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Star Wars: Equipamentos e Serviços

10.29.2016

Coisas, sobrevivência, ferramentas e equipamentos em geral


Item Enc Preço Raridade
Backpack -- 50 0
Modular Backpack -- 75 1
Spacer's Duffel -- 50 0
Military Pack -- 60 0
Load Bearing Gear -- 100 3
Utility Belt -- 25 0
Modular Backpack Pouch -- 15 1
Military Belt Pouch -- 10 0

Military Modular Backpack Frame -- 10 2

Wizard Pouch -- 50 4
Surveyor's Bag -- 50 1
Holster/Sheath -- 20 1

Quick-Draw Holster -- 60 3

Concealment Holster/Sheath -- 40 3

Breath Mask and Respirator 1 25 1


A99 Aquata Breather 0 100 7
Mon Cal Organic Gill 1 200 5
Space Suit 4 100 1
EVA Powersuit 12 1,500 7
Glow Rod 1 10 0
Fusion Lantern 2 150 2
Field Goggles 0 5 0
Tent 4 100-300 1
Tent, One-Man 3 30 2
Alliance Plastent 3 300 2

Portable Survival Shelter 2 200 4

Coisas, sobrevivência, ferramentas e equipamentos em geral, cont.


Item Enc Preço Raridade
Extra Weapon Reloads 1 25 1
Extra Power Pack 1 25 1
Water Purifier 1 50 2
Condenser Unit 2 300 2
Canteen 1 7 1
Survivalist Mess Kit 0 10 3
Food Prep System 3 20 1
Flashfire Camp Stove 2 60 4
Field Kitchen 5 500 4
Crash Survival Kit 5 300 2
Wilderness Survival Kit 5 350 2
Disaster Relief Kit 2 250 2
Fire Paste 0 3 1
Gravity Belt -- 500 6
Camouflage Netting 4 100 2
Camouflage Paint 0 40 2
Electro-Snare 1 50 5
Beast Call 1 100 3
Chem Lure 1 125 4
Field Dressing Kit 3 300 5
Riding Tack 2 250 4
Howdah 5 5,500 2
Saddlebags -- 25 4

Modular Cargo Handling System -- 500 5

Modular Cargo Container -- 350 4


Syntherope, 20m 1 5 1
Climbing Gear 1 50 2
Ascension Pistol 1 275 4

Repulsor Assist Unit 1 620 3

Jet Pack 2 4,500 7


Jump Boots 2 2,000 6
Foot Speeder 4 2,000 4
Entrenching Tool 1 20 1
Luma Flare 1 50 4

Coisas, sobrevivência, ferramentas e equipamentos em geral, cont.


Item Enc Preço Raridade
Urban Compass 1 125 1
Tool Kit 4 350 2
Custom Tool Kit 5 700 5
Weapon Maintenance Kit 2 450 3
VX-A Intelligent Toolbox 3 2,500 8

Lightsaber Toolkit 2 R 700 9

Multi-Goo Gun 2 250 1


Rivet Gun 4 900 1

Hand Grinder 5 500 3


Welding Rod 4 1,750 5
Thermal Cutter 2 125 3
Mechanical Dianoga 4 225 4

Excavator's Tool Kit 5 500 7


Surveyor's Tools 6 500 6
Verpine Bond Gauntlets 1 250 6
Emergency Repair Patch 0 25 1
Fusion Cutter 2 175 2
Breaching Gel 1 150 5
Anti-Grav Chute 2 450 5
Verpine Headband 1 500 6

Repulsor Clamp 3 250 1

OR-Series Tech Recycle Station 10 1,500 5


Power Generator 10 550 2
Water Vaporator 12 2,000 2
Instamist Generator 5 150 4
CZ-88 Heavy Loader Arm 30 1,500 3

Comunicação e Eletronicos
Item Enc Preço Raridade
Datapad 1 75 1
P-2 Pocket Attaché 1 275 4
Comlink, Handheld 0 25 0
Comlink, Long Range 2 200 1
Comlink, Hardened 3 450 4
3-MAL Secure Comlink 0 250 4
DH77 Headcomm 0 R 400 3
PTP Link 2 100 7
A/V Translator 1 750 3
Verpine Comlink 1 250 6
Holo-Messenger 0 250 4

BPEA-1A Cascader -- 1,800 8

False Voice Transmitter 4 1,400 6


Collar-Amp 0 50 1
Polis Massan Voice Box 1 50 6
Integrated PA System 2 600 7
Hypertranceiver 5 1,000 3

HoloNet Relay 15 75,000 7


Remote, Short Range 0 300 4
Remote, Long Range 0 1,500 7
Encryption Module 0 1,250 7
Personal Distress Beacon -- 50 1

Comms Media Manipulator 6 400 6


Privacy-7 Audio Curtain 4 500 6
Sound Dampener 2 600 7
Comm Jammer 4 400 3
Comm Scrambler 4 1,000 3
Credit Cleaner 12 R 2,500 7

TacNet Tactical Data Network 7 1,000 3

Electromag-Pulse Disruptor 1 180 5


Dataspike 1 R 100 3

Signature Modulation Pad 2 R 250 7

Personal Transponder 0 100 4

Starmapper Handheld Navicomp 1 3,500 8

Artillery Remote 1 400 7

Digitalização, Vigilância, Detecção


Item Enc Preço Raridade
Macrobinoculars 1 75 2
Electrobinoculars 1 250 1
Sporting Macrobinoculars 1 250 2
Infrabinoculars 1 350 5
Infrabinoculars, Long-Range 1 500 6
General Purpose Scanner 2 500 3
Low-Feedback Scanner 4 700 5
Hand Scanner 0 100 2
Scanner Goggles 0 150 3
Hunting Goggles 0 600 5

Weapon Detection Goggles 1 750 5


Targetting Goggles 1 1,000 5
Surveillance Tagger 0 R 175 4
Combat Scanner 1 2,000 6

Demolitions Scanner 1 300 4


Long Range Terrain Scanner 6 850 6
Ground Penetration Scanner 5 950 5
Lifeform Scanner 4 900 5

SE-Vigilant Automated Sensor 2 3,000 4


Hyperwave Signal Interceptor 5 10,500 8

Holoscanner varies varies 5

Cargo Scanner 1 300 4


Concealed Recorder 0 175 5
Security Sweeper 1 400 6

Mk 1 Cat's Eye MP Sensor Suite 12 R 2,750 5

Bardottan Chronoscanner 0 1,200 2

A-212 Tracing Console 12 3,000 6

PX-7 Heat Sensor 3 250 7

Veridicator 200 1 4,000 8

Segurança, Infiltração, Espionagem


Item Enc Preço Raridade
Slicer Gear 2 500 4
Data Breaker 1 R 1,000 6
Data Dead Drop 0 R 150 7
Restraining Bolt 0 35 0
"Knack" Restraining Bolt 0 R 750 8
Binders 0 25 0
MCI-100 Magnacuffs 1 100 4
Stun Cuffs 0 100 5
AL-DR8 Grav-Binders 1 300 7
Security Collar 1 R 300 5
Explosive Shackles 2 R 500 6
Electric Perimeter Fence 6 800 5
Lockpicking Tools 1 R 50 8
Electronic Lock Breaker 1 R 1,000 5
Scramble Key 1 R 750 4
Authentication Tools 1 100 5
False Credentials 0 R 800 7
Disguise Kit 2 100 4
Flesh Camouflage Set 2 R 2,500 7
Fingerprint Masque 0 R 1,000 7
Shadowcloak 2 R 2,500 6
Personal Stealth Field 1 R 20,000 9
Holo Ghillie Suit 1 800 8
Shift Coffer 5 2,500 7
Magna-Lock Safe 12 1,000 5
Sleight Box 2--20 R 400 6
Forgery Tools 2 R 650 8
Poisoner's Ring 0 R 500 7
Forensics Investigation Kit 4 450 4

Recreativo, Entretenimento, Conhecimento


Item Enc Preço Raridade
Datapad 1 75 1
Species Database 2 150 2

Vergence Starchart 0 1,000 10

Vehicle Manual 1 100 varies


Mercantiler Datapad 1 250 3
Insider's Guide 0 25 2
Cultural Etiquette Manual 0 35 3
Military Field Manual 1 25 4
Holocron 1 R 100,000 10
Chance Cubes 0 1 0
Chance Cubes, Loaded 0 R 100 5
Sabacc Deck 0 40 0
Sabacc Deck, Marked 0 R 500 6
Sabacc Deck, Marked, Quality 0 R 1,000 7
Skifter 0 R 500 6
Dejarik Table 10 350 1
Musical Instrument, Common 1--5 50-100 2

Musical Instrument, High Quality 1--5 500-1,500 4

Musical Instrument, Legendary 1--5 20,000+ 10


Thunderhead PES 10 2,500 4

Clothing, Accouterments
Item Enc Price Rarity
Banal Apparel 0 25 0
Dress Uniform 1 100 5
Utility Vest -- 100 2
Cargo Clothing 1 30 0
Thermal Cloak 2 200 1
Diplomat's Robes 2 400 6
Noble Regalia 1 750 7
Performer's Attire 0 50 4
Expensive Jewelry 0 2,000 7
Signet Ring 0 750 7
Symbol of Command 1 100 3
Ardos Disk 1 R 10,000 5
Adamite Signet Ring 0 500 8
WJ-880 Blinding Helmet 3 R 10 8

Food, Consumables, Legal Drugs


Item Enc Price Rarity
Ration Pack, Field 0 5 0
Field Rations, Army 0 10 2
Ryshcate Cake 0 10 2
Correllian Whiskey 1 25 2
Correllian Whiskey, x25 10 500 2
Whyren's Reserve 1 100 4
Whyren's Reserve, x25 10 1,500 5
Nala Tree Frog, x12 1 15 5
Marcan Herb 1 20 4
Marcan Herb, x100 25 1,750 5

Sulfur Inhaler (10 doses) 0 120 3

Stimstick 0 5 2

Medical
Item Enc Price Rarity
Stimpack, Single, Auto-Injector 0 25 2
Stimpack Gun 1 150 2
Stimpack Gun Cartridge 0 20 2
StimDart 0 35 5
Blood Scanner 1 400 5
Antidote Set 1 250 5

Medpac/Physician's Kit 2 400 2


Healer's Kit 2 -- --
Medical Backpack 2 450 4
Emergency Medpac 1 100 1
Military Medpac 2 400 3
Military Traumapac 1 50 3
Med-Aid Patch 1 20 4
Nullicane 0 25 2
Anesthetic 0 35 4
Bacta Tank 12 4,000 1
Bacta, per liter 1 20 1
Sanavi, per liter 1 25 5
Synthskin, Synthflesh -- 10 1
Cerebral Stabilizer 3 2,200 7
Chem Restraint Harness 2 1,200 5
Veterinary Kit 3 600 3
XV-20 Veterinary Kit 2 500 3
Speciman Container 0 10 1
Speciman Container 1 25 2
Speciman Container 3 50 2
Speciman Container 5 150 3

Cybernetics
Item Enc Price Rarity
Cybernetic Brain Implant -- 10,000 6
Biofeedback Regulator -- 3,000 8

Neural Recorder -- 250 8

Cybernetic Eye -- 7,500 6


Appraiser's Eye -- 700 7

Retinal Tracker -- 2,500 6


Cyborg/Droid Interface -- 600 4
Gank Comm Implant -- 250 7
Immune Implant -- 5,000 6
Surge Override Switch -- 1,000 6
Avionics Interface -- 8,000 6
Adrenal Implant -- 2,250 5
Implanted Cyberjack -- 3,750 6
Neuromachine Interface -- R 3,500 6
Implant Armor -- 7,500 6
Prosthetic Replacement Organ -- 1,000 4
Cybernetic Reflexes -- 2,750 5
Cybernetic Respirator -- 2,000 4
Cybernetic Arm, Mod V -- 10,000 6
Cybernetic Arm, Mod VI -- 10,000 6
Cybernetic Leg, Mod II -- 10,000 6
Cybernetic Leg, Mod III -- 10,000 6
Prosthetic Replacement Limb -- 2,000 4
Cybernetic Weapon Implant -- 4,000 7
Digital Lockpick -- R 2,750 5
Repulsor Fist -- 4,750 7
Cyberscanner Limb -- 4,000 7
Cybernetic Cavity -- R 775 3
Vessel Courier System -- 5,000 6
Escape Circuit -- R 1,000 6
Network Slicing Uplink -- R 1,250 7
Droids
Item Enc Price Rarity
Protocol Droid, Basic -- 8,000 4
3PX Series Protocol -- 7,750 4
5YQ Series Protocol -- 5,500 4
TC Series Protocol -- 10,000 4
LOM Series Protocol -- 8,500 5
M-3PO Series Protocol -- R 12,000 5

J9 Worker Drone -- 7,000 3


Siak-Series Protocol Droid -- 10,000 4
Analysis Droid, Basic -- 7,500 5

T-Series Tactical Droid -- R 8,000 8

LRD Series Envoy -- 15,000 5


KLC Series Exchequer -- 10,000 5
CZ Series Business/Com -- 9,000 4
SDMN Series Assistant -- 4,000 5
Medical Droid, Basic -- 12,000 4
CT-4 Medical Droid -- 20,000 8
Mini-Med -- 900 3
JC Series Pilot -- 15,000 7
LC Series Pilot -- 5,000 8
Astromech Droid, Basic -- 8,250 3
R7 Series Astromech -- 11,000 6
Q7 Series Astromech -- 6,500 8
Maintenance Droid, Basic -- 7,500 3
DUM-series Pit Droid -- 450 1
G2 Repair Droid -- 6,000 5
FD Series Fire Supproession -- 8,000 10
Recycling Droid -- 6,500 4
Q-4 Borer Droid -- 2,000 5
Stone Guardian --

Droids, cont.
Item Enc Price Rarity
AT-ED -- 8,900 5
Scout Collector -- 6,000 6
Scout Surveyor -- 2,500 6
Cam -- 800 3
Security Droid, Basic -- 9,600 5
MI Series Security Droid -- R 41,225 7
AC Series Law Enforcement -- R 9,600 5
GU Series Police Droid -- 8,100 6
DZ-70 Fugitive Tracker -- R 9,800 4
K-9 Series Hunter -- 7,500 6
Interrogation Droid -- R 9,600 8
Probe Droid -- R 13,700 7
B1 Series Battle Droid -- 6,500 5
Assassin Droid -- R 65,000 8
IG-100 MagnaGuard -- R 90,000 10
TC-SC Infiltration Droid -- R 15,600 8
Chamleon Droid -- R 8
GV/3-Series Guardian -- 8,000 7

Remotes
Item Enc Price Rarity
Generic Remote 1--2 400 2

Butterbug Remote 1 700 4


Service Patch Remote 1--2 900 3
Shield Remote 2 1,100 5
Marksman-H Combat Remote 1 350 5
RMD-20 Camera Remote 1 500 4
Recon Remote 1 250 1
Microdroid Listener 0 R 1,500 6

Intergalactic, Planetary
Item Enc Price Rarity
Biome Generator 45 9,000 4
Atmospheric Processor 10k 4,500,000 7
Atmospheric Reactive Damper 300 200,000 5
Diplomatic Authority -- R 10,000 8
1.4 FD P-Tower Light AV Battery 4,000 2
DF.11 Anti-Infantry Battery R 7,500 5
Planetary Shield Generator R 460,000 4
Modular Base Structures varies 2-3

Illicit Drugs, Poisons, Illicit Goods


Item Enc Price Rarity
Dendriton Toxin 0 R 125 7
Dioxis Gas 0 R 100 6
Neuroparaalytic 0 R 75 6
Neurotoxin 0 R 50 6
Raquor Venom 0 R 150 7
Avabush Spice 0 R 25 6

Avabush Spice, x100 3 R 2,000 7


Booster Blue 0 R 10 5

Booster Blue, x100 3 R 750 6

Death Stick 0 R5 1
Death Stick, x100 3 R 250 2
Glitterstim 0 R 100 7
Glitterstim, x100 5 R 5,000 8
Gunjack Spice 1 R 75 5
Gunjack Spice, x100 25 R 7,000 6
Impact 0 R 125 6
Impact, x100 5 R 10,000 7
Ji Rikknit 0 R 50 6
Ji Rikknit, x100 5 R 3,000 7

Karrak Spice 0 R 80 7

Karrak Spice, x100 5 R 6,400 8

Illicit Drugs, Poisons, Illicit Goods, cont.


Item Enc Price Rarity
Lesai 0 R 500 9
Lesai, x20 2 R 7,500 10
Longsight 0 R 650 8
Longsight x100 5 R 5,000 9
Muon Gold 0 R 50 6
Muon Gold, x100 3 R 4,500 6
Nannarium Root 0 R 200 6
Neutron Pixie 1 R 100 6

Neutron Pixie, x100 25 R 8,500 7

Questioner-9 0 R 300 6
Questioner-9, x100 5 R 24,000 7
Ryll Spice 1 R 50 4
Ryll Spice, x100 25 R 4,500 5
Yaladai Spice 0 R 1,000 7

Yaladai Spice, x100 5 R 80,000 8

Yarrock 0 R 350 8
Yarrock, x100 3 R 20,000 9
Frangawl Force Powder 0 R 2,000 10
Wars: Equipamentos e Serviços
10.29.2016

brevivência, ferramentas e equipamentos em geral


Descrição Especial Livro
Worn satchel for holding gear; adds 4 to Encumbrance Threshold Core
Backpack with separate pouches; adds 3 to Encumbrance Threshold EU, SS
Large shoulder bag; adds 2 to Encumbrance Threshold; Cumbersome 3 EU
Large backpack; adds 6 to Encumbrance Threshold; Cumbersome 2 DC
Worn system for carrying gear; adds 3 to Encumbrance Threshold A
Worn belt with pouches for storage; adds 1 to Encumbrance Threshold Core
Adds 1 to Encumbrance Threshold of the modular backpack, up to +3 EU, SS
Worn on belt; holds two 0 Enc items, Incidental to access DC

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


Worn; adds 1 to Encumbrance Threshold NP
Shoulder bag; adds 2 to Encumbrance Threshold EU
Standard holster for pistols or sheath for melee weaons of any size; gm rdl
reduces Encumbrance of weapon by 2 while holstered/sheathed
Custom-made holster that allows quick weapon drawing; Quick Draw (T); gm rdl
reduces Encumbrance of weapon by 2 while holstered/sheathed
Compact holster/sheath to conceal small pistols or blades; DC
■ to Perception to detect
Allows breathing in contaminated or alien enviroments Core
Allows amphibious operation KP
Allows amphibious operation SR
Allows survival in the vacuum of space Core
Powered space suit with built-in tools and movement thrusters SF
Hand-held uni-directional light source Core
A source of light and heat, can also power small devices Core
Worn, protects the eyes DC
Suitable for up to six occupants depending on model Core
Suitable for one occupant, features integrated heater DC
4-person tent; removes ■■ to resist hostile environments and downgrades FB
such difficulties once
Suitable for one occupant, features weather and environment survivability EU

vivência, ferramentas e equipamentos em geral, cont.


Descrição Especial Book
Reload for a weapon; a Maneuver to reload Core
Replacement energy source for devices; a Maneuver to replace Core
Purifies one person's daily need of water SS
gathers water from the air for one person for one day FB
Liquid container, features a filtration system to purify water DC
Pots, pans, plate, cup, utensils in one compact unit SS
A small field stove for cooking DC
Kit containing tools, burner, multi-use can for cooking SS
Kit containing tools, stoves, datapad, and other equipment for cooking EU
A kit containing a variety of items to help ensure survival after a crash E, A
A kit containing a variety of items to help ensure survival in the wilderness F
Sustains basic needs of four individuals for up to a week to ten days EV
Flammable putty with an integrated igniter DC
??? SF
A roll of netting to conceal objects; +2 Failures to detect object concealed DC
Paint used to conceal objects; +1 Failure to detect object concealed DC
Stun trap for capturing prey alive EU
Electronic tool with pre-recorded sounds to lure beasts EU, SS
Programmed, chemical-based tool to lure beasts EU
Kit containing tools skin, dress, and preserve prey EU
Saddle and gear for riding a beast ST, SS
Large basket for very large beasts, multiple occupants ST
Beast packs; adds 4 to Encumbrance Threshold SS

Beast pack sytem; adds 6 to Encumbrance Threshold; Silhouette 2+ beasts SS

Adds 1 to Encumbrance Threshold of the beast cargo system, up to +12 SS


20 meters of rope EU
A set of tools, including rope, to assist in climbing Core
Grappling hook gun with auto-winder; uses Ranged (Light) skill, Athletics DA

Grappling hook with repulsorlifted assistance; reduce difficulty of climbing by 2 EV

Allows flight for an individual being E


Allows limited flight for an individual being SR
Single-person, repulsorlift platform EV
Collapsible shovel; improvised weapon DC, FB
Launched, rocket-propelled flare KP

vivência, ferramentas e equipamentos em geral, cont.


Descrição Especial Book
Datapad GPS unit with local knowledge EV
A set of basic tools and gear for working on machines and droids Core
Custom-fit tools for specific needs; □ to specific skill check ST
Specialized kits for different types of weapons; □□ to Mechanics checks SS
Worn backpack toolkit with arms that respond to verbal commands SM

Counts a tool kit for most Mechanics checks; adds one Advantage for lightsabers KP

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

Fastens plating to vehicles and ships. Reduces difficulty of Mechanics by one. SM

Used to shape and polish metal. Adds one Advantage to checks for such. SM
Fuses metal together. Adds one Success to repair droids, vehicles, and ships. SM
Hand-held; used to cut through ice and snow NP
Hand-held serpentine tool for working in tight spaces; remove ■■ to checks SM
to remove or repair System Strain damage on ships and vehicles
Kit with precision tools designed for archaeologists EU
Tools and equipment for mapping and plotting; □ to Perception checks SS
Long gloves that provide stability to forearms and hands for delicate uses SR
Single-use item to patch holes in vehicles; also heals 3 Wounds on a droid E, A, EV
Hand-held torch used for cutting and welding metals A
Wired substance with igniter designed to cut holes into ship hulls EU
Worn backpack that uses repulsors to arrest a fall from a height SF
Worn headband that keeps wearer awake SR

Clamp that lifts objects for ease of repair work: strength limited to 10 encumbrance; SM

removes ■ from checks to repair Hull Trauma on ships and vehicles


Adds □□ to Perception and Mechanics checks when scavenging and salvaging SM
Semi-portable generator for power needs LE, FB
Condenses water from the air FH
Creates an area of heavy vapor or fog KP
Mechanical arm system for lifting heavy objects SM

Comunicação e Eletronicos
Descrição Especial Book
Hand-held computer and data organizer and storage Core
Encrypted datapad and organizer; Daunting Computers to slice LNH
Provides audio messaging between two or more parties Core
As a standard comlink, but reaching ships outside of orbit Core
A bulky comlink, features encryption, long range, and jammer busting DC
■ to checks to intercept and unscramble FB
Imperial helmet comlink; ■■■ to checks to intercept and unscramble FB
Audio only comms device with 25km range SR
Translator for both verbal and written languages; □ to Lore and Intellect EU
Allows communication with Verpines on their frequencies SR
As a standard comlink but also provides visual as well Core

Subtle personal holo-emitter; upgrade Charm, Deception, Leadership checks once LE

Replicates voices from samples SR


Worn the neck, boosts vocal volume FH
Allows Polis Massans to speak aurally SR
Backpack case containing microphone, speakers, amplifier, power pack DA
Privately-owned tranceivers allow communication without using the HoloNet SF

Connects to the HoloNet FH


Remotely activates a vehicle at up to 5km range SF
Remotely activates a vehicle at up to a parsec range, autopilot as well SF
Encrypts comm signal of a comlink; Formidable Computers to decode SF
Automated message-repeating beacon; □□ to Perception, Cumputers, EU
or Surveillance checks to find when activated
Studio for creating, editing, producing media of many types DA
Creates a sound dampened field; Hard Perception to overhear noise within EV
Worn on belt, emits sound cancelling waves; ■■ to detect in Short range DA
Shuts out local communications signals, strength depends on distance E, A
Encrypts communications signals; ■■ to decode E, A
Electronic routing and encryption system to launder money LNH

Network of sensor telemetry, comms, and readings from personal equipment LE

Hand-held stylus tool used to disrupt electronics; □□ to sabotage electronics SM


Single-use tool that overloads security programs; reduce difficulty by 2 steps SM

Device designed to help mask slicing signatures; ■■ to acquire slicer's signature SM

Often worn as jewelry; tracking device KP

□□ to Astrogation checks; may be reduced if not connected to Holonet SS

allows operation of artillery weapons from Medium range; Inaccurate 2 (Q) FB

Digitalização, Vigilância, Detecção


Descrição Especial Book
Hand-held, visual magnification Core
Hand-held, light adjusting and magnification; remove ■ from range or lighting Core
Hand-held; visual magnification with video recording; remove ■ from range or lighting NP
Hand-held; scan through walls EV
Hand-held; scan through walls, or remove ■ from range EV
Hand-held, multi-purpose sensing unit Core
passive sensor scanning unit FB
Hand-held, specific purpose sensing unit Core
Worn, light amplification and thermal imaging Core
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)
Worn, detects weapons; □□ to Perception checks to spot weapons SF
Worn, allows wearer to consider target one silhouette size greater ST
Tiny beacon used to track an individual wearing it E, A
A full, visored helmet with many of the features of a GP scanner, hardened DC
comlink, datapad, and scanner goggles
Hand-held scanner designed to sense explosives DC
Creates a topographical map of an area; Average Computers check to use EU
Creates a subsurface map EU
Tracks and identifies up to 24 targets; Average Survival or Hard Computers EU
or Education check to properly use
passive motion sensor that then scans and transmits data FB
Can covertly listen to audio communications SF

Large, stationary scanners designed to find weapons and contraband FC

Multi-use scanning gear for cargo; Average Computers can increase space FC
Miniaturized microphone, camera and recorder; ■■ Perception to find DA
Scanner designed to spot recorders and espionage devices; Average DA
Computers check; Medium range
(Planetary scale) Long Range sensor; □□ to Perception, Computers, Vigilance LE
checks made by users; ■■ to Stealth checks made by approaching units

Hand-held scanner designed to determine the age of an item to within a century NP

Monitoring equipment designed to help defend against slicing SM

□□ to Perception checks to find heat; □ to Mechanics checks to remove Critical KP

Hits from ships and vehicles or Critical Injuries from droids


often worn as jewelry; acts as a lie detector KP

Segurança, Infiltração, Espionagem


Descrição Especial Book
A tool kit for slicers to hack into computer systems E, A
A computer-like device that allows a slicer to hack; □□ to Computers E, A
Hidden compartment for concealing datachips; Daunting Perception to find DA
A lockdown device placed on droids; Daunting Discipline to override Core
Restraining bolt with extra programming to issue secrets orders to the droid DA
Handcuffs; Daunting Atheltics or Coordination to escape Core
Handcuffs; Formidable Coordination check to escape FH
Handcuffs that stun wearer; Daunting Coordination check to escape KP
Full body binders that use repulsor technology to apply artificial gravity KP
Slave collar; Daunting Skullduggery check to remove LNH
Collar and belt; Daunting Skullduggery check to remove LNH
Creates an energy field that stuns with contact EU
Kit of tools designed to pick non-electric locks FC
Automatic slicing system for defeating electronic locks Core
Bypasses simple electronic locks in 5 rounds; may be hurried EV
Specialized scanner to spot false credentials; □□ to checks to spot fakes DA
Forged/counterfeit indentification; Hard Computers or Daunting Perception FC, DA
Kit with make up, wigs, iris chromatics, etc. Core
An extensive disguise kit allowing dramatic changes; Formidable difficulty E, A
Conceals or alters fingerprints of user FC
Cloak that creates a field of darkness; Daunting Perception check to view FC
Makes the user invisible; Formidable difficulty to spot a user E, A
Full body suit that holographically blends with surroundings; +1 difficulty DC
Safe that blends into the walls if stationary; 5 Encubrance capacity FC
Secure safe; 10 Encumbrance capacity; Formidible Skullduggery to crack FC
Box with false bottom or walls; Daunting Perception to discover DA
Specialized tool kit to create false credentials DA
Poison container disguised as a ring; Skullduggery vs. Vigilance to detect DA
Kit with tools and equipment to investigate a crime scene FH

ecreativo, Entretenimento, Conhecimento


Descrição Especial Book
Small handheld computer for storing and utilizing knowledge Core
Datapad or computer with detailed physiological knowledge of a species; DA
□□ to Knowledge (Xenology) checks

Shows the location of a single Vergence; Hard Astrogation check; could be fake NP

Datapad manual for specific vehicle/ship model; downgrade difficulty once ST


Datapad programmed for merchants and the market; □ to Negotiations FH
Detailed datapad tour guide for specific planets; +1 Advantage to checks DA
Detailed datapad guide to specific culture; +1 Advantage to checks DA
Datapad guide of military instruction and knowledge; □ to checks A
Data storage device that requires Force sensitivity to use F
Six-sided red and blue cubes used in pairs for gambling E
□□ to Deception when gambling; Formidable Perception to notice LNH
Electronic deck of cards used for gambling E
□ to Deception when gambling; Hard Perception to notice deck LNH
□ to Deception when gambling; Daunting Perception to notice deck LNH
A sabacc card rigged to display what the user wants; □ to Skullduggery FC
Holographic display table used for playing dejarik, a game of tactics E
Musical intrument FH

Musical intrument FH

Musical intrument FH
Suite of tools and equipment for entertainment FH

Clothing, Accouterments
Description, Special Book
Very average attire; upgrade difficulty to checks to identify or remember DA
□ to social checks for the military LE
Load-bearing vest; adds 2 to Encubrance Threshold EU
Clothes with lots of pockets; carry up to 3 Enc 1 items for free DA
Garment used to block out the cold and heat; remove ■■ from checks Core
Official attire; □ to social checks of a diplomatic nature DA
Fancy attire; downgrade difficulty to social checks with nobility and wealthy DA
Distracting attire; □ to checks to perform or attract attention DA
Worn; +1 Advantage to Charm, Deception checks; □ to remember wearer DA
Worn; +2 Advantages to checks to establish wearer's identity DA
□ to social checks for the military LE
Medal that represents the favor and protection of a Hutt LNH
worn; signifies membership of the Paladins of the Adamite Tower NP
worn; adds ■■■ to checks involving vision KP

Food, Consumables, Legal Drugs


Description, Special Book
Meal, read to eat, for the soldier on the move Core
One week's worth of goopy food DC
A Corellian pastry used to mark special dates and holidays SF
Good whiskey SF
Good whiskey SF
Really good whiskey SF
Really good whiskey SF
A delicacy, especially among Hutts LNH
Pipe tobacco, a favorite of the Hutts LNH
Pipe tobacco, a favorite of the Hutts LNH

□ Brawn and Agility checks for one encounter; suffer 2 Strain; Devaronians only NP

remove ■ from checks to stay awake or cheks due to fatigue till end of encounter; FB

1 Strain

Medical
Description, Special Book
Auto-injection tube of medication; heals wounds with diminishing returns Core
Re-usable applicator with 6 stimpack doses gm rdl
Replacement stimpack doses for the stimpack gun gm rdl
Replacement stimpack doses for the Auto-Doc StimDart Pistol/Launcher gm rdl
Used to check for foreign elements or toxins in blood KP
Kit of antidote doses for a variety of poisons; reduces difficulty of DA
Resilience check to resist poison by 2
An advanced medical kit; □ to Medicine checks Core
Hand-made pack of natural herbs and medicines; every one unique SS
A complete, portable field medical system; □ Medicine; -1 difficulty EU
A deluxe first aid kit Core
An advanced medical kit; +1 Medicine DC
may use Medicine to remove Critical Injuries FB
Single-use bandages infused with bacta and other agents KP
ignore Critical Injury till the end of the encounter; 3 Strain FB
Non-lethal; Average or Hard Resilience to resist Core
Large tank filled with bacta or sanavi for full immersion Core
Healing liquid applied in a variety of ways; accelerates healing Core
Healing liquid applied in a variety of ways; accelerates heal., □ to Resilience gm rdl
Realistic coverings to hide cybernetics Core
A full helmet placed on patients who have suffered critical head injuries DC
Worn by beast, controls through chemicals rather than training ST
Large medical kit designed for beasts; □ to Medicine, Survival, Knowledge ST
Large medical kit designed for beasts; □ to Medicine, Survival, Knowledge SS
Designed to safely contain flora and fauna; Encumbrance capacity of 1 EU
Designed to safely contain flora and fauna; Encumbrance capacity of 5 EU
Designed to safely contain flora and fauna; Encumbrance capacity of 10 EU
Designed to safely contain flora and fauna; Encumbrance capacity of 15 EU

Cybernetics
Description, Special Book
Brain enhancement; +1 Intellect; comlink; computer link Core
Adds 2 to cybernetic implant cap; organics only SM

Next-best thing to a perfect memory; Easy Discipline checks to recall information SM

Replacement eye; +1 Vigilance and Perception Core


Replacement eye; +1 Advantage to Negotiation and Streetwise when FC
buying and selling on the market
+1 Advantage to Gunnery and Ranged (Heavy) checks LNH
Direct link to droid brains for communication and interrogation SR
Internal, silent communication with others who have this implant LNH
Immune system enhancement; +1 Resilience E, A
Quick reactivation switch for disabled cybernetics SM
Implanted interface into airspeeder or starship control systems; +1 Pilot SF
Rapid Recovery (T) LNH
Direct connection to computers/droids; 2 Strain for -1 difficulty LNH
Direct link to vehicular controls; may use Coordination instead of Pilot LNH
Underskin plates; +1 Soak E, A
Organ replacement Core
Rapid Reaction (T) LNH
Internal breath mask and respirator; Blooded (T) LNH
Arm replacement; +1 Brawn Core
Arm replacement; +1 Agility Core
Leg replacement; +1 Brawn; price is for one, but must install in pairs Core
Leg replacement; +1 Agility; price is for one, but must install in pairs Core
Limb replacement Core
Arm replacement with built in light blaster pistol E, A
Replacement finger(s) with tools for picking locks; Bypass Security (T) FC
Provides brawl weapon; Defensive Stance (T) LNH
Arm replacement with built in portable scanner Core
Small pocket hidden in your body; Hidden Storage (T) FC
Very discreet subdermal data storage device SR
May resist Restraining Bolts with Easy check; droids only SM
Masks slicing attemps with droid static; droids only SM
Droids
Description, Special Book
Designed to act as communication liaisons between beings E, A
Designed to act as communication liaisons between beings DA
Designed to act as communication liaisons between beings DA
Designed to act as communication liaisons between beings DA
Designed to act as communication liaisons between beings DA
Designed to act as communications liaison, logistics, analysis for DA
Imperial troops and units
Programmed for translation and analysis protocols SR
Designed to act as general communications liaison SR
Designed to aid in research, analyzing data F

Military advisors and leaders; used mostly by Separitists during the Clone Wars LE

Designed to act as communication liaisons between beings DA


Programmed for math, negotiations, and mercantilism EU
Programmed for math, negotiations, and mercantilism DA
Programmed to assist and accompany entertainers FH
Programmed for medical procedures and caring for beings E, A
Programmed for medical procedures and caring for beings SR
Designed to aid sapient doctors in administering medical practice FH
Designed for piloting EU
A pilot droid based on surplus B1 battledroids gm rdl
Utilitarian droids designed for ship travel, can astrogate and make repairs E, A
Utilitarian droids designed for ship travel, can astrogate and make repairs ST
Utilitarian droids designed for ship travel, can astrogate and make repairs ST
Specifically designed for repair work E, A
Designed for use in general mechanical repairs and salvaging EV
Designed for general use aboard ship with piloting and mechanics SR
Specifically designed for putting out fires SF
Recycles waste product into more useful product FH
Designed for mining and to assist miners SR
Guardian droids designed to look like statuary when not activated NP

Droids, cont.
Description, Special Book
Designed for exploration and surveying, 2.5 meters tall EU
Designed to capture exotic biological specimens EU
Designed to locate exotic biological specimens EU, SR
Small, repulsorlifted unit that records A/V data for rebroadcast SF
Programmed for combat, protection, and vigilance E
Programmed for combat, protection, and vigilance EV
Specialized security droid programmed for law and order FH
Designed for law and order EV
Programmed for tracking and pursuing fugitives FH
Programmed for hunting and tracking, quadrapedal, 1 meter tall EU
Programmed for questioning criminals, spies, malcontents F
Designed for scouting and transmitting information F
The frontline battle droid of the Separatist armies during the Clone Wars E
Deadly hunters that pursue relentlessly E
Master bodyguards and combatants during the Clone Wars F
Designed for espionage, infiltration, and assassination EV
Designed for infiltration and espionage during the Clone Wars NP
quadrapedal kanid form; acts as a guard and pet KP

Remotes
Description, Special Book
Designed to perform simple preprogrammed tasks and follow basic commands SM

Designed to transmit information SM


Programmed for a variety of mechanical and comuter-related tasks SM
Programmed and designed to place itself between the user and attacks SM
Programmed as a training tool KP
Designed for recording footage on the move KP
Small, repulsorlifted unit that transmits visual data up to 20km away DC
Records audio then returns to owner when conditions are met EV

Intergalactic, Planetary
Description, Special Book
Creates specialty environments within ships or other enclosed spaces FH
Massive terraforming installation FH
Carbon dioxide scrubber FH
Official documents that grant official persons access and permissions DA
Immobile anti-vehicle laser cannon battery LE
Immobile anti-infantry laser cannon battery LE
Provides 8 points of ranged defense dividable into four quadrants LE
Various pre-constructed buildings LE

Illicit Drugs, Poisons, Illicit Goods


Description, Special Book
Painful paralytic; Daunting Resilience check to resist LNH
Lethal gas; Hard or Daunting Resilience to resist LNH
Paralytic; Hard Resilience to resist Core
Lethal poison; Average or Hard Resilience to resist Core
Paralytic; Daunting Resilience to resist LNH
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
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
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
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
■ to every task and check; possibly diminishes connection to the Force E
■ to every task and check; possibly diminishes connection to the Force E
□□□ to Perception, Vigilance checks; possible telepathy E
□□□ to Perception, Vigilance checks; possible telepathy E
+1 Brawn per dose; +1 difficulty for Agility, Intellect, Cunning checks LNH
+1 Brawn per dose; +1 difficulty for Agility, Intellect, Cunning checks LNH
Upgrade Agility-based checks; ■ Agility-, Cunning-, Intellect-based checks FC
Upgrade Agility-based checks; ■ Agility-, Cunning-, Intellect-based checks FC
Mild euphoric; Easy Resilience to avoid addiction SF
Mild euphoric; Easy Resilience to avoid addiction SF

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

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.


Description, Special Book
Removes need to sleep; Strain heals normally E
Removes need to sleep; Strain heals normally E
+1 Willpower for Encounter; suffer 2 Strain each turn NP
+1 Willpower for Encounter; suffer 2 Strain each turn gm rdl
□ Cunning-, Presence-based checks; possible ■ Intellect-, Cunning-based FC
□ Cunning-, Presence-based checks; possible ■ Intellect-, Cunning-based FC
Upgrade Intellect-, Cunning-based check once; 2 Strain SF
+2 Advantages to Agility-, Willpower-based checks; +1 Threat to LNH
Brawn-, Intellect-, Cunning-based checks
+2 Advantages to Agility-, Willpower-based checks; +1 Threat to LNH
Brawn-, Intellect-, Cunning-based checks
Upgrade difficulty on checks to withold information or resist manipulation EV
Upgrade difficulty on checks to withold information or resist manipulation EV
Temporarily ignore an Easy, Average, or Hard (2 doses) Crit Injury LNH
Temporarily ignore an Easy, Average, or Hard (2 doses) Crit Injury LNH
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
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
Automatically succeed at Fear checks; ■ to Willpower, Presence checks E
Automatically succeed at Fear checks; ■ to Willpower, Presence checks E
Force-Sensitives consuming one dose earns 10 Conflict; adds two Dark Side pips NP

to the next Force power check made


Star Wars: Goods & Services Goods & Services Base Price
Modifier
28.02.2017

Food Base Price Description Population


Pompous 500 Per meal Huge
Luxurious 150 Per meal Large
Elegant 75 Per meal Medium
Conventional 25 Per meal Small
Economic 10 Per meal Light
Sparse
Drink Base Price Description Region
Pompous 300 Per dose. For a bottle multiply for 10 Core Worlds
Luxurious 30 Per dose. For a bottle multiply for 10 Colonies
Elegant 12 Per dose. For a bottle multiply for 10 Inner Rim
Conventional 6 Per dose. For a bottle multiply for 10 Expansion Region
Economic 3 Per dose. For a bottle multiply for 10 Mid Rim
Outer Rim
Lodging Base Price Description Unknown Regions
Pompous 5000 Per day of stay Wild Space
Luxurious 1000 Per day of stay Technology Level
Elegant 300 Per day of stay Extreme
Conventional 100 Per day of stay High
Economic 75 Per day of stay Standard
Low
Medical Care Base Price Description Very Low
Bacta Tank Treatment 200 Per hour of treatment Government
Per day on a Clinic/Hospital, includes
Long Term Care (Desease) 500 Free Trade
remedies
Per day on a Clinic/Hospital, includes
Long Term Care (Addiction) 750 Corporate
remedies
Per day on a Clinic/Hospital, includes
Long Term Care (Trauma) 1500 Democracy
surgeries
Monarchy
Transportation Base Price Description Aristocratic
Passage - Pompous 500 Per ticket Oligarchy
Passage - Luxurious 100 Per ticket Despotic
Passage - Elegant 50 Per ticket Imperial
Passage - Conventional 15 Per ticket
Passage - Economic 5 Per ticket

Wheeled Tracked Vehicles 50 Per day


Landspeeder Rental 75 Per day
Speederbike & Swoops 100 Per day
Airspeeder Rental 150 Per day
Podracer 100 Per day
Walkers 100 Per day

Taxes and Fees Base Price Description


Landing Fee 100 Times Ship Silhouette
Workshop Fee 250 Times Ship Silhouette
Customs Tariff Varies 2% of Cargo Manifest
If the planet accept civilians using this kind of
equipment it becomes registered and the
Weapon Permits (Rarity 3+) Varies
owner must pay a annual fee of 5% of its local
market value multiplied by its rarity

If the planet accept civilians using this kind of


equipment it becomes registered and the
Armor Permits (Rarity 6+) Varies
owner must pay a annual fee of 2% of its local
market value multiplied by its rarity

Information Base Price Description

Astrogation data about a specific Wild Space


Galactic Sector, solar system or nebula. Trade
Astrogation Data 1000
routes, smuggler's runs, contested space
zones, arqueological planets…

From the access codes of a husband's


holoprojector to a transaction flux on credits of
Bothan SpyNet Information 1000
a corporation to even decipher codification of
Imperial transmissions…
& Services Base Price Goods & Services
Modifier Final Price

Population Base Price


1.20 Population
1.10 Region
1.00 Technology
1.10 Government
1.25 Final Price 0
1.50
Region
2.00
1.50
1.25
1.00
1.00
1.15
2.00
3.00
echnology Level
2.00
1.50
1.00
0.75
0.50
Government
1.00
1.50
1.00
1.10
1.20
1.30
1.50
1.50
Star Wars: Armor
12.3.2016

Personal Armor - Light, Clothing


Type Soak Def Enc HP Price Rarity
Heavy Coat 1 0 2 1 100 1
Nomad Greatcoat 1 0 1 0 100 4
Heavy Clothing 1 0 1 0 50 0
Mechanic's Utility Suit 1 0 5 1 500 3
Pit Crew Coveralls 1 0 1 1 150 2

Concealing Robes 1 0 1 0 150 2


Resplendent Robes 1 0 2 0 500 5
Lector's Outfit 1 0 2 1 525 6
Smuggler's Trenchcoat 1 1 3 0 1,650 7
Polis Massan Bodysuit 1 0 1 1 300 6
G-Suit 1 0 2 1 2,000 3
Combat Flight Suit 0 1 4 2 R 3,000 6
Armored Flight Suit 1 1 3 1 1,500 6

Shockrider Crash Suit 2 0 2 1 3,000 3

Crash Gear 1 0 1 1 550 3

Mountaineer Climbing Armor 1 1 3 2 1,800 6


Survivalist Armor 1 0 3 2 350 6
Adverse Environment Gear 1 0 2 1 500 1
Reinforced Environment Gear 1 0 2 2 850 4

Enviro-Suit 2 0 2 1 750 2

Karflo Thinsuit 1 0 0 0 1,200 6


P-14 Hazardous Industry Suit 2 0 7 2 1,000 4

Second Skin Armor 1 1 2 0 2,000 7


Verpine Fiber Ultramesh Armor 1 0 3 2 3,000 5

Personal Armor - Medium


Type Soak Def Enc HP Price Rarity
Catch Vest 1 0 1 0 300 3
Flak Vest 1 0 3 1 300 2
Blast Vest 1 0 3 1 200 3
Reinforced Blast Vest 2 0 4 0 500 4
Mk 45 Half Vest 1 1 3 0 500 5

Armored Coat 1 1 3 1 350 6


Armored Clothing 1 1 3 1 1,000 6
Berethron Type III Armored Clothing 1 1 3 3 R 1,250 6
Armored Clothing and Coat 2 1 4 2 1,350 6

Custom Tailored Armored Jacket 2 0 1 0 6,200 7


Armored Robes 2 1 5 2 R 4,500 8
Flare Jacket 1 0 3 0 1,500 8
Riot Armor 2 0 3 2 950 4
Mk IV Riot Armor 1 1 3 1 R 1,850 6

"Luck" Riot Armor 2 0 4 1 1,000 5


Mandalorean Armor, Medium 2 1 4 4 R 4,500 7
Gladiatorial Leathers 2 0 3 3 1,200 6
Beast Hide Warrior's Armor 1 0 3 0 300 2

Padded Armor 2 0 2 0 500 1


N-57 Engineer Armor 2 0 5 5 3,000 6
Storm Charge Suit 2 0 3 0 2,000 6

Chitin Armor 2 0 4 1 600 6

Jedi Training Padded Armor 2 0 6 0 R 400 9


Jedi Temple Guard Armored Robes 2 2 4 3 R 12,000 10

Personal Armor - Heavy


Type Soak Def Enc HP Price Rarity
Half-Lam Armor 2 0 3 3 1,500 5
Laminate 3 0 4 3 2,500 5
Clone Wars Era Trooper Laminate 3 1 4 3 R 4,400 8

Stormtrooper Laminate 3 0 4 3 R 3,500 7

Sandtrooper Laminate 3 0 4 3 R 3,500 7

Scout Trooper Laminate 2 0 3 2 R 3,500 7

Snowtrooper Laminate 3 0 4 3 R 3,500 7

Stealthtrooper Laminate 2 1 4 4 R 5,000 9

Swamptrooper Laminate 2 0 3 1 R 3,500 7

Spacetrooper Armor 4 0 5 3 R 18,000 8

Heavy Battle Armor 3 1 6 4 R 5,000 7


Protector 1 Combat Armor 3 1 4 3 R 5,500 7
Alliance Heavy Battle Armor 3 1 5 5 R 6,000 8
Mk II Steelskin Anti-Concussive Armor 3 0 8 1 R 6,500 7
Mandalorean Armor, Heavy 3 1 5 5 R 7,500 8
Jedi Battle Armor 3 1 5 5 R 7,500 9
Powered Capacitive Armor 1 1 4 2 R 3,000 8
PX-11 Battlement Powered Armor 4 1 3 3 R 9,000 9

Kav-Dann Power Armor 3 2 4 6 R 13,500 7

Leviathan Power Armor 3 2 8 1 15,000 8

Personal Armor - Special


Type Soak Def Enc HP Price Rarity
Personal Deflector Shield 0 2 3 0 10,000 8
Hauling Harness 1 1 3 2 1,000 6
Alliance Light Stealth Armor 2 0 3 2 R 2,200 7
Sakiyan Shadowsuit 1 0 1 1 2,500 8
Mimetic Suit 1 1 2 2 R 8,000 8

Zephyr Stealth Suit 1 1 2 1 R 5,500 8


Holographic Costume 0 1 2 0 750 8
Cloaking Coat 1 0 4 1 R 550 8
Hutt Shell Armor 3 2 6 4 R 25,000 9

Beast Armor
Type Soak Def Enc HP Price Rarity
AniPro Layered Barding 1 1 4 0 2,500 5
Padded Barding 2 0 4 0 2,500 5
Laminate Barding 4 0 7 1 8,500 7
s: Armor
.2016

- Light, Clothing
Qualities, Special Book
may ignore ■ imposed by foul weather gm rdl
May ignore ■ imposed by cold environment SF
Core
Wearer counts as having a toolkit on them SM
reduces damage from fire- or Burn-based attacks by 1; EV
adds 1 to Encumbrance Threshold
■ to be identifiable F
Allies gain □ to Perception; Skullduggery; Stealth checks DA
□ to checks involving groups of listeners DA
Skulduggery check to hide 2 Enc worth of items within FC
Integrated glow rod and utility belt SR
reduce cost of second Pilot Only maneuver to 1 Strain EV
24 hours vacuum survivability SF
-1 damage from fire and Burn (Q); -1 Strain damage caused ST
from Critical Hits suffered by the vehicle
-1 damage from fire and radiation; -1 Strain damage caused EU, ST
from Critical Hits suffered by the vehicle
helmet: ignore ongoing Critical Injury effects on Intellect and EV
Cunning results; cannot be disoriented
□□ to Athletics checks to climb or rappel EU
+1 Encumbrance Threshold SS
May ignore ■ imposed by environment Core
May ignore ■ imposed by environment; □ to Resilience FH
checks in toxic enviroments; -20 to Critical Hits from falling
Eight hours vacuum/toxic enviroment survivability; EU
■ to all Agility and Perception based checks
6 hours air filtration; ignore ■■ imposed by environment FB
Includes breathmask; □□ to resist heat, cold, radiation, SM
et al.; does not suffer Burn or Disorient; +1 Strain for man.
■■ to notice DA
May be powered up to add +2 Defense SR

mor - Medium
Qualities, Special Book
+1 Soak vs. energy weapons SF
+1 Soak vs. weapons with Blast (Q) DC
+2 Soak vs. slugthrowers and other physical projectiles FC
+2 Soak vs. slugthrowers and other physical projectiles gm rdl
protects wearer from three Critical Injuries, each one KP
damaging the vest one step
Average Perception check to detect; may ignore ■ imposed gm rdl
by foul weather
Average Perception check to detect Core
Average Perception check to detect SF
Average Perception check to detect; may ignore ■ imposed gm rdl
by foul weather
1 Advantage to all Charm, Deception, Negotiation checks FH
F
Holds a blinding light attack usable once per encounter DA
KP
One hour toxic enviroment survivability; reduce FH
number of rounds staggered or disoriented by 1
1 Advantage to all Vigilance checks KP
Intimidating 1 (T) gm rdl
■ to Charm checks gm rdl
Gain 1 Advantage to Coercion checks; DC,SS
Automatic 1 Threat to Charm checks
Core
Wearer may recharge weapons or devices; includes toolkit SM
Shock Gloves equipped; melee opponent suffers 8 DC
Strain damage on a Despair; Disorient on 2 Threat
Gain 1 Advantage to Coercion checks; SS
Automatic 1 Threat to Charm checks
KP
built-in comlink, scanner KP

mor - Heavy
Qualities, Special Book
gm rdl
May ignore ■ imposed by environment E, A
May ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
May ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
May ignore ■■ imposed by hot environment; gm rdl
Built-in comlink; Fearsome 2 (T)
May ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
May ignore ■■ imposed by cold environment; gm rdl
Built-in comlink; Fearsome 2 (T)
Removes ■ due to darkness, smoke; ■ to checks to FB
Perception checks to detect the wearer
Aqua-breather; may ignore ■ imposed by environment; gm rdl
Built-in comlink; Fearsome 2 (T)
24 hours protection from radiation, toxicity, vacuum; high- FB
powered comlink; removes ■■ due to darkness, smoke
May ignore ■ imposed by environment E, A
May ignore ■ imposed by environment DC
Includes breathmask FB
■ to all Brawn and Agility based checks; reduce the DC
number of rounds staggered or disoriented by 1
Intimidating 1 (T) gm rdl
Custom fitted; ■■ to anyone but the original owner KP
May receive +1 Soak, +1 Defense at cost of no free Man. DA
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
+1 Brawn; fully sealed, 4 hours life support; □ vs. radiation; KP
removes ■ caused by enviroment affecting vision
Must be custom-fit to wearer; integrated heating system, SR
enhanced optics suite, strength enhancement, respirator

mor - Special
Qualities, Special Book
Reflect (T); may run out of power on a Despair E, A
+6 Enc capacity; upgrade combat check difficulties twice DA
□ to Stealth checks FB
□□ to Stealth checks LNH
Upgrade Stealth checks twice; power may run out on FC
three Threats
upgrade Stealth checks once EV
DA
Upgrade difficulty to detect using electronics twice SM
Hutts only; ignore Awkward, Ponderous, difficult terrain LNH

Armor
Qualities, Special Book
Rider does not suffer bareback riding penalities SS
Rider does not suffer bareback riding penalities ST
Rider does not suffer bareback riding penalities ST
Star Wars: Weapons
12.3.2016
Ranged Weapons: Energy - Holdout Blaster Pistols, Light Blaster Pis
Name Skill Dam Crit Range Enc HP Price Rarity

Holdout Blaster Ranged (Light) 5 4 Short 1 1 200 4


Variable Holdout Blaster Ranged (Light) 1-7 4 Short 1 0 400 7
Blurrg-1120 Ranged (Light) 5 4 Short 1 1 750 6

12 Defender Ranged (Light) 5 5 Short 1 0 25 4

Spukami Pocket Blaster Ranged (Light) 5 3 Short 1 1 200 2


Model Q4 Quickfire Ranged (Light) 5 3 Short 1 0 250 4

Military Holdout Blaster Ranged (Light) 6 3 Short 1 0 500 5

ELG-3A Ranged (Light) 6 4 Short 1 0 400 5

Boonta Blaster Ranged (Light) 6 3 Short 1 1 1,000 8

TT24 Ranged (Light) 6 3 Medium 1 0 R 1,000 7


411 Ranged (Light) 4 4 Medium 1 1 R 350 5
Light Blaster Pistol Ranged (Light) 5 4 Medium 1 2 300 4
CDEF Ranged (Light) 5 4 Medium 1 1 150 4
SE-14c Ranged (Light) 5 4 Short 1 2 650 6
DL-19C Ranged (Light) 5 4 Medium 1 4 450 4
HL-27 Ranged (Light) 5 3 Medium 1 2 450 4
XL-2 Flashfire Ranged (Light) 5 3 Medium 1 3 450 5
Defender Ranged (Light) 5 3 Medium 1 1 650 6
Mon Cal Battle Baton Ranged (Light) 5 4 Medium 1 1 250 6
Cybernetic Implant Blaster Ranged (Light) 5 4 Medium -- -- 4,000 7

Ranged Weapons: Energy - Blaster Pistols, Heavy Blaster Pistols


Name Skill Dam Crit Range Enc HP Price Rarity

Blaster Pistol Ranged (Light) 6 3 Medium 1 3 400 4


Model 44 Ranged (Light) 6 3 Medium 1 4 500 4
Model 53 Ranged (Light) 6 3 Medium 1 4 450 4

Model 80 Ranged (Light) 6 2 Medium 2 3 550 5


Liquidsilver L7 Ranged (Light) 6 3 Medium 1 1 425 4
IR-5 Ranged (Light) 5 3 Medium 2 2 R 750 6
Relby-K23 Ranged (Light) 6 3 Medium 1 2 1,100 6
X-30 Lancer Ranged (Light) 5 4 Long 2 3 1,000 5
SE-14r Ranged (Light) 6 3 Medium 2 3 R 1,000 6

X-8 Night Sniper Ranged (Light) 7 3 Medium 1 2 1,300 6


Westar-35 Ranged (Light) 7 3 Medium 2 3 1,500 7
H-7 Ranged (Light) 7 2 Medium 2 3 1,200 8
DR-45 Dragoon (pistol mode) Ranged (Light) 8 3 Short 2 3 1,900 6
Model-1 Nova Viper Ranged (Light) 7 3 Medium 2 2 4,500 9

Corellian Dueling Blaster Ranged (Light) 9 2 Short 2 2 750 5


Site-145 Replica Ranged (Light) 6 3 Medium 1 0 R 1,750 8
Heavy Blaster Pistol Ranged (Light) 7 3 Medium 2 3 700 6
DL-7H Ranged (Light) 8 3 Medium 2 2 R 850 6
CR-2 Ranged (Light) 7 4 Medium 2 2 600 5
HH-50 Ranged (Light) 7 3 Short 3 2 1,300 7

S-5 Ranged (Light) 7 3 Medium 3 1 1,250 7


BR-219 Ranged (Light) 8 3 Short 2 2 R 625 7

C-10 Dragoneye Reaper Ranged (Light) 8 3 Medium 3 3 1,000 7


Renegade Ranged (Light) 8 3 Medium 2 3 950 4
Hutt Large-Bore Blaster Ranged (Light) 8 3 Medium 2 3 800 8

Ranged Weapons: Energy - Blaster Carbines


Name Skill Dam Crit Range Enc HP Price Rarity

Blaster Carbine Ranged (Heavy) 9 3 Medium 3 4 850 5

DH-17 Ranged (Heavy) 8 3 Medium 2 3 900 6

DR-45 Dragoon (rifle mode) Ranged (Heavy) 8 3 Medium 3 3 1,900 6

ACP Repeater Gun Ranged (Heavy) 7 3 Medium 3 1 1,000 6


DLS-12 Ranged (Heavy) 10 3 Medium 4 3 1,350 7

Ok-98 Ranged (Heavy) 9 3 Medium 4 3 1,100 5

OK-98 (modified) Ranged (Heavy) 11 3 Medium 4 3 1,100 5

Ranged Weapons: Energy - Blaster Rifles, Heavy Blaster Rifles


Name Skill Dam Crit Range Enc HP Price Rarity

Blaster Rifle Ranged (Heavy) 9 3 Long 4 4 900 5

DDC-MR6 Ranged (Heavy) 7 3 Medium 3 6 1,000 6

GLX Firelance Ranged (Heavy) 7 3 Long 3 3 1,600 6

E5 Ranged (Heavy) 9 3 Medium 3 4 550 3

SSG Mk II Paladin Ranged (Heavy) 8 3 Long 4 2 3,250 8

M-300 Hunting Blaster Ranged (Heavy) 8 3 Extreme 4 1 1,600 6

Weequay Blaster Lance Ranged (Heavy) 8 3 Extreme 5 2 850 6


Mon Cal Spear Blaster Ranged (Heavy) 8 3 Long 5 3 1,350 5
HBt-4 Hunting Blaster Rifle Ranged (Heavy) 10 3 Medium 5 2 900 6

E-11s Sniper Blaster Rifle Ranged (Heavy) 10 3 Extreme 6 3 R 3,500 7

LD-1 Target Rifle Ranged (Heavy) 9 4 Extreme 6 3 1,275 7

CR-8 Takedown Rifle Ranged (Heavy) 9 3 Extreme 4 1 R 3,250 7

LBR-9 Stun Blaster Rifle Ranged (Heavy) 10 -- Long 6 4 2,800 4

SK-Z Ranged (Heavy) 8 4 Long 3 4 600 4

Heavy Blaster Rifle Ranged (Heavy) 10 3 Long 6 4 1,500 6

A280 C Ranged (Heavy) 9 4 Long 5 2 1,800 7

DC-15A Ranged (Heavy) 11 3 Long 7 4 1,000 5

DH-X Ranged (Heavy) 10 3 Long 7 4 1,900 6

DLT-18 Ranged (Heavy) 10 3 Long 5 4 1,100 5

Pulse Cannon Ranged (Heavy) 9 3 Extreme 5 1 R 2,750 6


Ranged Weapons: Energy - Repeating Blasters, Heavy Blaster Weap
Name Skill Dam Crit Range Enc HP Price Rarity

Light Repeating Blaster Ranged (Heavy) 11 3 Long 7 4 R 2,250 7

Z-6 Rotary Cannon Ranged (Heavy) 12 4 Long 6 3 R 3,000 7

Heavy Repeating Blaster Ranged (Heavy) 15 2 Long 9 4 R 6,000 8

VX Sidewinder Gunnery 12 3 Long 8 4 R 3,350 7

J-10 Dual Cannon Gunnery 13 2 Long 8 3 R 6,750 7

Reciprocating Quad Cannon Gunnery 10 2 Long 8 4 R 9,950 8

High-Output RB Gunnery 15 3 Extreme 10 4 R 6,500 8

Autoturret Gunnery 15 2 Extreme 20 0 R 10,000 6


SpaceDefense 1.8 FD Gunnery 17 2 Extreme 25 0 R 12,000 6

Ranged Weapons: Energy - Specials


Name Skill Dam Crit Range Enc HP Price Rarity

Energy Slingshot Ranged (Light) 3 -- Short 1 0 40 4


Stun Pistol Ranged (Light) 7 -- Short 1 1 250 4
KO-2 Heavy Stun Pistol Ranged (Light) 8 -- Short 2 3 650 5
SSB-1 Static Pistol Ranged (Light) 2 4 Short 2 1 850 7
A95 Stingbeam Ranged (Light) 5 3 Engaged 1 0 400 5
ATA Pulse-Wave Blaster Ranged (Light) 5 3 Short 2 2 R 750 6
Ionization Blaster Ranged (Light) 10 5 Short 3 3 250 3
Droid Disabler Ranged (Light) 12 3 Short 1 1 1,050 5
Droid Disruptor Ranged (Light) 6 3 Short 2 1 800 7

Disruptor Pistol Ranged (Light) 10 2 Short 2 2 R 3,000 6


Disruptor Rifle Ranged (Heavy) 10 2 Long 5 4 R 5,000 6

T-7 Ion Disruptor Ranged (Heavy) 12 2 Long 6 2 R 8,000 9

SWE/2 Sonic Rifle Ranged (Heavy) 8 6 Long 4 3 1,200 6

LJ-50 Concussion Rifle Ranged (Heavy) 10 2 Medium 6 2 R 2,000 7

Bola Carbine Ranged (Heavy) 8 3 Medium 3 3 1,600 6

Kyuzo Bowcaster Ranged (Heavy) 9 4 Long 6 1 2,400 8

Wookiee Bowcaster Ranged (Heavy) 10 3 Medium 5 2 1,250 7

ACP Array Gun Ranged (Heavy) 6 3 Short 3 5 890 6

VES-700 Pulse Rifle Ranged (Heavy) 8 3 Medium 4 3 950 6

Energy Bow Ranged (Heavy) 8 2 Medium 4 2 R 2,800 9

D-29 Repulsor Rifle Gunnery 8 4 Medium 3 3 1,550 7

Plasma Shell Assault Gunnery 10 2 Long 6 2 R 8,000 9


Cannon

Ranged Weapons: Slugthrowers, Non-Energy Specials


Name Skill Dam Crit Range Enc HP Price Rarity
Holdout Pistol Ranged (Light) 1 5 Short 0 0 200 4
Stealth-2VX Ranged (Light) 1 5 Short 0 0 300 5
Mk I Saberdart Pistol Ranged (Light) 1 -- Short 1 1 900 8
Slugthrower Pistol Ranged (Light) 4 5 Short 1 0 100 3
SH-9 Ranged (Light) 4 5 Short 1 0 250 4
KD-30 Dissuader Ranged (Light) 4 5 Short 2 0 350 6
Model C "Fiver" Ranged (Light) 5 4 Short 2 1 200 4
Verpine Shatter Pistol Ranged (Light) 8 3 Medium 1 2 15,000 8
FWG-5 Flechette Pistol Ranged (Light) 6 3 Short 1 2 R 825 7

NX-14 Needler Ranged (Light) 5 -- Short 1 1 R 650 7

ASP-9 Vrelt Autopistol Ranged (Light) 4 5 Short 1 0 150 4

Assault Carbine Ranged (Heavy) 6 5 Short 4 1 250 4

Slugthrower Rifle Ranged (Heavy) 7 5 Medium 5 1 250 3

Model 57 Homesteader Ranged (Heavy) 7 5 Long 5 4 500 6

Model 77 Air Rifle Ranged (Heavy) 6 -- Long 3 3 1,100 6

Mk II Saberdart Rifle Ranged (Heavy) 1 -- Long 3 2 1,600 9

Berserker Rifle Ranged (Heavy) 7 4 Medium 4 0 R 600 5

Vodran Hunting Rifle Ranged (Heavy) 7 4 Long 4 2 800 7

Verpine Shatter Rifle Ranged (Heavy) 12 3 Extreme 3 3 30,000 8

DF-D1 Duo-Flechette Rifle Ranged (Heavy) 9 3 Short 3 3 R 1,000 5

Mk V Sand Panther Ranged (Heavy) 7 5 Long 5 2 1,750 7

Model 38 Ranged (Heavy) 8 3 Extreme 5 4 3,000 6

Verpine Heavy Shatter Rifle Gunnery 15 2 Extreme 4 4 45,000 8

Shotgun Ranged (Heavy) 8 4 Short 5 4 1,500 5

8-Gauge Scatter Gun Ranged (Heavy) 7 6 Short 3 2 550 4

Selonian Shard Shooter Ranged (Heavy) 5 3 Medium 4 2 1,500 7

Imperial Heavy Repeater Ranged (Heavy) 8 4 Medium 3 2 R 1,500 7


Ranged Weapons: Explosive, Area of Effect
Name Skill Dam Crit Range Enc HP Price Rarity

Flame Projector Ranged (Heavy) 8 2 Short 6 2 1,000 6

CZ-28 Flamestrike Gunnery 9 2 Short 8 3 R 2,000 8

CSPL-12 Grenade Launcher Ranged (Light) G G Medium 2 2 R 1,200 6


Flechette Launcher Gunnery 8 3 Medium 6 4 R 2,500 6
(Anti-Infantry)
Flechette Launcher Gunnery 10 2 Medium 6 4 R 2,500 6
(Anti-Vehicle)
Missile Tube (Launcher) Gunnery -- -- -- 7 4 R 7,500 8

Proton Missiles -- 20 2 Extreme -- -- 100 7


Concussion Missiles -- 14 4 Extreme -- -- 200 8
Fragmentation Missiles -- 12 4 Extreme -- -- 75 7
Plasma Missiles -- 16 3 Medium -- -- R 160 8
Incendiary Missiles -- 10 3 Extreme -- -- R 145 7
Grenade Launcher Gunnery 8 4 Medium 5 3 R 1,250 4

Mini-Torpedo (launcher) Ranged (Heavy) -- -- -- 4 4 2,000 6

Anti-Personnel Mini-Torpedo -- 8 2 Long -- -- 100 5


Anti-Armor Mini-Torpedo -- 12 3 Medium -- -- 150 6
Ink Mini-Torpedo -- 0 -- Long -- -- 50 5
Ion Mini-Torpedo -- 10 2 Long -- -- 150 6
Net Mini-Torpedo -- 0 -- Medium -- -- 100 5
Stun Mini-Torpedo -- 8 2 Long -- -- 300 5
Anti-Vehicle Mine Mechanics 25 2 Engaged 4 0 R 1,400 6
Anti-Personnel Mine Mechanics 12 3 Engaged 3 0 R 850 6
Knockout Mine Mechanics 6 -- Short 1 0 200 6

Ranged Weapons: Other


Name Skill Dam Crit Range Enc HP Price Rarity
Auto-Doc Mk I Stim Pistol Ranged (Light) 0 -- Short 1 1 350 5
Compound Bow Ranged (Heavy) -- -- Medium 3 1 200 5

FS19 Compound Bow Ranged (Heavy) -- -- Medium 4 2 500 7

Long Bow Ranged (Heavy) -- -- Long 5 1 120 4


Standard Arrow -- 5 5 -- -- -- 1 5
Broadhead Arrow -- 5 4 -- -- -- 3 6
Vibro-Arrow -- 7 3 -- -- -- 50 7
Explosive-Tipped Arrow -- 6 3 -- -- -- 50 6
Incendiary Arrow -- 6 5 -- -- -- 60 6
Stun Arrow -- 6 -- -- -- -- 60 6
Net Arrow -- 2 -- -- -- -- 30 6
Evocii Scrap Crossbow Ranged (Light) -- -- Medium 3 0 100 8
Scrap Bolt -- 5 5 -- -- -- 2 8
Tralussian Styanax Lance Ranged (Heavy) 8 3 Short 8 2 200 8

Net Gun Ranged (Heavy) 3 -- Short 4 2 750 5

Stokhli Spray Stick Ranged (Heavy) 0 -- Long 4 0 2,500 8

R-88 Suppressor Riot Rifle Ranged (Heavy) 8 -- Medium 4 2 2,000 5

Tangle Gun 7 Ranged (Heavy) 1 4 Short 2 1 500 5

L70 Acid Projector Ranged (Heavy) 6 2 Short 4 1 1,250 7

Ranged Weapons: Thrown


Name Skill Dam Crit Range Enc HP Price Rarity

Combat Knife Ranged (Light) +1 3 Short 1 0 25 1


Ascian Throwing Dagger Ranged (Light) +1 2 Short 1 0 65 7
Boomerang Ranged (Light) 4 5 Medium 1 0 65 6

Bola/Net Ranged (Light) 2 -- Short 1/3 2 20 2


Frag Grenade Ranged (Light) 8 4 Short 1 0 50 5
Mk 4 HFG Ranged (Light) 9 4 Short 1 0 R 75 5
Stun Grenade Ranged (Light) 8 -- Short 1 0 75 4

Data-Purge Grenade Ranged (Light) -- -- Short 1 0 100 7


HIC "Mercy" Grenade Ranged (Light) 5 -- Short 1 0 175 8
Spore/B Stun Grenade Ranged (Light) 6 3 Short 1 0 400 5

Concussion Grenade Ranged (Light) 10 5 Short 1 0 R 100 5

Noise Grenade Ranged (Light) 4 6 Short 1 0 150 5

Armor-Piercing Grenade Ranged (Light) 13 3 Short 1 0 100 6


Inferno Grenade Ranged (Light) 8 3 Short 1 0 R 75 5
Poison Gas Grenade Ranged (Light) -- -- Short 1 0 50 5
Knockout Grenade Ranged (Light) 12 -- Short 1 0 120 5
Glop Grenade Ranged (Light) -- -- Short 1 0 100 6
Ion Grenade Ranged (Light) 10 5 Short 1 0 65 4
Plasma Grenade Ranged (Light) 12 3 Short 1 0 125 6
Thermal Detonator Ranged (Light) 20 2 Short 1 0 R 2,000 8
Shaped Thermal Grenade Ranged (Light) 20 2 Short 1 0 R 3,500 8
Gungan Plasma Ball Ranged (Light) 5 3 Short 0 0 20 7
(With Gungan Atlatl) Ranged (Light) 5 3 Medium 2 0 20 (+80) 7

(With Gungan Cesta) Ranged (Heavy) 6 3 Long 3 1 30 (+120) 7

(+120)

Kyuzo War Shield Ranged (Light) +1 4 Short 3 0 750 8

Melee Weapons: Melee


Name Skill Dam Crit Range Enc HP Price Rarity
Knife Melee +0 4 Engaged 0 0 10 0
Combat Knife Melee +1 3 Engaged 1 0 25 1
Explorer's Knife Melee +1 3 Engaged 2 0 100 3
Parrying Dagger Melee +1 3 Engaged 1 0 150 5
Blade-Breaker Melee +0 4 Engaged 1 1 250 5
Punch Dagger Melee +1 3 Engaged 1 1 75 4

MSW-12 Nanodagger Melee +1 2 Engaged 1 0 700 6

Ceremonial Blade Melee +2 3 Engaged 2 3 650 7


Ascian Throwing Dagger Melee +1 2 Engaged 1 0 65 7
MSW-9 Molecular Stiletto Melee +0 2 Engaged 1 1 500 5

Cutlass/Broadsword Melee +2 3 Engaged 2 1 300 3


Klatooinian Shamshir Melee +2 3 Engaged 2 1 350 7
Weik Greatsword Melee +4 3 Engaged 4 2 315 8

Gungan Macuahuitl Melee +2 4 Engaged 3 2 500 8

Rapier/Longsword Melee +2 3 Engaged 2 1 300 3


Ancient Sword Melee +2 3 Engaged 3 0 1,000 8
Sword Cane Melee +2 3 Engaged 2 1 475 6
Cortosis Sword Melee +2 3 Engaged 3 2 1,350 7
Refined Cortosis Staff Melee +3 5 Engaged 4 2 2,500 7

Morgukai Cortosis Staff Melee 8 1 Engaged 3 0 R 9,000 10

CS-12 Stun Master Melee 6 3 Engaged 1 0 575 3


Z2 Stun Baton Melee +2 6 Engaged 2 2 200 4
Stun Prod, Paladin rifle Melee +2 6 Engaged -- -- -- --

Model 31 Palm Stunner Skulduggery 12 -- Engaged 1 0 R 500 5

Snap Baton Melee +1 4 Engaged 1 1 50 4


Stokhli Spray Stick Melee +2 -- Engaged 4 0 2,500 8
(Butt-Stock Stun Pad)
Thunderbolt shock prod Melee 5 3 Engaged 2 2 875 6
Persuader shock prod Melee +2 4 Engaged 4 2 1,000 4
Drall Flashstick Melee +2 -- Engaged 2 2 375 4
Sathari Diiro Blade Melee +1 3 Engaged 2 0 250 7

Melee Weapons: Melee, continued


Name Skill Dam Crit Range Enc HP Price Rarity

Trailbreaker Poleax Melee +3 3 Engaged 5 1 610 4

Tusken Gaffi Stick Melee +2 3 Engaged 3 0 100 2


Gungan Atlatl (as a Club) Melee +1 4 Engaged 2 0 80 7
Gungan Cesta (as a Staff) Melee +2 4 Engaged 3 1 120 7
Gungan Electropole Melee +2 4 Engaged 3 2 450 5
Bardottan Electrolance Melee +2 3 Engaged 3 2 300 5
Force Pike Melee +3 2 Engaged 3 3 500 4
Nikto Tuskbeast Pike Melee +4 3 Engaged 3 1 1,050 8
Electrostaff Melee +4 3 Engaged 4 3 4,500 6

Mon Cal Coral Pike Melee +3 2 Engaged 3 3 1,000 6


Selonian Glaive Melee +3 3 Engaged 5 3 1,200 7

Zabrak Zhaboka Melee +2 3 Engaged 3 2 500 7

Pit Glaive Melee +2 3 Engaged 3 2 600 6

Truncheon/Club Melee +2 5 Engaged 2 0 15 1


Training Stick Melee +1 5 Engaged 2 0 35 3
Mon Cal Spear Blaster Melee +2 3 Engaged 5 3 1,350 5
Vibro-Ax Melee +3 2 Engaged 4 3 750 5
Gamorrean Vibro-Ax Melee +3 4 Engaged 4 3 400 5
Model Therm-Ax Melee +2 3 Engaged 4 3 R 850 5
Arg'garok Ax Melee +5 3 Engaged 5 3 1,000 7

Vibroknife Melee +1 2 Engaged 1 2 250 3


Parrying Vibroknife Melee +1 2 Engaged 1 2 400 6
Stealth Vibroknife Melee +1 2 Engaged 1 1 350 6
aKraB Clip-Point Vibrodagger Melee +1 2 Engaged 1 1 550 5
Shistavanen Combat Utility Melee +1 2 Engaged 2 0 600 7
Vibroblade
Vibro-Bayonet Melee +1 2 Engaged 1 1 250 3
Vibrorapier Melee +2 2 Engaged 2 2 1,200 7
Vibrosword Melee +2 2 Engaged 3 3 750 5
Vibro-Machete Melee +2 2 Engaged 2 1 550 4

Melee Weapons: Melee, continued


Name Skill Dam Crit Range Enc HP Price Rarity

Vibro-Greatsword Melee +3 2 Engaged 4 3 900 6

Vibrospear Melee +3 3 Engaged 4 2 950 6

Model 14 Stalker Vibrospear Melee +2 2 Engaged 4 2 490 6

Vibro-Glaive Melee +2 2 Engaged 3 3 975 6

Vibro-Trident Melee +1 2 Engaged 3 3 1,000

Mon Cal Energy Lance Melee +3 2 Engaged 4 2 1,500 6

Wookiee Ryyk Blade Melee +2 2 Engaged 3 3 400 8


Longeing Whip Melee +1 5 Short 3 1 600 4
Neuronic Whip Melee +1 4 Short 1 1 750 6
Rodian Cryogen Whip Melee +2 3 Short 1 1 1,550 7
Electronet Melee 6 6 Engaged 2 0 350 6

Spear Melee +2 4 Engaged 4 2 150 5


Voss Warspear Melee +2 4 Engaged 4 2 215 8
Pius Dea Thunderhammer Melee +4 3 Engaged 4 2 R 12,000 10
Activv1 Riot Shield Melee +0 6 Engaged 5 1 300 4

Cortosis Shield Melee +0 6 Engaged 4 0 900 7

Kyuzo War Shield Melee +1 4 Engaged 3 0 750 8


Energy Buckler Melee +0 5 Engaged 2 1 1,000 7

Gungan Personal Melee -1 5 Engaged 4 0 1,000 7

Energy Shield
Sith Shield Melee +1 4 Engaged 3 2 R 10,000 10

Melee Weapons: Brawling


Name Skill Dam Crit Range Enc HP Price Rarity
Basic Brawl Attack Brawl +0 5 Engaged -- -- -- --
Brass Knuckles Brawl +1 4 Engaged 1 0 25 0
Blast Knuckles Brawl +4 4 Engaged 2 0 R 500 6

Reinforced Gauntlets Brawl +1 4 Engaged 2 0 250 2


Needle Glove Brawl +0 5 Engaged 1 0 R 750 8

Shock Gloves Brawl +0 5 Engaged 0 1 300 2

Backhand Shock Gloves Brawl +1 3 Engaged 0 2 2,000 4

Refined Cortosis Gauntlets Brawl +1 4 Engaged 3 2 1,000 7

Shock Boots Brawl +0 5 Engaged 2 0 1,250 5

Vibroknucklers Brawl +1 2 Engaged 1 0 350 4

Vamblades Brawl +1 3 Engaged 2 1 500 4

Razor-Claws Brawl +2 4 Engaged 2 1 200 5


Gank Repulsor Fist Brawl 8 3 Engaged -- -- 4,750 7
Cybernetic Hand
SVT-300 Stun Cloak Brawl 7 3 Engaged 2 0 1,500 4

Shield Gauntlet Brawl +1 5 Engaged 1 0 1,500 8

Improvised Weapons: Ranged and Melee


Name Skill Dam Crit Range Enc HP Price Rarity
Ion Thruster Engine Ranged (Heavy) 5 4 Short 8 0 300 2

Repulsor Engine Ranged (Heavy) 3 5 Short 5 0 200 3


Multi-Goo Gun Ranged (Light) 2 -- Short 2 1 250 1

Rivet Gun Ranged (Light) 4 3 Engaged 4 1 900 1

CryoBan Fire Extinguisher Ranged (Heavy) 6 2 Short 3 0 500 4

Improvised Weapon, Small Melee +1 5 Engaged 1 0 -- 0


Entrenching Tool Melee +2 4 Engaged 1 0 20 1
Fusion Cutter Melee 5 3 Engaged 2 0 175 2
Improvised Weapon, Med. Melee +2 5 Engaged 3 1 -- 0
Staff of Office Melee +2 4 Engaged 3 2 350 6

Improvised Weapon, Large Melee +3 5 Engaged 4 2 -- 0


Mk VIII Vibrosaw Melee +4 2 Engaged 6 3 1,500 5

G9-GP Pulse Drill Melee 5 4 Engaged 5 2 1,100 4

J-7b Beamdrill Melee 9 2 Engaged 6 0 3,000 5

Thermal Cutter Melee 4 4 Engaged 2 0 125 3


Welding Rod Melee 3 2 Engaged 4 0 1,750 5

Hand Grinder Melee +2 4 Engaged 5 4 500 3

Electromag-Pulse Disruptor Melee 5 4 Engaged 1 0 180 5

Melee Weapons: Lightsabers


Name Skill Dam Crit Range Enc HP Price Rarity
Philaxian Phase-Knife Lightsaber +1 3 Engaged 1 1 1,500 8
Training Stick Lightsaber +1 5 Engaged 2 0 35 3
Ancient Sword Melee +2 3 Engaged 3 0 1,000 8
(Force-Enhanced) Lightsaber +4 2 -- -- -- -- --
Lightsaber (Fully modified Lightsaber 10 1 Engaged 1 3 R 10,000 10
Ilum Crystal), Basic Hilt
Hilt, Basic Lightsaber C C Engaged 1 3 300 5
Hilt, Shoto Lightsaber C C Engaged 1 2 300 6
Hilt, Guard Shoto Lightsaber C C Engaged 1 2 700 7

Hilt, Curved Lightsaber C C Engaged 1 2 700 6

Hilt, Double-Bladed Lightsaber C C Engaged 2 3 600 6

Hilt, Temple Guard Lightsaber C C Engaged 2 3 2,000 9


Double-Bladed
Hilt, Extended Lightsaber C C Engaged 2 3 700 6
Hilt, Pike Lightsaber C C Engaged 3 4 700 7

Hilt, Crossguard Lightsaber C C Engaged 1 3 900 7

Hilt, Pistol Lightsaber C C Engaged 1 1 750 6

Proto-Saber Lightsaber 7 2 Engaged 2 2 R 10,000 10


Retro-Saber Lightsaber C C Engaged 2 3 R 10,000 10
pons
stols, Light Blaster Pistols
Qualities; Special Book
Stun Setting; ■ to find Core
Limited Ammo 12; ■ to find SoR
Stun Setting; ■ to find; rebels
(dual-shot mode: Linked 1; may run out
of ammo on three Threat)
Inferior; Limited Ammo 2; ■■ to find; FH
cannot be reloaded
Stun Setting; ■ to find SoF
Auto-Fire; Stun Setting; ■ to find; FH
must recharge to reload
Stun Setting; ■ to find; DA
may run out of ammo on three Threat
Stun Setting; ■■ to find DA

Stun Setting; ■ to find; remove ■ from wearer's LNH

Deception checks to "hide" weapon


Stun Setting; ■ to find BR
Stun Setting; ■ to find FC
Stun Setting Core
Inferior; Stun Setting SoF
Auto-Fire; Stun Setting; ■ to find; FB
Stun Setting; Jury Rig bonus SM
Accurate 1; Stun Setting SoF
Disorient 1; Stun Setting SoF
Stun Setting; Accurate 1 DA
Stun Setting SoR
Quick Draw (T); cannot be disarmed or E, A
dropped; cybernetic arm included

, Heavy Blaster Pistols


Qualities; Special Book
Stun Setting Core
Stun Setting DC
Stun Setting; -1 difficulty Mechanics FC
to repair or modify
Stun Setting; cannot be Quick Drawn DC
Stun Setting; ■■ to find stashed on a ship FC
Auto-Fire; Inaccurate 1 DC
Pierce 2; Stun Setting JoY
Accurate 1; Pierce 2 EU
Auto-Fire; Stun Setting; DC
may run out of ammo on three Threat
Stun Setting; Suppressor mod built-in rebels
Pierce 1; Stun Setting rebels
Stun Setting; Superior SoF
Accurate 1; Stun Setting ST
Accurate 2; Pierce 2; Stun Setting; FC
+1 difficulty Mechanics to repair of modify
Accurate 1; Pierce 1; Limited Ammo 1 SoF
Stun Setting; Force Rating 1+ required KP
Stun Setting Core
may run out of ammo on two Threat DC
Stun Setting SoF
Linked 1; Stun Setting; Vicious 1; ST
may run out of ammo with two Threat;
may be damaged on three Threat
Stun Setting; built-in grapple and line KP
Stun Setting; Vicious 2; may damage on two EV
Threat; may explode on Despair
Stun Setting FC
Inaccurate 1; Stun Setting SoR
Stun Setting gm rdl

ter Carbines
Qualities; Special Book

Stun Setting; Carbine Core

Auto-Fire; Inaccurate 1: Stun Setting; Carbine FB

Accurate 1; Stun Setting; Carbine ST

Auto-Fire; Stun Setting; Carbine LNH


Auto-Fire; Cumbersome 2; Carbine KP

Stun Setting; Carbine; ignore DC

first "out of ammo" Despair result

Stun Setting; Carbine; may DC

overheat and explode on a Despair

, Heavy Blaster Rifles


Qualities; Special Book

Stun Setting; Two-Handed Core

Stun Setting; quick attachments; Two-Handed SM

Auto-fire; Disorient 2; Stun Setting; EV

Two-Handed
Inaccurate 1; Stun Setting; Two-Handed; ST
may be damaged on three Threat
Auto-fire; Pierce 1; Stun Setting, Superior; EV
Two-Handed; integrated stun prod
Accurate 1; Pierce 2; Stun Damage; Two- SS
Handed; Cumbersome 2; reduce difficulty by
1 for Long and Extreme Ranges
Accurate 1; Cumbersome 2; Two-Handed LNH
Stun Setting; Two-Handed SoR
Cumbersome 2; Stun Setting; Two-Handed FC

Accurate 1; Cumbersome 3; Pierce 2; EU

Two-Handed; Slow-Firing 1

Accurate 2; Pierce 3; Cumbersome 3; EV

Slow-Firing 1; Two-Handed

Accurate 2; Pierce 2; Prepare 2; Slow-Firing 1; SS

Two-Handed; ■■ to find broken down

Disorient 2; Stun Damage; Two-Handed EU

Stun Setting; Two-Handed SoF

Auto-Fire; Two-Handed; Cumbersome 3 E, A

Accurate 1; Cumbersome 3; Stun Setting; FB

-1 difficulty to repair
Auto-Fire; Cumbersome 3; Inaccurate 1 gm rdl
if Auto-Fire is used; Two-Handed

Pierce 2; Cumbersome 3; Two-Handed DC

Stun Setting; Cumbersome 2; Two-Handed rebels

Cumbersome 3; Pierce 2; Slow-Firing 1; FB

Super-Charge: Breach 1, Vicious 3, Limited


Ammo 1
s, Heavy Blaster Weapons
Qualities; Special Book

Auto-Fire; Pierce 1; Cumbersome 4; E, A

Two-Handed

Auto-Fire (Only); Cumbersome 3; Prepare 1; FB

Two-Handed; Overheat on two Threat

Auto-Fire; Pierce 2; Vicious 1; Cumbersome 5; E, A

Two-Handed

Auto-Fire; Pierce 1; Vicious 1; Cumbersome 5; DC

Two-Handed
Cumbersome 5; Inaccurate 1; Linked 1; FB
Two-Handed; Overheat on two Threat

Auto-Fire (Only); Breach 1; Cumbersome 4; FB

Inaccurate 1; Prepare 2, Two-Handed; Critically

Injures user on four Threat

Auto-Fire; Pierce 2; Vicious 1; Cumbersome 6; DC

Two-Handed
Auto-Fire; Slow-Firing 1 gm rdl
Auto-Fire; Slow-Firing 1; Limited Ammo 8 FB

(unless connected to power grid or generator)

Specials
Qualities; Special Book
Disorient 2 (1 Advantage); Stun Damage NoP
Stun Damage gm rdl
Stun Damage KP
Disorient 1; Stun 8 FC
Stun Setting; Vicious 1; ■■ to find FC
Vicious 3 LNH
Disorient 5; Ion; Carbine E, A
Concussive 1; Ion; Limited Ammo 3 FC
Ion; Vicious 3 (droids only) SoR

Vicious 4 (Crippled result minimum); cannot be E, A

modified with attachments that


or grant multiple shots

Cumbersome 2; Vicious 5 (Crippled result E, A

minimum); Two-Handed; cannot be modified

with attachments that improve range or grant

mulitple shots

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

Concussive 1; Slow-Firing 1; Stun Damage; FH

Two-Handed; cannot be parried or


disrupted by a lightsaber

Blast 4; Concussive 2; Cumbersome 3; FB

Knockdown; Limited Ammo 4; Two-Handed

Accurate 1; Ensnare 1; Carbine SoR

Cumbersome 3; Knockdown; Pierce 5; FB

Two-Handed

Cumbersome 3; Knockdown; Two-Handed; E

must spend a Maneuver to re-cock each shot

Blast 5; Stun Setting; Carbine DC

Blast 6; Stun Setting; Two-Handed FC

Pierce 4; Unwieldy 3; Vicious 2; Two-Handed SS

Disorient 3; Knockdown; Stun Damage; LNH


Two-Handed
Auto-Fire; Breach 1; Concussive 1; gm rdl
Cumbersome 4; Inaccurate 1; Two-Handed

n-Energy Specials
Qualities; Special Book
Limited Ammo 4; ■ to find gm rdl
Limited Ammo 3; poison; ■■ to find LNH
Limited Ammo 1; poison reservoir EV
Core
Limited Ammo 5; Pierce 2; ■ to find FB
Pierce 2; Vicious 1; acid bullets LNH
Accurate 1; Limited Ammo 5 DC
Knockdown; Pierce 2 SoR
Guided 3; Limited Ammo 3 FC

Pierce 3; removes ■ from deflectors; ■ to find EV

Auto-Fire SoF

Auto-Fire; Inaccurate 1; Carbine; DC

may run out of ammo on two Threat

Cumbersome 2; Two-Handed Core

Accurate 1; Cumbersome 2; Two-Handed SS

Pierce 4; Stun Damge; Two-Handed EU, SS

Limited Ammo; Two-Handed; poison reservoir EV

Burn 1; Cumbersome 3; Disorient 1; Two-Handed FB

Cumbersome 2; Two-Handed LNH

Knockdown; Pierce 4; Two-Handed SoR

Blast 4; Limited Ammo 5; Linked 1; Vicious 2; SoR

Two-Handed

Accurate 1; Cumbersome 2; Two-Handed SoF

Accurate 2 (specific user only); Pierce 3; EU

Two-Handed; exploding rounds available

Accurate 2; Knockdown; Pierce 6; Two-Handed SoR

Blast 6; Knockdown; Two-Handed EU

Blast 3; Knockkdown; Two-Handed FC

Auto-Fire; Pierce 1; Carbine SoF

Auto-Fire; Cumbersome 4; Two-Handed FB


rea of Effect
Qualities; Special Book

Burn 3; Blast 8; Two-Handed E, A

Burn 4; Blast 9; Cumbersome 3; Vicious 2; DC


Two-Handed
Grenade; Limited Ammo 3; jams on a Despair FB
Blast 8; Cumbersome 3; Limited Ammo 4; DC
Pierce 6; Prepare 1; Vicious 1; Two-Handed
Breach 2; Cumbersome 3; Limited Ammo 4; DC
Prepare 1; Vicious 3; Two-Handed
Cumbersome 3; Prepare 1; Limited Ammo 6; Core
Two-Handed
Blast 10; Breach 1; Guided 3 Core
Blast 10; Concussive 3; Disorient 5; Guided 2 DC
Blast 12; Guided 3 DC
Blast 14; Inaccurate 1; Pierce 2 DC
Blast 10; Burn 3; Guided 2 DC
Blast 6; Cumbersome 3; Limited Ammo 6; DC
Two-Handed

Blast 6; Cumbersome 2; Limited Ammo 2; SoR

Two-Handed; underwater use only


Blast 6 SoR
Blast 2; Pierce 4 SoR
Blast 0; Disorient 4 SoR
Blast 8; Ion SoR
Blast 0; Ensnare 6 SoR
Blast 4; Concussive 2; Stun Damage SoR
Blast 2; Breach 4; Limited Ammo 1 A
Blast 4; Vicious 4; Limited Ammo 1 A
Stun Damage; Limited Ammo 1 DA

her
Qualities; Special Book
Limited Ammo 6 gm rdl
Cumbersome 3; Limitied Ammo 1; Two-Handed SoF

Cumbersome 3; Limitied Ammo 1; Two-Handed SS

Cumbersome 3; Limitied Ammo 1; Two-Handed NoP


Knockdown; Pierce 1 SoF
Pierce 1; Vicious 2 SS
Pierce 1; Vicious 1 gm rdl
Blast 4 SoF, SS
Burn 2 SS
Stun Damage SoF, SS
Ensnare 2 SS
Limited Ammo 1; Inferior; Two-Handed gm rdl
Vicious 1 gm rdl
Cumbersome 4; Pierce 3; Vicious 1; SoF
Limited Ammo 1; Two-Handed
Ensnare 5; Two-Handed EU

Accurate 2; Ensnare 4; Slow-Firing 1; Stun 8; FH

Two-Handed

Blast 5; Disorient 3; Stun Damage; FH

Two-Handed; can be countered by breathing

masks or other techniques and gear

Ensnare 3; Two-Handed FH

Blast 6; Burn 3; Vicious 1; Two-Handed LNH

own
Qualities; Special Book
Limited Ammo 1 Core
Pierce 2; Limited Ammo 1 FC
Guided 1; Limited Ammo 1; if target is missed; NoP
may spend one Advantage to retrieve
Ensnare 3; Knockdown; Limited Ammo 1 E
Blast 6; Limited Ammo 1 Core
Blast 7; Cumbersome 2; Limited Ammo 1 DC
Disorient 3; Stun Damage; Blast 8; Core
Limited Ammo 1
Limited Ammo 1 DA
Blast 5; Stun Damage; Limited Ammo 1 DA
Blast 6; Concussive 2; Stun Damage; SoR
Limited Ammo 1
Blast 8; Concussive 2; Disorient 5; DC
Limited Ammo 1
Blast 4; Stun Damage; Concussive 1; DA
Limited Ammo 1
Blast 4; Limited Ammo 1; Pierce 3 A
Blast 5; Burn 2; Limited Ammo 1 DC
Blast 2; Limited Ammo 1; various poisons LNH
Blast 10; Stun Damage; Limited Ammo 1 FC
Blast -; Ensnare 3; recoverable; see text EU
Blast 7; Disorient 5; Ion; Limited Ammo 1 DC
Blast 10; Limited Ammo 1 DC
Blast 15; Breach 1; Vicious 4; Limited Ammo 1 Core
Breach 2; Vicious 5; Limited Ammo 1 FB
Burn 1; Ion; Limited Ammo 1 NoP
Accurate 1; Burn 1; Ion; Limited Ammo 1 NoP

Inaccurate (at Long Range only); Burn 1; gm rdl

Ion; Limited Ammo 1; Two-Handed

Disorient 1; Limited Ammo 1; returns on three FB

Advantage

ee
Qualities; Special Book
gm rdl
Core
Vicious 1; □ to Survival checks SS
Defensive 1 KP
Defensive 2; Pierce 1; Sunder FC
Pierce 1 FC

Pierce 5; Vicious 1; damages on three Threat SS

Defensive 1; □ to retain DA
Pierce 2 FC
Pierce 5; Vicious 1; ■ to find; FH
damages on two Threat
Defensive 1; Vicious 1 SoF
Pierce 1; Vicious 1 gm rdl
Cumbersome 4; Defensive 1; Two-Handed NoP

Stun 3; Knockdown; Vicious 1; Cumbersome 2 gm rdl

Defensive 1; Pierce 1 gm rdl


Defensive 1 F
Defensive 1 DA
Cortosis; Defensive 1 F
Cortosis; Two-Handed F

Breach 1; Cortosis; Defensive 1; Two-Handed LNH

Disorient 2; Stun Damage; ■ to find SoR


Disorient 2; Stun Damage FH
Disorient 2; Stun Damage; integrated weapon EV

Stun Damage; Limited Ammo 2; vs. Resilience EV

Disorient 2 KP
Inaccurate 1; Stun Damage; Two-Handed FH

Concussive 1; Stun Damage FH


Concussive 1; Slow-Firing 1; Stun Setting ST
Disorient 3; Stun Damage SoF
Defensive 1; Holds three doses of poison; CtG
increased damage when damaged

ntinued
Qualities; Special Book

Defensive 1; Pierce 2; Unwieldy 2; Two-Handed SS


Defensive 1; Disorient 3; Two-Handed E
gm rdl
Disorient 2; Two-Handed gm rdl
Stun 3; Stun Setting NoP
Defensive 2; Stun Setting NoP
Pierce 2; Stun Setting; Two-Handed Core
Defensive 1; Knockdown; Two-Handed LNH
Cortosis; Cumbersome 3; Linked 1; F
Stun Setting; Unwieldy 3; Two-Handed
Defensive 1; Pierce 2; Two-Handed SoR
Defensive 1; Pierce 3; Two-Handed SoF

Defensive 1; Linked 1; Unwieldy 3; Two-Handed gm rdl

Defensive 1; Vicious 1; Linked 1; Unwieldy 2; gm rdl

Two-Handed
Disorient 2 Core
Accurate 1; Disorient 1; Stun Damage NoP
Pierce 1; Two-Handed SoR
Pierce 2; Sunder; Vicious 3; Two-Handed Core
Pierce 2; Vicious 3; Two-Handed gm rdl
Burn 2; Sunder; Vicious 1; Two-Handed DC
Cumbersome 5; Inferior 1; Pierce 1; Sunder; LNH
Two-Handed
Pierce 2; Vicious 1 Core
Defensive 1; Pierce 2; Vicious 1 KP
Pierce 1; Vicious 1; ■■ to find DA
Pierce 3; Vicious 1 FB
Pierce 2; Vicious 1; □ toSurvival checks; FB
tool kit, ■ to repair devices and droids
Pierce 2; Inaccurate 1; Vicious 1 SM
Defensive 1; Pierce 5 FC
Pierce 2; Vicious 1; Defensive 1 Core
Pierce 1; Sunder; Vicious 1 SS

ntinued
Qualities; Special Book

Defensive 1; Pierce 2; Vicious 2; Two-Handed DC

Pierce 2; Vicious 2; Two-Handed EU

Defensive 1; Pierce 2; Vicious 2; Two-Handed; SS

two Threats may be spent to hinder Survival


Defensive 2; Pierce 3; Two-Handed LNH

Defensive 2; Pierce 4; Vicious 3; Two-Handed gm rdl

Cumbersome 3
Cumbersome 3 (dismounted); Pierce 3; SoR, SS
Two-Handed
Cumbersome 3; Defensive 1; Superior DC
Ensnare 2; Stun Damage ST
Disorient 4; Ensnare 1; Stun Damage LNH
Ensnare 1; Vicious 2; Unwieldy 3 KP
Ensnare 5; Knockdown; Limited Ammo 1; KP
Stun Damage
Defensive 1; Two-Handed gm rdl
Defensive 2; Two-Handed NoP
Stun 3; Sunder; Breach 1; Concussive 2; gm rdl
Cumbersome 3; Defensive 2; Deflection 2; FH
Disorient 1; may equip with "rifle lock"
Cortosis; Cumbersome 3; Defensive 2; F
Deflection 2
Cumbersome 3; Defensive 1; Deflection 2 FB
Concussive 1; Defensive 1; Deflection 1; KP
may run out of power on a Despair

Defensive 2 (unless staggered or disoriented); NoP

Deflection 2
Cortosis; Defensive 1; Deflection 2; Vicious 1; KP
may commit Force Dice to unleash hate attack

ing
Qualities; Special Book
Disorient 1; Knockdown; Stun Setting Core
Disorient 3; Knockdown; Stun Setting Core
Inaccurate 1; Disorient 1; Knockdown; DC
wielder takes 1 Strain
Disorient 3; Knockdown; Stun Setting SM
Disorient 1; Knockdown; Stun Setting; DA
1 dose of poison

Stun 3; Disorient 1; Knockdown; Stun Setting Core

Concussive 1; Stun Damage; Slow-Firing 1; FH


Disorient 1; Knockdown; Stun Setting

Cortosis; Disorient 1; Knockdown; Stun Setting F

Disorient 3; Stun 3; Knockdown; Stun Setting; FC


■ to notice
Pierce 1; Vicious 1; Disorient 1; Knockdown; DC
■ to find
Defensive 1; Disorient 1; Knockdown; DC
used as pair: Sunder; Accurate 1
Disorient 1; Knockdown; Pierce 1 gm rdl
Concussive 1; Disorient 1; Knockdown; Stun LNH
Setting; Slow-Firing 2; 1 Defensive Stance (T)
Disorient 1; Knockdown; Stun Damage; SoR
Limited Ammo 3
Deflection 2; Stun Damage; allows use of KP
Reflect Talent as a lightsaber would

and Melee
Qualities; Special Book
Concussive 1; Cumbersome 5; Ion; Prepare 1; SM
Two-Handed
Knockdown; Two-Handed; backfire on Despair SM
Disorient 1; Ensnare 4; Knockdown; runs SM
out of ammo on two Threats
Ensnare 1; Inaccurate 2; Limited Ammo 1 SM

Blast 6; Cumbersome 3; Vicious 2; FC

Two-Handed; □ to putting out fires


Improvised Core
Improvised; does not break on Despair DC
Breach 1; Burn 3; Vicious 3; Sunder; Improv. A
Cumbersome 2; Two-Handed; Improvised Core
Defensive 1; Disorient 2; □□ to retain; DA
Two-Handed; Improvised
Cumbersome 4; Two-Handed; Improvised Core
Cumbersome 5; Pierce 2; Sunder; Vicious 2; EU
Two-Handed; Improvised; may harm
wielder on a Despair
Breach 1; Cumbersome 3; Inaccurate 2; EU
Two-Handed; Improvised
Breach 1; Cumbersome 4; Inaccurate 2; SoF
Sunder; Two-Handed; Improvised
Burn 1; Inaccurate 2; Improvised NoP
Breach 1; Inaccurate 2; critically injures user SM
on a Despair; Improvised
Cumbersome 3; Prepare 1; Vicious 4; SM
Two-Handed; Improvised
Disorient 1; Ion; Improvised; ■ to find SM

bers
Qualities; Special Book
Pierce 4, Vicious 1; ■ to find EV
Accurate 1; Disorient 1; Stun Damage NoP
Defensive 1 F
Defensive 1; Sunder; cannot be sundered gm rdl
Breach 1; Sunder; Vicious 2; cannot be E, A
sundered
Kyber Crystal F
Kyber Crystal; Accurate 1; -1 damage F
Kyber Crystal; Defensive 1; Deflection 2; KP
Unwieldy 4; -1 damage
Kyber Crystal; □ when engaged with a gm rdl
single opponent
Kyber Crystal; Linked 1; Unwieldy 3; F
Two-Handed
Kyber Crystal; Defensive 1; Linked 1; Stun 4; KP
Unwieldy 3; Two-Handed
Kyber Crystal; +1 damage gm rdl
Kyber Crystal; Defensive 1; Cumbersome 3; F
Two-Handed

Defensive 1; may use three Threats to disarm EV

built-in stun blaster: Damage 6, Crit 3, Range EV

Short, Stun Damage, blade must be off


Breach 1; Sunder; Vicious 1; tethered to belt gm rdl
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 Customiza
10.29.2016
Ranged Weapon Attachments and Mods
Attachment HP Enc Price Rarity Base Modifier
Filed Front Sight 1 25 0 Quick Draw (T); +1 difficulty beyond Short
Set Trigger 1 450 4 +1 Success and Threat on first shot

Augmented Spin Barrel 2 1,750 4 +1 Damage; ■ to Mechanics checks on

maintenance on this weapon; blaster rifles


and heavy blaster rifles only
Shortened Barrel 1 250 4 -1 difficulty to conceal; -1 Range, to Short
(■ if already Short); Ranged (Light) pistols only
Hunting Barrel 3 +1 R 1,200 4 +1 Range; Cumbersome +2 (Q);
blaster rifles only
Marksman Barrel 2 1,200 4 +1 Range; Cumbersome +2 (Q);
blaster rifles only
Beam Splitter 3 R 1,250 5 Blast X (Q); -1 range
Spread Barrel 2 1,725 4 Blast 4 (Q), -1 Range, to Engaged;
blaster rifles and carbines only
Enhanced XCiter 2 R 1,500 6 -1 Crit rating; two Despairs may explode;
blasters only

Rapid-Recharge XCiter 1 750 7 Auto-Fire (Q); Inaccurate +3 (Q); blasters only

Blaster Actuating Module 1 500 4 +1 Damage; ■ to Ranged (Light) checks;


Ranged (Light) blaster pistols only
Overcharged Actuating 1 650 7 +1 Damage; two Threats can damage; blaster
Module pistols and carbines only
Blaster Energy Dampener 1 R 750 4 +1 difficulty to detect while firing; -1 Damage;
blaster weapons only
Blaster Suppressor 1 R 750 5 ■■ to Perception or Vigilance to detect;
-1 Range band; blaster pistols only
Slugthrower Suppressor 1 +1 R 100 4 ■■ to Perception or Vigilance to detect;
slugthrower weapons only

Forearm Grip 1 250 1 -1 additional difficulty for Ranged (Heavy) while

at Engaged range; rifles only


Pistol Grip 1 400 3 changes weapon to use Ranged (Light);

■ 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

add ■■ to combat checks

Ranged Weapon Attachments and Mods, cont.


Attachment HP Enc Price Rarity Base Modifier
Environmental 1 100 2 prevents weapons break down to due
Adaptation Kit environmental conditions
Laser Sight 1 500 5 +1 Success

Blaster Sight 1 150 4 remove ■ due to Called Shot of Aim maneuver

Electronic Sighting Sys. 1 500 4 Aim as Incidental at Short Range;

-1 difficulty to spot user in low light conditions

Telescopic Optical Sight 1 250 1 -1 range difficulty at Long and Extreme range

Multi-Optic Sight 1 2,000 3 remove ■■ due to smoke, et al. conditions


Night Vision Scope 1 500 3 remove ■■ due to darkness

Sonic Scope 1 1,500 8 may target through solid objects;

Ranged (Heavy) weapons only

Integrated Illuminator 1 200 4 remove ■■ due to darkness within Short

Range; gives away position


Integrated Scanner 2 675 5 General purpose scanner; Ranged (Heavy)
weapons only

Motion Tracker 2 1,000 6 remove ■ due to movement or Guard Stance

maneuver; Ranged (Heavy) weapons only

Overcharge Valve 2 R 1,500 6 optional Prepare 1, +4 Damage; out of ammo;

blaster weapons only


Galven Pattern 2 1,000 5 +1 Damage; two Threats; blaster and heavy
Resequencer blaster pistols only

Paired Weapons 1 per 300 per 3 -1 Advantage required for two-weapon combat;

one-handed weapons only


Superior Weapon 1 5,000 6 Superior (Q)
Gene-Lock 1 500 7 authorized owner only
Weapon Signature 1 1,000 6 +2 difficulty using scanners to find;
Reduction Enc 3 or less; ■ to Mechanics checks
Wrist Mount 2 275 5 converts weapon to be worn on wrist;
pistols only
Optimized Energy Cell 1 100 5 1 additional Threat required to drain weapon

Shadowholster 1 R 1,500 5 +2 difficulty to spot weapon while holstered;

Encumbrance 2 or less weapons only


range; pistol-sized weapons only
Magnetic Weapon 1 250 2 May recover lost weapon as an incidental as
Tether long as within Engaged range

Ranged Weapon Attachments and Mods, cont.


Attachment HP Enc Price Rarity Base Modifier
Removed Safety 0 R 250 2 □ to first combat check of the encounter;
Features 2 Threats can cause misfre
Stripped Down 3 -1 250 4 -1 Encumbrance; ■ to perceive weap. hidden;
Weapon Sling 1 100 0 Cumbersome -1 (Q);
Ranged (Heavy) weapons only
Weapon Harness 2 500 2 Cumbersome -2 (Q); Ranged (Heavy) and
Gunnery weapons only

Gyrostabilizer 2 1,000 6 Cumbersome -1 (Q); Ranged (Heavy), Gunnery

weapons only

Bipod Mount 1 100 1 Cumbersome -2 (Q) while prone or crounched;

rifles, carbines, light repeating blasters only

Tripod Mount 2 250 3 Cumbersome -3 (Q); may not move; light and

heavy repeating blasters, and Gunnery


weapons only
Scattergun 3 +1 R 750 5 scattergun; Cumbersome +1 (Q);
Limited Ammo 1
Grenade Launcher 2 +2 R 2,000 5 fires grenades; Cumbersome +1 (Q); Limited
Ammo 1; rifle-sized weapons only
Flame Projector 2 +2 R 3,000 5 flamethrower; Cumbersome +1 (Q);
rifle-sized weapons only
Missile Launcher 3 +3 3,000 6 fires a missile; Cumbersome +2 (Q); Limited
Ammo 1; rifle-sized weapons only
Secondary Ion Blaster 2 +2 400 6 ion blaster; Cumbersome +1;
rifle-sized weapons only
Grapnel Launcher 2 +2 500 3 grappling hook and cord
Auto-Doc Mk II 2 +2 6 launches Stimdarts; Cumbersome +1 (Q);
Limited Ammo 3; rifles and carbines only

Vibro-Bayonet 1 +1 300 3 attached melee weapon; Inaccurate +1 (Q)


Bowcaster Auto-Cocker 1 500 3 no reloading maneuver; bowcasters only

Bowcaster Accelerator 1 250 4 +1 Damage; bowcasters only


Force-Attuned 1 R 1,000 8 requires Force Rating 1+ to use; Ranged
Resonator weapons with triggers only

Melee and Brawling Weapon Attachments and Mods


Attachment HP Enc Price Rarity Base Modifier
Balanced Hilt 2 1,500 5 Accurate +1 (Q)
Custom Grip 1 500 6 owner removes ■ from combat checks;
others add ■■ to combat checks
Mono-molecular Edge 1 1,000 5 -1 Crit Rating; edged weapons only
Serrated Edge 1 50 1 Vicious +1 (Q); edged weapons only

Shadowsheath 1 R 1,500 5 +2 difficulty to spot weapon while sheathed;

Encumbrance 2 or less weapons only


Weighted Head 2 250 3 +1 Damage; bludgeoning weapons only
Stun Pulse 1 250 4 Stun 2 (Q); bludgeoning weapons only
Energy Overclock 3 500 5 once per turn, Vicious +3 (Q); may short out

Setting on three Threats; vibro, powered weapons only

Superior Weapon 1 5,000 6 Superior (Q)


Gene-Lock 1 500 7 authorized owner only
Poison Reservoir 1 R 500 5 one dose of a poison, et al.
Weapon Signature 1 1,000 6 +2 difficulty using scanners to find;
Reduction Enc 3 or less; ■ to Mechanics checks

Optimized Energy Cell 1 100 5 1 additional Threat required to drain weapon

Magnetic Weapon 1 250 2 May recover lost weapon as an incidental as


Tether long as within Engaged range

Shield Discharge Pack 1 800 5 creates backlash 3 Strain damage on attacker

for two Threats; shields and bucklers only

Armor Attachments and Mods


Attachment HP Enc Price Rarity Base Modifier
Reinforcement 1 +1 300 4 +1 Soak; cloth armors only
Low-Friction Coating 1 750 5 +1 Melee Defense; ■■ to Mechanics checks
to modify or maintain armor; hard armors only
Cortosis Weave 2 10,000 8 Cortosis (Q)
Kiirium Coating 2 +1 2,500 7 +1 Soak vs. blaster, flame attacks;
hard/plate armor only
Reflec Shadowskin 1 R 1,200 6 +1 Advantage to Stealth checks;
Soak 1 or 2 armors only
Enhanced Optics Suite 1 1,750 3 remove ■■ due to smoke et al. conditions to

Perception, Surveillance, Vigilance, and


combat checks
Heating System 1 1,000 3 -1 difficulty to Resilience vs. cold checks;
remove ■■ due to extreme cold;
sealable armor only

Strength Enhancing Sys 2 5,500 4 +1 Brawn (only); full-body, hard armor only

Biofeedback System 2 3,300 5 +4 Strain Theshold; full body armor only


Superior Armor 1 5,000 6 Superior (Q)
Energy Disp. System 1 500 4 +2 Soak vs. Strain stun weapons

Thermal Shielding Sys 1 1,000 3 -1 difficulty to Resilience vs. fire/heat checks;

remove ■■ due to extreme cold;


sealable armor only

Vacuum Sealed 1 1,000 3 ignore vacuum/poisonous enviroment for 10

minutes; sealable armor only

Integrated Med Systems 2 +1 2,500 7 integrated stimpack; □ to Medicine checks;

full body armor only


Weapon Mount 2 1,000 6 mounts a weapon; Encubrance 4 or less
weapons only, uses 1 HP; hard armor only

Integral Ascension Gear 2 350 3 fires a grappling hook and cord

Integrated Slicer Gear 3 750 6 slicer gear; ■ to notice the slicing


Ion Shielding 1 2,000 7 +3 Soak vs. Ion (Q)
Radiation Shielding 1 500 3 add □□ to checks vs. radiation; laminate,
heavy, sealable armor sonly
Self-Repair Systems 2 3,000 6 repairs itself once per encounter

Armor Attachments and Mods, cont.


Attachment HP Enc Price Rarity Base Modifier
Comlink 0 200 1 internal long-range comlink
Integrated Scanner 1 1,000 4 GP scanner, □ to Perception vs. movement
In-helmet Scanner 1 750 4 GP scanner, remove ■ due to smoke, et al.
conditions; helmets only
Range Finder 1 1,500 6 Sniper Shot (T)
Targeting System 1 3,000 7 □ long, extreme range checks

Threat Monitor 1 750 4 +1 Advantage to Initiative checks

Vacuum Sealed 1 1,000 3 ignore vacuum, gasses for 10 minutes;


full armors only

Amphibious Modification 1 500 4 air for 5 hours; remove ■ due to aquatic

Custom Fit 1 400 3 remove ■ from Athletics, Stealth checks


Reinforced Gauntlets 2 250 2 gauntlets as weapons; Soak 2+ armor only
Stun Matrix 1 +1 1,750 3 may disorient attacker for 2 rounds for two
Threats; non-clothing armors only

Armor Spikes 3 +2 500 2 may counter-attack attacker for 6 Damage on

three Threats; full armor only

Hardened 2 +2 900 4 prevents deactivation by ion; power armor only

Quick Shed 1 650 4 doff armor as a Maneuver; reassembly requires

time and Average Mechanics check

Reactive Plating 4 +4 2,000 6 on first strike, reduce Damage by 10; armor is

damaged one step; Soak 3+ armors only


Optical Camo System 2 5,500 6 upgrade Stealth checks twice; fragile:
damages on a Despair in use or combat
Passive Foliage Suit 1 75 2 ■ to Perception, Vigilance checks
Water Reclamation 2 500 4 upgrade Resilience, Survival checks twice in

System dry or hot environments due to water shortage

Lightsaber Crystals
Attachment HP Enc Price Rarity Base Modifier
Athis Crystal -- R 7,000 8 Damage 6; Crit 3; Breach 1 (Q); Sunder (Q)
Barab Ingot -- R 15,000 8 Damage 8; Crit 3; Breach 1 (Q); Burn 1 (Q);
Sunder (Q)
Dantari Crystal -- R 12,000 9 Damage 7; Crit 2; Breach 1; Sunder (Q);
spend Force pips to recover 2 Strain
Dragite Gem -- R 14,000 7 Damage 7; Crit 3; Breach 1 (Q); Sunder (Q);
Disorient 1 (Q)
Etaan Crystal -- R 12,000 9 Damage 6; Crit 2; Breach 1 (Q); Sunder (Q);
+2 Damage when using Improved Reflect
Ghostfire Crystal -- R 14,000 9 Damage 6; Crit 2; Breach 1 (Q); Sunder;
may use four Advantage to prevent Parry
Ilum Crystal -- R 9,000 10 Damage 6; Crit 2; Breach 1 (Q); Sunder (Q)
Kimber Stone -- R 6,500 8 Damage 9; Crit --; Stun Damage (Q)

Krayt Dragon Pearl -- R 15,000 10 Damage 9; Crit 1; Breach 1 (Q); Sunder (Q);
Vicious 1 (Q)
Lorrdian Gemstone -- R 9,600 8 Damage 7; Crit 2; Breach 1 (Q); Sunder (Q);
Defensive 1 (Q)
Mephite Crystal -- R 10,000 10 Damage 8; Crit 2; Breach 1 (Q); Sunder (Q)
Nishalorite Stone -- R 12,500 8 Damage 7; Crit 3; Breach 1 (Q); Sunder (Q);
add one Advantage to magnetic checks
Rubat Crystal -- R 8,500 10 Damage 6; Crit 2; Breach 1 (Q); Sunder (Q)
Sapith Gem -- R 18,000 10 Damage 7; Crit 2; Breach 1 (Q), Sunder (Q)
Sorian Crystal -- R 16,000 9 Damage 6; Crit 3; Breach 1 (Q); Sunder (Q);
add □ to next attack after Parry (T) used
Varpeline Crystal -- R 14,000 9 Damage 8; Crit 3; Breach 1 (Q); Vicious 1;

Sunder (Q); may spend two Triumphs for Maim

Lightsaber Attachments and Mods


Attachment HP Enc Price Rarity Base Modifier
Reflex Grip 2 4,000 8 +1 Parry and Reflect; 1 Strain
Shien Reverse Grip 1 100 6 +1 Advantage to Lightsaber (Cunning) checks;
+1 Threat to all other Lightsaber checks

Dual-Phase Modification 2 4,500 6 blade length

Overcharged Power Cell 1 500 6

Superior Hilt 1 5,000 6 Superior (Q)


Personalization
Training Emitter -- 100 6 Damage 6, Stun (Q)

Damping Emitter 1 2,000 7 may adjust lightsaber to Stun (Q): Damage -2,

Crit +1, no Breach


mor Customization
and Mods
Further Mods Book
1x -1 difficulty to conceal E, A
1x +1 Success FC

2x +1 Damage; 1x Accurate +1 (Q); E, A

1x Pierce +1 (Q)

1x Quick Draw (T) E, A

2x Accurate +1 (Q), 1x Lethal Blows +1 (T) SS

2x Accurate +1 (Q); 1x Sniper Shot (T) E, A

2x Disorient +1 (Q) FB
2x Blast +1 (Q) E, A

3x Pierce +1 (Q) SM

2x decrease Inaccurate (Q) by 1 SM

2x +1 Damage; 2x Pierce +1 (Q) E, A

1x +1 Damage SM

1x ■ to detect while firing F

LNH

SS

1x Point Blank (T); 1x Accurate +1 (Q) E, A

DC
1x Accurate +1 (Q) SM

d Mods, cont.
Further Mods Book
SS

DC

FB

1x Accurate +1 (Q) SR

Core

2x Perception (S) E, A, SS
F

1x Cool (S); 1x Vigilance (S); 2x Precise Aim (T) SM

1x incr. to Medium Range; 2x Disorient +1 (Q) KP

2x remove ■■ from initiative checks SM

1x Precise Aim (T) SS

FC

1x +1 Damage; 2x Pierce +1 (Q) FB

FC

Core
1x weapon self-destruct DC
SR

DC
SM

1x Quick Draw (T) KP

d Mods, cont.
Further Mods Book
SM

2x -1 Encumbrance SM
1x Quick Draw (T) Core

1x Brace (T) E, A

3x -1 Cumbersome (Q), 1x Barrage (T) SM

Core

2x Cumbersome -1 (Q) Core

FC

5x Limited Ammo +1 (Q) for grenades E, A

E, A

DC

2x +1 Damage SM

SM
2x Limited Ammo +1 (Q) for Stimdarts; gm rdl
1x +1 Range for Stimdarts

1x +1 Damage; 1x decrease Inaccurate (Q) by 1 SM


1x Auto-Fire (Q) E

2x +1 Damage; 2x Pierce +1 (Q) E


1x Prescient Shot (T) KP

ments and Mods


Further Mods Book

1x Accurate +1 (Q); 1x -1 Encumbance E, A


1x Accurate +1 (Q) SM

2x Pierce +1 (Q) Core


Core

1x +1 Damage, 1x Concussive +1 (Q) Core


3x Stun +1 (Q) F
1x +1 Advantage; 1x activate as incidental KP

Core
1x weapon self-destruct DC
4x +1 dose LNH
SR

SM

1x Quick Draw (T) KP

2x Disorient +1 (Q); 1x Defensive Stance (T) KP

Mods
Further Mods Book
gm rdl
1x Coordination +1 (S) KP

E, A
2x -1 difficulty of Resilience checks vs. KP
fire, extreme heat effects
1x Stalker (T); 2x add ■ to Perception checks KP
to see wearer
1x Vigilance (S) E, A

Core

2x Athletics (S); 2x Brace (T) E, A

1x Rapid Recovery (T) F


Core
F

Core

E, A

2x +1 Wounds healed with Medicine checks DC

DC

SM

1x Technical Apitude (T) SM


1x +1 Defense vs. Ion (Q) SM
2x +1 Soak vs. radiation damage SM

SM

ds, cont.
Further Mods Book
DC
1x Perception (S) DC
1x hands-free comlink F

1x Sniper Shot (T) DC


1x Natural Marksman (T) DC

1x Quick Strike (T); 2x +1 Advantage to Initiative LNH

checks
KP
2x +2 hours air SM

1x remove ■ from Athletics, Stealth checks SM


1x Durable (T) SM
1x immobilize 1 round for three Threats; 1x KP
stagger 1 round for one Despair

3x +1 Damage; 1x Intimidating (T) KP

KP

KP

3x -1 Encumbrance KP

1x Master of Shadows (T); 1x Stealth (S) E, A,


SS
SS
SS

s
Further Mods Book
2x Damage +1; 1x Crit -1; 1x Vicious +1 (Q) Fb
2x Burn +1 (Q); 2x Vicious +1 (Q) F

1x Crit -1; 2x Damage +1 F

2x Disorient +1 (Q), 2x Concussive +1 (Q); F


1x Damage +1
1x Vicious +1 (Q); 2x Damage +1; 1x Crit -1; EV
1x Parry (T); 1x Reflect (T)
2x Defensive +1 (Q); 2x Damage +1 EV

2x Vicious +1 (Q); 4x Damage +1; 1x Crit -1 F


2x Damage +1; 1x Concussive +1 (Q); KP
2x Disorient +1 (Q)
3x Vicious +1 (Q); 1x Damage +1 F

1x Defensive +1 (Q); 2x Deflection +1 (Q) F


3x Damage +1; 1x Crit -1; 1x Vicious +1 (Q) F
2x Disorient +1 (Q); 1x Vicious +1 (Q); SS
1x Planet Mapper (T)
2x Vicious +1 (Q); 2x Damage +1; 1x Crit -1 HD
1x Breach +1 (Q); 2x Damage +1; 1x Crit -1 F
3x Damage +1; 1x Parry +1 (T); KP
1x Disorient +1 (Q)
2x Vicious +1 (Q); 1x Damage +1 SS

nd Mods
Further Mods Book
1x Defensive +1 (Q); 1x Deflection +1 (Q) EV
EV

EV

2x Stun Damage +1 EV
Star Wars: Starship and Vehicle Customizat
12.12.2016
Attachments: Electronics and Communications
Attachment HP Price Rarity Description

Advanced Targeting Array 1 4,000 4 upgrade Gunnery check once

Advanced Supspace 1 R 6,000 7 hard Computers check to detect transmissions;

Encryption Array upgrade Difficulty once to intercept or decipher

Astromech Droid Socket 2 3,000 5 link for astromech droid


Boosted Sensors 1 4,800 6 + 1 range band ship sensors
Decoy Bouy 0 R 5,000 5 deployable device with options
Droid Brain, Astrogation 0 7,500 6 2 Astrogation, 0 Intellect assist

Droid Brain, Autopilot 0 6,000 5 2 Piloting (Space or Planetary)/ 0 Intellect assist

Droid Brain, Gunner 0 7,000 6 2 Gunnery/0 Agility assist

Encrypted Computer 0 1,000 6 upgrade difficulty once to slice the computers

Enhanced Hyperspace 1 4,000 5 downgrade difficulty once of Astrogation checks;

Shields ships with hyperdrives only

HoloNet Pirate Array 2 R 25,000 8 shipboard HoloNet transceiver; can intercept

transmissions if sender or receiver is known

Secondary Transponder 1 R 20,000 7 switch to a false transponder ID; starships only

Slicing Computer 1 5,000 6 built-in slicer gear; add one Advantage to


attempts to slice enemy ships; starships only
Upgraded Comms Array 1 4,800 6 +1 range band for ship comms

Attachments: Defense
Attachment HP Price Rarity Description

Augmented Buffer 0 750 +1 System Strain Threshold; Silhouette 2 or less

Countermeasures, 1 3,000 6 -1 Silhouette when fired upon;

Electronic alerts others to presence


Countermeasures, 1 3,500 6 hard Computers check to cancel ECM
Electronic Counter-
Countermeasures, 1 2,200 4 Add ■ to certain Gunnery checks involving
Physical rockets, missiles, or torpedoes against ship

Enhanced Armor 2 2,000 3 +1 Armor; -1 Handling


x Sil.
Hardened Circuits 2 4,500 5 +2 System Strain Threshold

Hull/Keel Reinforcement 2 2,500 4 +2 Hull Trauma Threshold

Hydraulic Control Circuits 2 1,000 7 half damage from Ion (Q) after soak; -1 Handling;

-1 System Strain; non-fighter starships only

Laser Focusing Array 2 5,000 6 add one Advantage to combat checks with lasers

Nightshadow Coating 1 R 3,500 8 -1 enemy passive sensor range band, Close min.

Oversized External 2 R 3,000 6 +1 silhouette for weapons mounting;


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;
upgrade difficulty once of combat checks at
Short range or beyond
Ram Attachment 2 6,500 3 +2 Defense when instigating a collision
Reinforced Shield 2 3,800 5 +1 Defense to one zone
Generator

Security Measures 0 500 4 upgrade difficulty to gain unauthorized access

x Sil. to the ship or vehicle

Smoke Generator 1 2,750 2 generates a ■■■ smoke screen behind vehicle;

atmospheric vehicles only

Whisperthrust Engine 1 R 7,500 7 +2 difficulty to detect vessel at Speed 3 or lower;

starships only

Attachments: Movement
Attachment HP Price Rarity Description

All-Terrain Legs 2 3,000 5 can shift into walker mode: Piloting (Planetary),

x Sil. Speed 2; landable craft only

Amphibious Modification 1 1,000 5 can operate underwater without penalty;

x Sil. atmospherable vessels only


Enhanced Repulsorlift 1 1,000 3 +1 Speed; -1 Handling; speeders only
x Sil.

High-Output Ion Turbine 1 5,300 5 +1 Speed; -1 System Strain; airspeeders or


starships only
Hyperdrive Generator 1 6,400 4 -1 Hyperdrive Class, minimum of 1; starships
with hyperdrives only
Maneuvering Thrusters 1 500 +1 Handling; Silhouete 2 or less only
x Sil.

Overcharged Ion Engines 3 9,500 4 +1 Speed; -1 Handling; Silhouette 3 or less

starships only

Repulsorlift Enhancement 1 2,500 +1 Speed for one round for 1 System Strain;

Silhouette 2 or less only

Attachments: Utility
Attachment HP Price Rarity Description
Assault Boarding Tube 3 R 1,000 4 tube and hull cutter; Silhouette 3+ only
x Sil.
Briefing Auditorium 1 2,500 4 remove ■ from checks, duration of mission;
Silhouette 5+ only
Enviromental Simulators 2 7,500 6 replicates up to 3 chosen enviroments, one at
a time; gives bonuses for noegotiations

Holo-Tank 1 5,000 4 may use Cool or Knowledge (Warfare) in initiative

Interior Broadcast Suite 1 800 3 +1 Strain Threshold while aboard ship/vehicle

Luxury Passenger 1 2,000 3 □ to Charm, Negotiation, Deception; or remove

Compartments x pass. up to ■■ for those accustomed to luxury already

Onboard Amenities Unit 1 750 3 upgrade Charm, Deception, Negotiation (S)


checks once for the crew to passengers

Rapid Cargo Evac Chute 1 R 500 3 remote cargo hold evacuation from the cockpit

Retrofitted Hangar Bay 2 5,000 3 creates one or more auxillary hangar bays;
x Sil. Silhouette 5+ only

Slave Circuit 1 10,000 2 remote activation/deactivation and lockdown

Smuggling Compartments 1 R 1,200 1 store 25 Encumbrance; +2 difficulty to discover;

counts as part of cargo capacity

Smuggling Compartments, 1 R 2,200 4 store 25 Encumbrance; +3 difficulty to discover;

Cloaked counts as part of cargo capacity


Spare Fuel Cells 1 500 4 ship or vehicle does not run out of fuel
x Sil. on a Piloting check Despair result
Tactical Command, 1 4,200 6 upgrade Mass Combat checks once

Control, and Comms Suite

Theater Command 2 8,500 6 upgrade Mass Combat checks twice;


and Control System Silhouette 4+ only

Attachments: Weapons
Attachment HP Price Rarity Description
Upgraded Weapons 0, 1 W W replace or add one weapon system;
see chart of weapons for options

AX-108 Blaster Cannon 1 2,000 5 retractable personal scale auto blaster; 2 Ranged

(Heavy), 0 Agility assist; Silhouette 3+ only


Gravity Mine Launcher 1 3,500 6 deploy gravity mines within Close range

Mini-Missile Tube 0, 1 R 700 4 fixed firing arc missile launcher; Limited Ammo 1

Mini-Missile Pack 0, 1 R 7,000 5 fixed firing arc missile launcher; add □□ to


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
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
attack checks; suffers 1 SS certain maneuvers
Upgraded Firepower 0 1,000 +1 damage, one weapon; Silhouette 2 or less
hicle Customization
Communications
Further Mods Book

1x upgrade Gunnery check once; 1x Sniper Core

Shot +1 (T); 1x True Aim +1 (T)

2x add ■ to detection checks; 2x add ■ to DA

intercept or decipher checks

1x automated droid ejection system ST


1x +1 range band ship sensors gm rdl
2x add ■ to Computers checks to identify SM
2x Astrogation +1 (S) FC

2x Piloting (Space or Planetary) +1 (S) FC

2x Gunnery +1 (S) SM

2x add ■ to Computers checks to slice in SM

2x remove ■ from Astrogation checks SM

2x add ■ to checks to intercept transmissions; DA

2x add □ to intercept transmissions

1x activate as a maneuver; 3x additional ID SM

2x Codebreaker +1 (T); SM
1x Defensive Slicing +1 (T)
2x +1 range band A, F

nse
Further Mods Book

2x +1 System Strain Threshold JoY

1x +1 difficulty for incoming Guided (Q) attacks Core

1x -1 difficulty Computers check LE

1x add ■ to certain Gunnery checks; ST


1x +1 difficulty for incoming Guided (Q) attacks

Core

2x +1 System Strain Threshold ST

2x +1 Hull Trauma Threshold ST

1x defender choose component affected by Core

Ion (Q) attack; 1x +1 System Strain

SM

1x -1 Silhouette in combat FC

DC

2x add ■ to combat checks targeting the ship SM


at Short range or beyond

2x +1 Defense when instigating a collision ST


2x +1 Defense to one zone Core

2x add ■ to checks to gain unauthorized access SM

to the ship or vehicle

DC

FC

ment
Further Mods Book

2x remove ■ from Piloting (Planetary) for terrain; SM

2x remove ■ from Gunnery for terrain;

SM

1x Defensive Driving +1 (T) SM

Core
2x -1 Hyperdrive Class; minimum of .5 Core

JoY

1x Short Cut +1 (T); 1x Tricky Target (T) SM

JoY

ty
Further Mods Book
4x decrease time to cut by 1 DC

2x +1 Advantage to Leadership checks LE


within the briefing auditorium
2x one additional enviroment DA

2x +1 Advantage for Mass Combat checks; LE

1x upgrade initiative checks once

FC

DA

FC

1x no check required FC

5x additional maximum Silhouette capacity Core

1x ship moves on its own to owner; 1x ship ST

autonomously operates weapons

2x additional 25 Encumbrance compartment E, F

2x additional 25 Encumbrance compartment FC


gm rdl

1x Situational Awareness (T); 1 remove ■ on LE

Perception, Vigilance checks

2x +1 Advantage on Mass Combat checks; LE


1x remove ■ from Mass Combat checks

ons
Further Mods Book

Core

2x Ranged (Heavy) +1 (S) FC

1x increase range band to Short ST

1x change fixed arc to turret DC

1x change fixed arc to turret DC

1x change fixed arc to turret DC

DC

JoY
Starship and Vehicle Combat
ATTACK DIFFICULTY
4+ Smaller ddddd
3 Smaller dddd
Difference Between Attacker 2 Smaller ddd
and Target's Silhouettes 1 Smaller dd
[The target is…] Same Size dd
1 Larger dd
2+ Larger d

Alternate Vehicle Component Hit (d%)


Cargo Hold 01-10
Living Quarters 11-20
Main Hall or Medbay 21-25
Main Corredors 26-30
Landing Gear 31-35
Gyroscope / Thrusters 36-40
Droid / Repair Systems 41-45
Weapon Systems 46-50
Computer Systems 51-55
Electrical Systems 56-60
Hyperdrive 61-65
Shield Generator 66-70
Sensors 71-75
Comms 76-80
Sublight Engines 81-85
Artificial Gravity 86-90
Life Support 91-95
Bridge or Cockpit 96-100
Force
Talent Activation Ranked
Talent
Adversary Passive Yes No

Against all Odds Active (Action) No Yes

All-Terrain Driver Passive No No

Animal Bond Passive No Yes

Active
Anatomy Lessons No No
(Incidential)
Animal Bond
Passive No Yes
(Improved)

Animal Empathy Passive No Yes

Armor Master Passive No No


Active
Armor Master
(Incidential, Out No No
(Supreme)
of Turn)
Armor Master
Passive No No
[Improved]
Ataru Technique Passive No Yes
Bacta Specialist Passive Yes No

Bad Cop Passive Yes No

Bad Motivator Active (Action) No No

Bad Press Active (Action) No No


Active
Balance No Yes
(Maneuver)
Active
Baleful Gaze (Incidential, Out No Yes
of Turn)

Barrage Passive Yes No


Basic Combat
Passive No No
Training
Beast Wrangler Passive Yes No

Biggest Fan Active (Action) No No

Black Market Active


Yes No
Contacts (Incidential)

Active
Blackmail (Incidential, Out No No
of Turn)

Blind Spot Passive No No

Blooded Passive Yes No

Active
Body Guard Yes No
(Maneuver)

Active
Body Guard
(Incidential, Out No No
(Improved)
of Turn)
Bolstered Armor Passive Yes No

Bought Info Active (Action) No No

Active
Brace Yes No
(Maneuver)

Brilliant Evasion Active (Action) No No


Active
Bring it Down No No
(Incidential)
Burly Passive Yes No

Bypass Security Passive Yes No

Call 'em Passive No No

Calm Commander Passive No No

Calming Aura Passive No Yes

Calming Aura Active


No Yes
(Improved) (Maneuver)

Careful Planning Active (Action) No No

Active
Center of Being Yes Yes
(Maneuver)

Center of Being
Passive No Yes
(Improved)
Circle of Shelter Passive No Yes

Clever Commander Passive No No

Active
Clever Solution No No
(Incidential)

Codebreaker Passive Yes No

Command Passive Yes No

Commanding
Passive Yes No
Presence

Commanding
Active (Action) No No
Presence (Improved)

Comprehend
Active (Action) No Yes
Technology

Conditioned Passive Yes No

Confidence Passive Yes No


Confidence
Passive No No
(Improved)

Active
Congenial (Incidential, Out Yes No
of Turn)

Active
Contingency Plan (Incidential, Out No No
of Turn)

Contraption Active (Action) No No

Convincing
Passive Yes No
Demeanor

Active
Coordinated Assault Yes No
(Maneuver)

Active
Coordination Dodge (Incidential, Out No No
of Turn)

Corellian Sendoff Active (Action) No No

Corellian Sendoff
Passive No No
[Improved]

Counterstrike Passive No Yes

Creative Killer Passive No No

Active
Crippling Blow No No
(Incidential)

Custom Loadout Passive No No


Customized Cooling
Passive Yes No
Unit

Active
Cutting Question No No
(Incidential)

Cyberneticist Passive Yes No

Active
Dead to Rights No No
(Incidential)
Dead to Rights Active
No No
[Improved] (Incidential)

Deadly Accuracy Passive Yes No


Deathblow Passive No No

Active
Debilitating Shot No No
(Incidential)

Deceptive Taunt Active No No

Dedication Passive Yes No

Defensive Circle Active (Action) No Yes

Defensive Driving Passive Yes No

Defensive Slicing Passive Yes No


Defensive Slicing
Passive No No
[Improved]

Active
Defensive Stance Yes No
(Maneuver)

Defensive Training Passive Yes No

Deft Maker Passive Yes No

Disarming Smile Active (Action) Yes No

Discredit Active (Action) No No

Disorient Passive Yes No

Disruptive Strike Active (Action) No Yes

Active
Distracting Behavior Yes No
(Maneuver)
Distracting Behavior
Passive No No
(Improved)

Active
Djem So Deflection (Incidential, Out No Yes
of Turn)
Active
Dodge (Incidential, Out Yes No
of Turn)

Don't Shoot Active (Action) No No

Active
Double or Nothing No No
(Incidential)

Double or Nothing
Passive No No
(Improved)

Double or Nothing
Passive No No
(Supreme)

Draw Closer Active (Action) No Yes

Drive Back Passive No Yes

Duelist's Training Passive No No

Durable Passive Yes No

Active
Dynamic Fire No No
(Incidential)

Encoded
Passive No No
Communique
Active
Encouraging Words (Incidential, Out No No
of Turn)
Enduring Passive Yes No

Active
Energy Transfer No No
(Maneuver)

Engineered
Passive No No
Redundancies

Enhanced Leader Passive No Yes


Essential Kill Passive No Yes

Active
Exaust Port No No
(Incidential)
Expert Handler Passive Yes No
Expert Tracker Passive Yes No

Active
Eye for Detail Yes No
(Incidential)

Active
Falling Avalanche No Yes
(Incidential)

Active
Familiar Suns No No
(Maneuver)

Fancy Paint Job Passive No No

Fearsome Passive Yes No

Feint Passive Yes No

Feral Strength Passive Yes No

Field Commander Active (Action) No No

Field Commander
Passive No No
[Improved]

Fine Tuning Passive Yes No

Fire Control Passive Yes No

Forager Passive No No

Force Assault Passive No Yes

Force Connection Passive No Yes

Active
Force of Will No No
(Incidential)

Active
Force Protection Yes Yes
(Maneuver)
Force Rating Passive Yes Yes
Forewarning Active (Action) No Yes

Form on Me Passive No No

Fortified Vacuum
Passive Yes No
Seal
Active
Fortune Favors the
(Incidential, Out No No
Bold
of Turn)
Active
Frenzied Attack Yes No
(Incidential)

Active
Full Stop No No
(Maneuver)

Full Throttle Active (Action) No No

Full Throttle Active


No No
[Improved] (Maneuver)
Full Throttle
Passive No No
[Supreme]
Galaxy Mapper Passive Yes No
Active
Gang Leader No No
(Maneuver)
Gearhead Passive Yes No
Good Cop Passive Yes No
Active
Grapple No No
(Maneuver)

Active
Greased Palms No No
(Maneuver)

Grit Passive Yes No


Active
Guns Blazing No No
(Incidential)

Active
Harass No No
(Incidential)

Hard Headed Active (Action) Yes No

Hard Headed
Active (Action) No No
[Improved]
Hawk Bat Swoop Active (Action) No Yes

Healing Trance Active (Action) Yes Yes

Healing Trance
Passive No Yes
(Improved)

Active
Heavy Hitter No No
(Incidential)
Heightened
Passive No No
Awareness
Active
Heroic Fortitude No No
(Incidential)
Active
Heroic Resilience (Incidential, Out No No
of Turn)

Hidden Storage Passive Yes No

Active
High-G Training (Incidential, Out Yes No
of Turn)
Active
Hold Together (Incidential, Out No No
of Turn)
Active
Holistic Navigation No Yes
(Incidential)
Hunter Passive Yes No

Hunter's Quarry Active (Action) No No

Hunter's Quarry
Passive No No
[Improved]
Active
Idealist Yes No
(Incidential)

Active
Imbue Item No Yes
(Maneuver)
Improvised
Active (Action) No No
Detonation

Improvised
Detonation Passive No No
[Improved]

In the Know Passive Yes No

In the Know
Active (Action) No No
(Improved)

Incite Rebellion Active (Action) No No


Indistinguishable Passive Yes No
Active
Informant No No
(Incidential)
Active
Unity Assault No Yes
(Maneuver)

Insight Passive No Yes

Inspiring Rhetoric Active (Action) No No

Inspiring Rhetoric
Passive No No
[Improved]

Inspiring Rhetoric Active


No No
[Supreme] (Incidential)

Active
Intense Focus No No
(Maneuver)
Active
Intense Presence (Incidential, Out No No
of Turn)
Active
Interjection (Incidential, Out No No
of Turn)

Active
Intimidating (Incidential, Out Yes No
of Turn)

Active
Intuitive Evasion Yes Yes
(Maneuver)
Intuitive
Passive No Yes
Improvements

Intuitive Navigation Passive No Yes

Intuitive Shot Passive No Yes

Intuitive Strike Passive No Yes

Inventor Passive Yes No

Active
Invigorate No Yes
(Incidential)

Active
It's Not That Bad (Incidential, Out No No
of Turn)
Active
Jump Up No No
(Incidential)

Jury Rigged Passive Yes No

Active
Just Kidding! (Incidential, Out No No
of Turn)

Keen Eyed Passive Yes No


Kill with Kindness Passive Yes No
Knockdown Passive No No

Active
Know-It-All No No
(Incidential)

Active
Know Somebody Yes No
(Incidential)
Active
Knowledge is Power No Yes
(Incidential)
Knowledge
Passive Yes No
Specialization
Knowledgeable
Passive No No
Healing

Active
Known Schematic No No
(Maneuver)
Active
Koiogran Turn No No
(Maneuver)

Larger Project Passive Yes No


Active
Let's Ride No No
(Incidential)
Lethal Blows Passive Yes No
Lightsaber Mastery Passive No Yes

Loom Passive No No

Machine Mender Passive Yes No

Makashi Finish Active (Action) No Yes

Makashi Flourish Active (Action) No Yes

Active
Makashi Technique No Yes
(Incidential)

Active
Marked for Death No Yes
(Maneuver)

Active
Master Artisan No No
(Incidential)
Active
Master Doctor No No
(Incidential)
Active
Master Driver No No
(Incidential)
Master Grenadier Passive No No
Active
Master Instructor (Incidential, Out No No
of Turn)
Active
Master Leader No No
(Incidential)

Active
Master Merchant No No
(Incidential)

Active
Master of Shadows No No
(Incidential)
Active
Master Pilot No No
(Incidential)
Active
Master Slicer No No
(Incidential)
Active
Master Starhopper No No
(Incidential)
Active
Master Strategist (Incidential, Out No No
of Turn)

Active
Menace No No
(Maneuver)

Mental Bond Active (Action) No Yes

Active
Mental Fortress No No
(Incidential)
Mental Tools Passive No Yes
Active
Mind Over Matter (Incidential, Out No No
of Turn)
More Machine than
Passive Yes No
Man
Multiple Opponents Passive No No

Museum Worthy Active (Action) No No

Active
Natural Athlete No No
(Incidential)
Active
Natural Blademaster No No
(Incidential)
Active
Natural Brawler No No
(Incidential)
Active
Natural Charmer No No
(Incidential)
Active
Natural Doctor No No
(Incidential)
Active
Natural Driver No No
(Incidential)
Active
Natural Enforcer No No
(Incidential)
Active
Natural Hunter No No
(Incidential)
Active
Natural Instructor No No
(Incidential)
Active
Natural Leader No No
(Incidential)
Active
Natural Marksman No No
(Incidential)
Active
Natural Merchant No No
(Incidential)
Active
Natural Mystic No No
(Incidential)
Active
Natural Negotiator No No
(Incidential)
Natural Active
No No
Outdoorsman (Incidential)
Active
Natural Pilot No No
(Incidential)
Active
Natural Programmer No No
(Incidential)
Active
Natural Rogue No No
(Incidential)
Active
Natural Scholar No No
(Incidential)
Active
Natural Tinkerer No No
(Incidential)
Niman Technique Passive No Yes
No Escape Passive No Yes
Nobody's Fool Passive Yes No
Active
Not Today (Incidential, Out No No
of Turn)
Now You See Me Active (Action) No Yes
One With the
Active (Action) No Yes
Universe
Outdoorsman Passive Yes No
Overbalance Passive No No
Overstocked Ammo Passive Yes No
Overwhelm Active
Yes No
Defenses (Incidential)
Overwhelm
Passive No Yes
Emotions
Active
Parry (Incidential, Out Yes No
of Turn)
Active
Parry (Improved) (Incidential, Out No No
of Turn)
Parry (Supreme) Passive No Yes
Physical Training Passive Yes No
Physician Passive Yes No
Pin Active (Action) No No

Plausible Deniability Passive Yes No

Plausible Deniability
Active (Action) No No
(Improved)

Point Blank Passive Yes No


Positive Spin Passive Yes No
Positive Spin
Active (Action) No No
(Improved)
Powerful Blast Passive Yes No
Active
Precise Aim Yes No
(Maneuver)
Active
Precision Strike (Incidential, Out No No
of Turn)
Active
Preemptive
(Incidential, Out No Yes
Avoidance
of Turn)
Prescient Shot Passive No Yes
Active
Pressure Point No No
(Incidential)
Prey on the Weak Passive Yes No
Prime Positions Passive Yes No

Prophetic Aim Passive No Yes


Active
Quick Draw No No
(Incidential)
Quick Draw
Passive No No
(Improved)
Active
Quick Fix No No
(Incidential)
Active
Quick Movement No Yes
(Incidential)
Quick Strike Passive Yes No
Active
Rain of Death No No
(Maneuver)
Active
Rapid Reaction (Incidential, Out Yes No
of Turn)
Rapid Recovery Passive Yes No
Ready for Anything Passive Yes No

Ready for Anything


Passive No No
(Improved)

Redundant Systems Active (Action) No No

Active
Reflect (Incidential, Out Yes Yes
of Turn)
Active
Reflect (Improved) (Incidential, Out No Yes
of Turn)

Reflect (Supreme) Passive No Yes


Active
Reinforce Item No Yes
(Maneuver)
Reinforced Frame Passive No No
Researcher Passive Yes No
Researcher
Passive No No
(Improved)
Active
Resist Disarm (Incidential, Out No No
of Turn)
Resolve Passive Yes No
Respected Scholar Passive Yes No
Active
Saber Swarm No Yes
(Maneuver)
Saber Throw Active (Action) No Yes
Sarlacc Sweep Active (Action) No Yes
Scathing Tirade Active (Action) No No
Scathing Tirade
Passive No No
[Improved]
Scathing Tirade Active
No No
[Supreme] (Incidential)
Active
Second Chances Yes No
(Incidential)
Active
Second Wind Yes No
(Incidential)
Active
Selective Detonation Yes No
(Incidential)
Active
Sense Advantage (Incidential, Out No Yes
Active
of Turn)
Sense Danger No Yes
(Incidential)
Sense Emotions Passive
Active No Yes
Share Pain (Incidential, Out No Yes
Shein Technique of Turn)
Passive No Yes
Shortcut Passive Yes No
Active
Showboat No No
(Incidential)
Active
Side Step Yes No
(Maneuver)
Signature Vehicle Passive No No
Situational
Passive No No
Awareness
Sixth Sense Passive No No
Skilled Jockey Passive Yes No
Active
Skilled Slicer No No
(Incidential)
Sleight of Mind Passive No Yes
Slippery Minded Active (Action) No Yes
Active
Smooth Talker Yes No
(Incidential)
Active
Sniper Shot Yes No
(Maneuver)
Active
Soft Spot No No
(Incidential)
Solid Repairs Passive Yes No
Soothing Tone Active (Action) No No
Soresu Technique Passive No Yes
Sorry About the
Passive No No
Mess
Sound Investments Passive Yes No
Spare Clip Passive No No
Speaks Binary Passive Yes No
Spitfire Passive No No
Spur Active (Action) No No
Active
Spur [Improved] No No
(Maneuver)
Spur [Supreme] Passive No No
Stalker Passive Yes No
Active
Steely Nerves No No
(Incidential)
Stim Application Active (Action) No No
Stim Application Active
No No
[Improved] (Incidential)
Stim Application
Passive No No
[Supreme]
Stimpack
Passive Yes No
Specialization
Strategic Form Active (Action) No Yes
Street Smarts Passive Yes No
Active
Stroke of Genius No No
(Incidential)
Strong Arm Passive No No
Active
Stunning Blow No No
(Incidential)
Stunning Blow Active
No No
[Improved] (Incidential)
Sum Djem Passive No Yes
Superior Reflexes Passive No No
Supporting Evidence Passive Yes No
Suppressing Fire Passive Yes No
Surgeon Passive Yes No
Swift Passive No No
Tactical Combat
Passive No No
Training
Active
Talk the Talk No No
(Incidential)
Active
Targeted Blow No No
(Incidential)
Technical Aptitude Passive Yes No
Terrify Active (Action) No Yes
Terrify (Improved) Passive No Yes
Active
That's how it's Done Yes No
(Incidential)
Active
The Force is my Ally No Yes
(Incidential)
Thorough
Active (Action) No No
Assesment
Throwing Credits Active No No
Active
Time to Go (Incidential, Out No No
of Turn)
Active
Time to Go
(Incidential, Out No No
[Improved]
of Turn)
Tinkerer Passive Yes No
Active
Touch of Fate No Yes
(Incidential)
Toughened Passive Yes No
Tricky Target Passive No No
Active
True Aim Yes No
(Maneuver)
Tuned Maneuvering
Passive Yes No
Thrusters

Active
Twisted Words (Incidential, Out No No
of Turn)
Uncanny Reactions Passive Yes Yes
Uncanny Senses Passive Yes Yes
Unrelenting Skeptic Passive No No
Active
Unrelenting Skeptic
(Incidential, Out No No
(Improved)
of Turn)
Unstoppable Passive No No
Up the Ante Passive Yes No
Active
Utility Belt No No
(Incidential)
Utinni! Passive Yes No
Valuable Facts Active (Action) No No
Vehicle Combat
Passive No No
Training
Active
Walk the Walk No No
(Incidential)
Well Read Passive Yes No
Well Rounded Passive Yes No
Well Traveled Passive No No
Wheel and Deal Passive Yes No
Active
Works Like a Charm No No
(Incidential)
Description
Upgrade the difficulty of any combat check targeting this character once per rank of Adversary.
Force talent. Once per session, if the character is incapacitated due to exceeding his wound threshold, he may perform the
Against All Odds action (this action may be performed even though characters are normally barred from performing actions
when incapacitated). The character makes a Hard (♦♦♦) Resilience check, rolling a number of Force die equal to his Force
rating as part of the check. If successful, the character heals wounds equal to successes. The character may spend Force
points to add successes to the result.
When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the penalties for driving through difficult
terrain.
Force talent. Through the Force, the character creates a bond with a single animal with which he is currently interacting. This
cannot be done during structured enconters. This animal must have a silhouette equal to or smaller than half the character’s
Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a
silhouette 0 animal). The bond persists as long as the character chooses it to, although at the CM’s discretion, the bond may
also be broken due to abusive treatment or other extenuating circumstances.
As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal’s overall
behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient
actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, the
character may spend one maneuver to direct his animal in performing one action and one maneuver. The animal must be
within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute
to the encounter. The specifics of its behavior are up to the player and GM.
After a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal
to his Intellect to one hit of the attack.
Force trait When Spending a maneuver lo direct a bonded
animal, the character may suffer 1 strain to add 1 Boost to the animal's next check
Force talent. When making checks to handle, tame, or control animals, the character may add a number of force dies no
greater than his Force rating to the check. The character may spend force points to add successes or advantages (character’s
choice) to the result.
When wearing armor, the character increases his total soak value by one.
Once per round when the character suffers a Critical Injury he may suffer 3 strain to take the Armor Master Incidental. If he
does, he reduces the Critical Injury result that he suffers by 10 per point of his soak, to a minimum of 1

When wearing armor with a soak value of two or higher, the character increases his defense by one.
Force talent. When making a Lightsaber skill check, the character may use Agility instead of Brawn.
Patients under the character’s supervision regain one additional wound per rank of Bacta Specialist each time they recover a
wound while recovering in a Bacta tank or under supervised medical conditions or long-term care.
The character may spend 2 Advantages from a Deception or Coercion check to upgrade the ability of a single ally’s
subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times
equal to the character’s ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.
Once per game session, the character may take a Bad Motivator action to make a Hard (♦♦♦) Mechanics check If successful,
one device (subject to the GM’s approval) spontaneously fails due to the character's involvement, or because it was about to
fail anyway and the character noticed it (this is the character’s decision).
Once per session, the character may take the Bad Press action by choosing a specific organization and making a Hard (♦♦♦)
Deception check. If he succeeds, members of this organization have their wound thresholds reduced by 1, plus 1 per additional
3 Succeses (to a minimum of 1), until the end of the session.
When he does this, the player must explain how the PC disseminated the propaganda such that it has affected his targets. The
chosen organization must be narrow and cohesive enough to be affected by bad publicity—for example, the Imperial Navy or
the Corensla Kajidic. The Bad Press action cannot affect all members of single group as broad as the entire Empire or one as
fractious as the Hutts. The PC must have time and means to spread misinformation, and cannot use this action during a
combat encounter.
When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. Fie regains
additional strain equal to the Lightside points rolled.
Force talent. When targeted by a combat check made by an enemy within medium range. the character may spend a Destiny
Point to upgrade the difficulty of the check a number of times equa1 to his ranks of Coercion. A character who has purchaseo
this talent automatically gains 1 Conflict at the beginning of each session
Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non- starship/vehicle
weapons at long or extreme range.
Brawl and Ranged (Light) become career skills.

The character adds a Boost per rank of Beast Wrangler to all his checks made to tame or wrangle creatures.
Once per session, the character may take a Biggest Fan action to make a Hard (♦♦♦) Charm check If successful, one NPC of
the character’s choice in the current encounter turns out to be the character’s self-pro- claimed "biggest fan.” The exact effects
of this vary depending on the NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction
skill checks the character makes targeting his biggest fan, the fan being willing to perform minor or even significant favors for
the character, or the character even becoming a reoccurring ally in the narrative.
At the CM’s discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs
who would be unable to appreciate the character’s work such as non-sentient creatures, labor droids, and Imperial
Stormtroopers.
When looking to purchase illegal, exotic, or black market goods, the character may decrease an item’s rarity by one level per
rank in Black Market Contacts. For each level an item’s rarity is decreased, its cost increases by 50% of its base cost.

When an NPC exceeds his strain threshold by any means other than a combat check, the character may spend 1 Destiny Point
to compel the NPC to immediately perform one simple task before becoming incapacitated. The character must be able to
communicate with the NPC to activate this talent, and the player must explain how he is blackmailing the NPC.
In structured gameplay, the task must be something the NPC can accomplish in a single turn. The task can be something the
NPC does not wish to do (such as lying to a friend, stealing something, or aiding an enemy), but it cannot be obviously suicidal
or otherwise betray the NPC’s most core principles. Any task a character attempts to compel this way is ultimately subject to
the GM's discretion.

The character and allies within short range add automatic Advantage to combat checks they make while benefiting from cover.

Add 1 Boost die per rank of Blooded to all checks to resist or recover from the effects of poisons, venoms, and other toxins.
Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of
Blooded to a minimum of one.
Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally he is engaged
with. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character’s next turn,
upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the
character.

Once per session, when an ally protected by the character’s Body Guard maneuver would suffer a hit from a combat check, the
character may choose to suffer that hit instead of the ally.

The character increases the armor value of his Signature Vehicle by 1 per rank of Bolstered Armor.
When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of
credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled success . At
the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the
character is in a situation where he could not purchase information (such as marooned on a planet with no access to the
HoloNet).
As a maneuver, the character may Brace himself. This allows a character to remove ■ per rank of Brace from the next skill
check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive
physical obstacles that would make a skill check more difficult.
The character may make the Brilliant Evasion action when piloting a vehicle or starship. The character selects one opponent
and makes an Opposed Piloting (Planetary or Space) check If he succeeds, the opponent’s vehicle or starship cannot make
any attacks against the character’s vehicle for a number of rounds equal to the character’s Agility. Brilliant Evasion can only be
performed once per encounter.
The character may spend 1 Destiny Point to add damage to a single hit equal to his target’s Brawn value. This ability may only
be activated once per attack.
The character reduces any wielded or carried weapon’s Cumbersome quality and Encumbrance rating by a number equal to
ranks in Burly to a minimum of 1.
Remove ■ equal to the character’s ranks in Bypass Security from Skulduggery or Computers skill checks made to disable a
security device or open a locked door.
This character does not add any ■ to his combat checks due the use of the Aim maneuver (see page 201 of the Edge of the
Empire Core Rulebook).
When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting
force (or when upgrading the difficulty pool, if the character is the commander of the enemy force), the character may use
ranks in Cool instead of in Leadership.
Force talent. When an opponent targets the character with a Force power, after the opponent generates force points, reduce
the total force points generated by one, to a minimum of 0.
Force talent. The character may spend a maneuver and suffer 2 strain to extend the effects of Calming Aura to a number of
allies within short range equal to his Willpower. This lasts until the beginning of his next turn.
Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if he
had spent a Destiny Point.
Force talent. Once per round, when wielding a lightsaber, the character can make a Center of Being maneuver. Until the
beginning of his next turn, whenever an enemy makes a melee attack targeting the character, the critical rating of the enemy’s
weapon counts as one higher per rank of Center of Being.

Force talent. The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver.
Force talent. When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or
Reflect incidental to reduce the damage the hit deals (even though he is not the target of the combat check).
When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting
force (or when upgrading the difficulty pool, if the character is the commander of the enemy force), the character may use
ranks in Knowledge (Warfare) instead of in Leadership.
Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked
to that skill. When he does this, he must explain how, in this particular instance, his cunning is helping him overcome this
challenge.
The character removes ■ from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In
addition, the character decreases the difficulty of Computers or Intellect checks made to break codes or decrypt
communications by one. This does not increase with additional ranks of Codebreaker.
Cain Boost when making Leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command.
Inspired targets also add Boost per rank to any subsequent Discipline checks they make over the next twenty-four hours. This
does not increase with additional ranks of Command.

The character removes ■ per rank of Commanding Presence from his Leadership and Cool checks.

The character removes ■ per rank of Commanding Presence from his Leadership and Cool checks.

Force talent. Once per session, the character may take the Comprehend Technology action, making an Average (♦♦)
Knowledge (Education) check to intuitively understand one weapon, armor set, or other piece of personal gear. Success
means that for the remainder of the encounter, when the character makes any skill checks to use or repair the item, he may
count his ranks in the applicable skill as equal to his current Force rating.
For example, a character may use Comprehend Technology to count his ranks in Mechanics as equal to his Force rating when
repairing a broken lightsaber, or he can count his ranks in Ranged (Light) as equal to his Force rating when firing a blaster
pistol.
The character removes ■ per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and
strain suffered from falling by 1 per rank of Coordination.
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of
Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.
May spend Triumph on a fear check to steady the nerves of other allies making the same fear check. If the character does so,
each ally within short range who makes the fear check add automatic succeses equal to the character's ranks in Confidence to
the results of the check
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the
check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial. When the character
is the target of a Charm or Negotiation check, the character may suffer a number of strain to upgrade the difficulty of the check
a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial.

The character may spend one Destiny Point to recover strain equal to his Cunning rating.

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

Remove ■ per rank of Convincing Demeanor from any Deception or Skulduggery check.

The character may make a Coordinated Assault maneuver. If he does so, a number of allies engaged with him equal to his
ranks in Leadership gain 1 Advantage on combat checks they make until the beginning of the character's next turn. The range
of this maneuver increases by one band per rank of Coordinated Assault.

When targeted by a combat check, the character may spend one Destiny Point to add Failures equal to his ranks in
Coordination to the check.

When piloting a starship or vehicle, the character may take a Corellian Sendoff action targeting two enemy starships or vehicles
at close range that are both of equal or smaller silhouette to the character's ship. The character makes a Hard (♦♦♦) Cool
check; if it succeeds, the targeted ships immediately suffer a minor collision with each other (see page 256 of the AGE OF
REBELLION Core Rulebook).

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

Force talent. Whenever an attack misses the character, the character may spend 2 Threats or 1 Dispair to upgrade the next
Lightsaber (Cunning) combat check he makes against the attacker during his next turn once.
The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1).
The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If he succeeds and
deals damage to the target’s wound threshold, the target suffers one strain whenever he moves for the remainder of the
encounter.
The character increases the hard points of his Signature Vehicle by two.

The character increases the system strain threshold of his Signature Vehicle by 2 per rank of Customized Cooling Unit.

Once per encounter, the character may make one Coercion skill check using his Deception skill. The character’s Deception skill
is combined with his Willpower characteristic to form the dice pool. When the character takes the Cutting Question incidental,
the player must explain how, in this particular instance, his Deception skill is helping to erode his foe's resolve.

T he character removes • per rank of Cyberneticist from his checks to build, repair, and install cybernetic implants. In addition.
cybernetics and any materials used to craft cybernetics cost the character 50% less (this does not decrease with additional
ranks of Cyberneticist}.
The character may spend one Destiny Point to add additional damage equal to half his Agility rating (rounded up) to one hit of
a successful attack made by ship or vehicle-mounted weaponry.
The character may spend one Destiny Point to add additional damage equal to his Agility rating to one hit of a successful
attack made by ship or vehicle- mounted weaponry. This replaces the normal ability for Dead to Rights.
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic
training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-
starship/vehicle weapons. He cannot choose the same combat skill twice.
After making a successful attack when using a non-starship vehicle weapon the character may spend one Destiny Point to add
damage equal to the character's Willpower to one hit of the sucessful attack
Upon making a successful attack with a starship or vehicle weapon, may spend 2 Advantages to reduce the maximum speed
of the target by 1 (to a minimum of 1) until the end of the next round. If the starship or vehicle was traveling its maximum
speed, it has its current speed reduced to the new maximum.

Once per session, the character may make a Deceptive Taunt action. The character makes an opposed Deception check
targeting one NPC within medium range. If he succeeds, the NPC must attack him during its next turn. If the NPC cannot do
so, it must spend all subsequent turns maneuvering into position until it can make a melee or ranged attack against the
character. Once it has made a melee or ranged attack against the character, the NPC is no longer affected by Deceptive
Taunt. If the character is incapacitated or leaves the encounter, the NPC is no longer affected by Deceptive Taunt.
If used outside of combat, at the CM’s discretion the NPC can choose to perform a non-lethal attack if the situation warrants it.
If the encounter takes place at a party, for example, the NPC may choose to punch the character rather than using a knife or
blaster.

Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic
above six.
Force talent. While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard (♦♦♦) Lightsaber
(Intellect) check If successful, the character plus one ally per success within short range gains ranged and melee defense X
until the beginning of the character’s next turn. X equals 1, plus 1 for every 2 Advantages

Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving.
When attempting to defend a computer system against intrusion (or when an opponent attempts to slice a computer owned or
programmed by the character), the character adds ■ equal to his rank of Defensive Slicing to his opponent’s checks.
When attempting to defend a computer system against intrusion, the character upgrades the difficulty of an opponent's dice
pool a number of times equal to his rank of Defensive Slicing. This replaces the usual benefits from Defensive Slicing.
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming
melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the
character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the
strain suffered by the character in this way.

When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive
item quality equal to the character’s ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).

The character removes• per rank of Deft Maker from his checks to repair. modify, construct. and program droids. In addition.
materials to craft droids cost the character 50% less (this does not decrease with additional ranks of Deft Maker}.
The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If
he succeeds, decrease the target’s defense (melee and ranged) by a number equal to the character’s ranks in Disarming Smile
(to a minimum of 0) until the end of the encounter.
Once per encounter, the character may take the Discredit action by making a Hard (♦♦♦) Deception check If he succeeds, one
chosen character upgrades the difficulty of social checks once, and one additional time for every 2 Advantages on the
Deception check, until the end of the encounter.
After hitting with a combat check, the character may spend 2 Advantages to disorient his foe. Disoriented targets add ■ to all
skill checks. The target is disoriented for a number of rounds equal to the attacker’s ranks in Disorient.
Force talent. The character may take a Disruptive Strike action, making a Lightsaber (Cunning) combat check against one
engaged target and adding force die no greater than Force rating to the check. The character may spend forcepoints to add
failures to the target’s next combat check made during this encounter.

The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning.
If he does so, an equal number of adversaries or NPCs he is engaged with suffer Threats on checks they make until the
beginning of the character’s next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may
be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics.
When affected by Distracting Behavior, NPCs suffer 2 Threats when making checks targeting the character’s allies, instead of
1,

Force talent. After using the Reflect incidental, the character may spend one Destiny Point to perform a Move maneuver as an
out of turn incidental to move closer to or engage an opponent. This incidental may be performed once per round.

When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to
suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot
exceed his ranks in Dodge.
Once per session, the character can take the Don’t Shoot! action to make a Hard (♦♦♦) Charm check If he succeeds, he
cannot be the target of a combat check until the end of the encounter or until he makes a combat check. This player must
explain how he talks his way out of being associated with his party’s combatants, and the GM has final say on whether his ruse
succeeds.
Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling
opposing symbols, he doubles the number of remaining Advantage

When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of
remaining Succeses

When performing the Double or Nothing incidental, the character also doubles the number of Triumph and Despair

Force talent. The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one
silhouette 1 (or smaller) target within medium range and adding a number of force die no greater than Force rating to the
check. The character may spend forcepoints before resolving the success or failure of the check to move the target one range
band closer to the character (including from short to engaged). He may also spend forcepoint to add successes to the combat
check. If the character cannot move his target to engage him, the combat check automatically misses.

Spend a triumph or 3 Advantages on a missed Brawl, Lightsaber, or Melee combat check to force the target to make a move
maneuver in a direction of the Inquisitor's choice
The character adds a Boost die to his Melee and Lightsaber checks when engaged with only a single opponent. A single
minion group counts as multiple opponents.
The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.

When making a ranged attack while engaged with an opponent, the character may suffer 2 strain to reduce the ranged modifier
added for being engaged by 1 for the attack. So, when firing a Ranged (Heavy) weapon, the character only increases the
difficulty by 1 when engaged, and when firing a Ranged (Light) weapon, he doesn't increase the difficulty at all.

Upgrade the difficulty of checks to decrypt the character’s coded messages without the proper cipher a number of times equal
to the character’s ranks in Computers.
When an engaged ally fails a check, the character may suffer 1 strain. If he does, he may assist the next check that ally makes
this encounter as an out of turn incidental (rather than as a maneuver, as described on page 33 of the Age of Rebellion Core
Rulebook).
Character gains + 1 soak value per rank of Enduring.
The character may suffer 1 strain to perform the Energy Transfer maneuver; when he does. he can
power up an appropriate unpowered device (such as a datapad, a droid. or a door) until the end of the encounter. Alternatively,
he can restore ammunition to an energy-based weapon, allowing a character to ignore an "out of ammo·'Despair' result. The
character must have at least one cybernetic installed to perform this maneuver.
The character benefits from emergency repair patches (see page 182 of the EDGE oF THE EMPIRE Core Rulebook) as if he
were a droid. The character still benefits from stim packs as usual. but can only benefit from a total of 5 stim packs and/or
emergency repair patches per day. Additionally. the character can be heated with the Mechanics skill in the same manner as a
droid.
Force talent. When making a Leadership check, the character may add Force Dies no greater than Force rating to the check.
The character may spend Force Points to add Successes or Advantages (character’s choice) to the result.
Force talent. When making a combat check that does not involve either using the Gunnery skill or operating a non-starship
weapon, the character may add force dies no grater than his force rating to the check. The character may spend a Force Point
to add an Advantage, or 3 Force Points to add a Triumph (character's choice), to the result. Advantages gained in this way
cannot be used to recover strain.
Before attacking a starship or vehicle, the character may spend 1 Destiny Point to ignore the effects of the Massive rule for the
attack.
The character removes ■ per rank of Expert Handler from his Survival checks made to ride beasts.
Remove ■ per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less
time than normal. This does not decrease with additional ranks of Expert Tracker.
After rolling the dice pool for a Mechanics or Computers check but before interpreting the results. the character may voluntarily
suffer a number of strain no greater than his ranks in Eye for Detail. If he does. he may convert that many Succeses into
Advantages (The character must stilt have at least
1 Success in the results at the end to succeed on the check.)
Force talent. Once per round the character may suffer 2 strain to add additional damage equal to Brawn to one hit of a
successful Lightsaber combat check.
Once per game session the character may spend a maneuver to make a Hard (♦♦♦) Knowledge (Outer Rim) or Knowledge
(Core Worlds) check If successful, the character is familiar with the type of planetary environment he finds himself in. He knows
whether the planet is likely to be inhabited and, if so, where habitation could be found. He also knows about unusual
environmental effects, hostile predators, or sources of potential profit.
The character can upgrade the ability of all of his Charm, Deception, and Negotiation checks made in the presence of his
Signature Vehicle once.
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with
the difficulty equal to the character’s ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this
talent based on the type of adversary or the ongoing circumstances.
Upon missing an opponent with a Lightsaber, Brawl, or Melee combat check, the character may spend a Triumph or 3
Advantages to upgrade the difficulty of the opponent’s next combat check targeting the character during this encounter by the
character’s ranks in Feint.
The character deals + 1 damage to one hit on all successful Brawl and Melee checks per rank of Feral Strength.
The character may take a Field Commander action. By successfully passing an Average ( ♦♦) Leadership check, a number of
allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the
number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character
using Field Commander is the final arbitrator.
When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend
Triumphs generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a
maneuver.
Whenever a character reduces the amount of strain a starship or vehicle suffers, he reduces one additional strain per rank of
Fine Tuning.
When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the
starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn.
This effect does not stack with multiple uses of the Fire Control maneuver.
Remove up to ■■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Force talent. Upon missing an opponent with a Light- saber (Willpower) combat check, the character may spend a Triumph or 3
Advantages to perform a Move Force power action as a maneuver this turn (the character must still be able to perform
maneuvers and still may not perform more than two maneuvers in a turn).
The character must have already purchased the Move Force power to use it as part of this ability.
Force talent. When the character performs a Survival or Knowledge (Xenology) skill check, he mau roll a number of Force Dies
no greater than his Force rating. The character may spend force points to add Succeses or Advantages (character's choice) to
the result
Once per game session, the character can choose to make one skill check using Willpower, rather than the characteristic
linked to that skill. When he does this, he must explain how, in this particular instance, his willpower is helping him overcome
this challenge.
Force talent. The character may take the Force Protection maneuver, suffering 1 strain and committing a number of Force Die
no greater than Force rating or ranks of Force Protection. The character then increases his soak value by an equal amount.
The character suffers 1 strain at the beginning of each of his turns in which he keeps these dice committed.
Each rank
Force permanently
talent. increases
The character Force
may take therating by one. action. All allies within medium range increase their melee and ranged
Forewarning
defense by a number equal to the character’s Force rating until they take their first turn during an encounter. If they have
already taken their first turn, Forewarning has no effect.
When the character performs the Gain the Advantage action (see page 247), a number of allied vehicles equal to his ranks in
Leadership and within close range also gain the benefits of the action on the target. These allied vehicles maintain the benefits
until they leave close range with the character or the character loses the benefits of Gain the Advantage.

The character increases the hull trauma threshold of his Signature Vehicle by 1 per rank of Fortified Vacuum Seal.

Once per game session, as an out of turn incidental, the character may suffer two strain to flip one dark side Destiny Point to a
light side Destiny Point (this cannot be used to interrupt the spending of a Destiny Point).

When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his
combat check by that number. The number cannot exceed his ranks in Frenzied Attack.

When piloting a ship or vehicle, the character may take the Full Stop maneuver to immediately reduce the speed of the ship or
vehicle to zero. The ship or vehicle then suffers one point of system strain for every point of speed it had before stopping.

The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard
(♦♦♦) Piloting check. With success, the ship’s top speed increases by one for a number of rounds equal to Cunning. The ship
still cannot perform actions or maneuvers it could not perform normally (i.e. actions that have a minimum speed requirement).

The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In addition, the difficulty of Full Throttle
is reduced to Average (♦♦)
When the character successfully performs Full Throttle, the ship's top speed increases by two for a number of rounds equal to
his Cunning, instead of one.
Remove ■ per rank of Galaxy Mapper from all Astrogation checks. In addition, Astrogation checks take 50% less time. This
does not increase with multiple ranks of Galaxy Mapper.
May spend a manuever giving orders to other posse members within medium range, granting them a Boost on their next check
Remove ■ per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases
The character
by 50%. may not
This does spend 2 Advantages
increase fromranks
with multiple a Charm or Negotiation check to upgrade the ability of a single ally’s subsequent
of Gearhead.
Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the
character’s ranksthe
Once per round. in Good Cop.may
character A single check
perform themay only maneuver.
Grapple benefit fromUntil
onethe
usebeginning
of Good Cop.
of the character's next turn. Enemies
must spend two maneuvers instead of one maneuver to move from engaged range to short range of him.
Before making a social interaction check, the character may perform a Greased Palms maneuver and spend up to 50 credits
per rank of Greased palms. For every 50 credits spent, the character upgrades the ability of the skill check once. How the
money accomplishes this can be up to the player and GM, but could take the form of bribes, buying gifts, or even purchasing
information that gives the character an advantage in the ensuing interaction.
Each rank of Grit increases a character’s strain threshold by one.
When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to
refrain from increasing the difficulty of the check for attacking with two weapons.
Whenever the chatacter's bonded animal makes a successful combat check, the character may choose to have the attack deal
no damage. If so, the target upgrades the difficulty of the next check once. This can stack should multiple creatures perform
this action on the same target.

The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may
perform the Hard Headed action (this action may be specifically performed even though he is normally barred from performing
actions when staggered). He makes a Daunting (♦♦♦♦) Discipline check If he succeeds, he is no longer staggered or
disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy (♦)

The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold. On
his next turn after being incapacitated, he may make a Formidable Discipline (♦♦♦♦♦) check as his Hard Headed action (this
action can specifically be performed even though he is normally barred from performing actions). If he succeeds, decrease his
strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of
Easy (♦)
Force talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against
one target within short range and adding Force Dies no greater than Force rating to the pool. The character may spend a Force
Point before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend
Force Points to add Advantages to the check. If the character cannot move to engage the target, the attack automatically
Force
misses.talent. The character may commit a force die.
For every full encounter a force die remains committed, the character heals 1 wound he is suffering per rank of Healing Trance.
This is in addition to wounds healed due to natural rest or other abilities. If in a situation without defined encounters, the GM
Force talent.
can have Whenever
Healing Trancethe character
take heals12
effect every wounds
hours.as a result of Healing Trance, if the character is suffering from a Critical
Injury, he makes a Resilience check with the difficulty equal to the Critical Injury’s severity rating. On a successful check, the
character recovers from the Critical Injury. If the character is suffering from multiple Critical Injuries, he chooses which one to
attempt to recover from.
Once per session, the character may spend a Triumph on a successful Ranged (Heavy) or Gunnery check to add the Breach 1
quality to the attack, or increase an existing Breach rating by 1.
Allies within close range of the character add □ to their Perception and Vigilance checks. Allies engaged with him add □□
instead.
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn or Agility related
checks until the end of the encounter. He still suffers from the injury itself.

Immediately after being hit by a successful combat check but before damage is calculated, the character may spend one
Destiny Point to increase his soak by a number equal to his ranks in Resilience.

Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling
appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance
value of items more than the character’s ranks in Hidden Storage. The size of the compartments are proportional to the size of
the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon,
whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments
have a Formidable (♦♦♦♦♦) difficulty.
When a starship or vehicle the character is currently piloting would suffer system strain (either voluntary or involuntary), the
character may suffer a number of strain up to his ranks in High-C Training. If he does, the amount of system strain the starship
or vehicle suffers is reduced by that amount (to a minimum of 0).
The character may spend one Destiny Point to make a Hold Together incidental immediately after a vehicle or starship he has
repaired this encounter takes damage. The character explains why the apparently serious damage was in fact superficial, and
the damage from the attack becomes system strain instead.
Force talent. When making an Astrogation skill check, the character may spend one Destiny Point to remove Despair, or to
remove Threats equal to his ranks in Perception
The character adds Boost per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat
checks. Add +10 per rank to all Critical Injury rolls against animals per rank of Hunter.
The character may take the Hunter's Quarry action against an opponent within long range, making a Hard (♦♦♦) Survival
check. If the check succeeds, upgrade the ability of all attacks made against the target by one until the end of the character’s
next turn.

The character can choose to suffer 2 strain to perform the Hunter’s Quarry action as a maneuver instead.
Spend 1 stain to add an Advantage on a skill check.

Force talent. The character may take the Imbue Item maneuver, suffering 1 strain and committing a force die. He then grants
one weapon or item within short range a temporary enhancement chosen from the following options: increase weapon’s
damage by 1, decrease the Advantage cost for its Critical Hit or for any other single effect by 1, to a minimum of 1, or increase
a piece of armor’s ranged or melee defense by 1. Alternatively, the character can decrease an item’s encumbrance by 2, to a
minimum of 1. The character suffers 1 strain at the beginning of each of his turns in which he keeps this die committed.
Once per session, the character may make a Hard (♦♦♦) Mechanics check to perform the Improvised Detonation action and
build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure-
activated, or even a fuse) and when it explodes deals damage equal to the character’s ranks in Intellect plus ranks in
Mechanics plus Succeses on the initial check, and possesses the Blast quality at an equal value. The character can spend
Triumph to increase the damage by an additional 2. A Despair causes the device to detonate immediately in the owner’s face.
If the check would have been otherwise successful, the premature detonation does damage based on the successful check
(and has an equivalent Blast quality). If the check would have failed, the premature detonation only does damage equal to
ranks in Mechanics plus ranks in Intellect.
Reduce the difficulty of Improvised Detonation’s check to Average (♦♦) and increase the damage
dealt by the explosive to ranks in Intellect plus twice the character’s ranks in Mechanics plus Succeses on the initial check (this
includes the damage dealt on a premature detonation triggered by Despair).
The character removes ■ per rank of In the Know from checks to get information from people or disseminate news to others.
Further, if the character does not state or display his affiliation, minion NPCs do not realize the character’s allegiance when he
questions them.
Once per session, the character may take the In the Know action by making an opposed Deception vs Vigilance check against
a chosen NPC (who need not be present), with the difficulty downgraded once per rank of In the Know. If the character
succeeds, he invents one piece of misinformation that he has been spreading; the NPC already believes that misinformation
and is unaware that it originated from the character.
The misinformation must be a false statement of fact and relatively simple (such as a false location of a Rebel Alliance base,
the name of a supposed “traitor," or the overview of a fake battle plan). When the character does this, he must explain how he
Once
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upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. on a particular subject of his choice.
When the character does this, he must explain how he knows this contact and how the contact can shed light on the matter in
question.
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character may spend this to perform a Force power action that targets one or more allies as a maneuver (he must still be able
to perform maneuvers, and may not perform more than two maneuvers in a turn).
Perception and Discipline become career skills if they are not already.
The character may take the Inspiring Rhetoric action, making an Average Leadership (♦♦)check
For each success, one ally within close range recovers one strain. For each Advantage, one ally benefiting from Inspiring
Rhetoric recovers one additional strain.

Each ally affected by Inspiring Rhetoric gains 1 Boost on all skill checks for a number of rounds equal to the character’s ranks
in Leadership, this does not stack with itself.

The character may voluntarily suffer 1 strain to perform Inspiring Rhetoric as a maneuver instead of an action.

Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to
upgrade the ability of the skill check once.

The character may spend one Destiny Point to recover strain equal to his Presence rating.

After another character makes a social check, the character may suffer 3 strain and make an Average (♦♦) Vigilance check.
The character may Succeses or Failures to the results of the chosen check equal to Succeses on the Vigilance check and
Advantages or Threats equal to Advantages on the Vigilance check.
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a
number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the
target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times
equal to the strain suffered. This number cannot exceed his ranks in Intimidating.
Force talent. When piloting a vehicle of silhouette 5 or smaller, the character may take the Intuitive Evasion maneuver,
suffering 1 strain and committing a number of Force Dies no greater than his Force rating or his ranks of Intuitive Evasion. He
then upgrades the difficulty of combat checks targeting his vehicle by an equal amount. The character suffers 1 strain at the
beginning of each of his turns in which these dice remain committed.
Force talent. When making a check to repair or craft a non-starship or vehicle item, the character may add Force Dies no
greater than Force rating to the check. The character may spend 2 Force Points to permanently increase the number of hard
points the item has by 1, to a maximum of 2 additional hard points. An item may only be improved in this way once.
Force talent. When performing an Astrogation or Knowledge (Outer Rim) skill check. The character may roll a number of force
dies no greater than his force rating. The character may spend force points to add Succeses or Advantages (character's
choice) to the result
Force talent. When making a Ranged (Heavy] or Ranged (Light) combat check, the character may add Force Dies no greater
than Force rating to the check. The character may spend Force Points to add Succeses or Advantages (character’s choice) to
the result.

Force talent. When making a combat check with a vehicle weapon, the character may add Force Dies no greater than Force
rating to the check. The character may spend Force Points to add Succeses or Advantages (character’s choice) to the result.

When constructing new items or modifying existing attachments the character may choose to add □ or remove ■ from the
check per rank of Inventor.
Force Talent. Once per encounter, when an ally within short range attempts a skill check using the Brawn or Agility
characteristic, the character may roll a Force Die. Each O adds Success to the target's check; however, each darkside points
adds Threats to the target's check.
Once per game session, when an ally is about to suffer a critical injury, the character can take an It's Not That Bad incidental to
make a Hard (♦♦♦) Medicine check. If successful, the ally does not gain the Critical Injury and does not suffer any of its normal
effects (although the attack that caused the Critical Injury still deals its damage as normal).
Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental.
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the
weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase
armor’s ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of
one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may
apply Jury Rigged to a new personal weapon or piece or armor.
Once per round as an incidental, when the character or any of his allies in short range generates Threat on a social skill check,
the character may spend one Destiny Point to convert a single Threat generated on the check to a Failure When he does this,
he must explain what he says or does to smooth things over after the verbal misstep.
The character removes ■ per rank of Keen Eyed from his Perception and Vigilance checks. Checks made to search a specific
area take 50% less time than normal. This does not decrease with additional ranks of Keen Eyed.
Remove ■ per rank of Kill with Kindness from all Charm and Leadership checks the character attempts.
After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than
the acting character, it requires one additional Triumph for each silhouette larger.
Once per session, the character may, as if he had spent a Destiny Point, perfectly recall one important fact he previously
learned. If the character’s controlling player does not remember the specifics of the fact the player wishes to have the character
recall, the Game Master should remind him of the relevant facts (provided the character has actually encountered the
information).
Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step
per rank of Know Somebody.
Force power. Once per session, when making a single check, the character may treat his Force rating as being equal to his
ranks in Knowledge (Lore).
When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may
spend Triumph to gain additional successes equal to his ranks in Knowledge Specialization.
When the character performs a successful Medicine check to heal an ally, the character may spend one Destiny Point to allow
the target to heal additional wounds equal to the character’s ranks in Knowledge (Xenology).

Once per game session, the character may spend a maneuver to make a Hard (♦♦♦) Knowledge (Education) check. Success
means the character is familiar with a building or capital ship’s design. He now knows the location of critical components or
facilities within the ship or vehicle, as well as his own location. He can also plan unconventional routes around obstacles.
Additional Success, Advantage, or Triumph results can reveal other useful information at the GM’s discretion.
When the character is piloting a starship or vehicle on which an opponent has gained the advantage (see page 247 of the AGE
OF REBELLION Core Rulebook) the character may suffer 2 strain to perform a Koiogran Turn maneuver, immediately
removing the effects of Gain the Advantage any opponents have on the character's starship or vehicle. This maneuver can only
be performed in a starship or vehicle with a speed of 4 or higher.
The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per rank of Larger Project.
Once per round on the character’s turn, the character may mount or dismount from a vehicle or beast, or slide into the cockpit
or weapon station aboard a star- ship, as an incidental instead of a maneuver.
The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
May use Willpower instead of Brawn when making Lightsaber checks
When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds
Advantage per rank in Coercion to the ally’s check.
When this characcer makes a Mechanics check to help a character heal wounds. the target heals one additional wound per
rank of Machine Mender. [Typically, only droids can be healed with Mechanics checks; see pages 111-112 of the EDGE oF
THE EMPIRE Core Rulebook.)
Force talent. The character may take the Makashi Finish action, making a Lightsaber (Presence) combat check against an
engaged target, adding Force Dies no greater than Force rating to the check. The character may spend Force Points to add +
10 to any Critical Injury roll resulting from the check.
Force talent. Once per encounter, the character may take the Makashi Flourish action, making an Average (♦♦) Lightsaber
(Presence) check If it is successful, one engaged opponent suffers strain equal to Successes (ignoring soak), and the
character recovers an equal amount of strain. The character may also spend 3 Advantages or 1 Triumph generated on the
check to stagger the opponent until the end of the target’s next turn.

Force talent. When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.

Force talent. The character may take the Marked for Death maneuver, selecting one target and commiting a force die. The
character adds automatic 2 Advantages to combat checks against that target while the force die remains committed, but cannot
use the Marked for Death talent again until the character uncommits the force die, the original target is incapacitated, or the
session ends. Advantages gained in this way cannot be used to recover strain.
Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of his next Mechanics check (or his next
check to build or mod an item) by one, to a minimum of Easy (♦)
Once per round, the character may suffer two strain to decrease the difficulty of his next Medicine check by one to a minimum
of Easy (♦).
Once per round when piloting a vehicle using the Piloting (Planetary) skill, the character may voluntarily suffer two strain to
perform any action as a maneuver instead.
The character decreases the Advantage cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This
includes the cost to activate the Blast quality if the weapon misses.
Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character's ranks in Discipline for the next
Discipline check an ally makes.
Once per round, the character may suffer two strain to decrease the difficulty of his next Leadership check by one, to a
minimum of Easy (♦).
Before making a check when buying or selling items, or undertaking or paying off Obligation, the character may choose to
suffer two strain. If the check succeeds, he sells the item for 25% more than base cost, buys it for 25% less, pays off an
additional one Obligation point, or undertakes one less Obligation point.
Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery
check by one, to a minimum of Easy (♦)
Once per round when piloting a starship (a ship piloted using the Piloting (Space) skill), the character may voluntarily suffer two
strain to perform any action as a maneuver instead.
Once per round, the character may perform a Master Slicer incidental to suffer two strain and decrease the difficulty of the next
Computers or other slicing-related check by one, to a minimum of Easy (♦)
Once per round, the character may suffer two strain to decrease the difficulty of his next Astrogation check by one, to a
minimum of Easy (♦).
Once per phase during a mass combat, may suffer 2 strain to decrease difficulty of a Mass Combat check once.

Once per round on the character's turn, the character may spend a maneuver to allow any suitably threatening creature linked
through the Animal Bond talent and of Silhouette 2 or greater to perform the Menace maneuver when the creature is at short
range with an enemy. The enemy gains a Setback on his next Combat check against the character in the encounter. Enemy
characters who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a
creature can threaten an enemy based on relative sizes and natures.
Force talent. The character may take the Mental Bond action, committing a Force Die. As long as the Force Die remains
committed, he may communicate mentally with an animal bonded to him via the Animal Bond talent. He can see and hear what
it sees and hears, and in structured encounters, he may direct his animal at up to extreme range.
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Intellect or Cunning related
checks until the end of the encounter. He still suffers from the injury itself.
Force talent. The character always counts as having the right tools for the job (see page 181) when performing Mechanics
checks.

The character may spend one Destiny Point to recover strain equal to his Willpower rating

Each rank of More Machine than Man increases the character's cybernetic implant cap by 1 (see page 173 of the EDGE oF
THE EMPIRE Core Rulebook).
The character adds a Boost to his Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This
includes single groups of multiple minions.
Once per game session, the character may take an action to make a Hard (♦♦♦) Knowledge (Education) check regarding a
single relic, ruin, or piece of galactic history (subject to the GM’s approval). If successful, the character knows an amount of
information about the item based on the number of Succeses rolled.
Once per game session, the character may reroll any one Athletics or Coordination check.
Once per game session, the character may reroll any one Lightsaber or Melee check.
Once per game session, the character may reroll any one Brawl or Melee check.
Once per game session, the character may reroll any one Charm or Deception check.
Once per game session, the character may reroll any one Medicine check.
Once per game session, the character may reroll anyone Piloting (Planetary) or Gunnery check.
Once per game session, the character may reroll any one Coercion or Streetwise check.
Once per game session, the character may reroll any one Perception or Vigilance check.
Once per session, may reroll one Discipline or Leadership check.
Once per game session, the character may reroll any one Cool or Leadership check.
Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Once per session, may reroll any 1 Streetwise or Negotiation check.
Force talent. Once per session, the character may reroll any one Force power check.
Once per game session, the character may reroll any one Cool or Negotiation check.
Once per game session, the character may reroll any one Resilience or Survival check.
Once per game session, the character may reroll any one Piloting (Space) or Gunnery check.
Once per game session, the character may reroll any one Computers or Astrogation check.
Once per game session, the character may reroll any one Skulduggery or Stealth check.
Once per game session, the character may reroll any one Knowledge skill check.
Once per game session, the character may reroll any one Mechanics check.
Force talent. When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
May spend two advantages from a Coercion check or two threats from a foes Discipline check; that target cannot perform a
free maneuver during his next turn.
May upgrade difficulty once per rank when targeted by Charm, Coerce or Deceit Checks.
Once per session, spend a Destiny Point to save the Signature Vehicle from destruction

Once per session, as an action make a Hard Deception Check to make a number of NPCs equal to Cunning within Medium
Range forget about the character
Once per session, while meditating, make a Moderate Astrogation Check. Success adds a Light Side Force Point to all Force
Power Checks in next encounter. Success with Threats adds Dark Side Force Points instead.
Remove a Setback dice per rank from checks to move throught terrain or manage environmental effects. Decrease overland
travel
When time in halfcheck
a combat its normal
madeduration.
by an engaged foe generates a Failure or three threats, may stagger attacker until the end of their
next turn
Increase the value of the Limited Ammo quality of any weapons mounted on the Signature Vehicle by 1 per rank of
Overstocked Ammo
Upon unsuccessful attack with a starship or vehicle weapon, spend two advantages per rank of talent to reduce the defense in
the targeted zone by 1 for each two advantages spent.
Add a Force Dice per Force Rating to Charm, Coerce or Deceit checks. Convert Light or Dark Side Points to Successes and
Failures.

When hit by a Melee Attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in
Parry.

When parrying a hit that generated a Despair or three threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon
(dealing base damage), after original attack resolves.

If the user did not make a combat check during previous turn, may suffer 1 strain to use Parry.
Add a boost dice per rank of Physical Training to Athletics and Resilience checks.
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician
Take Pin Action: make an Opposed Athletics check to immobilize an engaged opponent until the end of the character's next
turn. Spend a Triumph to extend duration one round
Remove a Setback dice per rank from Coerce and Deceit checks.

As an action, make a Hard Coercion check to convince one bystander per rank of Plausible Deniability to depart quietly

Add 1 damage per rank to damage inflicted while using Ranged (Heavy) or Ranged (Light) skills while Engaged or at Short
Range
When any character's Duty would increase, it increases by an additional 1 per rank of Positive Spin.
Once per session, if no PC's Duty triggered, make a Daunting Charm check, reducing the difficulty by 1 per rank of Positive
Spin, to have one PCs Duty trigger
Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast
Once per round, may reduce target's defense by a number equal to your ranks in Precise Aim

When this character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, he/she may suffer 1 strain to change
the table result to any Easy Critical Injury result

May spend 1 Destiny Point to disengage fromm engaged enemy as an out-of-turn incidental

Add a Boost Dice to all Ranged (Light) checks unless the target is immune to Force Powers
When making a Brawl attack against a living target, instead of dealing damage may deal strain plus additional strain equal to
ranks in Medicine (ignores soak).
Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak
When this character or an ally in short range takes cover, they increase soak against ranged attacks by 1 per rank in Prime
Positions until they leave cover
While benefiting from an Aim maneuver, a Despair from this character's Ranged (Heavy and Light) checks cannot cause
attacks to hit allies engaged with the target.
Once per round, draw or holster a weapon or accessible item as an incidental
May use Quick Draw twice per round
Once per session, make one skill check using Agility rather than the characteristic linked to that skill
As an incidental, suffer 2 strain and add a Force Dice up to Force Rating to next check. May spend two Force Points to perform
one additional Move maneuver after the action (can be 3rd that turn).
Add a Boost dice per rank to attacks against targets that have not yet acted
Perform a Rain of Death maneuver to ignore the increased difficulty due to Auto-fire attacks made this turn.

Suffer a number of strain (max. ranks) to add an equal number of successes to initiative checks.

When recovering strain after an encounter, recover 1 additional strain per rank.
Remove a Setback dice per rank on Mass Combat checks and Cool or Vigilance checks to determine initiative order

When making Cool or Vigilance checks to determine initiative order, may spend a Triumph to add Successes equal to ranks in
this talent

Once per session, may perform Redundant System action: make an Easy Mechanics Check to harvest components from
funcioning devices to repair a broken device of similar size and function, without breaking the previously functioning device.

When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect

When reflecting a hit that generated a Despair or three threats, may hit one attacker in medium range with the same damage
as the initial hit, after original attack resolves

If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect
As a maneuver, commit two Force Die to grnat one weapon or piece or armor the Cortosis quality while committed. Suffer 3
strain each round the Force Die remain committed
The Signature Vehicle gains Massive 1 (attacks targeting the Signature Vehicle count their Critical Rating of the weapon used
as 1 higher).
Remove a Setback dice per rank from all Knowledge checks. Researching a subject takes half normal time.
On a successful Knowledge check, character and allies gain automatic advantage per rank of Researcher on checks to act on
those facts until the end of the next turn

Suffer 2 strain to avoid being disarmed or having the character's weapon be damaged or destroyed

When involuntarily suffering strain, suffer 1 less point per rank of Resolve (min. 1).
May downgrade difficulty of checks to interact with institutes of learning once per rank.
As a maneuver, spend 1 strain to give the next Lightsaber (Agility) combat check this turn the Linked quality equal to Force
rating
As an during
action, the check.
make a Lightsaber attack as a ranged attack at a target within medium range. Add a Froce Dice up to Force
Rating. Must spend Force Points and succeed to hit target. Spend one Force Point to return weapon to hand.
Increase difficulty of Lightsaber check by 1 to perform Sarlacc Sweep action. May spend two advantages to hit additional
engaged targets
May perform a Scathing Tirade action: make a Hard Coerce check. Each success causes one enemy in Short Range to suffer
1 strain. Spend one Advantage to cause 1 affected enemy to suffer 1 additional strain.
Each enemy affected by Scathing Tirade suffers a Setback Dice on all skill checks for a number of rounds equal to ranks in
Coercion
Suffer 1 strain to perform Scathing Tirade as a maneuver.
Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them.
Once per encounter may use Second Wind incidental to recover Strain equal to Ranks.
When using a weapon with the Blast quality, spend one advantage to exclude 1 target that would be affected by the explosion,
up to ranks
Once per session, may add two Setback Die to 1 NPCs skill check
Once per session, remove two setback die from any check
Add a Boost Dice per rank to Charm, Coerce and Deceit checks unless target is immune to Force Powers.
When a bonded animal suffers wounds, as an incidental reduce wounds suffered to half, then the character suffers wounds
equal to number reduced.
When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn
During a chase, add a boost dice per rank to any checks made to chatch or escape opponent.
When making a check in a starwhip or vehicle, may suffer 2 strain to gain a Triumph on success or a Despair on a failure
Once per round, may perform a Side Step maneuver: suffer a number of strain (max ranks) and until the start of your next turn,
upgrade difficulty of ranged attacks targeting the character a number of times equal to strain suffered.
Choose one starship or vehicle with a silhouette of 3 or lower as a Signature Vehicle. Upgrade all Mechanics checks made on
thar vehicle
Allies within short range of the vehicle add a Boost Dice to their Perception and Vigilance checks. Allies within short range add
two Boost Die instead
Gain +1 Ranged Defense
Remove a Setback dice per rank from Pilot (Space and Planetary) checks.
When making a Computers check, may spend a Triumph to make further Computers cheks within this system as maneuvers
Add a Boost dice to all Stealth checks unless the opposition is immune to Force Powers
If under the effects of a Force Power, as an action make a Hard Deception check to immediately end the effects of the power
Choose Charm, Coerce, Negotiate or Deceit Skill. When making checks with that skill, may spend a Triumph to gain additional
successes
Before makingequal to ranks inranged
non-thrown Smoothattacks,
Talker.may perform Sniper Shot Maneuver. Upgrade attack difficulty a number of times
(max ranks) and increase weapon's range by that number of range bands.
Spend 1 Destiny Point to add damage equal to Cunning to one hit of successful attack
When taking an action to repair a starship or vehicle, repair 1 additional hull trauma per rank.
Take a Soothing Tone action: make a Moderate Knowledge (Xenology) check to allow a beast to recover strain equal to
success
When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn
Decrease the Critical Rating of a weapon by 1 (min 1) against targets that have not yet acted this encounter
At the start of each session, gain 100 credits for each rank of Sound Investments
Cannot run out of ammo due to a Despair
When directing NPC droids, grant them a boost dice per rank of Speaks Binary on checks
After a successful combine check with two Ranged (Light) weapons, additional hits can be allocated to other targets within
range of the weapon
Take a Spur Action: make a Hard Survival check to increase a beast's top speed by 1. The beast suffers 2 strain every round it
stays spurred
Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to Moderate
When activating and maintaining Spur, the beast only suffers 1 strain instead of 2.
Add a boost dice per rank to Coordination and Stealth Checks
Spend 1 Destiny Point to ignore effects of critical injuries on Willpower or Presence checks until end of encounter.
May perform a Stim Application Action: make an average Medicine Check. If successful, engaged ally treated may increases 1
characteristic by 1 and suffers 4 points of Strain.
Take the Stim Application action: make a Moderate Medicine Check. If successful, 1 engaged ally increases 1 characteristic by
1 for the encounter and suffers 4 strain
When performing stim application action, spend a Triumph to increase an additional characteristic by 1 (max 5).

Stimpacks heal 1 additional wound per rank of Stimpack Specialization


As an action, make a Hard Lightsaber (Intellect) check, adding a Force Dice up to Force Rating. If successful, a target in short
range may only attack character for 1 round, plus 1 per additional Force Point spent.
Remove a Setback dice per rank from Streetwise or Knowledge (Underworld) checks
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill
Treat thrown weapons as if they had 1 greater range.
When making Melee checks, may inflict damage as strain instead of wounds
When dealing strain damage with Melee or Brawl checks, may spend a Triumph to stagger target for 1 round per Triumph
May spend a Triumph or two advantages with a successful Lightsaber attack to disarm opponent
Gain +1 Melee Defense
When assisting an ally with a Charm, Deception, Leadership or Negotiation check, add automatic advantage per rank of
Supporting Evidence
Characters and allies in short range may spend one Advantage on their failed combat checks once per round to inflict 1 strain
per rank of Suppressing Fire on the target
When making a Medicine check to help a character recover wounds, target recovers 1 additional wound per rank of Surgeon.
Do not suffer usual penalties for moving through difficult terrain
Melee and Ranged (Heavy) become career skills
When making a Knowledge check, the character may spend 1 Destiny Point to substitute Knowledge (Underwold) or
Streetwise for the required skill
Spend 1 Destiny Point to add damage equal to Agility to one hit of successful attack
Reduce time needed to complete computer-related tasks by 25% per rank.
As an action, make a Hard Coercion check, adding a Force Dice no greater than Force rating. Disorient 1 target within medium
range per success. Spending two advantages extends duration and a Force Point immobilizes affected targets
Reduce the difficulty of Terrify's check to Moderate and may spend a Triumph to stagger an affected target.
May suffer 1 strain on a successful skill check to add one Advantage to the same skill check made during the next round by a
number of allies in short range equal to willpower.
Once per session, may suffer 2 strain to perform a Froce Power action as a maneuver
Once per session, as an action make a Hard Knowledge check to gain Boost Die equal to successes that can be distributed
during the encounter
At the beginning of a session, spend 100 credits to ignore the strain threshold penalty due to a triggered Obligation

The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of
the blast range or a weapon or explosion

When activating Time to Go, allow 1 engaged ally to perform an out or turn Move maneuver as an incidental to move into cover
or out of a blast range

May add 1 additional hard point to an item per rank (max 1 additional hard point per item)
Once per session, add two boost die to any checks.
Gain +2 Wound Threshold
Vehicle or starship piloted counts as having silhouette 1 lower when attacked
Once per raound, may perform True Aim Maneuver: gain benefits of aiming and upgrade combat checks once per rank.

Increase the handling of the Signature Vehicle by 1 per rank of Tuned maneuvering Thrusters

When an incoming social check generates two Threats or a Despair, may suffer 1 strain as an incidental to inflict strain equal to
ranks in Coercion on speaker

Add a Boost dice per rank to Vigilance Checks.


Add a Boost dice per rank to Perception Checks.
When targeted by a Decption check, the character automatically adds a Failure to the check equal to ranks in Vigilance

When targeted by a Deception check that fails, may spend 1 Destiny Point to add a Despair to result.

If a Critical Injury roll is 1 or reduce to 1, do not received the Critical Injury


When gambling, win 10% more credits per rank of Up the Ante
Spend 1 Destiny Point to produce a non-weapon tool from a utility belt or satchet, with a rarity no greater than 3.
Remove a Setback dice per rank from checks to find or scavenge items or gear. Such checks take half normal time.
Once per encounter, as an action make a Moderate Knowledge check. If successful, add a Triumph to one ally's skill check
during the encounter
Gunnery and Piloting (Planetary) become career skills
The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl
check
Choose any 3 Knowledge skill. They permanently become career skills.
Choose any 2 skills. They permanently become class skills.
Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills
When selling goods legally, gain 10% more credits per rank.
Once per session, make one skill check using Presence rather than the characteristic linked to that skill
ABILITY

Acidic drool

Additional Limbs
Advanced Language
Module
Airborne
All the Luck in the
Galaxy
Alliance Leader
Ammonia Breather
Amphibious
Anatomical Knowledge
Animal Combatant
Aquatic Creature
Aquatic only Creature
Arboreal Creature

Arboreal Predator
Asharl Pelt
Awe-inspiring

Awkward

Backup Entertainer

Bad Knee

Balrekk's Butchery

Barbed Hide

Beast of Burden 10
Beast of Burden 20
Beast of Burden 5

Beguiling Pheromones

Berserk Rage

Binary Processing
Bite at Their Heels
Blessing of the Acients

Blind

Bloodfly Sickness
Blubber
Born to Ride
Brute Strength
Camouflaged
Captain of the Wing
Guard
CDE-T Tactical
Computer
Cloak
Color-shifting Hide

Companion Animal

Computer Affinity

Constabulary Honor 2

Constabulary Honor 3

Constrictor
Convincing Demeanor
+1
Cornered Fury

Covering Fire

Create Bacta

Creature of Illusion

Creature of the Sea


Critical Eye

Crushing Body

Crushing Grip

Crystalline
Cunning Ambusher 1
Cybernetic
communications
Cybernetic Microscopic
Vision
Cybernetics Expert

Dark Side Force User


Dark Vision

Darkest Dreams
Death Lunge

Dense Feathers

Destabilizing Influence

Detect Force-sensitivity

Dive Attack

Dive-bomb

Domesticable 1
Domesticable 2
Domesticated
Drain Life
Droid
Droid Leader

Energy Parasite

Energy Sensitivty

Enhanced Senses

Envenomed Bite

Etiquette and Protocol


Excellent Climber
Fearless
Fearsome Aspect

Fearsome Countenance

Fecklen Boom

Fierce Pounce
Fire Resistant

Fire Sweep

Firefighter
Flyer

For Quolas!

Force Hunter

Force Mimic

Force Stalker
Force-Sensitive
Negotiation
Four-armed
Frightening Visage

Gand Discipline
Glider
Gun Crew
Hard of Hearing
Hard to Kill
Hardy

Hardy Survivalist

Heat Resistance
Heightened Sense of
Smell
Helium Allergy
Hoverer

Humming Vibrations

Huttese
Imperial Haughtiness
Imperial Valor
Improved Covering Fire
Indomitable
Infravision

Ink Spray

Insectoid Appearance
Intimidating Presence
Intuitive Navigation
Invoke Doellin
Jungle Hunter
Kajain'sa'Nikto
Keen Eyesight
Keen Senses
Kel Dor Atmospheric
Requirement
Knockout Poison

Leader
Leap
Light Sensitive
Lightning Charge
Living Shadow
Long Arms
Loyalty
Loyalty Imprint
Luck be a Lady
Magnetic Sense
Master Metalshaper

Memnii

Microvision

Military Analyst

Mood Indicator
Mood Reader
Natural Camouflage
Near-Sighted
Negate Force Powers
Neurotoxin
Neurotoxin Doses
Nightvision
No Vocal Cords
Olfactory perception
Olfactory Sensor Suite
Ornery
Overrun

Overwhelming Fire
Pack Instincts

Paralyzing Neurotoxin

Pheromone
Communication

Photonic Burst
Pirate Leader
Poisonous
Poisonous Bite
Ponderous
Poor Memory
Praticed Resistance
Precognition
Prehensile Tail
Projectile Guidance
Push the Limit
Radio-wave
Communication
Reckless Strike
Regeneration
Repulsorlift Locomotion
Resilient Metabolism
Restraint

Rhetorical Mimic

Riot Tactics
Sand Walker
Scent
Scomp Link Piloting
Searing Touch
Self-destruct
Self-destruct
Mechanism
Sensors

Shadowed
Shadowport Savvy
Shield Projector

Shriek

Sight Hunter
Silent Hunter
Sithspawn scales
Six-armed

Skilled Cheater
Soothing Song
Spaceport Leader
Squad Leader
Sticky Saliva
Stinky
Streetwise +1
Strength in Numbers
Strong as a Jakobeast
Strong as a Murra
Stubborn 1
Stubborn and
Dependable
Sturdy Frame
Suited to the Cold
Suited to the Heat
Supremely Terrifying
Sure-Footed
Surgeon's Aid

Swarm
Sweep attack
Swipe 1
Tactical Direction
Teamwork
Technical Master

Telepathy

Terrifying
Terrifying Howl

Territorial
Toughened Hide
Toxic Environment
Dweller
Trained Mount 1
Trained Mount 2
Trample
Trandoshan Claws
Tremor
Tunneling
Twi'lek
Two-Weapon Combat
Unstable 4
Vacuum Dweller

Venomous

Venomous Stinger
Water Blast
Water Dependence
Wilderness Valor
Wookie Rage
DESCRIPTION
As an incedental, spend a dark side Destiny Point to give the toothy bite weapon the Burn 2 quality until the end of the
[SPECIES]'s turn; this is a chemical burn.
Xexto have six limbs, two legs and four armsl as a result, gain an additional free maneuver per turn, though still may not perform
more than two maneuvers per turn.
When encountering a new speries or language not in its databases, a TC-series protocol droid may make an Easy Knowledge
[Education] check to learn enough of the new dilect to communicate.
[SPECIES] can exist in an atmosphere without ever needing to land on solid ground.
When making a check to gamble, a Deception check, or a Negotiation check, add [FORCE] to the check. Each [LIGHT] result
automatically adds [SUCCESS] to the check. [DARK][DARK] results automatically add [DISPAIR] to the check
Alliance operatives add [BOOST] to all Vigilance and PErception checks when in the NPC's presence
Breathes ammonia; must use a respirator, and if exposed to oxygen, treats it as a dangerous atsmophere with a rating 8
[SPECIES] may breathe underwater without penalty and never suffer movement penalties for traveling through water.
Anx have an innate grasp of how bodies are put togther and are able to intuit the anatomical vulnerabilities of almost any species.
Anx gain one rank of the Lethal Blows talent.
Upgrade Ability dice when fighting wild creatures once
[SPECIES] suffer no movement penalties in aquatic environments.
[SPECIES] suffer no penealties for moving through water and can breate underwater, but cannot move or survive on land.
Tarvixes treat trees and branches as normal terrain and do not make checks or spend extra maneuvers in order to move along
them vertically or horizontally.
Bearsloths treat trees and branches as normal terrain and do not make checks or spend extra maneuvers in order to move along
them vertically or horizontally.
Remove [SETBACK] on Survival checks due to cold environments.
Noira is such an aws-inspiring figure that anyone attempting to attack her suffers [SETBACK] to their check unless they spend a
Destiny Point; use of the Destiny Point for this purpose makes the character in question immune from this ability
[SPECIES] have great physical strength but their bulk imposes severe limitations in flexibility and agility. They add [SETBACK]
[SETBACK][SETBACK] to all Brawl, Melee, and Coordination checks they're required to make.
When a SDMN Session Droid performs the Assist maneuver to help a character make a check as part of a performance, that
character adds automatic [ADVANTAGE][ADVANTAGE] to the results instead of the usual benifits.
If TH-313 generates 3[THREAT] on [DISPAIR] on an Athletics, Brawl, or Melee check, he is immobilized for one round.
As an incidental, the GM may spend a dark side Destiny point for Balrekk to gain Vicious +2 on all his weapons until the end of his
turn.
When a rass is hit by a melee attack, the GM can spend [THREAT][THREAT] to inflict 1 wound [ignoring soak] on the attacker.

[SPECIES] add 10 to their encumbrance threshold


[SPECIES] add 20 to their encumbrance threshold.
[SPECIES] add 5 to their encumbrance threshold.

By emitting pheromones and altering their skin color, [SPECIES] can affect emotional states of other sentients. Once per check as
an incidental, a [SPECIES] may suffer 2 strain to upgrade the ability of a Charm, Deception, or Negotiation check against a living
sentient being within short range once. This ability has no effect on targets wearing breath masks or without respiratory systems.

When the Savrip has sffered any wounds, it deatls +1 damage to Brawl and Melee attacks; when the Savrip is Critically Injured, it
instead deals +2 damage to Brawl and Melee attacks
Cereans treat all Knowledge skills as carrer skills
When engaged with a target, allies recieve [BOOST] to combat checks made against the engaged target.
Once per game session as an incidental, the elder may have a character within short range heal 4 wounds.
This creature relies on smell and vibration to find its prey. A target gains no benefit from cover in an engagement with this creature
as it smells the victim and senses its movement.
A character who takes damage from a bloodfly bite must make an Average Resilience checks; failure results in 4 damage,
ignoring soak, and the character halves his strain threshold, rounding up, util the character spends at least an hour in a bacta tank
or undergoes similarly extensive medical treatment.
+1 soak
Dugs are particularly adept rifders. The begin the game with one rank of the Defensive Driving talent.
May add [ADVANTAGE] to all Brawn-related skill checks.
When in jungle, choku add [BOOST}[BOOST] to all Stealth checks

May spend a maneuver giving orders to other Wing Guar allies in medium range, granting them [BOOST] on their next checks.

T-series tactical droids adds [BOOST][BOOST] when making Leadership and Knowledge [Warfare] checks

Add [SETBACK][SETBACK][SETBACK] to all checks made to spot or track the maalraa.


Add [BOOST][BOOST] to Stealth checks
Once per encounter, may make an Easy Charm check targeting an engaged character; that character recovers 1 strain per
[SUCCESS]
May add [FORCE] to any Computers check or Skulduggery check to analyze or infiltrate a security system. Spend [FORCE
POINT] to add [ADVANTAGE] to the check. Spend [FORCE POINT][FORCE POINT] to add [SUCCESS] to any Computers
check.
Add automatic [THREAT][THREAT] to all social checks made to convince an orange-rating constable to act against the best
interest of Sullust
Add automatic [THREAT][THREAT][THREAT] to all social checks made to convince an orange-rating constable to act against the
best interest of Sullust
Opponents affected by the Ensnare quality immediately begin suffering the effects of suffocation as outlined on page 214 of E-
CRB.
[SPECIES] starts with one rank in Convincing Demeanor

May upgrade one skill die when engaged and outnumbered by enemies
May spend a maneuver to add +1 ranged defense to up to two allied characters or minion groups within short range until the end
of the next round. This does not stack with multiple uses.
Vratix can secrete one liter of bacta per day
Combat checks targeting Moraband Sith phantasms always use Willpower in place of the characteristic normally associated with
that skill; the Pierce and Breach qualities do not reduce a Sith phantasm's soak
[SPECIES] are not capable of operating on land.
Gain [BOOST] on all rolls made to duplicate a familiar document

Any victim affected by the [SPECIES]'s Ensnare quality suffers 2 strain and 1 wound ignoring soak at the beginning of their turn.

A [SELF] has many tenacles and can maintain a grip with some while attacking with others. When it hits an enemy, a [SELF} cen
spend two Advantage [ADVANTAGE] to ensnare it in its tentacles. A trapped character may make a [HARD] Athletics check as an
action to try and escape the [SELF]'s grasping limbs; a character who succeeds wrestles free.
Does not need to breathe and can survive in vacuum and underwater; immune to poisons and toxins.
Opponents add [SETBACK] to Initiative checks using Vigilance

Due to their cybernetic modifications, Ganks can communicate silently with other Ganks

[SELF] gains +1 ranks in Vigilance and Perception and can zoom in to see items and organisms in the microscopic realm
May ignore one [FAILURE] and [THREAT] when making Medicine check related to cybernetics installation, diagnostics, or
alterations
uses Dark Side results instead of Light Side results, see page 281 F-CRB)
When making skill checks, Kel Dors remove up to [SETBACK][SETBACK] imposed due to darkness.

A Moraband Sith phantasm can spend [2 ADVANTAGE] on a combat check or [@ THREAT] on an engaged enemy's combat
check to have the target mak an Average fear check [upgraded once for the phantasm's terrifying nature]; if the target fails, the
phantasm transforms into a figure inspired by the target's greatest fear in addition to any other effects of the failed check.
When incapacitated, [SPECIES] make one out-of-turn Brawl attack against one opponent with whom they are engaged. This
check gains [BOOST]
Immune to the effects of cold and hazardous weather
As a maneuver once per encounter, may add [THREAT] to all subsequent Cool and Discipline checks made by enemies within
medium range for the remainder of the encounter
The vornskr may make an Average PErception check to detect all Force-sensitive creatures or characters witha Force rating
within medium range.
The first attack made during an encounter gains +2 damage and [BOOST].
As an action, may make an oppesed Coercion check vs. Cool against one character at up to medium range; on a success, the
target is staggered for one round and the falcon moves to engaged with the target; [ADVANTAGE] may be spent to cause the
target to suffer 1 strain, and [TRIUMPH] may be spent to extend the effect of the stagger by 1 round.
Downgrade difficulty of checks to train [SPECIES] by one
Downgrade the difficulty of checks to train [SPECIES] by two.
Difficulty for training this beast is not upgraded.
Whenever a shaoryn inflicts damage on a target after soak, it heals half that many wounds [rounded up]
Does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.
May spend a maneuver giving orders to all droid allies in medium range, granting the [BOOST] on their next check.
[PLURAL_SELF] can make an [AVERAGE] Coordination check to latch onto any starship or vehicle they are engaged with. Ships
of Vehicles with a [SELF] attached suffer 1 system strain per [SELF] each day and reduce their handling by 1.
The head cones of a Gotal are finly tuned sensory organs used to detect almost the entirety of the electromagnetic spectrum.
Once per encounter as a maneuver, a Gotal may sense the presence and current emotional states of all living things within short
range of himself.
Add automatic [ADVANTAGE] to app Perception checks
Whenever a bearsloth successfully attacks a target [wether or not it deals damage], the GM may flip a dark side Destiny Point to
have the target suffer the effects of being exposed to bearsloth venom.
[SELF]s allow allies to add [BOOST] to any Negotiation checks or other checks made to negotiate or mediate.
Once per game session, the character mar reroll any one Athletics check made when climbing
[SPECIES] are immune to the effects of fear.
Add [BOOST] to all Coercion checks.

Zabrak add automatic [ADVANTAGE] to all Coercion Checks they make.


As an action, may make an Easy Survival Check; each [SUCCESS] causes one target in medium range to be disoriented for 1
round. Each [ADVANTAGE][ADVANTAGE] extends the number of rounds by 1
If the [SPECIES] users the aim maneuver, it also gains Knockdown on its next attack
Immune to fire damage or weapons with the Burn quality
As an action, a droideka can make a Hard Gunnery check to inflict on hit that deals base damage with its built-in twin heavy
blasters on up to two targets within medium range, plus one additional target per [ADVANTAGE] on the check; it can only hit each
target once this way
May make an Average [difficulty][difficulty] Athletics check to extinguish a fire
[PLURAL_SELF] can fly

As an action, make an Average LEadership check to add [BOOST] to all combat checks by allies within short range for one round.

Roll [FORCE] on Initiative checks; [LIGHT]: gain [SUCCESS] per point on its initiative check
At the GM's discresion, the kaaten may make and opposed Charm or Deception versus Vigilance check as an action to pretend to
be a friend, companion, loved one, or of the same species as its target.
commit [FORCE]: gain [BOOST][BOOST] on Stealth checks

add [BOOST] to any Negotiation or Streetwise checks unless the target is immune to Foce powers.
The [SPECIES gains [BOOST] on all Brawl checks and may spend [ADVANTAGE][ADVANTAGE] on a successful melee attack to
hit a second target engaged with it, dealing the same damage as dealt to the original target.
As an action, may make an opposed Deception check vs. Vigilance [when multiple opponents are present, the best Vigilance skill
determines difficulty] to create illusion of greater size and threat. If the snowfeather succeeds, all opponents present must make a
Hard fear check. Force-sensitive characters add [SETBACK] to the fear check; droids and other characters immune fo Force
powers automatically pass the check.
One free rank of Discipline. May not train above rank 2 during character creation.
[SPECIES] can suffer 2 strain to count as a flyer for the remainder of the turn.
For each [SELF] member in the minion group beyond the first, reduce the Cumbersome rating of their weapons by 1
Add [SETBACK] when attempting a Perception check based on auditory clues.
The GM may flip aone dark side Destiny Point to have the Kintan Strider heal 5 wounds.
[SPECIES] add [BOOST] to all Resilience checks.

A Whiphid adds automatic [SUCCESS] to Survival checks and can survive several weeks without food thanks to reserve blubber.

Remove up to [SETBACK] from any checks due to hot or arid environmental conditions.

Razhak upgrade all Perception checks once.

When exposed to helium, [PLURAL_SELF] suffer 1 wound per round, ignoring soak, until their bodies inflate and explode.
Floats up to several meters in the air and may move through difficult terrain without spending additional maneuvers.
As an action, may make an Opposed Charm vs. Discipline check against a target at up to medium range to disorient the target for
a number of rounds equal to [SUCCESS]; may spend [ADVANTAGE][ADVANTAGE][ADVANTAGE] or [TRIUMPH] to stagger the
target for 1 round instead
Hutt security droid neither speaks nor understands Basic
When a non-humanoid alien species is targeting [SELF] with a social skill check, add [SETBACK].
May perform a maneuver to cause all ranged attacks targeting [SELF] to instead hit one ally or helpless enemy he is engaged
with until the beginning of his next turn.
When allied minion groups within short range perform the Covering Fire maneuver, they add +2 ranged defense instead.
A Lannik removes up to [SETBACK] caused by Critical Injuries, fear, or the disoriented condition from all checks.
Remove up to [SETBACK] due to lighting conditions.

Quarren can spit ink from a specialized sac within their gills that disperses in water, creating a brief murk used to confuse foes or
escape predators. This ability can be used on land as well, though it is considerably less effective because it must be sprayed
directly on the target. Once per encounter, as an out-of-turn incidental, a Quarren may suffer 2 strain to add [SETBACK] to a
combat check made by a character within a short range (under water, it adds [SETBACK][SETBACK][SETBACK])

LOM-series protocol droids allow allies to remove [SETBACK] from Negotiation checks or other checks made to negotiate mor
mediate when dealing with insectoid species.
All enemies within short range add [THREAT] to all skill checks they make.
Add [ADVANTAGE] to all Astrogation Checks
Once per encounter, the Doellinist High Priest may re-roll a social skill check that targeted a Gran character.
[SPECIES] suffer no penalties when moving through rough terrain in dense jungle, dense forrecs, or swampy environments.
When making skill checks, Red Niktos mar remove [SETBACK] imposed due to arid or hot environmental conditions.
Add [BOOST] to any Perception checks involving vision.
Thanks to their finely hones senses of sight and hearing [SPECIES] gain [BOOST] to all Perception checks.
Kel Dors must wear a specialized mask to breathe and see outside of their native atmosphere.
It the [SPECIES] scores a Critical Hit or exceeds a target's strain threshold, the target must make a successful Hard Resilience
check or fall unconscious for 5 minutes or until a successful Average Medicine check revives him.
All subordinates within medium range add [BOOST] to all Discipline checks
[SPECIES] add [BOOST][BOOST] to all Athletics checks made to perform vertical or horizontal jumps.
[SELF] are vulnerable to bright lights, which cause them intense pain and temporary blindness id viewed without protection. A
[SELF] exposed to bright light without protective goggles suffers [SETBACK][SETBACK] on all skill checks.
Once per encounter, a [SPECIES] can use its free maneuver to move from medium range to engaged to attack a target. Along
with allowing the [SPECIES] to close quickly with its prey, a charge also adds 2 damage to the attack.
Add [SETBACK][SETBACK] to all combat checks and Perception checks against phantasmal beasts of Moraband
The [SPECIES]'s arms are suprisingly long and nimble, removing [SETBACK] imposed on its combat checks due to an opponet's
defense.
Upgrade the difficulty of the social checks targeting the Vordan Enforcer's loyalty or interfere with his duty to his Hutt masters
add [BOOST] to all checks made to defend its designated master.
Once per encounter, [SELF] may reroll a skill check.
All [SPECIES] gain [BOOST] on any Coordination or Piloting checks and know which way is north at all times
When making a check to repair or craft an item, the cendiary priest may add 3[FORCE] to the check. The cendiary priest may
spend 4[FORCE POINT] to give the item the Cortosis or Superior quality.

Once per game session, a Caamasi may orm a new memnis that encompasses one scene or encounter. At any time, a Caamasi
may perfectly recall any memnis that he has formed or witnessed, or share it with another Caamasi or a Force-sensitive character.

the compound eyes of a Verpine are capable of seeing tiny, even microscopic, details. When closely examining an object, Verpine
characters add [BOOST] to their Perception checks.
M-3PO-series military protocol droids allow allies to add pBOOST] to any Knowledge (Warfare) checks that benifit from an
understanding of logistics or military procedure.
In an Anx's head-crest is not covered, the character upgrades the difficulty of Deception checks once.
Add [ADVANTAGE] to any Charm or Negotiation check.
Any Perception checks made to detect a [SPECIES] suffer [SETBACK][SETBACK]; this affects scanners and macrobinoculars
using thermal sensors or passive light amplification as well).
Add [SETBACK] to ranged attacks and vision-based Perception checks at long and extreme range
An adult ysalamir creates a spherical zone extending out to short range, inside which Force-sensitive characters and creatures
cannot exert influence over the Force.
If a target suffers wounds from a kouhun's mandible attack, the target must make an Average Resilience check.
Has multiple does of neurotoxin. Can introduce into food or drink for a maneuver or apply to a weapon for a maneuver.
Loth-cats remove all [SETBACK] added to checks due to low-light conditions or darkness
The vast majority of Polis Massans are born without vocal cords, though a small subset does possess them. When creating a
Polis Massan character, a player may spend 10 starting XP to specify that the character possesses vocal cords.
Gain a [BOOST] on all Survival checks made to trak prey, and adds [SETBACK] to enemy Stealth checks made against the
[SPECIES]
reduces the difficulty of scent-based Perception checks by 1
Add 2[SETBACK] to all check made to handle, domesticate, or otherwise work with a nerf
The [SPECIES] may spend [ADVANTAGE] to hit an additional target with a successful Brawl check, provided the additional target
is engaged with the first target.
may perform a maneuver to direct one [TARGET] minion group within medium range. The group may perform an immediate free
combat check action
When performing the assist maneuver, Togrutas grand [BOOST][BOOST] instead of [BOOST]
If the [SPECIES] hits its target with a bite attack, the target must immediately make a Hard Resilience check. Failure means the
target is immobolized for 1 round plus 1 round per [THREAT] generated. [DISPAIR] on a successful or failed check means the
target is staggered for one round.

Weequay may communicate with other Weequay using pheromones if they are within short range of each other.

Once per encounter as an action, [SPECIES] can unleash a pulse of light from its body; all targets within short range are
disoriented for two turns.
May spend a maneuver giving orders to other pirate allies in medium range, granting them [BOOST] on their next check.
Any creature that successfully hits the amphibipole with a successful unarmed attack must succeed at a Hard Resilience check or
be poisoned, suffering 3 wounds at the beginning of his turn for the next three rounds [this ignores soak]
Anyone bitten by a [SPECIES] must succeed at an Average Resilience check or lose his free maneuver for five rounds
[SPECIES] can never spend more than one maneuver per turn.
has difficulty remembering specific details, and must succeed at an Average Vigilance check to recall anything important.
Upgrade the difficulty of Force power skill checks targeting Oberos once.
Iktotchi occasionally see glimpses of the future, letting them predict certain events even before they occur.
Tail can be used to grab.
When making a ranged attack with a concussion bow, a Ysanna hunter can add [FORCE] to the check and spend [FORCE
POINT] to give the attack the Pierce 3 quality.
As an incidental, add [BOOST] to Piloting (Planetary) checks by voluntarily inflicting 2 system strain on vehicle
Verpine can produce and hear radio waves, which allows them to silently communicate with other Verpine and specially tuned
comlinks within a 100-kilometer range.
As an incidental, once per round, the GM may have the Kintan Strider reroll a Brawl or Melee check; if he does so, the Kintan
Strider loses the benefits of the Adversary and Durable talents until the beginning of its next turn.
Recover 1 additional would from natural rest or bacta tank, regrow lost limb in 1 month
Maximum altitude 3 meters
Physiology is naturely hardy and resistant to toxins. Members of the species add automatic [SUCCESS] to all Resilience checks
they make.
Increase the difficulty of a Melee or Ranged [Light] attack check by one in order to inflict stun damage and gain the Knockdown
quality; spend [ADVANTAGE] to grant this ability to a Quolas guard minion group at short range for one round.
May make Charm, Deception, and Negotiation checks using the characteristics and skills of its master; such checks suffer
[SETBACK][SETBACK] due to the imperfect mimicry, and the droid does not benefit from any relevant talents that its master
possesses.
Groups of three or more [RELATED_MINION] minions in the [SELF] presence gain +1 soak and deal +1 damage on successful
combat checks.
[SPECIES] remove [SETBACK] from any checks made to traverse sandy or desert terrain.
Add [BOOST][BOOST] to Survival checks made to track prey
[SELF] can pilot a Vehicle through it's comp link, and can handle piloting duties and operate the Vehicle's weapons.
When an opponent ends its turn engaged with the razhak, the opponent suffers 2 wounds and 2 strain.
As a maneuver, may self destruct to inflict one automatic hit dealing 15 damage to everything within short range
Should the probe droid's mission become compromised, it may self-destruct as an out of turn incidental; this explosion does 10
damage to engaged characters.
Range [Medium]
[SELF] possess the ability to absorb certain wavelengths of light, making them all but invisible in darkness. When in darkness or
deep shadow, a [SELF] gains [BOOST][BOOST] to all Stealth checks.
When purchasing legal or illegal goods, may reduce rarity by 1 without any accompanying price increase.
Maneuver to activate or deactivate; while active, gains defense 2 and upgrades the difficulty of all combat attacks targeting the
droideka once, but droideka cannot use the Move maneuver.
A minion group of four or more blismal can set up a shrieking racket as an action. All targets within close range must make a Hard
Resilience check. Failure causes a target to suffer 4 strain and become disoriented until the noise stops. Characters in sealed
armor or who are wearing ear protection are not effected.
[SPECIES] decrease the difficulty of any Perception or Vigilance checks they make by one.
Opponets suffer [SETBACK][SETBACK] on any Perception or Vigilance checks made to detect a [SPECIES] while it is hunting.
The [SELF] hide is immune to the Pierce or Breach qualities
The acklay gains [BOOST] on all Brawl checks and may spend [ADVANTAGE][ADVANTAGE] on a successful melee attack to hit
a second target engaged with it, dealing the same damage as dealt to the original target.
Once per session when gambling, the character may cancel a [DISPAIR] he rolls on a skill check, or add a [DISPAIR] to another
character's check.
The Jubba Bird may make an Average Charm check to heal 1 strain per [SUCCESS] from all creatures within medium range.
Spaceport staff add [BOOST] to all Vigilance and Perception checks when in the [SELF]'s presence.
Spend a maneuver to direct one clone trooper within medium range. The clone trooper may perform an immediate free maneuver
or add [BOOST] to the trooper's next check.
Knytix produce viscous saliva that can be used as an advesive.
While within short range of a Huttlet, non-Hutt characters reduce their strain thresholds by 2.
[SPECIES]s begin the game with one rank in Streetwise. They still may not train Streetwise above rank 2 during character
creation.
Minion groups of Neimoidian citizens possess the Discipline and Cool skills as long as no member of the group has been killed or
incapacitated.
Jakobeasts have an encumbrance threshold of 20
Murra have an encumbrance threshold of 25, and the difficulty of all Athletics checks made to lift excessive encumbrance is
reduced by one.
Upgrade the difficulty of checks to train [SPECIES] by one.
Remove all [SETBACK] from all checks
Begin the game with one rank in the Durable Talent
[SPECIES] are immune to the effects of cold and below-feezing environments
[SPECIES] are immune to the effects of heat and hot environments
Upon first seeing a sando aqua monster, and individual must make a Daunting fear check with the difficulty upgraded once to
reflect the sheer dread the beast invokes.
[SPECIES] suffer no penalties when moving through difficult terrain.
When a minion group of one or more Mini-Meds performs the assist maneuver to help a character with a Medicine check, that
character counts as having +1 rank in the Surgeon talent per Mini-Med in the group
Halve the damage dealt to the swarm before applying soak unless the weapon has the Blast or Burn quality [Regardless of wether
or not that quality is activated]
The [SPECIES] can spend [TRIUMPH] on a successful Brawl check to hit the target as well as anyone engaged with the target.
Spend [ADVANTAGE] during melee combat to cause an engaged opponent to suffer 1 strain
May spend a maneuver to direct one [TARGET] minion group within medium range. The group may make an immediate free
maneuver or adds one Boost die [BOOST] to its next check
Add [BOOST] to all checks during combat while within medium range of one or more clone trooper allies.
All subordinates within Medium range add one [boost] die to all Mechanics checks
Polis Massans can communicate with other beings at short range using a simple form of telepathy. This communication is akin to
broadcast, and anyone within short range "hears" the Polis Massan's speech. Polis Massans can only "whisper" privately to
beings they are engaged with.
Upon first seeing a [SPECIES], an individual must make a Hard check following the rules for fear on page 298 ot the E-CRB.
Anyone hearing the howl of a [SPECIES] must make a HARD Discipline check or become disoriented for one round plus one
additional round for every [THREAT] generated.
[SPECIES] are incredibly territorial, and gain [BOOST] to all brawl checks made when attacking any intruders into what they
consider their territory.
+1 soak, +1 defense
Can survive in almost any poisonous, acidic, toxic, irradiated, or otherwise dangerous environment.
add [BOOST] to a rider's Survival checks while mounted on a [SPECIES]
add [BOOST][BOOST] to a rider's Survival checks while mounted on a [SPECIES]
If a [SPECIES] takes a maneuver to move closer to its target before attacking, it gains [BOOST] to its attack check and deals +2
damage.
Brawl; Damage +1; Critical 3; Range [Engaged]
Add [SETBACK] to any Agility checks
Using their powerful maws and their quick-acting acidic saliva, [SPECIES] can move through solid stone as if it were difficult
terrain.
Remove up to [SETBACK] from any checks due to hot or arid environmental conditions.
A character my opt to carry a Ranged [Light] weapon or a one-handed melee weapon in each hand.
When [SPECIES] suffer a Critical Injury, they add +40 to the Critical Injury roll
Can survive in vacuum without penalty, and can move in a vacuum environment
Anyone who suffers damage from the [SPECIES] must immediately make an Average Resilience check, suffering 5 strain if he
fails. Any [THREAT] generated on the Resilience check adds [SETBACK] to all the target's actions for a number of rounds equal
to the [THREAT] generated.
On a successful hit the target must pass an Average Resilience check or be disoriented for 3 rounds.
Spit a stream of water as a ranged attack
If an Ishi Tib has not been doused in salt water in the last twenty-four hours the character's wound threshold is reduced by 2.
Add [BOOST][BOOST] to resist fear against wild creatures
When the [SELF] suffers any wounds, he deals +1 damage with Brawl and Melee attacks. When suffering a Critical Injury, he
deals +2 damage with Brawl and Melee atacks instead.
INDEX BOOKS INDEX

LoNH:45 Force and Destiny Core Rulebook F-CRB

JoY:46 Age of Rebellion Core Rulebook A-CRB

DA:56 Edge of the Empire E-CRB


JoY:51 Game Master's Kit GMK
F-CRB:412 Beyond the Rim BtR
A-CRB:414 Enter the Unknown EtU
F-CRB:403 Suns of Fortune SoF
A-BGR:47 Jewel of Yavin JoY
SoF:19 Dangerous Covenants DC
BtR:62 Beginner Game - Adventure Book BGA
SoF:43 Beginner Game - Rulebook BGR
SoF:35 Operation Shadowpoint OS
CotG:24 Core Rulebook CRB

CotG:22 Dead in the Water DitW


NoP:14 Far Horizons FH
MPQ:91 Onslaught at Arda I OaA

E-CRB:407 Rescue at Glare Peak RaGP

FH:50 Scum and Villainy Adversary Deck SaVAD

CotG:65 Imperials and Rebels Adversary Deck IaRAD

OaA:38 Citizens of the Galaxy Adversary Deck CotGAD

LoNH:73 Stay on Target SoT

SoT:83 Lords of Nal Hutta LoNH


SoT:86 Fly Casual FC
SoT:85 Desperate Allies DA

FC:20 Beginner Game - Adventure Book BGA

MPQ:70 Beginner Game - Rulebook BGR

F-CRB:55 Chronicles of the Gatekeeper CotG


LoNH:77 Hidden Depths HD
LoNH:69 Mask of the Pirate Queen MPQ

OaA:57 Strongholds of Resistance SoR

NoP:42 Lead by Example LbE


JoY:14 Keeping the Peace KtP
SM:22 Beginner Game - Rulebook BGR
LoNH:77 Beginner Game - Adventure Book BGA
SoR:59 Nexus of Power NoP

JoY:88 Special Modifications SM

LbE:45 Savage Spirits SS

F-CRB:416 Forged in Battle FiB


BtR:46

SoR:27

F-CRB:411

SoR:43

SoR:43

SoF:43

E-CRB:44

A-CRB:449

JoY:12

SoR:55

CotG:85

SoT:83
A-CRB:424

SoF:73

A-BGR:47

LoNH:60
NoP:22

LoNH:57

BtR:64

BtR:64

F-CRB:412
F-CRB:58

CotG:85
SoF:42

NoP:15

A-CRB:417

F-CRB:417

SoF:69

SoR:27

SoT:83
SoT:85
SoT:88
LoNH:129
E-CRB:47
GMK:8

A-BGR:47

FC:22

A-CRB:422

CotG:22

E-CRB:412
MPQ:15
SoT:86
CotG:67

F-CRB:63

SoR:17

BtR:47
SoF:102

CotG:69

SoF:102
A-BGR:47

CotG:31

OaA:56

F-CRB:416

OaA:56

F-BGR:46

E-CRB:415
NoP:15

E-CRB:48
SoT:89
E-CRB:418
MPQ:30
LoNH:64
SoF:20

KtP:22

F-CRB:418

NoP:15

A-BGR:47
EtU:57

LoNH:87

LoNH:144
JoY:64
A-BGR:46,
E-CRB:403
A-CRB:413
LbE:25
EtU:21

FC:24

DA:58
NoP:139
SoR:126
SoR:27
SoF:43
LoNH:65
MPQ:43
SoF:19
F-CRB:58

BtR:44

E-CRB:405
SoF:20
E-CRB:392
SoR:34,
SoF:19
CotG:84
SoF:73
LoNH:85
KtP:49
JoY:11
OaA:85
NoP:36

DA:20

SoR:103

DA:56

SS:19
FH:20
SoF:43
MPQ:30
F-CRB:417
F-CRB:416
F-CRB:406
NoP:43
SoR:99
LoNH:57
KtP:49
NoP:43
SoF:65

A-BGR:45
F-CRB:60

SoF:73

LoNH:77

LoNH:60
E-CRB:394
LoNH:143
MPQ:44
E-CRB:407
MPQ:30
CotG:47
KtP:19
BtR:46
NoP:67
CotG:58
SoR:103

LoNH:64
BtR:87
BtR:71
NoP:101
CotG:26

DA:57

E-CRB:401
SoT:85
MPQ:67
GMK:9
NoP:15
OaA:27
F-CRB:410

BtR:71

E-CRB:392
JoY:89
CotG:69

NoP:14

SoF:28
SoF:19
OaA:32
F-CRB:414

SoF:120
F-CRB:415
E-CRB:399
MPQ:29
SoR:54
LoNH:46
E-CRB:44
CotG:52
F-CRB:414
SoF:20
SoT:85
JoY:14
NoP:98
SoT:87
SoT:87
NoP:23
SoR:59,
SoF:19
FH:50

BtR:44
E-CRB:415
A-CRB:415
A-BGR:45,
E-CRB:404
MPQ:29
BtR:16

SoR:99

SoF:43
SoF:20

SoF:20
BtR:46
SoF:61
SoT:83
SoT:84
SoF:65
E-CRB:50
MPQ:30
SoF:35
JoY:62
E-CRB:210
SoT:88
A-BGR:47

SoF:19

BtR:44
BtR:58
LbE:22
BtR:63
E-CRB:53
NEMESYS UPGRADE GUIDELINES
Nemesys One Career Toughened Durable Bonus New
Mean Party Total Skill Grit Talent
"Upgrade Talent Bonus Talent Bonus Talent Bonus Talent, Power
XP Points Sum Bonus Ranks
Levels" Ranks Ranks Ranks or Ability
1 150-200 20 1 1 1 1 0
2 201-250 22 2 1 1 1 0
3 251-300 24 3 2 2 2 1
4 301-350 26 4 2 2 2 1
5 351-400 28 5 3 3 3 2
6 401-450 30 6 3 3 3 2
7 451-500 32 7 4 4 4 3
8 501-550 34 8 4 4 4 3
9 551-600 36 9 5 5 5 4
10 601-650 38 10 5 5 5 4

RIVALS UPGRADE GUIDELINES

Rivals One Career Toughened Durable Bonus New


Mean Party Total Skill Grit Talent
"Upgrade Talent Bonus Talent Bonus Talent Bonus Talent, Power
XP Points Sum Bonus Ranks
Levels" Ranks Ranks Ranks or Ability

1 150-200 20 1 0 0 0
2 201-250 21 1 0 0 0
3 251-300 22 2 1 0 0
4 301-350 23 2 1 1 1
5 351-400 24 3 2 1 1
6 401-450 25 3 2 1 1
7 451-500 26 4 3 2 2
8 501-550 27 4 3 2 2
9 551-600 28 5 4 2 2
10 601-650 29 5 4 3 3
Endurance Dedication
Talent Bonus Talent Bonus
Ranks Ranks
1 0
1 0
1 1
2 1
2 1
2 2
3 2
3 2
3 3
4 3

Endurance Dedication
Talent Bonus Talent Bonus
Ranks Ranks

0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1
2 2
2 2
ALCANCE PESSOAL

CUSTO NA MANOBRA
PROXIMIDADE ALCANCE DE TEMPO TOTAL
ESCALA ALCANCE DESCRIÇÃO
DISTÂNCIA ATAQUE VIAJANDO engalado Curta Média Longa Extrema

Perto o suficiente para interação física; Pode


dd (Leve) or
Engajado até 2 Metros Nenhum 1 1 2 4 6 falar sussurrando e pode ver expressões
ddd (Pesado)
faciais

Até vários metros entre alvos; Pode falar


Curta até 6 Metros d até 3 Secondos 1 1 1 3 4
confortavelmente sem levantar vozes.

Até várias dezenas de metros entre alvos;


Pessoal Media até 50 Metros dd até 30 Secondos 2 1 1 2 4
Precisa falar alto para ouvir um ao outro.

Mais do que algumas dezenas de metros entre


Longa até 150 Metros ddd até 90 Secondos 4 3 2 1 2 alvos; Devem gritar alto para ouvir um ao
outro.

Até várias centenas de metros entre alvos;


Extrema até 300 Metros dddd até 3 Minutos 6 5 4 2 1
Não podemos nos ouvir nem mesmo gritando

PLANETARY RANGE BANDS (Atmospheric)


APROXIMATED VEHICLE TOTAL TIME MANOUVER COST
SCALE RANGE BAND DESCRIPTION
DISTANCE SPEED TRAVELED To Close To Short To Medium To Long To Extreme
Speed 1 Up to 5 Minutes 1 2 4 6 8
Slightly further than Extreme Range in
Close Up to 5Km Speed 2-4 Up to 30 Seconds 1 1 2 4 6 Personal Scale; vehicles can interact in combat
but they are several kilometers away
RY (Atmosphere Gravity and Air Friction)

Speed 5-7 Up to 3 Seconds 1 1 1 2 4


Speed 1 Up to 20 Minutes 2 1 2 4 6
Up to several dozen kilometers; far enough
Short Up to 20Km Speed 2-4 Up to 2 Minutes 1 1 1 2 4 that vehicles no longer engage each other in
line-of-sight weaponry
Speed 5-7 Up to 12 Seconds 1 1 1 1 2
Speed 1 Up to 60 Minutes 4 2 1 2 4
On this distance only the most powerfull
Medium Up to 60Km Speed 2-4 Up to 6 Minutes 2 1 1 1 2
ground artillery weapons could reach it's target
PLANETARY (Atmosphere Gravity a
On this distance only the most powerfull
Medium Up to 60Km
ground artillery weapons could reach it's target
Speed 5-7 Up to 36 Seconds 2 1 1 1 1
Speed 1 Up to 4 Hours 6 4 2 1 2
At this distance, direct engagement between
Long Up to 200Km Speed 2-4 Up to 24 Minutes 4 2 1 1 1 enemies never happen and tactical decision
are made
Speed 5-7 Up to 3 Minutes 2 1 1 1 1
Speed 1 Up to 9 Hours 8 6 4 2 1
This is the far edge of the most powerfull
Extreme Up to 500Km Speed 2-4 Up to 1 Hour 6 4 2 1 1 terrestrial scanners and no ground weapons
can reach enemies this far
Speed 5-7 Up to 6 Minutes 4 2 1 1 1

SPACE RANGE BANDS (Stratospheric)


APROXIMATED VEHICLE TOTAL TIME MANOUVER COST
SCALE RANGE BAND DESCRIPTION
DISTANCE SPEED TRAVELED To Close To Short To Medium To Long To Extreme
Speed 1 Less than a second 1 2 4 6 8
Dogfighting distance, with direct engagement
Close Up to 10Km Speed 2-4 Less than a second 1 1 2 4 6 between spaceships; point-blank-shots
PLANETARY (Space, Vacuum, No Gravity or Air Friction)

between capital ships


Speed 5-7 Less than a second 1 1 1 2 4
Speed 1 Up to 2 Seconds 2 1 2 4 6
Out of reach for dogfighting engagement, but
Short Up to 100Km Speed 2-4 Up to 1 second 1 1 1 2 4 missiles can be used; this is also an dangerous
distance for capital ships
Speed 5-7 Less than a second 1 1 1 1 2
Speed 1 Up to 8 Seconds 4 2 1 2 4
Targets at this distance are out of reach from
Medium Up to 500km Speed 2-4 Up to 5 Seconds 2 1 1 1 2 starfighters weapons but perfectly close for
capital ships big guns
Speed 5-7 Up to 2 Seconds 2 1 1 1 1
Speed 1 Up to 1 Minute 6 4 2 1 2
At this distance, direct engagement can occur
Long Up to 5.000km Speed 2-4 Up to 30 Seconds 4 2 1 1 1
only between capital ships artillery
Speed 5-7 Up to 10 Seconds 2 1 1 1 1
Speed 1 Up to 5 Minutes 8 6 4 2 1
This is the far edge of the most powerfull
Extreme Up to 20.000km Speed 2-4 Up to 3 Minutes 6 4 2 1 1 scanners and even capital ships artillery can
not reach enemies this far
Speed 5-7 Up to 90 Seconds 4 2 1 1 1
GENERAL GUIDELINES
1s One Success Complete the task at minimum quality and maximum time allowed
2s+ Additional Successes The task is completed at less time or with a better quality
1a One Advantage Additional helpful/beneficial effects or assistance/suport
More than one helpful/beneficial effects or one effect more
2a+ Additional Advantages
important/powerful/relevant; may activate an item quality or inflict a critical injury/hit
The magnitude limit for one single helpful/beneficial effect per turn; like strain recover
3a Three Advantages
(rest)
5a Five Advantages Can be converted to a Triumph

1x One Triumph Extremely helpful/beneficial effect or assistance; cannot be converted to Advantages

2x+ Additional Triumphs More than one extremely helpful/beneficial effect; cannot be converted to Advantages
1f+ One or More Failures May stack if failure's magnitude matters for the task
1t One Threat Aditional bad/ill effects or hindrances
2t+ Additional Threats More than one bad/ill effects or one effect more important/powerful/relevant
3t Three Threats The magnitude limit for one single bad/ill effect per turn; like strain gain (fatigue)
5t Five Threats Can be converted by GM to a Despair
1y One Despair Extremely bad/ill effect or hindrance; cannot be converted to Threats
2y+ Additional Despairs More than one extremely bad/ill effects; cannot be converted to Threats

COMBAT GUIDELINES
Recover 1 Strain (Max aaa for 3 points of Strain per turn)
Distract the opponent and give one B to the next allied character's check (BBB max).
1a
Notice a possibly useful objetc/item on the scene
Spend 1 less Strain to perform a second maneuver (cannot exceed two maneuvers per turn)
Add one b to the targeted character's next check (bbb max.)
Add one B to the character's next check, or to one of his/her allie's next check (BBB max).
2a
Distract the opponent and give an automatic a to the next allied character's check (aa max).
Perform a second maneuver without spending strain (cannot perform more than 2 maneuver per turn)
Add one automatic a to your next check (aa max.)
Add one automatic t to the targeted character's next check (tt max.)
3a Negate the targeted enemy's defensive bonus (such as cover or equipment) until the end of current round
Ignore penalizing environmental effects such as weather, gravity or concealment until the end of current round
Produce Disoriented Condition on target until the end of current round
Negate the targeted enemy's defensive bonus (such as cover or equipment) until the end of your next turn.
Ignore penalizing environmental effects such as weather, gravity or concealment until the end of your next turn.
4a Gain +1 Melee or Ranged Defense until the end of the active character's next turn.
Equipment, gear or weapon of target falls, stuck or jamm until the end of the enemy's next turn.
Produce Staggered Condition on target until the end of current round.
May be converted to a x
Upgrade the difficulty of the targeted character's next check by one
5a or Upgrade any allied character's next check, including that of the current active character.
x Inflict an automatic Critical Injury/Hit (must have at least one uncancelled s).
Precise Shot! Inflict damage to the enemy's equipment/gear/weapon (like sunder quality)
Produce Staggered Condition on target until the end of your next turn.
Inflict an automatic success/hit (disregard additional s) and a Critical Injury/Hit

2x+
Execute something vital that could bring an end to the conflict using the environment
2x+ Destroy the enemy's equipment/gear/weapon producing Staggered Condition until the end of your next turn.
Execute an extra attack/check on the same target with one difficulty upgrade
Execute an extra attack/check on another target at range with two difficulty upgrades
Active character suffers 1 Strain (3 points max).
Loses a prior maneuver benefit (like taking cover, maneuver talent effect or guarded stance)
1t Distracted by opponent! Add a B to another enemy's allied check (BBB max).
The target may perform a second maneuver without Strain cost on his/her next turn.
The character spends one additional point of Strain to execute maneuvers on the same turn
Add a B to the targeted character's next check (BBB max).
Add a b to the active character next check or an allied character (bbb max).
2t Distracted by opponent! Add an automatic a to another enemy's allied check (aa max).
All maneuvers cost 1 additional Strain until the end of next turn (a second maneuver costs 3 Strain).
The target may immediately perform a free maneuver.
Add an automatic t to your next check (tt max).
Add an automatic a to the targeted character's next check (aa max).
Surrounded! The character cannot perform maneuvers until the end of his next turn.
3t
The weapon, tool or equipment of the active character becomes moderately damaged
Improve penalizing environmental effects like concealment/weather/gravity until the end of his next turn.
Confused! The character gains Disorienting Condition until the end of his next turn.
Ops! The character falls prone and gains Staggered Condition until the end of his next turn.
The weapon, tool or equipment of the active character becomes heavily damaged
Weak Spot! The character loses it's Defense Bonus until the end of his next turn.
4t Equipment, gear or weapon becomes jammed until the end of the character's next turn, or falls to medium
range.
Upgrade the difficulty of the active character's next check.
My bad! The active character or one ally at range gains Immobilized Condition until the end of his next turn.
The GM may convert to a y
The weapon or gear of the active character is destroyed or unusable until the end of the conflict.
5t or
Upgrade the character's target next check by one
y
Upgrade the difficulty of any allied character's next check, including that of the current active character.
Not Now! The character's ranged weapon runs out of ammunition.
Allow the enemy do something vital that could bring an end to the conflict using the environment
A weapon or gear of the character is destroyed producing Staggered Condition until the end of your next turn.
2y+
Allow an free immediate attack/check from the active target with one difficulty upgrade
Allow an free immediate attack/check from target's allies in range with two difficulty upgrades
CONFLICT GUIDELINES
Knowing Inaction The PC knows that an NPC or other PC will do something particularly bad and chooses not to intervene.
Guilty of Omission: The PC become aware of a person or group of people who are suffering and chooses not to help them in any way.
Unfair treatment: The PC uses unfair tatics in combat (like sneak attacks), business, politics or other interpersonal relationship.
The PC tells a lie for selfish reasons. Some lies can be told without penalty to benefit others, such as avoiding a combat situation or
Lying to Personal Gain:
to protect innocents.
Resorting to Viloence as The PC resorts to violent acts to solve problems without exploring any other options. This penalty can be mitigated in case of self
the First Solution: defense.
1-2 Embroiled in Caos and
Participate indirectly on some violent or tense confict scene, like combat, shooting, fighting, chasing, hiding.
Fear:
Coercion and
Threatening with The PC threatens someaone with violence, or coerces the person to do his bidding against the person's will.
Violence:
Inflicting Emotional
The PC says something cruel or petty to upset or cause mental torment in a person.
Abuse:
The PC steals something that he needs to help someone else, or steal from some evil/corrupt/wealthy authority to give back to
Necessary Theft:
those who need it.
Pragmatic Theft: The PC steals something that he wants for himself (usefull or not) from some evil/corrupt/wealthy authority and keep it to himself.
Selfish Theft: The PC steals something that he wants for himself (usefull or not) from commom people who needs it and keeps it to himself.
The PC destroys objects or property, causes tumult or fear on passersby, infringes local law and order to help others or to
Necessary Chaos:
3-4 survive/escape.
The PC purposely destroys objects or property, causes tumult and fear on passersby or confront local law and order to help others
Unnecessary Chaos:
or to survive/escape.
Unnecessary Destruction: The PC willfully and without good cause destroys objects or property, causes tumult and fear on passersby.
The PC willfully and without good cause destroys objects and property; assalt, beats or confront commom people and local law
Violence and Chaos:
5-6 enforcers.
Necessary Agression: The PC attacks or confront other sensients to protect others or in self defense, but not killing it.
The PC do not shows any remorse for the suffering of others; participate/command/organize criminal activities alone or associated
Cruelty of a Criminal:
with other criminals.
7-8
7-8
Raw Violence and
The PC attacks or confront other sensients with selfish reasons or kill someone (even in self defense).
Agression:
Torture and Suffering: The PC torture another sensient or just causes pain, suffering and torment.
9 - 10 Murder and
The PC kills someone in self defense (murder) of who is helpless/unarmed (assassination).
Assassination:

FEAR CHECK GUIDELINES


d FRIGHT: on risk of injury or safety loss but no death; in a on-a-one combat situation; facing a dangerous creature; working safelly but stressfully against time
SCARE: moderate risk of injury or safety loss but no death; overmatched in combat; facing a aggressive creature; working with something intrincate against
dd
time
ddd HORROR: high risk of injury and maybe even death with no safety ensured; battlefield combat; facing a pack of aggressive creatures,
TERROR: high risk of death involved; injury, pain and suffering guarantee; no safety at all; overmatched in battlefield combat; facing a larger or dangerous
dddd
creature
ddddd PANIC: certain death involved; facing unknown larger alien creatures alone; heavilly injured and lost on a desert; desperation hugs, breaking sanity…
Apply upgrades if there is a time deadline to complete a fundamental task to survive or assure safety; if confronting an enemy renowmed for his/her
Upgrades
power/agressiveness; if embroilled on a battlefield agains gigantic warmachines; if more than half it's allies are dead or disable during a combat

FEAR RESULTS GUIDELINES


d The character adds one b to all checks until the end of the encounter. Another failed fear check can add one additional b to the character's checks.
t The character suffers a number of Strain equal to the number of t . If the check generates ttt or more, the character can be staggered on his turn.
y The character adds one d to all checks until the end of the encounter. If force-sensitive, the character gains 5 points of Conflict per y .
s The character avoids any fear effects, except those triggered by t .
a The character adds one B to his/her next fear check per a (max aaa). Additional a can grant B to one allie's fear check in range.
x Cancel all fear effects and ensure the character need not make any additional fear checks from the same source until the end of the encounter.
OBLIGAÇÃO DEVER MORALIDADE
Pontos Chance Tipe PJ Points Chance Type PJ Value Strength / Weakness PJ
20 0-20 Divida (Hutts) Dash 80 Discipline / Obstinance
10 21-30 Crime Dash 30 Cautious / Fear
20 31-50 Dependência Roman 73 Compassion / Hate
10 51-60 Apoio ao Império Roman 51 Discipline / Obstinance
10 61-70 Divida (Czerkat) Carborian
10 71-80 Caçado Carborian
10 81-90 Obsseção (Samir) Syrin
20 90-110 Juramento (Hutts) Syrin

Contribution RANK 3
ASTROGAÇÃO TESTE

Dificuldade Dificuldade
Base De Dificuldade Dado De Bõnus
Upgrades Downgrades

3 1 1

ASTROGAÇÃO VERIFICAÇÃO E SUGESTÕES DE RESULTADOS


1 Sucessos Emergir do hiperespaço no extremo alcance do alvo; cálculos e tempo de viagem inalterados

2+ Sucessos Reduza uma faixa de alcance ou reduza o tempo de viagem em 10% por sucesso adicional (

Vantagens Reduza o tempo de cálculo em 10% por vantagem (máximo: 30%)

Triunfos Reduzir o alcance do alvo para Curto / Médio; ou reduza o tempo de viagem ou o tempo de c

Falha Passou o tempo de cálculo e concluiu que precisa de mais dados de astrogação…
Converter em Fadiga do Sistema; ou aumente o tempo de cálculo ou o tempo de viagem em
Ameaças
ameaça (máximo: 30%)
Obstáculo / Espaço Anomalamente desconhecido; ou aumente o tempo de viagem ou o temp
Desespero
em 30%

MODIFICADORES NO TESTE DE ASTRONAVEGAÇÃO

Astrogation
Start Region Base Difficulty Destination Trade Routes
Modifier

Core Worlds d Same Star System 1 Diff. Downgrade Only Major Routes

Colonies dd Same Sector 1-3 Boost Die Only Minor Routes

Major and Minor


Inner Rim dd Same Quadrant Normal
Routes
No Routes /
Expansion Region ddd Same Region 1-3 Setback Die
Wildspace Travel

Mid Rim ddd Neighboring Region 1 Diff. Upgrade Destination


Uncivilized / No
Outer Rim ddd 2 Regions Away 2 Diff. Upgrade
Spaceport
Unknown Regions / Low Tech Planet /
dddd 3 Regions Away 3 Diff. Upgrade
Deep Core Landing Field
Moderate Tech /
Wild Space dddd 4 Regions Away 4 Diff. Upgrade
Limited Services
Astrogação Modificador de Testes de Astrogação Astrogação

a O Astronavigator fez uma pesquisa extra em gráficos da rota [+dd]

aa O Astronavigator executou pessoalmente a rota recentemente [+d]

[+ddd] Computador da marinha ou dróide astromecânico danificado [+dd]

Computadores ou gráficos desatualizados, corrompidos ou


[+d] [+d]
falsificados

Hora de navegar em um quadrante


Ajuste do tempo de
galáctico com um hiperdrive de classe 1:
viagem
24 Horas

Usando uma importante rota comercial Subtract 4-6 Hours

Usando uma rota comercial menor Add 4-6 Hours


Usando rotas comerciais principais e
No change
secundárias
Usando atalhos através do espaço
Add 6-8 Hours
selvagem
Usando nenhuma rota (apenas espaço
Add 12-16 Hours
selvagem)

Ajuste do tempo de
Escalas, obstáculos, anomalias espaciais
viagem

Burraco Negro, Supernova Add 24-48 Hours


Nebula, Nuvens Gasosas Add 12-24 Hours
Pirataria ou Zona de Guerra Add 3-6 Hours
Cometa Grande, Vento Solar Add 2-4 Hours
Campos de asteróides ou detritos Add 6-12 Hours
Escalas (por escala) Add 12-24 Hours

Travel Time Travel Time Travel Time


Hora de navegar pelo espaço Real:
(Speed 1) (Speed 2-4) (Speed 5-7)
Da superfície de um planeta à sua órbita 5-10min 2-5min 1-3min

Longe do campo de gravidade normal 10-30min 5-15min 3-7min

De uma superfície planetária a uma de


1 to 3 Hours 30-90min 15-45min
suas luas
Entre dois planetas do mesmo sistema
12 to 24 Hours 6-12 Hours 3-6 Hours
estelar
Do centro de um sistema estelar aos seus
1 to 6 Days 12-72 Hours 6-36 Hours
limites mais distantes
ESTE

Calculo Do Tempo
Setback Die
De Combate Rounds

2 8

STÕES DE RESULTADOS
; cálculos e tempo de viagem inalterados

viagem em 10% por sucesso adicional (máximo: 30%)

máximo: 30%)

duza o tempo de viagem ou o tempo de cálculo em 30%

e mais dados de astrogação…


po de cálculo ou o tempo de viagem em 10% por

u aumente o tempo de viagem ou o tempo de cálculo

STRONAVEGAÇÃO

Astrogation Astrogation
Space Anomally
Modifier Modifier

1 Diff. Downgrade Blackhole 3 Diff. Upgrades

Supernova / Solar
1 Boost Die 2 Diff. Upgrades
Wind

Normal Nebula 1 Diff. Upgrade

1 Diff. Upgrade Piracy / War Zone 3 Setback Die

Astrogation
Comet 2 Setback Die
Modifier
Asteroid or Debris
3 Setback Die 1 Setback Dice
Field

2 Setback Die

1 Setback Die
Modificador de Testes de Astrogação

Cálculos rápidos, sob estresse, escapando da busca

O navio está levemente danificado (trauma com menos da


metade do casco)
O nave está muito danificada (mais da metade do trauma do
casco)
O astronavegador está gravemente ferido (mais da metade do
limiar da ferida)
Tipo do Veiculo Lambda Shutte

Custo total do Veiculo 140,000


Consumíveis para veículos em
90
dias

Pontos
Tipos de Consumiveis Situação
Consumiveis
Todos os Consumiveis 1 Para cada dia inteiro de operação normal ou após quatro viagens curtas
Sustento, Ar, Suprimentos, Manutenção 0 Para cada passageiro ou tripulação adicional além de seus limites máximos
Combustível, Energia, Manutenção 1 Empurrando motores e sistemas além da capacidade normal
Combustível, Energia, Suprimentos, Manutenção 3 Viagem problemática, combate sem avaria no casco ou acertos críticos
Combustível, Energia, Suprimentos, Manutenção, Ar 3 Viagem perigosa, combate com avaria no casco ou acertos críticos
Manutenção, Energia e Combustível 1 Para cada salto no hiperespaço, sequência de manobras perigosas ou perseguição
Combustível, Energia 1 Mais de 25% da capacidade total do sistema usada
Combustível, Energia 1 Mais de 50% da capacidade total do sistema usada
Combustível, Energia 1 Mais de 75% da capacidade total do sistema usada
Energia, Sustentação, Ar, Manutenção 0 Compartimentos ou alojamentos especiais para espécies que não respiram oxigênio

Pontos
Comsumiveis do Veiculo Capacidade Total Disponível Descrição
Consumiveis
Combustível 100 100 Combustível inflamável com alto teor de líquido para os motores subluz e hyperdrive
Energia 135 25 110 Células de energia pesada para alimentar sistemas eletrônicos, blindagens, sensores ...
Suprimentos 90 50 40 Inclui produtos de higiene, limpeza e manutenção
Manutenção 90 30 60 Pequenos reparos de rotina em motores, sistemas elétricos e casco
Sustentação 100 10 90 Inclui água, rações e bebidas comuns para seres humanos
Ar 90 10 80 Inclui todos os gases de suporte à vida humana
Custo de Recarga dos Pontos Consumíveis

Custo Normal Modificadores Custo Final em


Consumíveis Pontos Comprados
em Créditos de Mercado (%) Créditos

Combustível 100.00 200% 300.00


Energia 180.00 200% 540.00
Suprimentos 100.00 200% 300.00
Manutenção 200.00 200% 600.00
Sustentação 100.00 200% 300.00
Ar 200.00 200% 600.00
Custo Total dos Consumíveis 2,640.00

Reparo de Veiculo

Modificadores
Custo Normal em Custo Final em
Consumíveis de Mercado Componentes de Veiculos Alternativos (d%)
Créditos Créditos
(%)
1 Point of Hull Trauma 700.00 700.00 Cargo Hold 01-10
Weapon Systems 4,200.00 4,200.00 Living Quarters 11-20
Electrical Systems 1,400.00 1,400.00 Main Hall or Medbay 21-25
Computer Systems 4,200.00 4,200.00 Main Corredors 26-30
Artificial Gravity 1,400.00 1,400.00 Landing Gear 31-35
Gyroscope / Thrusters 1,400.00 1,400.00 Gyroscope / Thrusters 36-40
Life Support 2,800.00 2,800.00 Droid / Repair Systems 41-45
Droid / Support System 1,400.00 1,400.00 Weapon Systems 46-50
Cargo Hold 1,400.00 1,400.00 Computer Systems 51-55
Bridge or Cockpit 4,200.00 4,200.00 Electrical Systems 56-60
Main Hall or Medbay 4,200.00 4,200.00 Hyperdrive 61-65
Landing Gear 1,400.00 1,400.00 Shield Generator 66-70
Shield Generator 4,200.00 4,200.00 Sensors 71-75
Living Quarters 2,800.00 2,800.00 Comms 76-80
Sensors 1,400.00 1,400.00 Sublight Engines 81-85
Comms 1,400.00 1,400.00 Artificial Gravity 86-90
Sublight Engines 1,400.00 1,400.00 Life Support 91-95
Hyperdrive 4,200.00 4,200.00 Bridge or Cockpit 96-99
Custo Total dos Consumíveis 44,100.00
DIFICULADADE DE CURA TIPO DE CÍRITICO PERSSONAGEM
nte: Vire um ponto de dDestino do lado da luz para o lado negro (2)/Desequilibrado: +b ao próximo teste de perícia;Sobressalto: derruba um item que estava segurando;Sobressalto:
Dash(3)
derruba um item que estava segurando;

dd

ddd
dddd Nocauteado: fica Aturdido durante todo o encontro. Dash
POSSES DO GRUPO RECURSOS DO GRUPO CONTATOS DO GRUPO Carga
1 Kit de ferramentas pra conserto de droide c/ Grupo C$ 40,000
1 bastão luminoso
3 kits de reparo de emergencia
1 carabina blaster
1 vibromachado
Componentes de protetor peitoral pra droide
2 braços de droide
3 datapad
2 latas de óleo para banho de droide
26 medpack c/Grupo
2 binóculo
1 pistola blaster comum
Artefato com brilho vermelho (holocron sith) / Dash
Pilha de acordos entre império e sol negro
Pilha de documentos das espionagens do Teemo
7 stimpack c/ grupo
1 tanque de combistivel extra
Ganchos de escalada
Dados do Datapad do capitão imperial TOTAL
COMPONETES TECNOLÓGICOS RANDON
Subtipo I Subtipo II Tipo Componente d100
Longo Alternate Amperage Accelerometer 1 to 3
Curto Bandwidth Capacitance Alternator 4 to 6
Largo Baseline Circuit Amplifier 7 to 9
Peuqeno Bidirectional Conductance Analyser 10 to 12
acendedor Bipolar Current Battery 13 to 15
Pesadão Burst Cycle Cable/Wire 14 to 18
Plastico Counter Electricity Capacitor 19 to 21
Metalico Dielectric Eletromagnetic Cell 22 to 24
Carbono Diode Energy Circuit 25 to 27
Borracha Direct Field Commutator 28 to 30
Sealed Gauge Flux Connectors 31 to 33
Automatic Interface Frequency Converter 34 to 36
Manual Intermitent Galvanic Filter 37 to 39
Digital Linear Gamma Generator 40 to 42
Analogical Nonlinear Impedance Igniter 43 to 45
Wired Range Inductance Inductor 46 to 48
Wireless Ratio Laser Insulator 49 to 51
Programed Relay Light Modulator 52 to 54
Recycled Signal Load Monitor 55 to 57
Micro Spectrum Magnetism Motherboard 58 to 60
Macro Switch Phase Receiver 61 to 63
Ultra Threshould Power Rectifier 64 to 66
Hyper Timer Thermal Regulator 67 to 69
Mega Unidirectional Wave Resistor 70 to 72
High Unipolar Roll again Synthesizer 73 to 75
Low Roll again Roll again Terminal 76 to 78
Faster Roll again Roll again Transducer 79 to 81
Slower Roll again Roll again Transistor 82 to 84
Louder Roll again Roll again Transmitter 85 to 87
Quieter Roll again Roll again Panel 88 to 100
Core Books
Code Book Setting
AoR Age of Rebellion AoR
EoE Edge of the Empire EoE
FnD Force and Destiny FnD
Core all core books all

Career Books t t
Code Book Setting y y
DA Desperate Allies AoR a a
DC Dangerous Covenant EoE s s
EU Enter the Unknown EoE dD dD
EV Endless Vigil FnD f f
FB Forged In Battle AoR zZ zZ
FC Fly Casual EoE x x
FH Far Horizons EoE cC cC
KP Keeping the Peace FnD bB bB
LE Lead By Example AoR
SM Special Modifications EoE
SS Savage Spirits FnD
ST Stay On Target AoR

Sector Books
Code Book Setting
LNH Lords of Nal Hutta EoE
NoP Nexus of Power FnD
SoF Suns of Fortune EoE
SoR Strongholds of Resistance AoR

Adventure Books
Code Book Setting
BtR Beyond the Rim EoE
CtG Chronicles of the Gatekeeper FnD
JoY Jewel of Yavin EoE
MPQ Mask of the Pirate Queen MPQ
OaA Onslaught At Arda I AoR

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