 6 A full, visored helmet with many of the features of a GP scanner, hardened DC
comlink, datapad, and scanner goggles
Demolitions Scanner 1 300 4 Hand-held scanner designed to sense explosives DC
Long Range Terrain Scanner 6 850 6 Creates a topographical map of an area; Average Computers check to use EU
Ground Penetration Scanner 5 950 5 Creates a subsurface map EU
Lifeform Scanner 4 900 5 Tracks and identifies up to 24 targets; Average Survival or Hard Computers EU
or Education check to properly use
SE-Vigilant Automated Sensor 2 3,000 4 passive motion sensor that then scans and transmits data FB
Hyperwave Signal Interceptor 5 10,500 8 Can covertly listen to audio communications SF
Holoscanner varies varies 5 Large, stationary scanners designed to find weapons and contraband FC
Cargo Scanner 1 300 4 Multi-use scanning gear for cargo; Average Computers can increase space FC
Concealed Recorder 0 175 5 Miniaturized microphone, camera and recorder; ■■ Perception to find DA
Security Sweeper 1 400 6 Scanner designed to spot recorders and espionage devices; Average DA
Computers check; Medium range
Mk 1 Cat's Eye MP Sensor Suite 12 R 2,750 5 (Planetary scale) Long Range sensor; □□ to Perception, Computers, Vigilance LE
checks made by users; ■■ to Stealth checks made by approaching units
Bardottan Chronoscanner 0 1,200 2 Hand-held scanner designed to determine the age of an item to within a century NP
A-212 Tracing Console 12 3,000 6 Monitoring equipment designed to help defend against slicing SM
PX-7 Heat Sensor 3 250 7 □□ to Perception checks to find heat; □ to Mechanics checks to remove Critical KP
Hits from ships and vehicles or Critical Injuries from droids
Veridicator 200 1 4,000 8 often worn as jewelry; acts as a lie detector KP

Security, Infiltration, Espionage


Rarit
Item Enc Price Description, Special Book
y
Slicer Gear 2 500 4 A tool kit for slicers to hack into computer systems E, A
Data Breaker 1 R 1,000 6 A computer-like device that allows a slicer to hack; □□ to Computers E, A
Data Dead Drop 0 R 150 7 Hidden compartment for concealing datachips; Daunting Perception to find DA
Restraining Bolt 0 35 0 A lockdown device placed on droids; Daunting Discipline to override Core
"Knack" Restraining Bolt 0 R 750 8 Restraining bolt with extra programming to issue secrets orders to the droid DA
Binders 0 25 0 Handcuffs; Daunting Atheltics or Coordination to escape Core
MCI-100 Magnacuffs 1 100 4 Handcuffs; Formidable Coordination check to escape FH
Stun Cuffs 0 100 5 Handcuffs that stun wearer; Daunting Coordination check to escape KP
AL-DR8 Grav-Binders 1 300 7 Full body binders that use repulsor technology to apply artificial gravity KP
Security Collar 1 R 300 5 Slave collar; Daunting Skullduggery check to remove LNH
Explosive Shackles 2 R 500 6 Collar and belt; Daunting Skullduggery check to remove LNH
Electric Perimeter Fence 6 800 5 Creates an energy field that stuns with contact EU
Lockpicking Tools 1 R 50 8 Kit of tools designed to pick non-electric locks FC
Electronic Lock Breaker 1 R 1,000 5 Automatic slicing system for defeating electronic locks Core
Scramble Key 1 R 750 4 Bypasses simple electronic locks in 5 rounds; may be hurried EV
Authentication Tools 1 100 5 Specialized scanner to spot false credentials; □□ to checks to spot fakes DA
False Credentials 0 R 800 7 Forged/counterfeit indentification; Hard Computers or Daunting Perception FC, DA
Disguise Kit 2 100 4 Kit with make up, wigs, iris chromatics, etc. Core
Flesh Camouflage Set 2 R 2,500 7 An extensive disguise kit allowing dramatic changes; Formidable difficulty E, A
Fingerprint Masque 0 R 1,000 7 Conceals or alters fingerprints of user FC
Shadowcloak 2 R 2,500 6 Cloak that creates a field of darkness; Daunting Perception check to view FC
Personal Stealth Field 1 R 20,000 9 Makes the user invisible; Formidable difficulty to spot a user E, A
Holo Ghillie Suit 1 800 8 Full body suit that holographically blends with surroundings; +1 difficulty DC
Shift Coffer 5 2,500 7 Safe that blends into the walls if stationary; 5 Encubrance capacity FC
Magna-Lock Safe 12 1,000 5 Secure safe; 10 Encumbrance capacity; Formidible Skullduggery to crack FC
Sleight Box 2--20 R 400 6 Box with false bottom or walls; Daunting Perception to discover DA
Forgery Tools 2 R 650 8 Specialized tool kit to create false credentials DA
Poisoner's Ring 0 R 500 7 Poison container disguised as a ring; Skullduggery vs. Vigilance to detect DA
Forensics Investigation Kit 4 450 4 Kit with tools and equipment to investigate a crime scene FH

Recreational, Entertainment, Knowledge


Rarit
Item Enc Price Description, Special Book
y
Datapad 1 75 1 Small handheld computer for storing and utilizing knowledge Core
Species Database 2 150 2 Datapad or computer with detailed physiological knowledge of a species; DA
□□ to Knowledge (Xenology) checks
Vergence Starchart 0 1,000 10 Shows the location of a single Vergence; Hard Astrogation check; could be fake NP
Vehicle Manual 1 100 varies Datapad manual for specific vehicle/ship model; downgrade difficulty once ST
Mercantiler Datapad 1 250 3 Datapad programmed for merchants and the market; □ to Negotiations FH
Insider's Guide 0 25 2 Detailed datapad tour guide for specific planets; +1 Advantage to checks DA
Cultural Etiquette Manual 0 35 3 Detailed datapad guide to specific culture; +1 Advantage to checks DA
Military Field Manual 1 25 4 Datapad guide of military instruction and knowledge; □ to checks A
Holocron 1 R 100,000 10 Data storage device that requires Force sensitivity to use F
Chance Cubes 0 1 0 Six-sided red and blue cubes used in pairs for gambling E
Chance Cubes, Loaded 0 R 100 5 □□ to Deception when gambling; Formidable Perception to notice LNH
Sabacc Deck 0 40 0 Electronic deck of cards used for gambling E
Sabacc Deck, Marked 0 R 500 6 □ to Deception when gambling; Hard Perception to notice deck LNH
Sabacc Deck, Marked, Quality 0 R 1,000 7 □ to Deception when gambling; Daunting Perception to notice deck LNH
Skifter 0 R 500 6 A sabacc card rigged to display what the user wants; □ to Skullduggery FC
Dejarik Table 10 350 1 Holographic display table used for playing dejarik, a game of tactics E
Musical Instrument, Common 1--5 50-100 2 Musical intrument FH
Musical Instrument, High Quality 1--5 500-1,500 4 Musical intrument FH
Musical Instrument, Legendary 1--5 20,000+ 10 Musical intrument FH
Thunderhead PES 10 2,500 4 Suite of tools and equipment for entertainment FH

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

Food, Consumables, Legal Drugs


Rarit
Item Enc Price Description, Special Book
y
Ration Pack, Field 0 5 0 Meal, read to eat, for the soldier on the move Core
Field Rations, Army 0 10 2 One week's worth of goopy food DC
Ryshcate Cake 0 10 2 A Corellian pastry used to mark special dates and holidays SF
Correllian Whiskey 1 25 2 Good whiskey SF
Correllian Whiskey, x25 10 500 2 Good whiskey SF
Whyren's Reserve 1 100 4 Really good whiskey SF
Whyren's Reserve, x25 10 1,500 5 Really good whiskey SF
Nala Tree Frog, x12 1 15 5 A delicacy, especially among Hutts LNH
Marcan Herb 1 20 4 Pipe tobacco, a favorite of the Hutts LNH
Marcan Herb, x100 25 1,750 5 Pipe tobacco, a favorite of the Hutts LNH
Sulfur Inhaler (10 doses) 0 120 3 □ Brawn and Agility checks for one encounter; suffer 2 Strain; Devaronians only NP
Stimstick 0 5 2 remove ■ from checks to stay awake or cheks due to fatigue till end of encounter; FB
1 Strain

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

Illicit Drugs, Poisons, Illicit Goods


Rarit
Item Enc Price Description, Special Book
y
Dendriton Toxin 0 R 125 7 Painful paralytic; Daunting Resilience check to resist LNH
Dioxis Gas 0 R 100 6 Lethal gas; Hard or Daunting Resilience to resist LNH
Neuroparaalytic 0 R 75 6 Paralytic; Hard Resilience to resist Core
Neurotoxin 0 R 50 6 Lethal poison; Average or Hard Resilience to resist Core
Raquor Venom 0 R 150 7 Paralytic; Daunting Resilience to resist LNH
Avabush Spice 0 R 25 6 May only upgrade one Ability Die to a Proficiency Die in any given check; E
the difficulty to lie or conceal the truth is upgraded once
Avabush Spice, x100 3 R 2,000 7 May only upgrade one Ability Die to a Proficiency Die in any given check; E
the difficulty to lie or conceal the truth is upgraded once
Booster Blue 0 R 10 5 May upgrade any Agility, Intellect, or Cunning check once; Strain E
is not auto. recovered at the end of encounters fo rthe rest of the session
Booster Blue, x100 3 R 750 6 May upgrade any Agility, Intellect, or Cunning check once; Strain E
is not auto. recovered at the end of encounters fo rthe rest of the session
Death Stick 0 R5 1 ■ to every task and check; possibly diminishes connection to the Force E
Death Stick, x100 3 R 250 2 ■ to every task and check; possibly diminishes connection to the Force E
Glitterstim 0 R 100 7 □□□ to Perception, Vigilance checks; possible telepathy E
Glitterstim, x100 5 R 5,000 8 □□□ to Perception, Vigilance checks; possible telepathy E
Gunjack Spice 1 R 75 5 +1 Brawn per dose; +1 difficulty for Agility, Intellect, Cunning checks LNH
Gunjack Spice, x100 25 R 7,000 6 +1 Brawn per dose; +1 difficulty for Agility, Intellect, Cunning checks LNH
Impact 0 R 125 6 Upgrade Agility-based checks; ■ Agility-, Cunning-, Intellect-based checks FC
Impact, x100 5 R 10,000 7 Upgrade Agility-based checks; ■ Agility-, Cunning-, Intellect-based checks FC
Ji Rikknit 0 R 50 6 Mild euphoric; Easy Resilience to avoid addiction SF
Ji Rikknit, x100 5 R 3,000 7 Mild euphoric; Easy Resilience to avoid addiction SF
Karrak Spice 0 R 80 7 Remove ■■■ added for pain or illness for 12 hours, add one Threat; Force users EV
benefit for 24 hours, Force rating counts as one lower
Karrak Spice, x100 5 R 6,400 8 Remove ■■■ added for pain or illness for 12 hours, add one Threat; Force users EV
benefit for 24 hours, Force rating counts as one lower

Illicit Drugs, Poisons, Illicit Goods, cont.


Rarit
Item Enc Price Description, Special Book
y
Lesai 0 R 500 9 Removes need to sleep; Strain heals normally E
Lesai, x20 2 R 7,500 10 Removes need to sleep; Strain heals normally E
Longsight 0 R 650 8 +1 Willpower for Encounter; suffer 2 Strain each turn NP
Longsight x100 5 R 5,000 9 +1 Willpower for Encounter; suffer 2 Strain each turn gm rdl
Muon Gold 0 R 50 6 □ Cunning-, Presence-based checks; possible ■ Intellect-, Cunning-based FC
Muon Gold, x100 3 R 4,500 6 □ Cunning-, Presence-based checks; possible ■ Intellect-, Cunning-based FC
Nannarium Root 0 R 200 6 Upgrade Intellect-, Cunning-based check once; 2 Strain SF
Neutron Pixie 1 R 100 6 +2 Advantages to Agility-, Willpower-based checks; +1 Threat to LNH
Brawn-, Intellect-, Cunning-based checks
Neutron Pixie, x100 25 R 8,500 7 +2 Advantages to Agility-, Willpower-based checks; +1 Threat to LNH
Brawn-, Intellect-, Cunning-based checks
Questioner-9 0 R 300 6 Upgrade difficulty on checks to withold information or resist manipulation EV
Questioner-9, x100 5 R 24,000 7 Upgrade difficulty on checks to withold information or resist manipulation EV
Ryll Spice 1 R 50 4 Temporarily ignore an Easy, Average, or Hard (2 doses) Crit Injury LNH
Ryll Spice, x100 25 R 4,500 5 Temporarily ignore an Easy, Average, or Hard (2 doses) Crit Injury LNH
Yaladai Spice 0 R 1,000 7 Suffer 3 less Strain than normal; Force users add +1 Force die to checks, EV
suffer double Strain and Conflict for using Dark Side pips
Yaladai Spice, x100 5 R 80,000 8 Suffer 3 less Strain than normal; Force users add +1 Force die to checks, EV
suffer double Strain and Conflict for using Dark Side pips
Yarrock 0 R 350 8 Automatically succeed at Fear checks; ■ to Willpower, Presence checks E
Yarrock, x100 3 R 20,000 9 Automatically succeed at Fear checks; ■ to Willpower, Presence checks E
Frangawl Force Powder 0 R 2,000 10 Force-Sensitives consuming one dose earns 10 Conflict; adds two Dark Side pips NP
to the next Force power check made
1d100 GENERIC ITEM RARE ITEM
1 Frag Grenade Pass Code or Key Card
2 Nothing Deed to a Ruined Cantina
3 Comlink Diary
4 Holo-messenger List of Names
5 Macrobinoculars Datacard Containing Secret Information
6 Holdout Blaster Comm Jammer
7 Stimpack Pack of Restraining Bolts
8 Nothing Secret Rebel Blueprints
9 Extra Reloads/Power Packs Secret Imperial Blueprints
10 Nothing Coordinates to an Unknown Location (on planet)
11 200cr Picture ID Card
12 Emergency Medpack Bank Account Number
13 5cr Surveillance Tagger
14 Chance Cube Deed to a Droid
15 80cr Holomessage From a Worried Mother
16 Sabacc Deck 1 Dose of Yarrok
17 100cr Love Letter
18 1cr Local Address
19 65cr Force Crystal
20 Stimpack Deed to a Mysterious Ship
21 Binders Strange Mechanical Parts
22 350cr Thermal Detonator
23 25cr Bomb with 30 Seconds Left on Timer
24 10cr 1 Dose of Anesthetic
25 Ration Pack Rebel Badge
26 75cr Datacard Containing Orders
27 40cr Large Collection of Lint
28 Nothing List of Local Rebel Sympathizers
29 200cr Balanced Hilt
30 Slicer Kit Cortosis Weave
31 Thermal Cloak A Transponder Code for a Rebel / Imperial Ship
32 100cr Bipod Mount
33 Restraining Bolt Mark-5 Comm Scrambler
34 30cr List of High-Value Bounty Targets and Their Locations
35 10cr Weighted Head
36 Slugthrower Reloads Nothing
37 5cr A Rancor Tooth Necklace
38 10cr Enhanced Optics Suite
39 Fusion Cutter A “Clean” Transponder Code for a Starship
40 90cr Cybernetic Brain Implant (unused)
41 Bandolier A Famous Singers Autograph
42 125cr Starchart for an Unknown System
43 Hush98 Comlink Nothing
44 50cr Bowcaster Automatic Re-cocker
45 Nothing Pack of Deathsticks
46 200cr Optical Camouflage System
47 Extra Reloads/Power Packs Data Breaker
48 Utility Belt A Broken Holocron
49 Nothing Rare Gem
50 Goggles A Deed to a Slave
51 Lockpicks A Receipt from a Pawnbroker
52 Light Blaster Pistol Weapon Harness
53 100cr Weapon Sling
54 Combat Knife 1 Dose of Avabush
55 Nothing Tripod Mount
56 250cr Multi-Optic Sight
57 Aqua Rebreather 1 Dose of Neurotoxin
58 10cr Telescopic Optical Sight
59 5cr Rare Coin
60 Stun Grenade Under-Barrel Flame Projector
61 60cr Nothing
62 Emergency Repair Patch Imperial Badge
63 50cr Deed to a Speederbike
64 Nothing Gold Locket
65 Scanner Goggles Coupon for one droid modification
66 Climbing Gear 1 Dose of Lesai
67 Holdout Pistol Deed to a Lakefront Home
68 Backpack Comlink Simple Lock Breaker
69 Ammo Pouch Nothing
70 Bola Restraining Bolt Activator
71 Wookie Bandolier A Photo of One of the Player Characters
72 Chance Cube A Pamphlet from a Local Cult
73 Blaster Pistol Deed to a Landspeeder
74 100cr Fibercord Wrist Launcher
75 Stun Grenade Coupon for one vehicle modification
76 15cr A List of Outstanding Debts and Where to Collect
77 Nothing Deed to a Run-Down Shack (with a secret bunker)
78 10cr A Small Figurine Carved from Krayt Dragon Bone
79 30cr Coordinates to an Unknown Planet
80 General Purpose Scanner A List of Low Value Bounty Targets and Locations
81 5cr Holographic Family Portrait
82 Nothing Under-Barrel Grenade Launcher
83 Nothing Dewback Scale
84 Respirator Breath Mask Gloves made of Wookie Fur
85 Stimpack Nothing
86 Comlink Forearm Grip
87 Glow Rod Thermal Shielding System
88 Extra Reloads/Power Packs 1 Dose of Glitterstim
89 Nothing Bowcaster Accelerator Enhancement
90 Electrobinoculars Coordinates to a Dead Drop
91 Ration Pack 1 Dose of Neuroparalytic
92 Vibrodagger Blaster Actuating Module
93 Filtration Mask Droid Parts
94 Restraining Bolt Augmented Spin Barrel
95 Camouflage Paint A Sith Pendant
96 Scout Blaster Pistol 1 Dose of Booster Blue
97 Medisensor Hand Scanner A Piece of Alderaan encased in crystal
98 Pac20 Wrist Comlink A Jedi Pendant
99 Nothing Electronic Lock Breaker
100 Two Frag Grenades Broken Lightsaber
Star Wars: Armor
12.3.2016

Personal Armor - Light, Clothing


Type Soak Def Enc HP Price Rarit Qualities, Special Book
Heavy Coat 1 0 2 1 100 y
1 may ignore ■ imposed by foul weather gm rdl
Nomad Greatcoat 1 0 1 0 100 4 May ignore ■ imposed by cold environment SF
Heavy Clothing 1 0 1 0 50 0 Core
Mechanic's Utility Suit 1 0 5 1 500 3 Wearer counts as having a toolkit on them SM
Pit Crew Coveralls 1 0 1 1 150 2 reduces damage from fire- or Burn-based attacks by 1; EV
adds 1 to Encumbrance Threshold
Concealing Robes 1 0 1 0 150 2 ■ to be identifiable F
Resplendent Robes 1 0 2 0 500 5 Allies gain □ to Perception; Skullduggery; Stealth checks DA
Lector's Outfit 1 0 2 1 525 6 □ to checks involving groups of listeners DA
Smuggler's Trenchcoat 1 1 3 0 1,650 7 Skulduggery check to hide 2 Enc worth of items within FC
Polis Massan Bodysuit 1 0 1 1 300 6 Integrated glow rod and utility belt SR
G-Suit 1 0 2 1 2,000 3 reduce cost of second Pilot Only maneuver to 1 Strain EV
Combat Flight Suit 0 1 4 2 R 3,000 6 24 hours vacuum survivability SF
Armored Flight Suit 1 1 3 1 1,500 6 -1 damage from fire and Burn (Q); -1 Strain damage caused ST
from Critical Hits suffered by the vehicle
Shockrider Crash Suit 2 0 2 1 3,000 3 -1 damage from fire and radiation; -1 Strain damage caused EU, ST
from Critical Hits suffered by the vehicle
Crash Gear 1 0 1 1 550 3 helmet: ignore ongoing Critical Injury effects on Intellect and EV
Cunning results; cannot be disoriented
Mountaineer Climbing Armor 1 1 3 2 1,800 6 □□ to Athletics checks to climb or rappel EU
Survivalist Armor 1 0 3 2 350 6 +1 Encumbrance Threshold SS
Adverse Environment Gear 1 0 2 1 500 1 May ignore ■ imposed by environment Core
Reinforced Environment Gear 1 0 2 2 850 4 May ignore ■ imposed by environment; □ to Resilience FH
checks in toxic enviroments; -20 to Critical Hits from falling
Enviro-Suit 2 0 2 1 750 2 Eight hours vacuum/toxic enviroment survivability; EU
■ to all Agility and Perception based checks
Karflo Thinsuit 1 0 0 0 1,200 6 6 hours air filtration; ignore ■■ imposed by environment FB
P-14 Hazardous Industry Suit 2 0 7 2 1,000 4 Includes breathmask; □□ to resist heat, cold, radiation, SM
et al.; does not suffer Burn or Disorient; +1 Strain for man.
Second Skin Armor 1 1 2 0 2,000 7 ■■ to notice DA
Verpine Fiber Ultramesh Armor 1 0 3 2 3,000 5 May be powered up to add +2 Defense SR

Personal Armor - Medium


Type Soak Def Enc HP Price Rarit Qualities, Special Book
Catch Vest 1 0 1 0 300 y
3 +1 Soak vs. energy weapons SF
Flak Vest 1 0 3 1 300 2 +1 Soak vs. weapons with Blast (Q) DC
Blast Vest 1 0 3 1 200 3 +2 Soak vs. slugthrowers and other physical projectiles FC
Reinforced Blast Vest 2 0 4 0 500 4 +2 Soak vs. slugthrowers and other physical projectiles gm rdl
Mk 45 Half Vest 1 1 3 0 500 5 protects wearer from three Critical Injuries, each one KP
damaging the vest one step
Armored Coat 1 1 3 1 350 6 Average Perception check to detect; may ignore ■ imposed gm rdl
by foul weather
Armored Clothing 1 1 3 1 1,000 6 Average Perception check to detect Core
Berethron Type III Armored Clothing 1 1 3 3 R 1,250 6 Average Perception check to detect SF
Armored Clothing and Coat 2 1 4 2 1,350 6 Average Perception check to detect; may ignore ■ imposed gm rdl
by foul weather
Custom Tailored Armored Jacket 2 0 1 0 6,200 7 1 Advantage to all Charm, Deception, Negotiation checks FH
Armored Robes 2 1 5 2 R 4,500 8 F
Flare Jacket 1 0 3 0 1,500 8 Holds a blinding light attack usable once per encounter DA
Riot Armor 2 0 3 2 950 4 KP
Mk IV Riot Armor 1 1 3 1 R 1,850 6 One hour toxic enviroment survivability; reduce FH
number of rounds staggered or disoriented by 1
"Luck" Riot Armor 2 0 4 1 1,000 5 1 Advantage to all Vigilance checks KP
Mandalorean Armor, Medium 2 1 4 4 R 4,500 7 Intimidating 1 (T) gm rdl
Gladiatorial Leathers 2 0 3 3 1,200 6 ■ to Charm checks gm rdl
Beast Hide Warrior's Armor 1 0 3 0 300 2 Gain 1 Advantage to Coercion checks; DC,SS
Automatic 1 Threat to Charm checks
Padded Armor 2 0 2 0 500 1 Core
N-57 Engineer Armor 2 0 5 5 3,000 6 Wearer may recharge weapons or devices; includes toolkit SM
Storm Charge Suit 2 0 3 0 2,000 6 Shock Gloves equipped; melee opponent suffers 8 DC
Strain damage on a Despair; Disorient on 2 Threat
Chitin Armor 2 0 4 1 600 6 Gain 1 Advantage to Coercion checks; SS
Automatic 1 Threat to Charm checks
Jedi Training Padded Armor 2 0 6 0 R 400 9 KP
Jedi Temple Guard Armored Robes 2 2 4 3 R 12,000 10 built-in comlink, scanner KP

Personal Armor - Heavy


Type Soak Def Enc HP Price Rarit Qualities, Special Book
Half-Lam Armor 2 0 3 3 1,500 y
5 gm rdl
Laminate 3 0 4 3 2,500 5 May ignore ■ imposed by environment E, A
Clone Wars Era Trooper Laminate 3 1 4 3 R 4,400 8 May ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Stormtrooper Laminate 3 0 4 3 R 3,500 7 May ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Sandtrooper Laminate 3 0 4 3 R 3,500 7 May ignore ■■ imposed by hot environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Scout Trooper Laminate 2 0 3 2 R 3,500 7 May ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Snowtrooper Laminate 3 0 4 3 R 3,500 7 May ignore ■■ imposed by cold environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Stealthtrooper Laminate 2 1 4 4 R 5,000 9 Removes ■ due to darkness, smoke; ■ to checks to FB
Perception checks to detect the wearer
Swamptrooper Laminate 2 0 3 1 R 3,500 7 Aqua-breather; may ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Spacetrooper Armor 4 0 5 3 R 18,000 8 24 hours protection from radiation, toxicity, vacuum; high- FB
powered comlink; removes ■■ due to darkness, smoke
Heavy Battle Armor 3 1 6 4 R 5,000 7 May ignore ■ imposed by environment E, A
Protector 1 Combat Armor 3 1 4 3 R 5,500 7 May ignore ■ imposed by environment DC
Alliance Heavy Battle Armor 3 1 5 5 R 6,000 8 Includes breathmask FB
Mk II Steelskin Anti-Concussive Armor 3 0 8 1 R 6,500 7 ■ to all Brawn and Agility based checks; reduce the DC
number of rounds staggered or disoriented by 1
Mandalorean Armor, Heavy 3 1 5 5 R 7,500 8 Intimidating 1 (T) gm rdl
Jedi Battle Armor 3 1 5 5 R 7,500 9 Custom fitted; ■■ to anyone but the original owner KP
Powered Capacitive Armor 1 1 4 2 R 3,000 8 May receive +1 Soak, +1 Defense at cost of no free Man. DA
PX-11 Battlement Powered Armor 4 1 3 3 R 9,000 9 One hour vacuum/toxic enviroment survivability; deduct ■■ DC
penalty for darkness; +1 Brawn; +1 Athletics; if unpowered
Enc is 12, Defense is 0, lose all other benefits
Kav-Dann Power Armor 3 2 4 6 R 13,500 7 +1 Brawn; fully sealed, 4 hours life support; □ vs. radiation; KP
removes ■ caused by enviroment affecting vision
Leviathan Power Armor 3 2 8 1 15,000 8 Must be custom-fit to wearer; integrated heating system, SR
enhanced optics suite, strength enhancement, respirator

Personal Armor - Special


Type Soak Def Enc HP Price Rarit Qualities, Special Book
Personal Deflector Shield 0 2 3 0 10,000 y
8 Reflect (T); may run out of power on a Despair E, A
Hauling Harness 1 1 3 2 1,000 6 +6 Enc capacity; upgrade combat check difficulties twice DA
Alliance Light Stealth Armor 2 0 3 2 R 2,200 7 □ to Stealth checks FB
Sakiyan Shadowsuit 1 0 1 1 2,500 8 □□ to Stealth checks LNH
Mimetic Suit 1 1 2 2 R 8,000 8 Upgrade Stealth checks twice; power may run out on FC
three Threats
Zephyr Stealth Suit 1 1 2 1 R 5,500 8 upgrade Stealth checks once EV
Holographic Costume 0 1 2 0 750 8 DA
Cloaking Coat 1 0 4 1 R 550 8 Upgrade difficulty to detect using electronics twice SM
Hutt Shell Armor 3 2 6 4 R 25,000 9 Hutts only; ignore Awkward, Ponderous, difficult terrain LNH

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

Ranged Weapons: Energy - Holdout Blaster Pistols, Light Blaster Pistols


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Holdout Blaster Ranged (Light) 5 4 Short 1 1 200 4 Stun Setting; ■ to find Core
Variable Holdout Blaster Ranged (Light) 1-7 4 Short 1 0 400 7 Limited Ammo 12; ■ to find SoR
Blurrg-1120 Ranged (Light) 5 4 Short 1 1 750 6 Stun Setting; ■ to find; rebels
(dual-shot mode: Linked 1; may run out
of ammo on three Threat)
12 Defender Ranged (Light) 5 5 Short 1 0 25 4 Inferior; Limited Ammo 2; ■■ to find; FH
cannot be reloaded
Spukami Pocket Blaster Ranged (Light) 5 3 Short 1 1 200 2 Stun Setting; ■ to find SoF
Model Q4 Quickfire Ranged (Light) 5 3 Short 1 0 250 4 Auto-Fire; Stun Setting; ■ to find; FH
must recharge to reload
Military Holdout Blaster Ranged (Light) 6 3 Short 1 0 500 5 Stun Setting; ■ to find; DA
may run out of ammo on three Threat
ELG-3A Ranged (Light) 6 4 Short 1 0 400 5 Stun Setting; ■■ to find DA
Boonta Blaster Ranged (Light) 6 3 Short 1 1 1,000 8 Stun Setting; ■ to find; remove ■ from wearer's LNH
Deception checks to "hide" weapon
TT24 Ranged (Light) 6 3 Medium 1 0 R 1,000 7 Stun Setting; ■ to find BR
411 Ranged (Light) 4 4 Medium 1 1 R 350 5 Stun Setting; ■ to find FC
Light Blaster Pistol Ranged (Light) 5 4 Medium 1 2 300 4 Stun Setting Core
CDEF Ranged (Light) 5 4 Medium 1 1 150 4 Inferior; Stun Setting SoF
SE-14c Ranged (Light) 5 4 Short 1 2 650 6 Auto-Fire; Stun Setting; ■ to find; FB
DL-19C Ranged (Light) 5 4 Medium 1 4 450 4 Stun Setting; Jury Rig bonus SM
HL-27 Ranged (Light) 5 3 Medium 1 2 450 4 Accurate 1; Stun Setting SoF
XL-2 Flashfire Ranged (Light) 5 3 Medium 1 3 450 5 Disorient 1; Stun Setting SoF
Defender Ranged (Light) 5 3 Medium 1 1 650 6 Stun Setting; Accurate 1 DA
Mon Cal Battle Baton Ranged (Light) 5 4 Medium 1 1 250 6 Stun Setting SoR
Cybernetic Implant Blaster Ranged (Light) 5 4 Medium -- -- 4,000 7 Quick Draw (T); cannot be disarmed or E, A
dropped; cybernetic arm included

Ranged Weapons: Energy - Blaster Pistols, Heavy Blaster Pistols


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Blaster Pistol Ranged (Light) 6 3 Medium 1 3 400 4 Stun Setting Core
Model 44 Ranged (Light) 6 3 Medium 1 4 500 4 Stun Setting DC
Model 53 Ranged (Light) 6 3 Medium 1 4 450 4 Stun Setting; -1 difficulty Mechanics FC
to repair or modify
Model 80 Ranged (Light) 6 2 Medium 2 3 550 5 Stun Setting; cannot be Quick Drawn DC
Liquidsilver L7 Ranged (Light) 6 3 Medium 1 1 425 4 Stun Setting; ■■ to find stashed on a ship FC
IR-5 Ranged (Light) 5 3 Medium 2 2 R 750 6 Auto-Fire; Inaccurate 1 DC
Relby-K23 Ranged (Light) 6 3 Medium 1 2 1,100 6 Pierce 2; Stun Setting JoY
X-30 Lancer Ranged (Light) 5 4 Long 2 3 1,000 5 Accurate 1; Pierce 2 EU
SE-14r Ranged (Light) 6 3 Medium 2 3 R 1,000 6 Auto-Fire; Stun Setting; DC
may run out of ammo on three Threat
X-8 Night Sniper Ranged (Light) 7 3 Medium 1 2 1,300 6 Stun Setting; Suppressor mod built-in rebels
Westar-35 Ranged (Light) 7 3 Medium 2 3 1,500 7 Pierce 1; Stun Setting rebels
H-7 Ranged (Light) 7 2 Medium 2 3 1,200 8 Stun Setting; Superior SoF
DR-45 Dragoon (pistol mode) Ranged (Light) 8 3 Short 2 3 1,900 6 Accurate 1; Stun Setting ST
Model-1 Nova Viper Ranged (Light) 7 3 Medium 2 2 4,500 9 Accurate 2; Pierce 2; Stun Setting; FC
+1 difficulty Mechanics to repair of modify
Corellian Dueling Blaster Ranged (Light) 9 2 Short 2 2 750 5 Accurate 1; Pierce 1; Limited Ammo 1 SoF
Site-145 Replica Ranged (Light) 6 3 Medium 1 0 R 1,750 8 Stun Setting; Force Rating 1+ required KP
Heavy Blaster Pistol Ranged (Light) 7 3 Medium 2 3 700 6 Stun Setting Core
DL-7H Ranged (Light) 8 3 Medium 2 2 R 850 6 may run out of ammo on two Threat DC
CR-2 Ranged (Light) 7 4 Medium 2 2 600 5 Stun Setting SoF
HH-50 Ranged (Light) 7 3 Short 3 2 1,300 7 Linked 1; Stun Setting; Vicious 1; ST
may run out of ammo with two Threat;
may be damaged on three Threat
S-5 Ranged (Light) 7 3 Medium 3 1 1,250 7 Stun Setting; built-in grapple and line KP
BR-219 Ranged (Light) 8 3 Short 2 2 R 625 7 Stun Setting; Vicious 2; may damage on two EV
Threat; may explode on Despair
C-10 Dragoneye Reaper Ranged (Light) 8 3 Medium 3 3 1,000 7 Stun Setting FC
Renegade Ranged (Light) 8 3 Medium 2 3 950 4 Inaccurate 1; Stun Setting SoR
Hutt Large-Bore Blaster Ranged (Light) 8 3 Medium 2 3 800 8 Stun Setting gm rdl
Ranged Weapons: Energy - Blaster Carbines
Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Blaster Carbine Ranged (Heavy) 9 3 Medium 3 4 850 5 Stun Setting; Carbine Core
DH-17 Ranged (Heavy) 8 3 Medium 2 3 900 6 Auto-Fire; Inaccurate 1: Stun Setting; Carbine FB
DR-45 Dragoon (rifle mode) Ranged (Heavy) 8 3 Medium 3 3 1,900 6 Accurate 1; Stun Setting; Carbine ST
ACP Repeater Gun Ranged (Heavy) 7 3 Medium 3 1 1,000 6 Auto-Fire; Stun Setting; Carbine LNH
DLS-12 Ranged (Heavy) 10 3 Medium 4 3 1,350 7 Auto-Fire; Cumbersome 2; Carbine KP
Ok-98 Ranged (Heavy) 9 3 Medium 4 3 1,100 5 Stun Setting; Carbine; ignore DC
first "out of ammo" Despair result
OK-98 (modified) Ranged (Heavy) 11 3 Medium 4 3 1,100 5 Stun Setting; Carbine; may DC
overheat and explode on a Despair

Ranged Weapons: Energy - Blaster Rifles, Heavy Blaster Rifles


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Blaster Rifle Ranged (Heavy) 9 3 Long 4 4 900 5 Stun Setting; Two-Handed Core
DDC-MR6 Ranged (Heavy) 7 3 Medium 3 6 1,000 6 Stun Setting; quick attachments; Two-Handed SM
GLX Firelance Ranged (Heavy) 7 3 Long 3 3 1,600 6 Auto-fire; Disorient 2; Stun Setting; EV
Two-Handed
E5 Ranged (Heavy) 9 3 Medium 3 4 550 3 Inaccurate 1; Stun Setting; Two-Handed; ST
may be damaged on three Threat
SSG Mk II Paladin Ranged (Heavy) 8 3 Long 4 2 3,250 8 Auto-fire; Pierce 1; Stun Setting, Superior; EV
Two-Handed; integrated stun prod
M-300 Hunting Blaster Ranged (Heavy) 8 3 Extreme 4 1 1,600 6 Accurate 1; Pierce 2; Stun Damage; Two- SS
Handed; Cumbersome 2; reduce difficulty by
1 for Long and Extreme Ranges
Weequay Blaster Lance Ranged (Heavy) 8 3 Extreme 5 2 850 6 Accurate 1; Cumbersome 2; Two-Handed LNH
Mon Cal Spear Blaster Ranged (Heavy) 8 3 Long 5 3 1,350 5 Stun Setting; Two-Handed SoR
HBt-4 Hunting Blaster Rifle Ranged (Heavy) 10 3 Medium 5 2 900 6 Cumbersome 2; Stun Setting; Two-Handed FC
E-11s Sniper Blaster Rifle Ranged (Heavy) 10 3 Extreme 6 3 R 3,500 7 Accurate 1; Cumbersome 3; Pierce 2; EU
Two-Handed; Slow-Firing 1
LD-1 Target Rifle Ranged (Heavy) 9 4 Extreme 6 3 1,275 7 Accurate 2; Pierce 3; Cumbersome 3; EV
Slow-Firing 1; Two-Handed
CR-8 Takedown Rifle Ranged (Heavy) 9 3 Extreme 4 1 R 3,250 7 Accurate 2; Pierce 2; Prepare 2; Slow-Firing 1; SS
Two-Handed; ■■ to find broken down
LBR-9 Stun Blaster Rifle Ranged (Heavy) 10 -- Long 6 4 2,800 4 Disorient 2; Stun Damage; Two-Handed EU
SK-Z Ranged (Heavy) 8 4 Long 3 4 600 4 Stun Setting; Two-Handed SoF
Heavy Blaster Rifle Ranged (Heavy) 10 3 Long 6 4 1,500 6 Auto-Fire; Two-Handed; Cumbersome 3 E, A
A280 C Ranged (Heavy) 9 4 Long 5 2 1,800 7 Accurate 1; Cumbersome 3; Stun Setting; FB
-1 difficulty to repair
DC-15A Ranged (Heavy) 11 3 Long 7 4 1,000 5 Auto-Fire; Cumbersome 3; Inaccurate 1 gm rdl
if Auto-Fire is used; Two-Handed
DH-X Ranged (Heavy) 10 3 Long 7 4 1,900 6 Pierce 2; Cumbersome 3; Two-Handed DC
DLT-18 Ranged (Heavy) 10 3 Long 5 4 1,100 5 Stun Setting; Cumbersome 2; Two-Handed rebels
Pulse Cannon Ranged (Heavy) 9 3 Extreme 5 1 R 2,750 6 Cumbersome 3; Pierce 2; Slow-Firing 1; FB
Super-Charge: Breach 1, Vicious 3, Limited
Ammo 1

Ranged Weapons: Energy - Repeating Blasters, Heavy Blaster Weapons


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Light Repeating Blaster Ranged (Heavy) 11 3 Long 7 4 R 2,250 7 Auto-Fire; Pierce 1; Cumbersome 4; E, A
Two-Handed
Z-6 Rotary Cannon Ranged (Heavy) 12 4 Long 6 3 R 3,000 7 Auto-Fire (Only); Cumbersome 3; Prepare 1; FB
Two-Handed; Overheat on two Threat
Heavy Repeating Blaster Ranged (Heavy) 15 2 Long 9 4 R 6,000 8 Auto-Fire; Pierce 2; Vicious 1; Cumbersome 5; E, A
Two-Handed
VX Sidewinder Gunnery 12 3 Long 8 4 R 3,350 7 Auto-Fire; Pierce 1; Vicious 1; Cumbersome 5; DC
Two-Handed
J-10 Dual Cannon Gunnery 13 2 Long 8 3 R 6,750 7 Cumbersome 5; Inaccurate 1; Linked 1; FB
Two-Handed; Overheat on two Threat
Reciprocating Quad Cannon Gunnery 10 2 Long 8 4 R 9,950 8 Auto-Fire (Only); Breach 1; Cumbersome 4; FB
Inaccurate 1; Prepare 2, Two-Handed; Critically
Injures user on four Threat
High-Output RB Gunnery 15 3 Extreme 10 4 R 6,500 8 Auto-Fire; Pierce 2; Vicious 1; Cumbersome 6; DC
Two-Handed
Autoturret Gunnery 15 2 Extreme 20 0 R 10,000 6 Auto-Fire; Slow-Firing 1 gm rdl
SpaceDefense 1.8 FD Gunnery 17 2 Extreme 25 0 R 12,000 6 Auto-Fire; Slow-Firing 1; Limited Ammo 8 FB
(unless connected to power grid or generator)

Ranged Weapons: Energy - Specials


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Energy Slingshot Ranged (Light) 3 -- Short 1 0 40 4 Disorient 2 (1 Advantage); Stun Damage NoP
Stun Pistol Ranged (Light) 7 -- Short 1 1 250 4 Stun Damage gm rdl
KO-2 Heavy Stun Pistol Ranged (Light) 8 -- Short 2 3 650 5 Stun Damage KP
SSB-1 Static Pistol Ranged (Light) 2 4 Short 2 1 850 7 Disorient 1; Stun 8 FC
A95 Stingbeam Ranged (Light) 5 3 Engaged 1 0 400 5 Stun Setting; Vicious 1; ■■ to find FC
ATA Pulse-Wave Blaster Ranged (Light) 5 3 Short 2 2 R 750 6 Vicious 3 LNH
Ionization Blaster Ranged (Light) 10 5 Short 3 3 250 3 Disorient 5; Ion; Carbine E, A
Droid Disabler Ranged (Light) 12 3 Short 1 1 1,050 5 Concussive 1; Ion; Limited Ammo 3 FC
Droid Disruptor Ranged (Light) 6 3 Short 2 1 800 7 Ion; Vicious 3 (droids only) SoR
Disruptor Pistol Ranged (Light) 10 2 Short 2 2 R 3,000 6 Vicious 4 (Crippled result minimum); cannot be E, A
modified with attachments that
or grant multiple shots
Disruptor Rifle Ranged (Heavy) 10 2 Long 5 4 R 5,000 6 Cumbersome 2; Vicious 5 (Crippled result E, A
minimum); Two-Handed; cannot be modified
with attachments that improve range or grant
mulitple shots
T-7 Ion Disruptor Ranged (Heavy) 12 2 Long 6 2 R 8,000 9 Blast 6; Breach 2; Cumbersome 3; Slow- FB
Firing 1; Vicious 6 (Crippled result minimum);
Two-Handed; cannot be modified with attach-
ments that improve range, grant multiple shots
SWE/2 Sonic Rifle Ranged (Heavy) 8 6 Long 4 3 1,200 6 Concussive 1; Slow-Firing 1; Stun Damage; FH
Two-Handed; cannot be parried or
disrupted by a lightsaber
LJ-50 Concussion Rifle Ranged (Heavy) 10 2 Medium 6 2 R 2,000 7 Blast 4; Concussive 2; Cumbersome 3; FB
Knockdown; Limited Ammo 4; Two-Handed
Bola Carbine Ranged (Heavy) 8 3 Medium 3 3 1,600 6 Accurate 1; Ensnare 1; Carbine SoR
Kyuzo Bowcaster Ranged (Heavy) 9 4 Long 6 1 2,400 8 Cumbersome 3; Knockdown; Pierce 5; FB
Two-Handed
Wookiee Bowcaster Ranged (Heavy) 10 3 Medium 5 2 1,250 7 Cumbersome 3; Knockdown; Two-Handed; E
must spend a Maneuver to re-cock each shot
ACP Array Gun Ranged (Heavy) 6 3 Short 3 5 890 6 Blast 5; Stun Setting; Carbine DC
VES-700 Pulse Rifle Ranged (Heavy) 8 3 Medium 4 3 950 6 Blast 6; Stun Setting; Two-Handed FC
Energy Bow Ranged (Heavy) 8 2 Medium 4 2 R 2,800 9 Pierce 4; Unwieldy 3; Vicious 2; Two-Handed SS
D-29 Repulsor Rifle Gunnery 8 4 Medium 3 3 1,550 7 Disorient 3; Knockdown; Stun Damage; LNH
Two-Handed
Plasma Shell Assault Gunnery 10 2 Long 6 2 R 8,000 9 Auto-Fire; Breach 1; Concussive 1; gm rdl
Cannon Cumbersome 4; Inaccurate 1; Two-Handed

Ranged Weapons: Slugthrowers, Non-Energy Specials


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Holdout Pistol Ranged (Light) 1 5 Short 0 0 200 4 Limited Ammo 4; ■ to find gm rdl
Stealth-2VX Ranged (Light) 1 5 Short 0 0 300 5 Limited Ammo 3; poison; ■■ to find LNH
Mk I Saberdart Pistol Ranged (Light) 1 -- Short 1 1 900 8 Limited Ammo 1; poison reservoir EV
Slugthrower Pistol Ranged (Light) 4 5 Short 1 0 100 3 Core
SH-9 Ranged (Light) 4 5 Short 1 0 250 4 Limited Ammo 5; Pierce 2; ■ to find FB
KD-30 Dissuader Ranged (Light) 4 5 Short 2 0 350 6 Pierce 2; Vicious 1; acid bullets LNH
Model C "Fiver" Ranged (Light) 5 4 Short 2 1 200 4 Accurate 1; Limited Ammo 5 DC
Verpine Shatter Pistol Ranged (Light) 8 3 Medium 1 2 15,000 8 Knockdown; Pierce 2 SoR
FWG-5 Flechette Pistol Ranged (Light) 6 3 Short 1 2 R 825 7 Guided 3; Limited Ammo 3 FC
NX-14 Needler Ranged (Light) 5 -- Short 1 1 R 650 7 Pierce 3; removes ■ from deflectors; ■ to find EV
ASP-9 Vrelt Autopistol Ranged (Light) 4 5 Short 1 0 150 4 Auto-Fire SoF
Assault Carbine Ranged (Heavy) 6 5 Short 4 1 250 4 Auto-Fire; Inaccurate 1; Carbine; DC
may run out of ammo on two Threat
Slugthrower Rifle Ranged (Heavy) 7 5 Medium 5 1 250 3 Cumbersome 2; Two-Handed Core
Model 57 Homesteader Ranged (Heavy) 7 5 Long 5 4 500 6 Accurate 1; Cumbersome 2; Two-Handed SS
Model 77 Air Rifle Ranged (Heavy) 6 -- Long 3 3 1,100 6 Pierce 4; Stun Damge; Two-Handed EU, SS
Mk II Saberdart Rifle Ranged (Heavy) 1 -- Long 3 2 1,600 9 Limited Ammo; Two-Handed; poison reservoir EV
Berserker Rifle Ranged (Heavy) 7 4 Medium 4 0 R 600 5 Burn 1; Cumbersome 3; Disorient 1; Two-Handed FB
Vodran Hunting Rifle Ranged (Heavy) 7 4 Long 4 2 800 7 Cumbersome 2; Two-Handed LNH
Verpine Shatter Rifle Ranged (Heavy) 12 3 Extreme 3 3 30,000 8 Knockdown; Pierce 4; Two-Handed SoR
DF-D1 Duo-Flechette Rifle Ranged (Heavy) 9 3 Short 3 3 R 1,000 5 Blast 4; Limited Ammo 5; Linked 1; Vicious 2; SoR
Two-Handed
Mk V Sand Panther Ranged (Heavy) 7 5 Long 5 2 1,750 7 Accurate 1; Cumbersome 2; Two-Handed SoF
Model 38 Ranged (Heavy) 8 3 Extreme 5 4 3,000 6 Accurate 2 (specific user only); Pierce 3; EU
Two-Handed; exploding rounds available
Verpine Heavy Shatter Rifle Gunnery 15 2 Extreme 4 4 45,000 8 Accurate 2; Knockdown; Pierce 6; Two-Handed SoR
Shotgun Ranged (Heavy) 8 4 Short 5 4 1,500 5 Blast 6; Knockdown; Two-Handed EU
8-Gauge Scatter Gun Ranged (Heavy) 7 6 Short 3 2 550 4 Blast 3; Knockkdown; Two-Handed FC
Selonian Shard Shooter Ranged (Heavy) 5 3 Medium 4 2 1,500 7 Auto-Fire; Pierce 1; Carbine SoF
Imperial Heavy Repeater Ranged (Heavy) 8 4 Medium 3 2 R 1,500 7 Auto-Fire; Cumbersome 4; Two-Handed FB

Ranged Weapons: Explosive, Area of Effect


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Flame Projector Ranged (Heavy) 8 2 Short 6 2 1,000 6 Burn 3; Blast 8; Two-Handed E, A
CZ-28 Flamestrike Gunnery 9 2 Short 8 3 R 2,000 8 Burn 4; Blast 9; Cumbersome 3; Vicious 2; DC
Two-Handed
CSPL-12 Grenade Launcher Ranged (Light) G G Medium 2 2 R 1,200 6 Grenade; Limited Ammo 3; jams on a Despair FB
Flechette Launcher Gunnery 8 3 Medium 6 4 R 2,500 6 Blast 8; Cumbersome 3; Limited Ammo 4; DC
(Anti-Infantry) Pierce 6; Prepare 1; Vicious 1; Two-Handed
Flechette Launcher Gunnery 10 2 Medium 6 4 R 2,500 6 Breach 2; Cumbersome 3; Limited Ammo 4; DC
(Anti-Vehicle) Prepare 1; Vicious 3; Two-Handed
Missile Tube (Launcher) Gunnery -- -- -- 7 4 R 7,500 8 Cumbersome 3; Prepare 1; Limited Ammo 6; Core
Two-Handed
Proton Missiles -- 20 2 Extreme -- -- 100 7 Blast 10; Breach 1; Guided 3 Core
Concussion Missiles -- 14 4 Extreme -- -- 200 8 Blast 10; Concussive 3; Disorient 5; Guided 2 DC
Fragmentation Missiles -- 12 4 Extreme -- -- 75 7 Blast 12; Guided 3 DC
Plasma Missiles -- 16 3 Medium -- -- R 160 8 Blast 14; Inaccurate 1; Pierce 2 DC
Incendiary Missiles -- 10 3 Extreme -- -- R 145 7 Blast 10; Burn 3; Guided 2 DC
Grenade Launcher Gunnery 8 4 Medium 5 3 R 1,250 4 Blast 6; Cumbersome 3; Limited Ammo 6; DC
Two-Handed
Mini-Torpedo (launcher) Ranged (Heavy) -- -- -- 4 4 2,000 6 Blast 6; Cumbersome 2; Limited Ammo 2; SoR
Two-Handed; underwater use only
Anti-Personnel Mini-Torpedo -- 8 2 Long -- -- 100 5 Blast 6 SoR
Anti-Armor Mini-Torpedo -- 12 3 Medium -- -- 150 6 Blast 2; Pierce 4 SoR
Ink Mini-Torpedo -- 0 -- Long -- -- 50 5 Blast 0; Disorient 4 SoR
Ion Mini-Torpedo -- 10 2 Long -- -- 150 6 Blast 8; Ion SoR
Net Mini-Torpedo -- 0 -- Medium -- -- 100 5 Blast 0; Ensnare 6 SoR
Stun Mini-Torpedo -- 8 2 Long -- -- 300 5 Blast 4; Concussive 2; Stun Damage SoR
Anti-Vehicle Mine Mechanics 25 2 Engaged 4 0 R 1,400 6 Blast 2; Breach 4; Limited Ammo 1 A
Anti-Personnel Mine Mechanics 12 3 Engaged 3 0 R 850 6 Blast 4; Vicious 4; Limited Ammo 1 A
Knockout Mine Mechanics 6 -- Short 1 0 200 6 Stun Damage; Limited Ammo 1 DA

Ranged Weapons: Other


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Auto-Doc Mk I Stim Pistol Ranged (Light) 0 -- Short 1 1 350 5 Limited Ammo 6 gm rdl
Compound Bow Ranged (Heavy) -- -- Medium 3 1 200 5 Cumbersome 3; Limitied Ammo 1; Two-Handed SoF
FS19 Compound Bow Ranged (Heavy) -- -- Medium 4 2 500 7 Cumbersome 3; Limitied Ammo 1; Two-Handed SS
Long Bow Ranged (Heavy) -- -- Long 5 1 120 4 Cumbersome 3; Limitied Ammo 1; Two-Handed NoP
Standard Arrow -- 5 5 -- -- -- 1 5 Knockdown; Pierce 1 SoF
Broadhead Arrow -- 5 4 -- -- -- 3 6 Pierce 1; Vicious 2 SS
Vibro-Arrow -- 7 3 -- -- -- 50 7 Pierce 1; Vicious 1 gm rdl
SoF,
Explosive-Tipped Arrow -- 6 3 -- -- -- 50 6 Blast 4
SS
Incendiary Arrow -- 6 5 -- -- -- 60 6 Burn 2 SS
SoF,
Stun Arrow -- 6 -- -- -- -- 60 6 Stun Damage
SS
Net Arrow -- 2 -- -- -- -- 30 6 Ensnare 2 SS
Evocii Scrap Crossbow Ranged (Light) -- -- Medium 3 0 100 8 Limited Ammo 1; Inferior; Two-Handed gm rdl
Scrap Bolt -- 5 5 -- -- -- 2 8 Vicious 1 gm rdl
Tralussian Styanax Lance Ranged (Heavy) 8 3 Short 8 2 200 8 Cumbersome 4; Pierce 3; Vicious 1; SoF
Limited Ammo 1; Two-Handed
Net Gun Ranged (Heavy) 3 -- Short 4 2 750 5 Ensnare 5; Two-Handed EU
Stokhli Spray Stick Ranged (Heavy) 0 -- Long 4 0 2,500 8 Accurate 2; Ensnare 4; Slow-Firing 1; Stun 8; FH
Two-Handed
R-88 Suppressor Riot Rifle Ranged (Heavy) 8 -- Medium 4 2 2,000 5 Blast 5; Disorient 3; Stun Damage; FH
Two-Handed; can be countered by breathing
masks or other techniques and gear
Tangle Gun 7 Ranged (Heavy) 1 4 Short 2 1 500 5 Ensnare 3; Two-Handed FH
L70 Acid Projector Ranged (Heavy) 6 2 Short 4 1 1,250 7 Blast 6; Burn 3; Vicious 1; Two-Handed LNH
Ranged Weapons: Thrown
Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Combat Knife Ranged (Light) +1 3 Short 1 0 25 1 Limited Ammo 1 Core
Ascian Throwing Dagger Ranged (Light) +1 2 Short 1 0 65 7 Pierce 2; Limited Ammo 1 FC
Boomerang Ranged (Light) 4 5 Medium 1 0 65 6 Guided 1; Limited Ammo 1; if target is missed; NoP
may spend one Advantage to retrieve
Bola/Net Ranged (Light) 2 -- Short 1/3 2 20 2 Ensnare 3; Knockdown; Limited Ammo 1 E
Frag Grenade Ranged (Light) 8 4 Short 1 0 50 5 Blast 6; Limited Ammo 1 Core
Mk 4 HFG Ranged (Light) 9 4 Short 1 0 R 75 5 Blast 7; Cumbersome 2; Limited Ammo 1 DC
Stun Grenade Ranged (Light) 8 -- Short 1 0 75 4 Disorient 3; Stun Damage; Blast 8; Core
Limited Ammo 1
Data-Purge Grenade Ranged (Light) -- -- Short 1 0 100 7 Limited Ammo 1 DA
HIC "Mercy" Grenade Ranged (Light) 5 -- Short 1 0 175 8 Blast 5; Stun Damage; Limited Ammo 1 DA
Spore/B Stun Grenade Ranged (Light) 6 3 Short 1 0 400 5 Blast 6; Concussive 2; Stun Damage; SoR
Limited Ammo 1
Concussion Grenade Ranged (Light) 10 5 Short 1 0 R 100 5 Blast 8; Concussive 2; Disorient 5; DC
Limited Ammo 1
Noise Grenade Ranged (Light) 4 6 Short 1 0 150 5 Blast 4; Stun Damage; Concussive 1; DA
Limited Ammo 1
Armor-Piercing Grenade Ranged (Light) 13 3 Short 1 0 100 6 Blast 4; Limited Ammo 1; Pierce 3 A
Inferno Grenade Ranged (Light) 8 3 Short 1 0 R 75 5 Blast 5; Burn 2; Limited Ammo 1 DC
Poison Gas Grenade Ranged (Light) -- -- Short 1 0 50 5 Blast 2; Limited Ammo 1; various poisons LNH
Knockout Grenade Ranged (Light) 12 -- Short 1 0 120 5 Blast 10; Stun Damage; Limited Ammo 1 FC
Glop Grenade Ranged (Light) -- -- Short 1 0 100 6 Blast -; Ensnare 3; recoverable; see text EU
Ion Grenade Ranged (Light) 10 5 Short 1 0 65 4 Blast 7; Disorient 5; Ion; Limited Ammo 1 DC
Plasma Grenade Ranged (Light) 12 3 Short 1 0 125 6 Blast 10; Limited Ammo 1 DC
Thermal Detonator Ranged (Light) 20 2 Short 1 0 R 2,000 8 Blast 15; Breach 1; Vicious 4; Limited Ammo 1 Core
Shaped Thermal Grenade Ranged (Light) 20 2 Short 1 0 R 3,500 8 Breach 2; Vicious 5; Limited Ammo 1 FB
Gungan Plasma Ball Ranged (Light) 5 3 Short 0 0 20 7 Burn 1; Ion; Limited Ammo 1 NoP
(With Gungan Atlatl) Ranged (Light) 5 3 Medium 2 0 20 (+80) 7 Accurate 1; Burn 1; Ion; Limited Ammo 1 NoP
(With Gungan Cesta) Ranged (Heavy) 6 3 Long 3 1 30 (+120) 7 Inaccurate (at Long Range only); Burn 1; gm rdl
(+120) Ion; Limited Ammo 1; Two-Handed
Kyuzo War Shield Ranged (Light) +1 4 Short 3 0 750 8 Disorient 1; Limited Ammo 1; returns on three FB
Advantage

Melee Weapons: Melee


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Knife Melee +0 4 Engaged 0 0 10 0 gm rdl
Combat Knife Melee +1 3 Engaged 1 0 25 1 Core
Explorer's Knife Melee +1 3 Engaged 2 0 100 3 Vicious 1; □ to Survival checks SS
Parrying Dagger Melee +1 3 Engaged 1 0 150 5 Defensive 1 KP
Blade-Breaker Melee +0 4 Engaged 1 1 250 5 Defensive 2; Pierce 1; Sunder FC
Punch Dagger Melee +1 3 Engaged 1 1 75 4 Pierce 1 FC
MSW-12 Nanodagger Melee +1 2 Engaged 1 0 700 6 Pierce 5; Vicious 1; damages on three Threat SS
Ceremonial Blade Melee +2 3 Engaged 2 3 650 7 Defensive 1; □ to retain DA
Ascian Throwing Dagger Melee +1 2 Engaged 1 0 65 7 Pierce 2 FC
MSW-9 Molecular Stiletto Melee +0 2 Engaged 1 1 500 5 Pierce 5; Vicious 1; ■ to find; FH
damages on two Threat
Cutlass/Broadsword Melee +2 3 Engaged 2 1 300 3 Defensive 1; Vicious 1 SoF
Klatooinian Shamshir Melee +2 3 Engaged 2 1 350 7 Pierce 1; Vicious 1 gm rdl
Weik Greatsword Melee +4 3 Engaged 4 2 315 8 Cumbersome 4; Defensive 1; Two-Handed NoP
Gungan Macuahuitl Melee +2 4 Engaged 3 2 500 8 Stun 3; Knockdown; Vicious 1; Cumbersome 2 gm rdl
Rapier/Longsword Melee +2 3 Engaged 2 1 300 3 Defensive 1; Pierce 1 gm rdl
Ancient Sword Melee +2 3 Engaged 3 0 1,000 8 Defensive 1 F
Sword Cane Melee +2 3 Engaged 2 1 475 6 Defensive 1 DA
Cortosis Sword Melee +2 3 Engaged 3 2 1,350 7 Cortosis; Defensive 1 F
Refined Cortosis Staff Melee +3 5 Engaged 4 2 2,500 7 Cortosis; Two-Handed F
Morgukai Cortosis Staff Melee 8 1 Engaged 3 0 R 9,000 10 Breach 1; Cortosis; Defensive 1; Two-Handed LNH
CS-12 Stun Master Melee 6 3 Engaged 1 0 575 3 Disorient 2; Stun Damage; ■ to find SoR
Z2 Stun Baton Melee +2 6 Engaged 2 2 200 4 Disorient 2; Stun Damage FH
Stun Prod, Paladin rifle Melee +2 6 Engaged -- -- -- -- Disorient 2; Stun Damage; integrated weapon EV
Model 31 Palm Stunner Skulduggery 12 -- Engaged 1 0 R 500 5 Stun Damage; Limited Ammo 2; vs. Resilience EV
Snap Baton Melee +1 4 Engaged 1 1 50 4 Disorient 2 KP
Stokhli Spray Stick Melee +2 -- Engaged 4 0 2,500 8 Inaccurate 1; Stun Damage; Two-Handed FH
(Butt-Stock Stun Pad)
Thunderbolt shock prod Melee 5 3 Engaged 2 2 875 6 Concussive 1; Stun Damage FH
Persuader shock prod Melee +2 4 Engaged 4 2 1,000 4 Concussive 1; Slow-Firing 1; Stun Setting ST
Drall Flashstick Melee +2 -- Engaged 2 2 375 4 Disorient 3; Stun Damage SoF
Sathari Diiro Blade Melee +1 3 Engaged 2 0 250 7 Defensive 1; Holds three doses of poison; CtG
increased damage when damaged

Melee Weapons: Melee, continued


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Trailbreaker Poleax Melee +3 3 Engaged 5 1 610 4 Defensive 1; Pierce 2; Unwieldy 2; Two-Handed SS
Tusken Gaffi Stick Melee +2 3 Engaged 3 0 100 2 Defensive 1; Disorient 3; Two-Handed E
Gungan Atlatl (as a Club) Melee +1 4 Engaged 2 0 80 7 gm rdl
Gungan Cesta (as a Staff) Melee +2 4 Engaged 3 1 120 7 Disorient 2; Two-Handed gm rdl
Gungan Electropole Melee +2 4 Engaged 3 2 450 5 Stun 3; Stun Setting NoP
Bardottan Electrolance Melee +2 3 Engaged 3 2 300 5 Defensive 2; Stun Setting NoP
Force Pike Melee +3 2 Engaged 3 3 500 4 Pierce 2; Stun Setting; Two-Handed Core
Nikto Tuskbeast Pike Melee +4 3 Engaged 3 1 1,050 8 Defensive 1; Knockdown; Two-Handed LNH
Electrostaff Melee +4 3 Engaged 4 3 4,500 6 Cortosis; Cumbersome 3; Linked 1; F
Stun Setting; Unwieldy 3; Two-Handed
Mon Cal Coral Pike Melee +3 2 Engaged 3 3 1,000 6 Defensive 1; Pierce 2; Two-Handed SoR
Selonian Glaive Melee +3 3 Engaged 5 3 1,200 7 Defensive 1; Pierce 3; Two-Handed SoF
Zabrak Zhaboka Melee +2 3 Engaged 3 2 500 7 Defensive 1; Linked 1; Unwieldy 3; Two-Handed gm rdl
Pit Glaive Melee +2 3 Engaged 3 2 600 6 Defensive 1; Vicious 1; Linked 1; Unwieldy 2; gm rdl
Two-Handed
Truncheon/Club Melee +2 5 Engaged 2 0 15 1 Disorient 2 Core
Training Stick Melee +1 5 Engaged 2 0 35 3 Accurate 1; Disorient 1; Stun Damage NoP
Mon Cal Spear Blaster Melee +2 3 Engaged 5 3 1,350 5 Pierce 1; Two-Handed SoR
Vibro-Ax Melee +3 2 Engaged 4 3 750 5 Pierce 2; Sunder; Vicious 3; Two-Handed Core
Gamorrean Vibro-Ax Melee +3 4 Engaged 4 3 400 5 Pierce 2; Vicious 3; Two-Handed gm rdl
Model Therm-Ax Melee +2 3 Engaged 4 3 R 850 5 Burn 2; Sunder; Vicious 1; Two-Handed DC
Arg'garok Ax Melee +5 3 Engaged 5 3 1,000 7 Cumbersome 5; Inferior 1; Pierce 1; Sunder; LNH
Two-Handed
Vibroknife Melee +1 2 Engaged 1 2 250 3 Pierce 2; Vicious 1 Core
Parrying Vibroknife Melee +1 2 Engaged 1 2 400 6 Defensive 1; Pierce 2; Vicious 1 KP
Stealth Vibroknife Melee +1 2 Engaged 1 1 350 6 Pierce 1; Vicious 1; ■■ to find DA
aKraB Clip-Point Vibrodagger Melee +1 2 Engaged 1 1 550 5 Pierce 3; Vicious 1 FB
Shistavanen Combat Utility Melee +1 2 Engaged 2 0 600 7 Pierce 2; Vicious 1; □ toSurvival checks; FB
Vibroblade tool kit, ■ to repair devices and droids
Vibro-Bayonet Melee +1 2 Engaged 1 1 250 3 Pierce 2; Inaccurate 1; Vicious 1 SM
Vibrorapier Melee +2 2 Engaged 2 2 1,200 7 Defensive 1; Pierce 5 FC
Vibrosword Melee +2 2 Engaged 3 3 750 5 Pierce 2; Vicious 1; Defensive 1 Core
Vibro-Machete Melee +2 2 Engaged 2 1 550 4 Pierce 1; Sunder; Vicious 1 SS

Melee Weapons: Melee, continued


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Vibro-Greatsword Melee +3 2 Engaged 4 3 900 6 Defensive 1; Pierce 2; Vicious 2; Two-Handed DC
Vibrospear Melee +3 3 Engaged 4 2 950 6 Pierce 2; Vicious 2; Two-Handed EU
Model 14 Stalker Vibrospear Melee +2 2 Engaged 4 2 490 6 Defensive 1; Pierce 2; Vicious 2; Two-Handed; SS
two Threats may be spent to hinder Survival
Vibro-Glaive Melee +2 2 Engaged 3 3 975 6 Defensive 2; Pierce 3; Two-Handed LNH
Vibro-Trident Melee +1 2 Engaged 3 3 1,000 Defensive 2; Pierce 4; Vicious 3; Two-Handed gm rdl
Cumbersome 3
Mon Cal Energy Lance Melee +3 2 Engaged 4 2 1,500 6 Cumbersome 3 (dismounted); Pierce 3; SoR, SS
Two-Handed
Wookiee Ryyk Blade Melee +2 2 Engaged 3 3 400 8 Cumbersome 3; Defensive 1; Superior DC
Longeing Whip Melee +1 5 Short 3 1 600 4 Ensnare 2; Stun Damage ST
Neuronic Whip Melee +1 4 Short 1 1 750 6 Disorient 4; Ensnare 1; Stun Damage LNH
Rodian Cryogen Whip Melee +2 3 Short 1 1 1,550 7 Ensnare 1; Vicious 2; Unwieldy 3 KP
Electronet Melee 6 6 Engaged 2 0 350 6 Ensnare 5; Knockdown; Limited Ammo 1; KP
Stun Damage
Spear Melee +2 4 Engaged 4 2 150 5 Defensive 1; Two-Handed gm rdl
Voss Warspear Melee +2 4 Engaged 4 2 215 8 Defensive 2; Two-Handed NoP
Pius Dea Thunderhammer Melee +4 3 Engaged 4 2 R 12,000 10 Stun 3; Sunder; Breach 1; Concussive 2; gm rdl
Activv1 Riot Shield Melee +0 6 Engaged 5 1 300 4 Cumbersome 3; Defensive 2; Deflection 2; FH
Disorient 1; may equip with "rifle lock"
Cortosis Shield Melee +0 6 Engaged 4 0 900 7 Cortosis; Cumbersome 3; Defensive 2; F
Deflection 2
Kyuzo War Shield Melee +1 4 Engaged 3 0 750 8 Cumbersome 3; Defensive 1; Deflection 2 FB
Energy Buckler Melee +0 5 Engaged 2 1 1,000 7 Concussive 1; Defensive 1; Deflection 1; KP
may run out of power on a Despair
Gungan Personal Melee -1 5 Engaged 4 0 1,000 7 Defensive 2 (unless staggered or disoriented); NoP
Energy Shield Deflection 2
Sith Shield Melee +1 4 Engaged 3 2 R 10,000 10 Cortosis; Defensive 1; Deflection 2; Vicious 1; KP
may commit Force Dice to unleash hate attack

Melee Weapons: Brawling


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Basic Brawl Attack Brawl +0 5 Engaged -- -- -- -- Disorient 1; Knockdown; Stun Setting Core
Brass Knuckles Brawl +1 4 Engaged 1 0 25 0 Disorient 3; Knockdown; Stun Setting Core
Blast Knuckles Brawl +4 4 Engaged 2 0 R 500 6 Inaccurate 1; Disorient 1; Knockdown; DC
wielder takes 1 Strain
Reinforced Gauntlets Brawl +1 4 Engaged 2 0 250 2 Disorient 3; Knockdown; Stun Setting SM
Needle Glove Brawl +0 5 Engaged 1 0 R 750 8 Disorient 1; Knockdown; Stun Setting; DA
1 dose of poison
Shock Gloves Brawl +0 5 Engaged 0 1 300 2 Stun 3; Disorient 1; Knockdown; Stun Setting Core
Backhand Shock Gloves Brawl +1 3 Engaged 0 2 2,000 4 Concussive 1; Stun Damage; Slow-Firing 1; FH
Disorient 1; Knockdown; Stun Setting
Refined Cortosis Gauntlets Brawl +1 4 Engaged 3 2 1,000 7 Cortosis; Disorient 1; Knockdown; Stun Setting F
Shock Boots Brawl +0 5 Engaged 2 0 1,250 5 Disorient 3; Stun 3; Knockdown; Stun Setting; FC
■ to notice
Vibroknucklers Brawl +1 2 Engaged 1 0 350 4 Pierce 1; Vicious 1; Disorient 1; Knockdown; DC
■ to find
Vamblades Brawl +1 3 Engaged 2 1 500 4 Defensive 1; Disorient 1; Knockdown; DC
used as pair: Sunder; Accurate 1
Razor-Claws Brawl +2 4 Engaged 2 1 200 5 Disorient 1; Knockdown; Pierce 1 gm rdl
Gank Repulsor Fist Brawl 8 3 Engaged -- -- 4,750 7 Concussive 1; Disorient 1; Knockdown; Stun LNH
Cybernetic Hand Setting; Slow-Firing 2; 1 Defensive Stance (T)
SVT-300 Stun Cloak Brawl 7 3 Engaged 2 0 1,500 4 Disorient 1; Knockdown; Stun Damage; SoR
Limited Ammo 3
Shield Gauntlet Brawl +1 5 Engaged 1 0 1,500 8 Deflection 2; Stun Damage; allows use of KP
Reflect Talent as a lightsaber would

Improvised Weapons: Ranged and Melee


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Ion Thruster Engine Ranged (Heavy) 5 4 Short 8 0 300 2 Concussive 1; Cumbersome 5; Ion; Prepare 1; SM
Two-Handed
Repulsor Engine Ranged (Heavy) 3 5 Short 5 0 200 3 Knockdown; Two-Handed; backfire on Despair SM
Multi-Goo Gun Ranged (Light) 2 -- Short 2 1 250 1 Disorient 1; Ensnare 4; Knockdown; runs SM
out of ammo on two Threats
Rivet Gun Ranged (Light) 4 3 Engaged 4 1 900 1 Ensnare 1; Inaccurate 2; Limited Ammo 1 SM
CryoBan Fire Extinguisher Ranged (Heavy) 6 2 Short 3 0 500 4 Blast 6; Cumbersome 3; Vicious 2; FC
Two-Handed; □ to putting out fires
Improvised Weapon, Small Melee +1 5 Engaged 1 0 -- 0 Improvised Core
Entrenching Tool Melee +2 4 Engaged 1 0 20 1 Improvised; does not break on Despair DC
Fusion Cutter Melee 5 3 Engaged 2 0 175 2 Breach 1; Burn 3; Vicious 3; Sunder; Improv. A
Improvised Weapon, Med. Melee +2 5 Engaged 3 1 -- 0 Cumbersome 2; Two-Handed; Improvised Core
Staff of Office Melee +2 4 Engaged 3 2 350 6 Defensive 1; Disorient 2; □□ to retain; DA
Two-Handed; Improvised
Improvised Weapon, Large Melee +3 5 Engaged 4 2 -- 0 Cumbersome 4; Two-Handed; Improvised Core
Mk VIII Vibrosaw Melee +4 2 Engaged 6 3 1,500 5 Cumbersome 5; Pierce 2; Sunder; Vicious 2; EU
Two-Handed; Improvised; may harm
wielder on a Despair
G9-GP Pulse Drill Melee 5 4 Engaged 5 2 1,100 4 Breach 1; Cumbersome 3; Inaccurate 2; EU
Two-Handed; Improvised
J-7b Beamdrill Melee 9 2 Engaged 6 0 3,000 5 Breach 1; Cumbersome 4; Inaccurate 2; SoF
Sunder; Two-Handed; Improvised
Thermal Cutter Melee 4 4 Engaged 2 0 125 3 Burn 1; Inaccurate 2; Improvised NoP
Welding Rod Melee 3 2 Engaged 4 0 1,750 5 Breach 1; Inaccurate 2; critically injures user SM
on a Despair; Improvised
Hand Grinder Melee +2 4 Engaged 5 4 500 3 Cumbersome 3; Prepare 1; Vicious 4; SM
Two-Handed; Improvised
Electromag-Pulse Disruptor Melee 5 4 Engaged 1 0 180 5 Disorient 1; Ion; Improvised; ■ to find SM

Melee Weapons: Lightsabers


Rarit
Name Skill Dam Crit Range Enc HP Price Qualities; Special Book
y
Philaxian Phase-Knife Lightsaber +1 3 Engaged 1 1 1,500 8 Pierce 4, Vicious 1; ■ to find EV
Training Stick Lightsaber +1 5 Engaged 2 0 35 3 Accurate 1; Disorient 1; Stun Damage NoP
Ancient Sword Melee +2 3 Engaged 3 0 1,000 8 Defensive 1 F
(Force-Enhanced) Lightsaber +4 2 -- -- -- -- -- Defensive 1; Sunder; cannot be sundered gm rdl
Lightsaber (Fully modified Lightsaber 10 1 Engaged 1 3 R 10,000 10 Breach 1; Sunder; Vicious 2; cannot be E, A
Ilum Crystal), Basic Hilt sundered
Hilt, Basic Lightsaber C C Engaged 1 3 300 5 Kyber Crystal F
Hilt, Shoto Lightsaber C C Engaged 1 2 300 6 Kyber Crystal; Accurate 1; -1 damage F
Hilt, Guard Shoto Lightsaber C C Engaged 1 2 700 7 Kyber Crystal; Defensive 1; Deflection 2; KP
Unwieldy 4; -1 damage
Hilt, Curved Lightsaber C C Engaged 1 2 700 6 Kyber Crystal; □ when engaged with a gm rdl
single opponent
Hilt, Double-Bladed Lightsaber C C Engaged 2 3 600 6 Kyber Crystal; Linked 1; Unwieldy 3; F
Two-Handed
Hilt, Temple Guard Lightsaber C C Engaged 2 3 2,000 9 Kyber Crystal; Defensive 1; Linked 1; Stun 4; KP
Double-Bladed Unwieldy 3; Two-Handed
Hilt, Extended Lightsaber C C Engaged 2 3 700 6 Kyber Crystal; +1 damage gm rdl
Hilt, Pike Lightsaber C C Engaged 3 4 700 7 Kyber Crystal; Defensive 1; Cumbersome 3; F
Two-Handed
Hilt, Crossguard Lightsaber C C Engaged 1 3 900 7 Defensive 1; may use three Threats to disarm EV
Hilt, Pistol Lightsaber C C Engaged 1 1 750 6 built-in stun blaster: Damage 6, Crit 3, Range EV
Short, Stun Damage, blade must be off
Proto-Saber Lightsaber 7 2 Engaged 2 2 R 10,000 10 Breach 1; Sunder; Vicious 1; tethered to belt gm rdl
Retro-Saber Lightsaber C C Engaged 2 3 R 10,000 10 Kyber Crystal; can be super-charged on three gm rdl
Advantage for +2 damage or +1 Breach;
tethered to belt
Star Wars: Weapons and Armor Customization
10.29.2016

Ranged Weapon Attachments and Mods


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Filed Front Sight 1 25 0 Quick Draw (T); +1 difficulty beyond Short 1x -1 difficulty to conceal E, A
Set Trigger 1 450 4 +1 Success and Threat on first shot 1x +1 Success FC
Augmented Spin Barrel 2 1,750 4 +1 Damage; ■ to Mechanics checks on 2x +1 Damage; 1x Accurate +1 (Q); E, A
maintenance on this weapon; blaster rifles 1x Pierce +1 (Q)
and heavy blaster rifles only
Shortened Barrel 1 250 4 -1 difficulty to conceal; -1 Range, to Short 1x Quick Draw (T) E, A
(■ if already Short); Ranged (Light) pistols only
Hunting Barrel 3 +1 R 1,200 4 +1 Range; Cumbersome +2 (Q); 2x Accurate +1 (Q), 1x Lethal Blows +1 (T) SS
blaster rifles only
Marksman Barrel 2 1,200 4 +1 Range; Cumbersome +2 (Q); 2x Accurate +1 (Q); 1x Sniper Shot (T) E, A
blaster rifles only
Beam Splitter 3 R 1,250 5 Blast X (Q); -1 range 2x Disorient +1 (Q) FB
Spread Barrel 2 1,725 4 Blast 4 (Q), -1 Range, to Engaged; 2x Blast +1 (Q) E, A
blaster rifles and carbines only
Enhanced XCiter 2 R 1,500 6 -1 Crit rating; two Despairs may explode; 3x Pierce +1 (Q) SM
blasters only
Rapid-Recharge XCiter 1 750 7 Auto-Fire (Q); Inaccurate +3 (Q); blasters only 2x decrease Inaccurate (Q) by 1 SM
Blaster Actuating Module 1 500 4 +1 Damage; ■ to Ranged (Light) checks; 2x +1 Damage; 2x Pierce +1 (Q) E, A
Ranged (Light) blaster pistols only
Overcharged Actuating 1 650 7 +1 Damage; two Threats can damage; blaster 1x +1 Damage SM
Module pistols and carbines only
Blaster Energy Dampener 1 R 750 4 +1 difficulty to detect while firing; -1 Damage; 1x ■ to detect while firing F
blaster weapons only
Blaster Suppressor 1 R 750 5 ■■ to Perception or Vigilance to detect; LNH
-1 Range band; blaster pistols only
Slugthrower Suppressor 1 +1 R 100 4 ■■ to Perception or Vigilance to detect; SS
slugthrower weapons only
Forearm Grip 1 250 1 -1 additional difficulty for Ranged (Heavy) while 1x Point Blank (T); 1x Accurate +1 (Q) E, A
at Engaged range; rifles only
Pistol Grip 1 400 3 changes weapon to use Ranged (Light); DC
■ while firing weapon one-handed; Range is
reduced to Medium; Ranged (Heavy) rifles and
carbines without Cumbersome only
Custom Grip 1 500 6 owner removes ■ from combat checks; others 1x Accurate +1 (Q) SM
add ■■ to combat checks

Ranged Weapon Attachments and Mods, cont.


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Environmental 1 100 2 prevents weapons break down to due SS
Adaptation Kit environmental conditions
Laser Sight 1 500 5 +1 Success DC
Blaster Sight 1 150 4 remove ■ due to Called Shot of Aim maneuver FB
Electronic Sighting Sys. 1 500 4 Aim as Incidental at Short Range; 1x Accurate +1 (Q) SR
-1 difficulty to spot user in low light conditions
Telescopic Optical Sight 1 250 1 -1 range difficulty at Long and Extreme range Core
Multi-Optic Sight 1 2,000 3 remove ■■ due to smoke, et al. conditions 2x Perception (S) E, A, SS
Night Vision Scope 1 500 3 remove ■■ due to darkness F
Sonic Scope 1 1,500 8 may target through solid objects; 1x Cool (S); 1x Vigilance (S); 2x Precise Aim (T) SM
Ranged (Heavy) weapons only
Integrated Illuminator 1 200 4 remove ■■ due to darkness within Short 1x incr. to Medium Range; 2x Disorient +1 (Q) KP
Range; gives away position
Integrated Scanner 2 675 5 General purpose scanner; Ranged (Heavy) 2x remove ■■ from initiative checks SM
weapons only
Motion Tracker 2 1,000 6 remove ■ due to movement or Guard Stance 1x Precise Aim (T) SS
maneuver; Ranged (Heavy) weapons only
Overcharge Valve 2 R 1,500 6 optional Prepare 1, +4 Damage; out of ammo; FC
blaster weapons only
Galven Pattern 2 1,000 5 +1 Damage; two Threats; blaster and heavy 1x +1 Damage; 2x Pierce +1 (Q) FB
Resequencer blaster pistols only
1
Paired Weapons 300 per 3 -1 Advantage required for two-weapon combat; FC
per
one-handed weapons only
Superior Weapon 1 5,000 6 Superior (Q) Core
Gene-Lock 1 500 7 authorized owner only 1x weapon self-destruct DC
Weapon Signature 1 1,000 6 +2 difficulty using scanners to find; SR
Reduction Enc 3 or less; ■ to Mechanics checks
Wrist Mount 2 275 5 converts weapon to be worn on wrist; DC
pistols only
Optimized Energy Cell 1 100 5 1 additional Threat required to drain weapon SM
Shadowholster 1 R 1,500 5 +2 difficulty to spot weapon while holstered; F
Encumbrance 2 or less weapons only
range; pistol-sized weapons only
Magnetic Weapon 1 250 2 May recover lost weapon as an incidental as 1x Quick Draw (T) KP
Tether long as within Engaged range

Ranged Weapon Attachments and Mods, cont.


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Removed Safety 0 R 250 2 □ to first combat check of the encounter; SM
Features 2 Threats can cause misfre
Stripped Down 3 -1 250 4 -1 Encumbrance; ■ to perceive weap. hidden; 2x -1 Encumbrance SM
Weapon Sling 1 100 0 Cumbersome -1 (Q); 1x Quick Draw (T) Core
Ranged (Heavy) weapons only
Weapon Harness 2 500 2 Cumbersome -2 (Q); Ranged (Heavy) and 1x Brace (T) E, A
Gunnery weapons only
Gyrostabilizer 2 1,000 6 Cumbersome -1 (Q); Ranged (Heavy), Gunnery 3x -1 Cumbersome (Q), 1x Barrage (T) SM
weapons only
Bipod Mount 1 100 1 Cumbersome -2 (Q) while prone or crounched; Core
rifles, carbines, light repeating blasters only
Tripod Mount 2 250 3 Cumbersome -3 (Q); may not move; light and 2x Cumbersome -1 (Q) Core
heavy repeating blasters, and Gunnery
weapons only
Scattergun 3 +1 R 750 5 scattergun; Cumbersome +1 (Q); FC
Limited Ammo 1
Grenade Launcher 2 +2 R 2,000 5 fires grenades; Cumbersome +1 (Q); Limited 5x Limited Ammo +1 (Q) for grenades E, A
Ammo 1; rifle-sized weapons only
Flame Projector 2 +2 R 3,000 5 flamethrower; Cumbersome +1 (Q); E, A
rifle-sized weapons only
Missile Launcher 3 +3 3,000 6 fires a missile; Cumbersome +2 (Q); Limited DC
Ammo 1; rifle-sized weapons only
Secondary Ion Blaster 2 +2 400 6 ion blaster; Cumbersome +1; 2x +1 Damage SM
rifle-sized weapons only
Grapnel Launcher 2 +2 500 3 grappling hook and cord SM
Auto-Doc Mk II 2 +2 6 launches Stimdarts; Cumbersome +1 (Q); 2x Limited Ammo +1 (Q) for Stimdarts; gm rdl
Limited Ammo 3; rifles and carbines only 1x +1 Range for Stimdarts
Vibro-Bayonet 1 +1 300 3 attached melee weapon; Inaccurate +1 (Q) 1x +1 Damage; 1x decrease Inaccurate (Q) by 1 SM
Bowcaster Auto-Cocker 1 500 3 no reloading maneuver; bowcasters only 1x Auto-Fire (Q) E
Bowcaster Accelerator 1 250 4 +1 Damage; bowcasters only 2x +1 Damage; 2x Pierce +1 (Q) E
Force-Attuned 1 R 1,000 8 requires Force Rating 1+ to use; Ranged 1x Prescient Shot (T) KP
Resonator weapons with triggers only

Melee and Brawling Weapon Attachments and Mods


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Balanced Hilt 2 1,500 5 Accurate +1 (Q) 1x Accurate +1 (Q); 1x -1 Encumbance E, A
Custom Grip 1 500 6 owner removes ■ from combat checks; 1x Accurate +1 (Q) SM
others add ■■ to combat checks
Mono-molecular Edge 1 1,000 5 -1 Crit Rating; edged weapons only 2x Pierce +1 (Q) Core
Serrated Edge 1 50 1 Vicious +1 (Q); edged weapons only Core
Shadowsheath 1 R 1,500 5 +2 difficulty to spot weapon while sheathed; F
Encumbrance 2 or less weapons only
Weighted Head 2 250 3 +1 Damage; bludgeoning weapons only 1x +1 Damage, 1x Concussive +1 (Q) Core
Stun Pulse 1 250 4 Stun 2 (Q); bludgeoning weapons only 3x Stun +1 (Q) F
Energy Overclock 3 500 5 once per turn, Vicious +3 (Q); may short out 1x +1 Advantage; 1x activate as incidental KP
Setting on three Threats; vibro, powered weapons only
Superior Weapon 1 5,000 6 Superior (Q) Core
Gene-Lock 1 500 7 authorized owner only 1x weapon self-destruct DC
Poison Reservoir 1 R 500 5 one dose of a poison, et al. 4x +1 dose LNH
Weapon Signature 1 1,000 6 +2 difficulty using scanners to find; SR
Reduction Enc 3 or less; ■ to Mechanics checks
Optimized Energy Cell 1 100 5 1 additional Threat required to drain weapon SM
Magnetic Weapon 1 250 2 May recover lost weapon as an incidental as 1x Quick Draw (T) KP
Tether long as within Engaged range
Shield Discharge Pack 1 800 5 creates backlash 3 Strain damage on attacker 2x Disorient +1 (Q); 1x Defensive Stance (T) KP
for two Threats; shields and bucklers only

Armor Attachments and Mods


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Reinforcement 1 +1 300 4 +1 Soak; cloth armors only gm rdl
Low-Friction Coating 1 750 5 +1 Melee Defense; ■■ to Mechanics checks 1x Coordination +1 (S) KP
to modify or maintain armor; hard armors only
Cortosis Weave 2 10,000 8 Cortosis (Q) E, A
Kiirium Coating 2 +1 2,500 7 +1 Soak vs. blaster, flame attacks; 2x -1 difficulty of Resilience checks vs. KP
hard/plate armor only fire, extreme heat effects
Reflec Shadowskin 1 R 1,200 6 +1 Advantage to Stealth checks; 1x Stalker (T); 2x add ■ to Perception checks KP
Soak 1 or 2 armors only to see wearer
Enhanced Optics Suite 1 1,750 3 remove ■■ due to smoke et al. conditions to 1x Vigilance (S) E, A
Perception, Surveillance, Vigilance, and
combat checks
Heating System 1 1,000 3 -1 difficulty to Resilience vs. cold checks; Core
remove ■■ due to extreme cold;
sealable armor only
Strength Enhancing Sys 2 5,500 4 +1 Brawn (only); full-body, hard armor only 2x Athletics (S); 2x Brace (T) E, A
Biofeedback System 2 3,300 5 +4 Strain Theshold; full body armor only 1x Rapid Recovery (T) F
Superior Armor 1 5,000 6 Superior (Q) Core
Energy Disp. System 1 500 4 +2 Soak vs. Strain stun weapons F
Thermal Shielding Sys 1 1,000 3 -1 difficulty to Resilience vs. fire/heat checks; Core
remove ■■ due to extreme cold;
sealable armor only
Vacuum Sealed 1 1,000 3 ignore vacuum/poisonous enviroment for 10 E, A
minutes; sealable armor only
Integrated Med Systems 2 +1 2,500 7 integrated stimpack; □ to Medicine checks; 2x +1 Wounds healed with Medicine checks DC
full body armor only
Weapon Mount 2 1,000 6 mounts a weapon; Encubrance 4 or less DC
weapons only, uses 1 HP; hard armor only
Integral Ascension Gear 2 350 3 fires a grappling hook and cord SM
Integrated Slicer Gear 3 750 6 slicer gear; ■ to notice the slicing 1x Technical Apitude (T) SM
Ion Shielding 1 2,000 7 +3 Soak vs. Ion (Q) 1x +1 Defense vs. Ion (Q) SM
Radiation Shielding 1 500 3 add □□ to checks vs. radiation; laminate, 2x +1 Soak vs. radiation damage SM
heavy, sealable armor sonly
Self-Repair Systems 2 3,000 6 repairs itself once per encounter SM

Armor Attachments and Mods, cont.


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Comlink 0 200 1 internal long-range comlink DC
Integrated Scanner 1 1,000 4 GP scanner, □ to Perception vs. movement 1x Perception (S) DC
In-helmet Scanner 1 750 4 GP scanner, remove ■ due to smoke, et al. 1x hands-free comlink F
conditions; helmets only
Range Finder 1 1,500 6 Sniper Shot (T) 1x Sniper Shot (T) DC
Targeting System 1 3,000 7 □ long, extreme range checks 1x Natural Marksman (T) DC
Threat Monitor 1 750 4 +1 Advantage to Initiative checks 1x Quick Strike (T); 2x +1 Advantage to Initiative LNH
checks
Vacuum Sealed 1 1,000 3 ignore vacuum, gasses for 10 minutes; KP
full armors only
Amphibious
1 500 4 air for 5 hours; remove ■ due to aquatic 2x +2 hours air SM
Modification
Custom Fit 1 400 3 remove ■ from Athletics, Stealth checks 1x remove ■ from Athletics, Stealth checks SM
Reinforced Gauntlets 2 250 2 gauntlets as weapons; Soak 2+ armor only 1x Durable (T) SM
Stun Matrix 1 +1 1,750 3 may disorient attacker for 2 rounds for two 1x immobilize 1 round for three Threats; 1x KP
Threats; non-clothing armors only stagger 1 round for one Despair
Armor Spikes 3 +2 500 2 may counter-attack attacker for 6 Damage on 3x +1 Damage; 1x Intimidating (T) KP
three Threats; full armor only
Hardened 2 +2 900 4 prevents deactivation by ion; power armor only KP
Quick Shed 1 650 4 doff armor as a Maneuver; reassembly requires KP
time and Average Mechanics check
Reactive Plating 4 +4 2,000 6 on first strike, reduce Damage by 10; armor is 3x -1 Encumbrance KP
damaged one step; Soak 3+ armors only
Optical Camo System 2 5,500 6 upgrade Stealth checks twice; fragile: 1x Master of Shadows (T); 1x Stealth (S) E, A,
damages on a Despair in use or combat SS
Passive Foliage Suit 1 75 2 ■ to Perception, Vigilance checks SS
Water Reclamation 2 500 4 upgrade Resilience, Survival checks twice in SS
System dry or hot environments due to water shortage

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

Lightsaber Attachments and Mods


Rarit
Attachment HP Enc Price Base Modifier Further Mods Book
y
Reflex Grip 2 4,000 8 +1 Parry and Reflect; 1 Strain 1x Defensive +1 (Q); 1x Deflection +1 (Q) EV
Shien Reverse Grip 1 100 6 +1 Advantage to Lightsaber (Cunning) checks; EV
+1 Threat to all other Lightsaber checks
Dual-Phase
2 4,500 6 blade length F
Modification
Overcharged Power Cell 1 500 6 EV
Superior Hilt 1 5,000 6 Superior (Q) F
Personalization
Training Emitter -- 100 6 Damage 6, Stun (Q) F
Damping Emitter 1 2,000 7 may adjust lightsaber to Stun (Q): Damage -2, 2x Stun Damage +1 EV
Crit +1, no Breach
Star Wars: Planetary Vehicles
12.01.2015

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

Speeder Bikes, Swoops, Podracers


Armo Rarit
Name Silho Spd Hand Shlds HT SS Altitude Crew Pass Enc Cost HP Book
r y
57-D speeder bike 2 3 +1 0 0/-/-/0 3 3 20m 1 1 10 2,800 4 3 EU
74-Z military speeder bike 2 3 +1 0 0/-/-/0 2 4 25m 1 1 5 3,000 4 2 EoE, AoR
Starhawk 2 3 +0 0 0/-/-/0 3 3 15m 1 1 5 2,000 3 2 FC
(Starhawk sidecar) - - - 0 0/-/-/0 - - - - +1 +10 500 3 -1 FC
85-XS Odyssey heavy bike 2 2 +0 1 0/-/-/0 3 4 25m 1 1 15 4,500 5 4 FnD
Flare-S swoop 2 3 +2 0 0/-/-/0 2 3 350m 1 1 4 6,000 3 2 EoE
Superflare 3 4 +2 0 0/-/-/0 2 3 350m 1 0 4 9,500 6 0 DC
S-5 Flashfury swoop 2 5 +1 0 0/-/-/0 2 2 50m 1 0 0 5,500 3 3 SF
Nebulon-Q racing swoop 2 3 +2 0 0/-/-/0 3 2 350m 1 0 3 5,500 5 3 ST
KV swoop 2 3 +1 0 0/-/-/0 3 3 50m 1 0 3 4,800 5 0 EU
D-22 Screamer speeder bike 2 4 +0 0 0/-/-/0 2 3 35m 1 1 3 4,500 3 2 SF
Guardian E2 escape bike 2 2 +0 0 0/-/-/0 2 3 350m 1 1 0 N/A N/A 0 DC
Zephyr-G swoop 2 2 +0 0 0/-/-/0 4 7 6m 1 1 4 5,700 4 2 EU

Wheeled and Tracked Vehicles


Armo Rarit
Name Silho Spd Hand Shlds HT SS Altitude Crew Pass Enc Cost HP Book
r y
48 Roller 2 3 -2 0 0/-/-/0 3 3 - 1 0 5 750 5 0 FnD
groundcar 2 2 -1 0 0/-/-/0 5 3 - 1 3 20 1,500 2 2 FnD
Digger crawler 4 1 -3 4 0/-/-/0 40 30 - 50 30 400 50,000 7 5 EoE
personnel carrier 3 2 -2 0 0/-/-/0 8 4 - 2 4-15 100 3,000 2 3 EoE
A-11 Model III burrower 3 1 -3 1 0/-/-/0 18 12 - 2 3 25 45,000 7 2 SF
A-19 armored transport 5 1 -3 4 0/-/-/0 20 15 - 4 8 40 12,500 6 4 SF
I-C2 civil-industrial droid 4 1 -2 3 0/-/-/0 38 30 - D 6 200 1.7M 6 1 FH

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

Light Freighters and Transports


Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
HWK-290 3 4 +1 2 1/-/-/1 18 18 2; none 2 2 75 70,000 7 5 FnD, FH
HWK-1000 4 5 +1 3 1/-/-/1 18 15 1; 12 2 4 100 R 120,000 10 5 FC
ILH-KK Citadel 4 3 -1 4 2/-/-/1 30 16 2; 15 3 14 95 200,000 6 4 EoE
YG-4210 4 2 -2 3 2/-/-/1 30 10 3; 13 2 12 120 85,000 7 4 EU
YG-4400 4 4 -1 3 1/-/-/2 21 14 1; 18 2 2 75 110,000 5 2 SoF
YT-1000 4 3 -1 2 1/-/-/1 20 14 3; 16 2 4 150 75,000 5 5 EU
YT-1200 4 2 -1 3 1/-/-/1 19 11 3; 15 2 6 150 90,000 5 5 FH
YT-1210 4 4 -1 2 1/-/-/1 20 12 2; 16 2 4 100 120,000 5 3 SF
YT-1300 4 3 -1 3 1/-/-/1 22 15 2; 12 2 6 165 100,000 4 6 EoE
YT-1760 4 4 +1 1 1/-/-/0 17 15 1; 15 2 8 70 80,000 5 5 FH
YT-2000 4 3 +0 3 1/-/-/1 24 14 2; 12 2 7 170 120,000 5 5 FC
YT-2400 4 3 +0 4 1/-/-/1 25 18 2; 12 2 6 140 130,000 5 5 EoE
YV-560 4 3 +0 3 1/-/-/1 20 20 2; 15 2 5 80 120,000 7 4 EU
YV-929 4 3 -1 4 2/-/-/1 23 15 2; 12 4 6 80 380,000 6 1 AoR, DC
MC-18 4 3 0 3 2/-/-/1 22 16 1; 10 2 5 150 140,000 6 2 DA
Starlight 4 3 -1 3 1/-/-/1 20 16 2; 15 2 6 85 69,995 5 4 FC
YKL-37R Nova Courier 4 3 +0 3 1/-/-/1 24 18 2; 12 2 6 100 130,000 6 5 FC
D-Type Stealth 4 2 -3 3 2/-/-/2 22 24 3; 25 2 3 125 200,000 7 0 SF
Ghtroc 720 4 3 -2 5 1/-/-/1 28 15 2; 15 2 10 200 112,000 8 4 EU
G9 Rigger 4 2 -2 2 1/-/-/1 25 15 3; none 2 6 80 55,000 5 4 FnD
GX1 Short Hauler 4 2 -2 2 1/-/-/1 24 15 2; 12 4 6 200 85,000 5 5 FC
Simiyiar 4 3 +0 4 1/-/-/1 20 16 2; 15 2 5 90 165,000 6 4 FnD
ZH-25 Questor 4 3 -1 3 1/-/-/1 30 20 2; 15 2 6 100 115,000 6 4 FnD
Gymsnor-3 4 3 -3 1 1/-/-/1 26 14 2; 15 2 4 160 80,000 6 4 FC
Gymsnor-4 4 3 -2 3 1/-/-/1 20 18 2; 15 2 4 160 95,000 6 5 FC
Darvro 4 4 +0 2 1/-/-/1 18 14 1; 12 3 4 120 R 250,000 9 4 SR

Medium Freighters and Transports


Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
TL-1200 5 3 -3 3 1/1/1/1 26 15 2; 12 6 8 600 170,000 6 4 LNH
1/1/1/
GR-75 5 3 -3 3 20 18 4; 15 7 100+ 1,000 180,000 4 2 EoE
1
1/1/1/
YZ-775 5 2 -3 4 34 25 1; 12 8 0 850 500,000 3 2 DC
1
2/2/2/
Gozanti 5 2 -3 5 50 36 3; 12 12 12 1,000 200,000 6 4 AoR, FC
1
1/1/1/
MMT 5 1 -4 3 40 28 2; 15 4 90 5,000 275,000 5 5 FC
1
1/1/1/
Space Master 5 2 -4 2 25 25 4; 15 9 0 800 150,000 4 2 EoE
1
1/1/1/
Wayfarer 5 3 -2 4 32 20 2; 14 10 6 850 120,000 5 5 EoE
2
1/1/1/
HT-2200 5 2 -2 5 35 14 3; 15 4 8 800 140,000 5 5 FnD, FH
0
1/1/1/
Xiytiar 5 2 -3 2 35 20 3; 16 10 12 2,000 200,000 5 4 EU
1
1/1/1/
Y164 Slaver 5 3 -2 4 35 20 3; 15 15 1,200 120 245,000 6 3 LNH
1
1/1/1/
Aurore 5 2 -2 3 30 25 2; 15 1 6 300 120,000 5 4 lib f 15
1

Heavy Freighters and Transports


Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
2/1/1/
Action VI 5 2 -3 2 40 20 3; 20 20 5 10,000 200,000 5 4 EoE
1
2/2/2/
Star Galleon 6 1 -2 5 85 18 2; 15 150 300 10,000 R 1.5M 7 2 EoE
2
2/1/1/
Armos 6 2 -2 4 65 45 2; 15 150 1000 10,000 780,000 8 4 FH
1
Shuttles and Assault Transports
Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
Coneship 3 1 -5 1 0/-/-/0 8 3 none 2 0 2 5,000 8 0 SF
ISP-6 2 4 0 1 0/-/-/0 4 6 none 1 0 8 R 15,000 6 1 GMS DW
Kappa Shuttle 4 3 +0 4 1/-/-/1 28 14 2; 18 4 40 250 R 110,000 5 2 DA
Lambda T-4A Shuttle 4 3 +0 4 2/-/-/1 25 15 1; 10 6 20 200 R 140,000 6 2 Core
Sentinel 4 3 -1 5 2/-/-/2 25 15 1; 10 6 20 200 R 140,000 6 2 AoR
4R3 Light Assault Transport 4 3 -1 3 2/-/-/1 32 19 2; 15 5 16 80 300,000 7 4 DC
2/2/2/
CSS-1 5 3 -2 4 30 22 1.5; 12 8 200 1000 325,000 6 4 SF
1
1/1/1/
Curich Shuttle 5 3 0 3 38 18 2; 12 3 50 300 R 130,000 5 2 DA
1

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

Yachts and Starliners


Armo Rarit
Name Silho Speed Hand Shlds HT SS Hyper Crew Pass Enc Cost HP Book
r y
S-Type Racing Sloop 3 6 +1 1 1/-/-/0 11 15 .8; 18 2 2 20 160,000 7 0 SF
Luxury 3000 4 3 +0 1 1/-/-/1 30 12 2; 14 3 10 100 120,000 6 4 EoE
2/1/1/
Seltiss-2 Caravel 4 3 -1 4 30 18 none 8 12 200 550,000 6 4 LNH
2
Baudo 4 4 +1 1 1/-/-/1 26 10 2; 12 2 8 60 250,000 9 6 DA, FC
WUD-500 4 4 -1 1 1/-/-/1 18 14 1; 8 2 6 65 98,500 6 5 FC
Luxurious 4 4 +1 1 1/-/-/1 25 22 2; 12 3 12 80 210,000 6 4 FH
J-Type Star Skiff 4 4 -1 4 2/-/-/2 28 18 1; 12 3 3 90 260,000 7 0 SF
2/1/1/
J-Type Diplomatic Barge 5 4 +1 3 36 18 1; 7 5 10 180 1M 7 0 DA
2
2/1/1/
Minstrel 5 3 -1 6 45 28 2; 12 37 75 800 1.75M 7 3 LNH
2
2/1/1/
Starwind 5 3 -2 3 25 20 1; 15 5 10 85 210,000 6 2 EoE
1
2/1/1/
Indulgent 7 1 -1 2 85 40 3; 12 850 1,500 3,200 25.5M 7 1 FH
2

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: Electronics and Communications


Rarit
Attachment HP Price Description Further Mods Book
y
Advanced Targeting Array 1 4,000 4 upgrade Gunnery check once 1x upgrade Gunnery check once; 1x Sniper Core
Shot +1 (T); 1x True Aim +1 (T)
Advanced Supspace 1 R 6,000 7 hard Computers check to detect transmissions; 2x add ■ to detection checks; 2x add ■ to DA
Encryption Array upgrade Difficulty once to intercept or decipher intercept or decipher checks
Astromech Droid Socket 2 3,000 5 link for astromech droid 1x automated droid ejection system ST
Boosted Sensors 1 4,800 6 + 1 range band ship sensors 1x +1 range band ship sensors gm rdl
Decoy Bouy 0 R 5,000 5 deployable device with options 2x add ■ to Computers checks to identify SM
Droid Brain, Astrogation 0 7,500 6 2 Astrogation, 0 Intellect assist 2x Astrogation +1 (S) FC
Droid Brain, Autopilot 0 6,000 5 2 Piloting (Space or Planetary)/ 0 Intellect assist 2x Piloting (Space or Planetary) +1 (S) FC
Droid Brain, Gunner 0 7,000 6 2 Gunnery/0 Agility assist 2x Gunnery +1 (S) SM
Encrypted Computer 0 1,000 6 upgrade difficulty once to slice the computers 2x add ■ to Computers checks to slice in SM
Enhanced Hyperspace 1 4,000 5 downgrade difficulty once of Astrogation checks; 2x remove ■ from Astrogation checks SM
Shields ships with hyperdrives only
HoloNet Pirate Array 2 R 25,000 8 shipboard HoloNet transceiver; can intercept 2x add ■ to checks to intercept transmissions; DA
transmissions if sender or receiver is known 2x add □ to intercept transmissions
Secondary Transponder 1 R 20,000 7 switch to a false transponder ID; starships only 1x activate as a maneuver; 3x additional ID SM
Slicing Computer 1 5,000 6 built-in slicer gear; add one Advantage to 2x Codebreaker +1 (T); SM
attempts to slice enemy ships; starships only 1x Defensive Slicing +1 (T)
Upgraded Comms Array 1 4,800 6 +1 range band for ship comms 2x +1 range band A, F

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 BR AG IN CU WP PR Wound Strain XP Abilities Book


Aleena 1 3 2 2 2 2 8 10 95 1 Coordination (S); 1 Durable (T); Silhouette 0 NP
Anx 3 1 2 2 2 2 13 10 85 1 Kill With Kindness (T), 1 Lethal Blows (T); Mood Indicator (A) SS
Aqualish; Aquala 3 2 1 2 2 2 11 8 90 1 Resilience (S); 1 Brawl (S); Amphibious (A); DC
remove ■ for cold/wet environment
Aqualish; Quara 3 2 1 2 2 2 11 8 90 1 Athletics or Coercion (S); 1 Brawl (S); Amphibious (A); DC
remove ■ for tracking in natural environment
Aqualish; Ualaq 3 2 1 2 2 2 11 8 90 1 Survival or Perception (S); 1 Brawl (S); Amphibious (A); DC
remove ■ for darkness; add ■ for brightness
Arcona 1 2 2 2 3 2 10 10 100 1 Vigilance (S); hot enviro (A); Mood Readers (A) FH
Arkanian
Bardottan 2 2 2 1 3 2 9 10 105 1 Knowledge - Lore (S) NP
Besalisk 3 1 2 1 2 2 12 7 85 1 Resilience (S); Additional Limbs (A) SM
Bith
Bothan 1 2 2 3 2 2 10 11 100 1 Streetwise (S); 1 Convincing Demeanor (T) E, A
Caamasi 2 2 2 1 3 2 10 11 100 1 Charm or Discipline (S); Memnii (A) DA
Cathar
Cerean 2 1 3 2 2 2 10 13 90 1 Vigilance (S); Binary Processing (A) F
Chadra-Fan 1 3 3 2 1 2 9 11 90 1 Mechanics (S); Acute Senses (A); Silhouette 0 ST
Chagrian 2 1 2 2 3 2 11 10 90 1 Resilience (S); Amphibious (A); LE
1 Knowledge Specialization (T)
Chevin 3 1 2 3 2 1 11 11 80 1 Negotiation (S); Advanced Olfaction (A); Thick Hide (A) FH
Chiss 2 2 3 2 2 1 10 10 100 1 Cool (S); Infravision (A) EU
Clawdite 9 9 95 1 Resilience (S); Changeling (A) ND
Devaronian 2 2 2 3 2 1 11 10 95 1 Survival or Deception (S), Resilient Metabolism (A) NP, ND
Drall 1 1 4 2 2 2 8 12 90 1 Knowledge - Education (S); bonus for skilled assistance SF
Dressellian 2 2 2 2 3 1 11 10 110 1 Survival (S); Primitive (A) ST
Droid 1 1 1 1 1 1 10 10 175 6/8 career skills; 3/4 spec skills; Inorganic (A); E, A
Mechanical Being (A); no need to eat; sleep; breathe…
Dug 2 3 2 2 2 1 9 8 90 1 Brawl (S); 1 Defensive Driving (T) SM
Duros 1 2 3 2 2 2 11 10 100 1 Piloting - Space (S); Intuitive Navigation (A) A, EU
Elom 3 2 2 2 2 1 10 9 100 1 Resilience (S); Digging Claws (A) FB
Elomin 2 2 3 2 1 2 9 10 105 1 Charm (S); 1 Knowledge - Education (S) FB
Falleen 1 2 2 2 2 3 10 12 90 1 Charm (S); Beguiling Pheromones (A) FC

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

Animals, Beasts, Creatures


Woun
Name Type B A I C W P Soak M/R Strain Skills; Talents; Abilities; Equipment Book
d
Acklay, Stalking Nemesis 5 3 1 3 3 1 12 2/0 25 15 Skills: Athletics 4, Brawl 4, Coordination 2 FnD
Talents: Adversary 1
Abilities: Amphibious, Six-Armed, Silhouette 2
Equipment: large claws
Aiwha Rival 5 1 1 1 1 2 8 0/0 20 -- Skills: Athletics 1, Coordination 1 ST
Talents: none
Abilities: Amphibioous, Flyer, Creature of the Sea, Silhouette 3
Equipment: none
Arboreal Octopus Rival 3 3 1 2 1 1 3 1/0 15 -- Skills: Athletics 2, Brawl 2, Cool 3, Perception 1, Stealth 2, Vigilance 2 BtR
Talents: none
Abilities: none
Equipment: four climbing tentacles, three hunting tentacles
Aurean Vulture Rival 2 3 1 2 1 1 3 0/0 12 -- Skills: Brawl 1, Perception 2 SoF
Talents: none
Abilities: Dive Attack, Flyer
Equipment: beak and talons
Bantha Rival 5 1 1 1 1 1 10 0/0 26 -- Skills: Brawl 1, Resilience 2 ST
Talents: none
Abilities: Domesticable 1, Trained Mount 1, Beast of Burden 10,
Silhouette 3
Equipment: horns
Bark Rat Minion 1 3 1 1 1 1 2 1/1 3 -- Skills: Athletics, Brawl, Coordination BtR
Talents: none
Abilities: Toughened Hide, Prehensile Tail, Color-Shifting Hide,
Silhouette 0
Equipment: teeth and claws, tail
Blackback Rival 3 4 1 3 1 2 3 0/0 13 -- Skills: Brawl 3, Coordination 2, Vigilance 2 SoR
Talents: Adversary 1
Abilities: Silhouette 2
Equipment: talons
Blood Eagle Rival 5 3 1 3 1 1 6 0/0 16 -- Skills: Brawl 2, Perception 4, Survival 2, Vigilance 3 SoR
Talents: Improved Stunning Blow
Abilities: Silhouette 3
Equipment: razor talons
Cairnmog Minion 4 1 1 1 2 1 4 1/0 9 -- Skills: Brawl, Coercion, Survival SoR
Talents: none
Abilities: Silhouette 2
Equipment: sharp horns
Carrion Spat Rival 3 2 1 2 2 1 5 0/0 8 -- Skills: Brawl 3, Coordination 2, Resilience 3, Survival 2, Vigilance 2 SoF
Talents: none
Abilities: Sure-Footed, Lightning Charge
Equipment: beak, powerful legs
Chemilizard,
Rival 4 4 1 2 2 1 4 0/0 20 -- Skills: Brawl 3, Resilience 2, Vigilance 2 LNH
Adult
Talents: none
Abilities: Acidic Drool, Silhouette 3
Equipment: toothy bite
Choku Minion 2 3 1 3 1 1 2 0/0 4 -- Skills: Brawl, Coordination, Stealth SoR
Talents: none
Abilities: Camouflaged, Surefooted
Equipment: serrated teeth
Corellian Minion 2 4 1 3 2 2 2 0/0 4 -- Skills: Athletics, Brawl, Perception, Stealth, Vigilance MPQ
Bloodhound Talents: none
Abilities: Scent
Equipment: teeth
Cracian Thumper Rival 4 3 1 2 1 2 5 0/0 15 -- Skills: Brawl 2, Cool 1, Perception 1, Stealth 3 ST
Talents: none
Abilities: Domesticable 1, Trained Mount 2, Silhouette 2
Equipment: claws, tail
Dalgo Rival 4 3 1 1 2 2 7 0/0 16 -- Skills: Athletics 2, Brawl 1 ST
Talents: none
Abilities: Trained Mount 2, Silhouette 2
Equipment: trampling hooves
Dalyrake Rival 3 2 1 2 1 1 5 0/0 10 -- Skills: Brawl 3, Coordination 2, Deception 3, Perception 3, Stealth 4, SoF
Survival 2
Talents: none
Abilities: Death Lunge
Equipment: talons, pincers, and mandibles, poisonous stinger
Dewback Rival 5 2 1 1 1 1 5 1/1 18 -- Skills: Brawl 2, Resilience 2 ST
Talents: none
Abilities: Domesticable 1, Sand Walker, Silhouette 2
Equipment: teeth
Dianoga, Rival 3 2 1 1 1 1 3 0/0 12 -- Skills: Brawl 2, Perception 1, Stealth 2, Survival 1, Vigilance 1 LNH
Small Talents: none
Abilities: Amphibious, Constricting Grip
Equipment: tentacles
EoE,
Dianoga, Rival 4 2 1 2 1 1 4 0/0 22 -- Skills: Brawl 2, Perception 1, Stealth 4, Survival 2, Vigilance 3
AoR
Mid-Sized Talents: Adversary 1
Abilities: Amphibious, Crushing Grip
Equipment: tentacles
Dianoga, Nemesis 5 3 1 2 1 1 6 0/0 36 20 Skills: Brawl 3, Perception 2, Stealth 5, Survival 3, Vigilance 3 LNH
Greater Talents: Adversary 2
Abilities: Amphibious, Crushing Grip
Equipment: tentacles
Dimlurker Rival 4 2 1 1 1 1 6 3/1 10 -- Skills: Brawl 3, Perception 4, Resilience 4, Survival 3 SoF
Talents: none
Abilities: Constrictor, Terrifying
Equipment: chitinous limbs
Eopie Rival 3 2 1 1 2 1 5 0/0 14 -- Skills: Resilience 2, Survival 2 ST
Talents: none
Abilities: Stubborn 1, Trained Mount 1, Sand Walker, Beast of Burden 5,
Silhouette 2
Equipment: trampling hooves
Fambaa Rival 7 1 1 1 2 1 16 1/1 55 -- Skills: Brawl 1, Cool 2, Resilience 3 ST
Talents: none
Abilities: Beast of Burden 20, Fearless, Silhouette 4
Equipment: massive teeth
Fecklen Minion 3 1 1 2 1 1 3 0/0 7 -- Skills: perception SoR
Talents: none
Abilities: Fecklen Boom
Equipment: horns
Fefze Beetle Rival 4 2 1 2 1 1 6 0/0 15 -- Skills: Brawl 1, Perception 1, Ranged (Light) 1, Stealth 1, Vgilance 1 SoF
Talents: none
Abilities: Toxic Environment Dweller, Silhouette 2
Equipment: legs, mandibles, acid spit
Flutterplume Minion 1 3 1 4 1 1 2 0/0 3 -- Skills: Brawl, Coordination, Survival MPQ
Talents: none
Abilities: Flyer
Equipment: beak and talons
Galva Minion 2 2 1 1 1 1 2 0/0 3 -- Skills: Athletics, Perception, Survival MPQ
Talents: none
Abilities: none
Equipment: teeth
Ghorla Rival 4 3 1 1 2 2 5 0/0 16 -- Skills: Athletics 3, Coordination 1, Discipline 2 SoR
Talents: none
Abilities: Trained Mount 2, Silhouette 2
Equipment: trampling hooves
Grabworm Minion 3 2 1 2 1 1 3 0/0 4 -- Skills: Brawl, Survival, Vigilance LNH
Talents: none
Abilities: Crushing Grip
Equipment: bite
Green Bug
Rival 1 4 1 1 1 1 1 0/0 20 -- Skills: Coordination 2, Melee 2 BtR
Swarm
Talents: none
Abilities: Swarm, Venomous Stinger, Knockout Poison
Equipment: Stinger
Guf Drolg Rival 4 2 1 1 1 2 6 0/0 12 -- Skills: Brawl 2, Resilience 3, Survival 3 SoF
Talents: Adversary 1
Abilities: Silhouette 2
Equipment: goring horn, trample
EoE,
Gundark Rival 5 3 1 3 2 1 6 0/0 18 -- Skills: Athletics 1, Brawl 2, Perception 3, Survival 3, Vigilance 3
AoR
Talents: none
Abilities: Four-Armed, Gundark Rage
Equipment: meaty fists
Gundark King Nemesis 5 3 1 3 2 1 6 0/0 24 14 Skills: Athletics 2, Brawl 3, Perception 3, Survival 3, Vigilance 3 gm rdl
Talents: Durable 1, Lethal Blows 1
Abilities: Four-Armed, Gundark Rage, Silhouette 2
Equipment: hamhock fists
Horse Rival 4 4 1 1 1 2 5 0/0 16 -- Skills: Athletics 2, Coordination 1 ST
Talents: none
Abilities: Domesticable 2, Trained Mount 2, Silhouette 2
Equipment: trampling hooves
Houjix Rival 2 2 1 1 1 2 2 0/0 7 -- Skills: Brawl 2, Charm 2, Perception 1, Survival 1 SoR
Talents: none
Abilities: Companion Animal
Equipment: teeth, tail
Hutt, The Lost Rival 4 2 1 3 2 1 5 0/0 16 -- Skills: Brawl 2, Coercion 2, Discipline 2, Resilience 5, Vigilance 2 LNH
Talents: Durable 3
Abilities: Awkward, Ponderous
Equipment: claws, diseased bite
Ibbot, Flame Minion 2 4 1 2 1 1 3 0/1 4 -- Skills: Brawl, Percepption, Vigilance SoF
Talents: none
Abilities: Flyer, Sight Hunter
Equipment: sharp beak and slashing talons, scalding bile
Ibbot, Great Rival 5 3 1 3 1 1 5 0/0 25 -- Skills: Brawl 2, Perception 4, Survival 3, Vigilance 3 SoF
Talents: Adversary 1, Crippling Blow
Abilities: Flyer, Sight Hunter, Silhouette 3
Equipment: sharp beak and slashing talons, stoop
Jakobeast Minion 4 1 1 1 1 1 4 0/0 9 -- Skills: Athletics, Brawl, Resilience, Survival FnD
Talents: none
Abilities: Silhouette 2, Strong As a Jakobeast, Force Power: Move
Equipment: tusks
Jubba Bird Rival 1 2 2 2 1 3 1 0/0 3 -- Skills: Charm 2 FnD
Talents: Sense Emotions
Abilities: Flyer, Soothing Song, Silhouette 0
Equipment: claws
Kaadu Rival 3 4 1 2 1 1 4 0/0 15 -- Skills: Athletics 2, Vigilance 2 ST
Talents: none
Abilities: Amphibious, Domesticable 1, Silhouette 2
Equipment: legs
Kaaten Rival 2 2 2 3 1 1 5 0/0 12 -- Skills: Charm 3, Deception 3, Stealth 3 FnD
Talents: none
Abilities: Force Mimic
Equipment: claws
Keelkana,
Rival 5 3 1 2 1 1 8 1/1 30 -- Skills: Athletics 3, Brawl 3, Survival 2, Vigilance 2 SoR
Trained
Talents: none
Abilities: Aquatic, Lightning Charge, Trained Mount 2, Silhouette 3
Equipment: jaws
Kintan Strider Rival 5 2 1 2 2 1 6 0/0 18 -- Skills: Brawl 2, Melee 2, Survival 2, Vigilance 2 LNH
Talents: Adversary 1, Durable 5
Abilities: Hard to Kill, Reckless Strike, Silhouette 2
Equipment: crude club
Klatooinian Minion 1 3 1 2 1 1 1 1/1 3 -- Skills: Athletics, Stealth, Survival LNH
Paddy Frog Talents: none
Abilities: Amphibious, Silhouette 0
Equipment: none
Knytix Minion 1 4 1 3 1 1 1 0/0 2 -- Skills: Athletics, Brawl, Survival SoR
Talents: none
Abilities: Sticky Saliva, Silhouette 0
Equipment: barb and teeth
Korrack Rival 3 3 1 2 1 1 4 0/0 14 -- Skills: Brawl 2, Perception 1, Survival 1 SoF
Talents: none
Abilities: Paralyzing Neurotoxin, Crushing Body
Equipment: sinuous body, bite
Kouhun Minion 1 2 1 1 1 1 1 0/0 3 -- Skills: Brawl FnD
Talents: none
Abilities: Neurotoxin, Silhouette 0
Equipment: spine, mandibles
Krayt Dragon, Rival 5 3 1 1 1 1 5 0/0 30 -- Skills: Brawl 2, Perception 2, Survival 2 CoK
Very Young Talents: none
Abilities: none
Equipment: brutal claws and teeth
Kybuck Rival 3 6 1 2 1 2 4 0/0 13 -- Skills: Athletics 2, Brawl 1, Survival 1 ST
Talents: none
Abilities: Sure-Footed, Silhouette 2
Equipment: horns
Lava Flea, Rival 3 4 1 1 1 1 8 0/0 16 -- Skills: Athletics 2, Resilience 3 ST
Mustafarian Talents: none
Abilities: Domesticable 1, Suited to the Heat, Leap, Silhouette 3
Equipment: proboscis
Maalraa Rival 3 3 1 2 2 1 4 0/0 12 -- Skills: Brawl 3, Stealth 4 FnD
Talents: none
Abilities: Cloak
Equipment: fangs
Mamien Rival 4 2 1 2 1 1 6 0/0 14 -- Skills: Brawl 4, Survival 3, Vigilance 2 SoR
Talents: Surefooted
Abilities: none
Equipment: pummeling fists
Mantellian Rival 4 4 1 3 2 1 4 0/0 16 -- Skills: Athletics 2, Brawl 3, Coordination 4, Perception 3, Survival 3 MPQ
Pterosaur Talents: none
Abilities: Flyer, Keen Eyesight, Silhouette 2
Equipment: teeth, claws
Massiff Rival 4 3 1 3 2 1 6 0/0 16 -- Skills: Brawl 3, Perception 2, Stealth 2, Survival 3, Vigilance 2 LNH
Talents: Adversary 1
Abilities: none
Equipment: claws, tearing fangs
Miim Rival 4 2 2 1 1 1 5 0/0 15 -- Skills: Brawl 1, Perception 3, Resilience 2, Survival 2 SoR
Talents: Adversary 1
Abilities: Trained Mount 1, Silhouette 2
Equipment: tail
Mon Cala Eel Minion 2 3 1 1 1 1 2 0/0 4 -- Skills: Athletics, Brawl, Vigilance SoR
Talents: none
Abilities: Aquatic, Silhouette 0
Equipment: electric skin
Murra Minion 5 2 1 1 1 1 7 0/0 8 -- Skills: Athletics, Brawl, Resilience SoF
Talents: none
Abilities: Hardy
Equipment: horns and hooves
Mynock Minion 1 3 1 1 1 1 1 1/1 4 -- Skills: Brawl, Coordination EoE
Talents: none
Abilities: Vacuum Dweller, Flyer, Helium Allergy, Energy Parasite,
Silhouette 0
Equipment: Sucker-mouth, claws
Narglatch Rival 4 4 1 3 2 2 6 0/0 17 -- Skills: Athletics 3, Brawl 2, Perception 1, Stealth 2 ST
Talents: none
Abilities: Suited to the Cold, Fearless, Fierce Pounce, Silhouette 2
Equipment: claws
Nexu Rival 3 4 1 3 1 1 3 0/0 20 -- Skills: Athletics 3, Brawl 1, Cool 2, Stealth 2, Vigilance 3 BtR
Talents: none
Abilities: Fierce Pounce
Equipment: claws, bite, tail whip
Nexu, Black Nemesis gm rdl

Abilities: Fierce Pounce, Silhouette 2

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:

Jovel Nial - Female Bothan - Technician (Slicer)


Matwe - Male Human - Smuggler (Scoundrel)
Sinoca "Sin" Meeku - Female Rodian - Explorer (Trader)
Tray'essek - Male Trandoshan - Hired Gun (Marauder)

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:

(2,030 + 56,250) - (45,375 + 3,696 + 500) = 8,709

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

Ship Information Astrogation Check Information


Fuel Cell Route Astrogation Region Astrogation
Silhouette Region Base Difficulty
Capacity Connections Check Modifier Difference Check Modifier
Same Major 1 Skill Upgrade
2 8 Core Worlds 1 Difficulty Same Region 1 Skill Upgrade
Route 1 Boost
Multiple Major Neighboring
3 27 Colonies 1 Difficulty 1 Skill Upgrade 1 Boost
Routes Region
Major and Minor
4 64 Inner Rim 2 Difficulty 2 Boost 2 Regions Away 1 Setback
Route
Multiple Major
5 125 Expansion Region 2 Difficulty and Minor 1 Boost 3 Regions Away 2 Setback
Routes
1 Boost
6 216 Mid Rim 3 Difficulty Minor Route(s) 4 Regions Away 1 Diff. Upgrade
1 Setback
Multiple Minor 1 Boost 1 Diff. Upgrade
7 343 Outer Rim 3 Difficulty 5 Regions Away
Routes 2 Setback 1 Setback
8 512 Wild Sace 4 Difficulty Partial Route 1 Diff. Upgrade 6 Regions Away 2 Diff. Upgrade
Unknown
9 729 4 Difficulty No Route 2 Diff. Upgrades
Regions
10 1000

Consumable Fee Repair Fee Per


Docking Fee Fuel Fee Consumable Fee Repair Fee Docking Fee Fuel Fee Per Fuel
Population Spaceport Class Per Passenger Point of Hull
Modifier Modifier Modifier Modifier Per Day Cell
Per Day Trauma
Huge 1.75 0.50 1.75 0.50 Imperial 100.00 20.00 5.00 25.00
Large 1.50 0.75 1.50 0.75 Stellar 75.00 30.00 10.00 50.00
Medium 1.25 1.00 1.25 1.00 Standard 50.00 40.00 15.00 75.00
Small 1.00 1.25 1.00 1.25 Limited 25.00 50.00 15.00 N/A
Light 0.75 1.50 0.75 1.50 Landing Field 10.00 N/A 10.00 N/A
Sparse 0.50 2.00 0.50 2.00 None 0.00 N/A N/A N/A

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 per Day at Market


Per 2 Advantage - Per Triumph -
Per Success - Find Per Threat - lose Per Despair - lose
Legal Cargo find vendor for find vendor for
vendor for 10% vendor for 5% of vendor for 20%
(Negotiation) 5% of cargo 25% of cargo
of cargo capacity cargo capacity of cargo capacity
capacity capacity
Per 2 Advantage - Per Triumph -
Per Success - Find Per Threat - lose Per Despair - lose
Illegal Cargo find vendor for find vendor for
vendor for 20% vendor for 10% vendor for 30%
(Streetwise) 10% of cargo 50% of cargo
of cargo capacity of cargo capacity of cargo capacity
capacity capacity

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

Common Cargoes Rarity Effect Vendor Check Difficulty

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

Advertising Check per Day at Starport


Per Success - Find Per 2 Advantage - find Per Triumph - find Per Threat - lose Per Despair - lose
Negotiation /
travelers for 15% of travelers for 10% of travelers for 30% of travelers for 10% of travelers for 30% of
Streetwise Check
passenger capacity passenger capacity passenger capacity passenger capacity passenger capacity

Advertising Check Information


Advertising Check Advertising Check
Route Connections Region Difference
Modifier Modifier
1 Skill Upgrade
Same Major Route Same Region 1 Skill Upgrade
1 Boost
Multiple Major Routes 1 Skill Upgrade Neighboring Region 1 Boost
Major and Minor Route 2 Boost 2 Regions Away 1 Setback
Multiple Major and
1 Boost 3 Regions Away 2 Setback
Minor Routes
1 Boost
Minor Route(s) 4 Regions Away 1 Diff. Upgrade
1 Setback
1 Boost 1 Diff. Upgrade
Multiple Minor Routes 5 Regions Away
2 Setback 1 Setback
Partial Route 1 Difficulty Upgrade 6 Regions Away 2 Diff. Upgrade
No Route 2 Difficulty Upgrades
Regions Core Colonies Inner Rim Mid Rim Outer Rim Wild Space Unknown
Astrogation Difficulty / Spaceport
Planet Imports Exports Government Special Population
Trade Routes Class
Technology, tourism, manufactured
Abregado-Rae Foodstuffs Average - Rimma Trade Route Oligarchy - Small Standard
goods
Alderaan Manufactured goods, electronics Wine, art, luxury items Easy - None Monarchy Weapons are restricted Large Imperial
Raw materials, consumer goods,
Anaxes High-tech goods Easy - Perlemian Trade Route Democracy - Medium Imperial
processed foods
Foodstuffs, manufactured goods,
Glass, artisan crafts, spices, ore,
Aurea technology (water collection / Average - Corellian Trade Spine Aristocratic - Medium Stellar
tourism
purification)
Easy - Hydian Way, Corsin Run,
Brentaal Trade goods, foodstuffs Trade goods, financial services Brentaal-Denon Route, Perlemian Oligarchy - Large Imperial
Trade Route, Commenor Run
Weaponry, raw materials, luxury Easy - Corellian Trade Spine,
Corellia Starships, alcohol, consumables Democracy - Large Imperial
goods Corellian Run
Lumber, manufactured goods,
Foodstuffs, high-end technology, Easy - Corellian Trade Spine,
Corfai personal electronics, furniture, Democracy - Large Stellar
luxury goods Corellian Run
glacial ice
Corulag High Tech, luxury goods Raw materials, foodstuffs Easy - Perlemian Trade Route Imperial - Large Imperial
Easy - Corellian Run, Perlemian Most buildings have internally
Culture, luxury goods, hyperdrive Trade Route, Metellos Trade Route, regulated environments; city
Coruscant Foodstuffs, raw materials, water Imperial Huge Imperial
systems, governance Shawken Spur, Koros Trunk Line, suffers periodic superstorms due to
Martial Cross climate instability
Planet surface is off limits and
Easy - Corellian Trade Spine, Duros
Duro Foodstuffs, ore, labor Starships, technology Corporate requires a permit (orbital stations Large Imperial
Space Run
surround planet)
Electronics, machinery, raw Starships, luxury goods, alcohol,
Kuat Easy - None Aristocratic - Large Imperial
materials art, food
Advanced technology, business
Metellos Foodstuffs, office supplies Average - Metellos Trade Route Aristocratic - Huge Imperial
services
Starship parts, foodstuffs, ore, Strong Republic/Imperial presence
Nubia Low-tech manufactured goods Easy - Corellian Run Democracy Large Imperial
astromech droids restricting trade
Ralltiir None Financial services, marble Easy - Perlemian Trade Route Despotic - Large Stellar
Electronics, machinery, raw
Rendili Starships, high-tech goods Easy - None Democracy - Huge Imperial
materials
Weapons, defense systems, Strict government laws limiting off-
Sacorria Wood, foodstuffs, alcohol Easy - Corellian Trade Spine Despotic Medium Stellar
electronics, luxury goods planet influence
Foodstuffs (meats / seafood), Strict no-fly zones over
Vagran High-end technology, luxury goods Easy - Corellian Trade Spine Democracy Medium Stellar
manufactured goods, lumber environment protection areas
Metals and ore, high end Foodstuffs, biotech, manufactured
Xyquine II Easy - Corellian Trade Spine Monarchy - Large Imperial
electronics, luxury goods goods
Diamonds, raw materials, medical
Arkania Luxury items Average - None Corporate - Medium Stellar
supplies, high-tech goods
Balmorra Foodsuffs, technology Weapons Average - None Corporate - Medium Imperial
Raw materials, consumer goods,
Borleias Bio-technology, foodstuffs Average - Namadii Corridor Democracy - Small Standard
technology
Military personnel, military
Carida Foodstuffs Average - None Oligarchy - Medium Imperial
technology, industrial equipment
Raw materials, luxury items,
Byblos High technology, military hardware Easy - Corellian Run Imperial - Huge Imperial
foodstuffs
Labor, ore, raw materials, luxury
Cato Neimoidia Droids, foodstuffs, technology Easy - Quellor Run Democracy - Small Standard
goods
Easy - Commenor Run, Quellor Run,
Commenor Technology, foodstuffs Gemstones, alcohol Democracy - Medium Stellar
Trellen Trade Route
Devaron None None Average - None Democracy - Small Standard
Consumables, luxury goods, Easy - Rimma Trade Route (secret
Fondor Starships, technology, droids Corporate - Large Imperial
mechanicals, droids route to Gandeal in Core)
Ghorman Technology, consumer goods Foodstuffs Easy - Rimma Trade Route Democracy - Small Standard
Foodstuffs, low technology, raw Easy - Giju Run, Rimma Trade
Giju Mid-technology, high technology Imperial - Large Imperial
materials Route
High tech R&D, Mrlsst flitters,
Mrlsst None Average - Shapani Bypass Democracy - Large Stellar
foodstuffs
Neimoidia Technology Foodstuffs, medicine, botanicals Average - Trellen Trade Route Despotic - Medium Stellar
Technology, consumer goods, Foodstuffs, government services,
Procopia Averagy - Shapani Bypass Democracy - Medium Imperial
luxury goods tourism
Antar
Bestine
Bilbringi
Denon
Hapes
Manaan
Myrkr
Onderon
Fertilizers, pesticides, machine Easy - Perlemian Trade Route,
Taanab Foodstuffs Corporate - Medium Stellar
parts Hapan Spine
Thyferra
Yag'Dhul
Zeltros
Bacrana
Cathar
Dorin
Gamor
Gyndine
Iktotchon
Kidriff
Kinyen
Tierfon
Umbara
Yinchorr
Ando
Bimmisaari
Bothawui
Boz Pity
Centares
Cerea
Circumtore
Daalang
Druckenwell
Falleen
Iridonia
Ithor
Juvex
Kalarba
Karfeddion
Kashyyyk
Lannik
Fuel, repuslorlift vehicles, shipping
Malastare Technology, slaves Easy - Hydian Way Aristocratic - Medium Standard
licenses, drugs
Naboo
Putride environment, breath mask
Consumables, luxury goods, Average - Pabol Hutta, Ootmian
Nal Hutta Tourism, contraband Free Trade required for species with sensitive Large Stellar
technology Pabol, Shag Pabol
smell
Contraband, foodstuffs, medicine, Contraband, technology, weapons, Average - Pabol Hutta, Ootmian
Nar Shaddaa Free Trade Lawless unsafe conditions Large Imperial
technology, slaves spice, slaves Pabol, Shag Pabol
Neelanon
Entertainment, tourism, Average - Celanon Spur, Entralla
Ord Mantell Consumables, raw materials Democracy - Medium Stellar
manufactured goods Route (connects to Muunilinst)
Randon
Roche
Ruusan
Atmospheric flight off-limits
Toydaria Consumables, technology Consumables, labor Hard - Shag Pabol Monarchy outside of spaceport departure / Medium Standard
arrival area
Ubrikkia
The Wheel
Agamar
Bandomeer
Barab
Bastion
Average - Corellian Trade Spine, Type 1 Atmosphere in Life Zone of
Bespin Consumables, industrial goods Tourism, Tibanna gas, cloud cars Corporate Light Standard
Corellian Run the planet only
Foodstuffs, technology, consumer Average - Hydian Way, Tingel
Bonadan Industrial goods, minerals Corporate - Small Stellar
goods, luxury items Route, Solenbaran Merchant Route
Bespin
Bonadan
Christophsis
Colu (Clak'dor
VII)
Dagobah
Dantooine
Dellalt
Desevro
Elrood
Foodstuffs, medicinals, lommite Computer technology, Easy - Rimma Trade Route, Hydian
Eriadu Democracy - Large Imperial
ore manufacturing, textiles, droids Way
Endor
Etti IV
Felucia
Formos
Gamorr
Gand
Geonosis Raw materials Droids, high tech Hard - The Crystal Passage Aristocratic - Huge Stellar
Hollastin
Hoth
Kal'Shebbol Medicinal goods, high-technology Foodstuffs, low-technology Hard - Trition Trade Route Imperial - Small Standard
On surface Type III Atmosphere
Hard - Pabol Sleheyron, Kessel
Kessel Consumables, technology Glitterstim Spice Imperial (breath mask required), radiation Sparse Limited
Trade Corridor
suit required
Kintan Technology Slaves Hard - Pabol Hutta Free Trade Distrustful of outsiders Small Limited
Klatooine
Korriban
Lianna
Limited population (small human
Lucazec Technology Lumber, foodstuffs Average - Salin Corridor Oligarchy Light Limited
and Twi'lek settlements)
Mon Clamari
(Dac)
Mandalore
Mustafar
Ossus
Polis Massa
Bounty hunters, weapons
Rodia Foodstuffs, luxury goods Hard - None Aristocratic - Medium Standard
technology, exotic animals
Rorak
Consumables, luxury goods, Average - Corellian Run, Death
Ryloth Slaves, ryll spice Corporate - Small Limited
medicines, technology Wind Corridor (for spice runs
Sernpidal
Average - Pabol Hutta, Pabol
Sleheyron Tibanna gas, slaves Fuel, slaves Free Trade - Large Stellar
Sleheyron
Sluis Van
Socorro
Sriluur
Sullust
Syvris
Taris
Consumables, technology,
Tatooine Minerals, illegal goods Average - Triellus Trade Route Democracy - Light Standard
chemicals, water
Telos
Terminus
Teth
Tund
Ukio
Utapau
Varl
Vergesso
Vinsoth
Yavin
Ylesia
Ziost
Bakura
Kamino
Kuratooine
Nirauan
Csilla
Ilum
Nagai
Core Books
Code Book RPG ü
AoR Age of Rebellion AoR ü
EoE Edge of the Empire EoE ü
FnD Force and Destiny FnD ü
Core all core books all

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

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