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Species List

Brawn Agility Intelligence Cunning Willpower Presence


Species
(Br) (Ag) (Int) (Cun) (Will) (Pr)

Aleena 1 3 2 2 2 2

Anx 3 1 2 2 2 2

Aqualish
3 2 1 2 2 2
(Aquala)

Aqualish (Quara) 3 2 1 2 2 2

Aqualish (Ualaq) 3 2 1 2 2 2

Arcona 1 2 2 2 3 2

Arkanian 2 2 3 2 2 1

Balosar 2 2 2 3 1 2

Bardottan 2 2 2 1 3 2

Besalisk 3 1 2 1 2 2

Bith 1 2 2 2 2 3

Bothan 1 2 2 3 2 2

Caamasi 2 2 2 1 3 2
Cerean 2 1 3 2 2 2

Chadra-Fan 1 3 3 2 1 2

Chagrian 2 1 2 2 3 2

Chevin 3 1 2 3 2 1

Chiss 2 2 3 2 2 1

Clawdite 2 2 2 3 1 2

Clone 2 2 2 2 2 2

Cosian 1 2 3 2 2 2

Dathomirian 2 2 2 2 2 2

Devaronian 2 2 2 3 2 1

Dowutin 3 1 2 2 2 2

Drabatan 2 2 2 1 2 3

Drall 1 1 4 2 2 2

Dressellian 2 2 2 2 3 1
Droid 1 1 1 1 1 1

Dug 2 3 2 2 2 1

Duros 1 2 3 2 2 2

Elom 3 2 2 2 2 1

Elomin 2 2 3 2 1 2

Ewok 1 2 2 3 1 2

Falleen 1 2 2 2 2 3

Gand (with
2 2 2 2 3 1
lungs)

Gand (without
2 2 2 2 3 1
lungs)

Gank 2 2 2 2 2 1
Geonosian 2 2 2 1 1 1

Gigoran 3 2 1 2 2 2

Gossam 1 2 2 3 2 2

Gotal 2 2 2 3 2 1

Gran 2 2 2 1 2 3

Gungan 2 2 1 2 2 3

Harch 2 2 2 3 2 1

Human 2 2 2 2 2 2

Human;
2 2 2 2 2 2
Corellian

Human;
2 2 2 2 2 2
Mandalorian

Hutt 3 1 2 2 3 2

Iakaru 2 3 2 2 1 2

Iktotchi 2 2 2 2 3 1
Ishi Tib 2 2 3 2 1 2

Ithorian 2 1 2 2 3 2

Jawa 1 2 2 3 2 1

Kalleran 3 2 2 2 2 1

Kaminoan 1 2 3 2 2 2

Karkarodon 3 2 1 2 2 2

Kel Dor 1 2 2 2 3 2

Klatooinian 2 3 2 2 1 2

Kubaz 2 2 2 2 3 1

Kyuzo 2 3 2 2 2 1

Lannik 2 1 3 2 2 2

Lasat 3 3 2 1 2 1
Melitto 3 2 2 2 1 2

Mikkian 1 2 2 2 3 2

Mirialan 2 3 2 1 2 2

Mon Calamari 2 2 3 1 2 2

Mustafarian;
2 2 2 2 2 1
Northern

Mustafarian;
2 2 2 2 2 1
Southern

Muun 2 2 3 3 1 1

Nautolan 3 2 2 2 1 2

Neimoidian 1 2 3 3 1 2

Nikto; Green 3 2 2 2 2 1

Nikto; Mountain 3 2 2 2 2 1

Nikto; Pale 3 2 2 2 2 1

Nikto; Red 3 2 2 2 2 1

Nikto; Southern 3 2 2 2 2 1
Pantoran 2 2 2 2 1 3

Pau'an 1 2 2 2 3 2

Phydolon 2 2 2 2 3 1

Polis Massan 1 2 3 2 3 1

Quarren 2 2 1 2 3 2

Quermian 1 2 3 2 2 1

Rodian 2 3 2 2 1 2

Sakiyan 2 2 3 2 2 2

Sathari 1 3 2 2 2 2

Selonian 2 3 2 1 3 1

Shistavanen 2 3 3 2 1 1

Skakoan 2 2 3 1 2 2
Sullustan 2 3 2 1 2 2

Thisspiasian 2 3 2 2 2 1

Tholothian 2 2 2 2 2 2

Tognath 2 2 2 2 3 1

Togruta 1 2 2 3 2 2

Toydarian 1 1 2 2 3 3

Trandoshan 3 1 2 2 2 2

Tusken Raider 3 2 2 2 2 1

Twi-lek 1 2 2 2 2 3

Umbaran 2 2 2 2 2 2

Verpine 2 3 3 1 2 1
Vurk 2 2 2 1 2 3

Weequay 3 2 1 3 2 1

Whiphid 3 2 2 1 2 2

Wookiee 3 2 2 2 1 2

Xexto 1 3 2 2 1 2

Zabrak 2 2 2 2 3 1
Wound Strain
XP
Threshold. Threshold.

8 + Brawn 10 + Will 95

13 + Brawn 10 + Will 85

11 + Brawn 08 + Will 90

11 + Brawn 08 + Will 90

11 + Brawn 08 + Will 90

10 + Brawn 10 + Will 100

10 + Brawn 10 + Will 100

10 + Brawn 10 + Will 100

9 + Brawn 10 + Will 105

12 + Brawn 07 + Will 85

10 + Brawn 10 + Will 100

10 + Brawn 11 + Will 100

10 + Brawn 11 + Will 100


10 + Brawn 12 + Will 90

9 + Brawn 11 + Will 90

11 + Brawn 10 + Will 90

11 + Brawn 11 + Will 90

10 + Brawn 10 + Will 100

9 + Brawn 9 + Will 95

11 + Brawn 11+ Will 100

10 + Brawn 11 + Will 95

10 + Brawn 11 + Will 100

11 + Brawn 10 + Will 95

15 + Brawn 08 + Will 85

10 + Brawn 10 + Will 100

8 + Brawn 12 + Will 90

11 + Brawn 10 + Will 110


10 + Brawn 10 + Will 175

9 + Brawn 08 + Will 90

11 + Brawn 10 + Will 100

10 + Brawn 09 + Will 100

9+ Brawn 10 + Will 105

9 + Brawn 11 + Will 120

10 + Brawn 12 + Will 90

10 + Brawn 10 + Will 110

10 + Brawn 10 + Will 100

10 + Brawn 10 + Will 110


9 + Brawn 9 + Will 140

12 + brawn 10 + Will 100

9 + Brawn 11 + Will 100

9 + Brawn 08 + Will 100

10 + Brawn 09 + Will 100

10 + Brawn 10 + Will 100

11 + Brawn 11 + Will 75

10 + Brawn 10 + Will 110

10 + Brawn 10 + Will 110

10 + Brawn 10 + Will 105

13 + Brawn 11 + Will 70

9 + Brawn 10 + Will 100

10 + Brawn 12 + Will 90
12 + Brawn 10 + Will 100

9 + Brawn 12 + Will 90

8 + Brawn 8 + Will 120

8 + Brawn 12 + Will 90

9 + Brawn 10 + Will 100

12 + Brawn 10 + Will 90

10 + Brawn 10 + Will 100

10 + Brawn 10 + Will 100

9 + Brawn 10 + Will 100

11 + Brawn 11 + Will 90

8 + Brawn 12 + Will 100

12 + Brawn 10 + Will 90
9 + Brawn 11 + Will 100

10 + Brawn 11 + Will 100

11 + Brawn 10 + Will 100

10 + Brawn 10 + Will 100

10 + Brawn 10 + Will 100

10 + Brawn 10 + Will 100

9+ Brawn 09 + Will 90

11 + Brawn 09 + Will 100

11 + Brawn 09 + Will 90

11 + Brawn 10 + Will 100

11 + Brawn 10 + Will 100

11 + Brawn 10 + Will 100

11 + Brawn 10 + Will 100

11 + Brawn 10 + Will 100


10 + Brawn 11 + Will 110

12 + Brawn 8 + Will 95

10 + Brawn 10 + Will 100

8 + Brawn 11 + Will 100

10 + Brawn 08 + Will 95

10 + Brawn 10 + Will 85

10 + Brawn 10 + Will 100

8 + Brawn 10 + Will 80

8 + Brawn 10 + Will 100

11 + Brawn 10 + Will 80

12 + Brawn 10 + Will 80

10 + Brawn 08 + Will 80
10 + Brawn 10 + Will 100

10 + Brawn 08 + Will 100

10 + Brawn 10 + Will 100

9 + Brawn 09 + Will 95

10 + Brawn 10 + Will 100

9+ Brawn 12 + Will 90

12 + Brawn 09 + Will 90

11 + Brawn 11 + Will 105

10 + Brawn 11 + Will 100

10 + Brawn 10 + Will 100

9 + Brawn 12 + Will 80
11 + Brawn 11 + Will 100

10 + Brawn 09 + Will 90

12 + Brawn 10 + Will 80

14 + Brawn 08 + Will 90

9 + Brawn 09 + Will 85

10 + Brawn 10 + Will 100


Abilities

Begin with 1 rank in Coordination


Silhouette 0
Sturdy Frame: Start with 1 rank in the Durable talent

Begin with 1 rank in Kill With Kindess talent


Anatomical Knowledge: Gain 1 rank of the Lethal Blows talent
Mood Indicator: If an Anx’s Headcrest is not covered, the character upgrades the difficulty of Deception checks once.

Begin with 1 rank in Brawl and Resilience


Can breathe underwater
Aquala: Remove b due to cold or wet conditions

Begin with 1 rank in Brawl and 1 in Athletics or Coercion


Can breathe underwater
Quara: Remove b when tracking someone or something in a natural environment

Begin with 1 rank in Brawl and Survival


Can breathe underwater
Ualaq: Remove b imposed to dark conditions but suffer b to brightly lit environments.

Begin with 1 rank in Vigilance


When making skill checks, may remove b imposed due to arid or hot environmental conditions
Mood Readers: Add an automatic a to any Charm or Negotiation checks they make

Begin with 1 rank in Medicine


Dark vision: When making skill checks remove bb imposed due to darkness.

Begin with 1 rank in Streetwise


Antennapalps: Add automatic aa to Vigilance checks

Begin with 1 rank in Knowledge (Lore)

Begin with 1 rank in Resilience


Additional Limbs: Have multiple sets of arms. As a result, they gain an additional free maneuver per turn, but may not
perform more than 2 maneuvers per turn.

Begin with 1 rank in Perception


Sensitive Hearing: Add b when making a hearing-based Perception check. When suffering strain from loud noises, suffer
twice as much strain. Wearing ear protection negates both effects of this ability.

Begin with 1 rank in Streetwise


Start with 1 rank in the Convincing Demeanor talent

Begin with 1 rank in Charm or Discipline


Memnii: Once per session, may memorize a scene or encounter to perfectly recall it later
Begin with 1 rank in Vigilance
Binary Processing: Treat all Knowledge skills as career skills

Begin with 1 rank in Mechanics


Silhouette 0
Acute Senses: Remove up to bb from Perception checks

Begin with 1 rank in Resilience


Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water
Knowledge Specialization: Chargrians Start with 1 rank in the Knowledge Specialization talent.

Begin with 1 rank in Negotiation


Advanced Olfaction: Add b to Perception checks using sense of smell
Thick Hide: Begin game with 1 rank in Durable talent

Begin with 1 rank in Cool


Infravision: Remove b added to checks due to lighting conditions

Begin with 1 rank in Resilience


Changeling: As an action, may suffer 3 strain and make an Average (dd) Resilience check to change his appearance to
match that of a silhouette 1 character whom he has observed before. An observing character must make an opposed
Perception vs Deception check to detect whether something is amiss with the impersonated character’s likeness, behavior, or
mannerisms.

Begin with 1 rank in Knowledge (Warfare) and Resilience


Kamino Training: Begin with 1 rank in Physical Training talent

Begin with 1 rank in Knowledge (Lore)


Strong Backed: Encumbrance of 10 + Brawn

Begin with 1 rank in Coercion and 1 rank in Survival


Harsh Upbringing: Begin with 1 rank in Outdoorsman talent

Begin with 1 rank in Survival or Deception


Resilient Metabolism: Add an automatic s to Resilience checks

Begin with 1 rank in Resilience


Large: May choose Silhouette 1 or 2 during creation
Immovable: May suffer 3 strain in an out of turn incidental to avoid becoming immobilized, knocked prone or moved against
player will (only suffer 1 strain for Silouette 2 Dowutins)

Begin with 1 rank in Charm or Leadership


Big Noise: When making a Leadership or Coercion check, may spend aa to affect 1 additional character not originally
targeted by the check, or may affect targets one range band further than normal.

Begin with 1 rank in Knowledge (Education)


In addition to using his skill or characteristic rating, a Drall adds b to the pool when providing skilled assistance

Begin with 1 rank in Survival


Primitive: Upgrade difficulty of any checks involving advanced technology. This counts as any technology not available on
the Dressellian’s home planet, though individual pieces of technology they become familiar with over time can become
exempt from this at GM discretion. Dressellians can spend 10 XP at character creation to remove this penalty permanently
Droids do not need to eat, sleep, or breathe, and are unaffected by toxins or poisons. They have a cybernetic implant cap of 6
instead of their Brawn rating

May train 1 rank in 6 of the 8 career skills (rather than usual 4), and after selecting specializations, may train 1 rank in 3 of the
4 specialization skills (instead of the usual 2)

Inorganic: Droids recover naturally by resting as their system attempts self-repairs. Otherwise, droids need to be healed with
a Mechanics check, using the same difficulties as Medicine checks for organic beings. Emergency repair patches can be used
to repair damage just like stimpacks are used for organic beings

Begin game with 1 rank in the Enduring talent

Mechanical Being: Cannot become Force sensitive, acquire Force rating, use Force powers or be affected by mind-altering
Force powers

Begin with 1 rank in Brawl


Born to Ride: Begin with 1 rank of Defensive Driving talent

Begin with 1 rank in Piloting (Space)


Intuitive Navigation: Add a to Astrogation checks

Begin with 1 rank in Resilience


Digging Claws: Before using a maneuver to move, may spend a maneuver to dig, allowing the character to use that move
maneuver to travel through loose soil or similar terrain. At GM discretion, this excavation may result in a low, narrow tunnel
which others can use

Begin with 1 rank in Knowledge (Education) and Charm

Begin with 1 rank in Stealth or Survival


Silhouette 0
Acute Senses: Add b to Perception and Vigilance checks
Low-Tech Users: Upgrade the difficulty of any check involving advanced technology not available on their home planet once.
If an Ewok uses an advanced piece of technology for an extended period of time, they may become familiar with it and be
exempt from this rule when using that piece of technology (at GM discretion). In addition, with GM approval may spend 10 XP
to remove this disadvantage from the character.

Begin with 1 rank in Charm


Beguiling Pheromones: Once per check as an incidental, may suffer 2 strain to upgrade the ability of a Charm, Deception,
or Negotiation check against a living sentient within short range once. This ability has no effect on targets wearing breath
masks or without respiratory systems

Begin with 1 rank in Discipline


Racial: Oxygen is a Rating 8 dangerous atmosphere without respirator

Begin with 1 rank in Discipline


Racial: Immune to suffocation (but not the wounds suffered from being in a vacuum).

Begin with 1 rank in Coercion or Discipline


Cyborg: Begins game with up to 2 cybernetics that cost a total of up to 5,000 credits. If a character takes on additional
Obligation for credits at character creation, he may apply those extra funds to purchase cybernetics. Ganks have a cybernetic
implant cap of 3 plus brawn rating
Begin with 1 rank in any skill
Industrious: A Geonosian who provides assistance adds b to the check, in addition to the normal benefits of assistance, and
the Geonosian recovers 1 strain
Winged: Geonosiasn can fly

Begin with 1 rank in Brawl


Adapted to the Cold: Remove b imposed due to cold or snow-filled conditions
Low-Tech: Upgrade difficulty of Mechanics checks involving advanced technology once

Begin with 1 rank in Deception


Silhouette 0

Begin with 1 rank in Perception


Energy Sensitivity: Once per encounter as a maneuver, may sense the presence and current emotional states of all living
things within short range of himself

Begin with 1 rank in Charm or Negotiation


Enhanced Vision: When making ranged combat or Perception checks, Gran remove up to bb imposed to due environmental
conditions or concealment (but not defense)

Begin with 1 rank in Athletics


Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water

Begin with 1 rank in Perception


Additional Limbs: Have multiple sets of arms. As a result they gain an additional free maneuver per turn, though may not
perform more than 2 maneuvers per turn
Venomous Fangs: When a Harch makes a Brawl check to deal damage to an opponent, the attack gains the Stun 3 item
quality

Gain 2 ranks in non-career skills

Begin with 1 rank in Piloting (Planetary) or Piloting (Space), Piloting may be trained to 3 during creation

Gain 1 rank in any combat skill OR Gain 1 rank in each of 2 Knowledge skills

Begin game with 1 rank in Coercion or Discipline


Begin game with 1 rank in Enduring talent and 1 rank in Nobody’s Fool talent
Ponderous: Can never spend more than 1 maneuver moving per turn

Begin with 1 rank in Piloting (Space)


Brachiation: Suffer no terrain penalties for movement through jungles or similar environments. Also add b to Athletics and
Coordination checks relating to climbing, swinging, and balancing

Begin with 1 rank in Vigilance


Racial: Sees flashes of future at GM discretion; May spend x while rolling Initiative to get a free maneuver for use or for ally in
short range before encounter begins
Begin with 1 rank in Discipline
Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water
Water Dependence: If an Ishi Tib has not been doused in salt water in the last 24 hours, the character’s wound threshold is
reduced by 2. The effects remain until the character is doused in salt water.

Begin with 1 rank in Survival


Ithorian Bellow: Suffer 3 strain to attack with a Resilince check with the following profile [Damage 6; Critical 4; Range
(Short); Blast 3; Concussive 1; Slow Firing 2; Stun damage]

Begin with 1 rank in Negotiation or Skullduggery


Clever Negotiators: May use Cunning instead of Presence when making Negotiation checks

Begin with 1 rank in Streetwise


Hypersensitive Antennae: Begin with Heightened Awareness talent

Begin with 1 rank in Medicine


Begin game with 1 rank in the Researcher talent
Expressionless: Add b to all Charm checks the character makes. Other characters add b to all social skill checks targeting
this character

Begin with 1 rank in Athletics


Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water
Jaws: When a Karkarodon makes a Brawl check to deal damage to an opponent, they deal +1 damage and the attack has a
critical rating of 3

Begin with 1 rank in Knowledge (Education)


Darkvision: When making skill checks, may remove bb imposed due to darkness
Atmospheric Requirement: Must wear a specialized mask to breathe outside of their native atmosphere. A Kel Dor
character begins the game with an antitox breathe mask and treats oxygen as a dangerous atmosphere with Rating 8.
However, Kel Dors may survive in a vacuum for up to 5 minutes before suffering its effects

Begin with 1 rank in Brawl or Ranged (Heavy) or Ranged (Light)


Begin with 1 additional rank of a non-career skill of his choice

Begin with 1 rank in Stealth or Survival


Enhanced Vision: When making Ranged combat or Perception checks, may remove up to bb imposed due to concealment
or applicable environmental factors (but not defense)

Begin with 1 rank in Coordination


Dense Musculature: Once per round, may suffer 3 strain to leap horizontally or vertically to any location within medium range

Begin with 1 rank in Streetwise


Indomitable: Remove up to bb caused by Critical Injuries, the Disoriented condition, and fear checks.

Begin with 1 rank in Brawl or Knowledge (Lore)


Prehensile Feet: May move along a verticle surface as if it were horizontal
Begin with 1 rank in Perception
Sightless Vision: Can perceive surroundings without needing light, never suffer penalties on combat or Perception checks
due to darkness or other environmental factors that affect vision. Normal atmosphere is a Rating 6 corrosive atmosphere
without a respirator

Begin with 1 rank in Discipline


Sensory Tendrils: Add b to all Perception checks

Begin with 1 rank in Discipline and Cool

Begin with 1 rank in Knowledge (Education)


Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water

Begin with 1 rank in Eye for Detail talent


Northern Mustafarian: Remove bb from checks imposed by arid or hot conditions

Begin with 1 rank in the Enduring talent


Southern Mustafarian: Remove bb from checks imposed by arid or hot conditions

Begin with 1 rank in Knowledge (Education) and Knowledge (Core Worlds)


Deep Pockets: Start with +1000 credits

Begin with 1 rank in Athletics


Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water

Begin with 1 rank in Deception or Negotiation

Begin with 1 rank in Coordination


Green Nikto: Add b to Athletics for climbing
Claws: Can use claws for brawl checks dealing 1+ damage, crit rating of 3

Begin with 1 rank in Survival


Mountain Nikto: Gain 1 rank in Natural Outdoorsman

Begin with 1 rank in Athletics


Swimmer: Never suffers movement penalties for moving through water and can hold his breath for a number of rounds
equal to his Brawn rating before beginning to drown

Begin with 1 rank in Resilience


Red Nikto: Remove b from checks imposed by arid or hot conditions

Begin with 1 rank in Perception


Southern Nikto: Add b to Perception and Vigilance checks involving sounds
Begin with 1 rank in Cool or Negotiation
Tundra Dwellers: remove b from checks due to cold environments

Begin with 1 rank in Negotiation or Coercion


Sensitive Hearing: Add b to all perception and Vigilance checks they make as long as they are wearing their protective
earpieces. If not add t instead

Begin with 1 rank in Cool or Discipline


Symbiotic Resilience: Heal 1 extra wound for full nights rest. May attempt to recover from 1 critical injury with a nights rest
rather a full week
Symbiotic Isolation: Suffer 1 strain at end of encounters if no other phydolon present

Begin with 1 rank in Medicine


No Vocal Cords: Vast majority of Polis Massan are born without vocal cords. When creating a Polis Massan character, a
player can spend 10 XP to specify that the character possesses vocal cords
Telepathy: Can communicate with other beings at short range using a simple form of telepathy. This communication is akin to
a broadcast, and anyone within short range “hears” the Polis Massan’s speech. Polis Massan’s can only “whisper” to beings
they are engaged with

Begin with 1 rank in Negotiation


Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water
Ink Spray: Once per encounter, as an out-of-turn incidental, may suffer 2 strain to add b to a combat check made by a
character within short range (underwater it adds bbb to the combat check instead)

Begin with 1 rank in Perception


Additional Limbs: Have 6 limbs; 2 legs and 4 arms. They gain an additional free maneuver per turn, although they still may
not perform more than 2 maneuvers per turn

Begin with 1 rank in Survival


Gain 1 rank in Expert Tracker talent

Begin with 1 rank in Perception or Vigilance


Gain 1 rank in Expert Tracker talent

Begin with 1 rank in Coordination


Glider: Can fall safely from any height and can glide over small gaps or distances while falling. While conscious, a Sathari
character does not suffer damage from falling

Begin with 1 rank in Coordination


May remove b from checks in darkness
Tail: Tail may be used as a Brawl weapon. Uses the Brawl Skill combined with the Agility characteristic, but adds its weapon
damage to the character’s Brawn for total damage. It always counts as equipped, and has the following weapon profile
(Brawl; Dmg +1; Crit 5; Range [Engaged]; Disorient 2, Knockdown). May trigger Knockdown with a

Begin with 1 rank in Brawl or Survival


Hunter’s Instincts: When making an initiative check, may use Survival instead of Cool or Vigilance

Begin with 1 rank in Knowledge (Education) and Mechanics


Methane Breather: Require methane to live, and wear special pressure suits to emulate conditions on Skako. Begin game
with specialized pressure suit with methane respirators, which counts as armor with indefinite supplies of methane. The suit
has +2 soak, encumbrance of 3, 3 hard points, cannot be acquired unless on Skako, and cannot be worn by other species.
Skakoans treat standard planetary air pressure and composition as corrosive atmosphere with rating 6
Begin with 1 rank in Astrogation
Begin with 1 rank in Skilled Jockey talent

Begin with 1 rank in Discipline


Rest and Meditation: need only 2 hours to heal all strain (not multiple times in a day), Once per session spend ten minutes to
heal strain equal to twice ranks in Discipline

Begin with 1 rank in Knowledge (Xenology)


Culture Adopters: Social checks with non-tholothians add an automatic a to results.
Natural Roots: When making a check to heal strain in a natural or wild setting, heal 1 additional strain

Begin with 1 rank in Coordination and Perception


Primitive Nerves: Add bb to Coercion checks targeting Tognath characters
Atmospheric Requirement: Must wear specialized mask or breathing apparatus to breathe outside their native atmosphere.
Begin game with a breathe mask and treat oxygen as a corrosive atmosphere with rating 5. However, they may survive in a
vacuum for up to 5 minutes before suffering its effects
Egg-Mates: If tognath characters have an egg-mate, may spend a destiny point as an incidental to learn the general location
or direction of that egg-mate, as long they are within extreme range. They also learn the current emotional state of the egg-
mate as well

Begin with 1 rank in Perception


Pack Instincts: Grant bb when performing an assist maneuver instead of b

Silhouette 0
Hoverer: do not have to spend additional maneuver when navigating difficult terrain, otherwise, their wings allow them no
extra capabilities beyond those of a normal, walking character
Immune to the Force: Toydarian brains contain a little understood but very powerful feature that makes them completely
immune to any mental manipulations via the Force. This does not negate physical powers from affecting them. (Ghosts of
Dathomir 19)

Begin with 1 rank in Perception


Regeneration: Whenever a Transdoshan would recover 1 or more wounds from natural rest or recuperation in a Bacta tank,
he recovers 1 additional wound. This does not apply to healing from a Medicine check or a stimpack. Transdoshans can also
regrow lost limbs
Claws: When making Brawl checks to deal damage, deals +1 damage and has a Critical Rating of 3

Begin with 1 rank in Survival


Bantha Riders: When making Athletics or Survival checks to handle a bantha, add automatic s to the check
Water Reclamator: Reduce the difficulty of all Resilience and Survival checks related to enduring extreme heat or going
without water once

Begin with 1 rank in Charm or Deception


Remove b from checks due to arid or hot conditions

Begin with 1 rank in Deception


Entrancing Gaze: Umbarans add b to all Charm, Deception, and Negotiation checks
Shadow Dweller: May remove up to bb from skill checks imposed due to darkness, but add b to all checks made in bright
natural light, such as direct sunlight

Begin with 1 rank in Mechanics


Microvision: The compound eyes of a Verpine are capable of seeing tiny, even microscopic details. When closely examining
an object, Verpine characters add b to their Perception checks
Radio-Wave Communication: Verpine can produce and hear radio waves, which allow them to silently communicate to
other Verpine and specially tuned comlinks within a 100-kilometer range
Begin with 1 rank in Negotiation
Amphibious: Can breathe underwater and never suffer movement penalties for traveling through water
Cold Blooded: In cold environments add b to all checks in addition to any other penalties

Begin with 1 rank in Resilience or Athletics


Pheromones: Can communicate with other Weequay through pheromones. This is completely non-verbal, and undetectable
to other species nearby. Weequays can only communicate like this within short range

Begin with 1 rank in Survival


Hardy Survivalist: A Whiphid adds an automatic s to Survival checks and can survive for several weeks without food thanks
to reserve blubber.
Tusks: When making a Brawl check to deal damage, he deals +2 damage, has a Critical Rating of 4, and the Vicious 1 quality

Begin with 1 rank in Brawl


Wookie Rage: When a Wookie has suffered any wounds, he deals +1 damage to all Brawl and Melee attacks. When a
Wookie is Critically Injured, he instead deals +2 damage to Brawl and Melee attacks

Begin with 1 rank in the Confidence talent


Additional Limbs: Xexto have 6 limbs; 2 legs and 4 arms. They gain an additional free maneuver per turn, though still may
not perform more than 2 maneuvers per turn

Begin with 1 rank in Survival


Fearsome Countenance: Add an automatic a to all Coercion checks
Source

Nexus of Power 98

Savage Spirits 18

Dangerous Covenants 19

Dangerous Covenants 19

Dangerous Covenants 19

Far Horizons 19

Disciples of Harmony 17

Cyphers and Masks 19

Nexus of Power 98

Special Modifications 21

Fully Operational 18

AoR Core 51, EotE Core 44

Desperate Allies 19
FaD Core 54

Stay on Target 20

Lead by Example 19

Far Horizons 21

Enter the Unknown 20

No Disintegrations 20

Rise of the Separatists 11,


Collapse of the Republic 11

Disciples of Harmony 18

Collapse of the Republic 13

Nexus of Power 98, No Disintegrations 23

Knights of Fate 18

Dawn of Rebellion 92

Suns of Fortune 90

Stay on Target 22
AoR Core 53, EotE Core 45

Special Modifications 22

AoR Core 55, Enter the Unknown 22

Forged in Battle 18

Forged in Battle 18

Allies and Adversaries 119

Fly Casual 18

EotE Core 47, Endless Vigil 18

Eote Core 47, Endless Vigil 18

Lords of Nal Hutta 95


Rise of the Separatists 12

Dawn of Rebellion 93

Desperate Allies 22

Fly Casual 21

AoR Core 56, Far Horizons 21

Nexus of Power 101

Collapse of the Republic 14

AoR Core 57, EotE Core 48, FaD Core 55

Suns of Fortune 93

Friends Like These 7

Lords of Nal Hutta 94

Dawn of Rebellion 94

Keeping the Peace 18


Lead by Example 21

AoR Core 58, Savage Spirits 20

Allies and Adversaries 92

No Disintegrations 25

Fully Operational 20,


Rise of the Separatists 14

Collapse of the Republic 15

FaD Core 57

Dangerous Covenants 20

Cyphers and Masks 20

Forged in Battle 22

Keeping the Peace 19, Lead by Example 23

Allies and Adversaries 19


Cyphers and Masks 21

Knights of Fate 20

FaD Core 58

AoR Core 59

Special Modifications 24

Special Modifications 24

Endless Vigil 20

FaD Core 59

Desperate Allies 20

Lords of Nal Hutta 96

Lords of Nal Hutta 96

Lords of Nal Hutta 96

Lords of Nal Hutta 96

Lords of Nal Hutta 96


Endless Vigil 22

Disciples of Harmony 19

Knights of Fate 21

Strongholds of Resistance 98

Fly Casual 23,


Strongholds of Resistance 100

Savage Spirits 21

EotE Core 49

Lords of Nal Hutta 98

Chronicles of the Gatekeeper 15

Suns of Fortune 91

Forged in Battle 24

Fully Operational 21
AoR Core 60

Unlimited Power 18

Unlimited Power 20

Dawn of Rebellion 96

FaD Core 60

Enter the Unknown 22

EotE Core 50

Allies and Adversaries 105

EotE Core 51, FaD Core 60

Rise of the Separatists 15

Strongholds of Resistance 101


Unlimited Power 22

Dangerous Covenants 22

Keeping the Peace 21

EotE Core 52

Stay on Target 24

FaD Core 62
Weapons
Energy Weapons

Name Skill Dam Crit Range EncumbrHP Price

Ranged
"Precision-X" Marksman Rifle 9 3 Long 5 1 1,500
(Heavy)

"Renegade" Heavy Blaster


Ranged (Light) 8 3 Medium 2 3 950
Pistol

Ranged
"Subduer-9" Riot Blaster 10 6 Short 6 3 1,250
(Heavy)

12 Defender Ranged (Light) 5 5 Short 1 0 025

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

A280-CFE Convertible Heavy


Ranged (Light) 8 3 Medium 3 1 1,700
Blaster Pistol

Ranged
AB-75 Bo Rifle (Blaster) 8 4 Medium 4 4 900
(Heavy)

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

Arakyd Accelerated Charged Ranged


6 3 Short 3 3 890
Particle Array Gun (Heavy)

Arakyd LJ-40 Concussion Ranged


8 3 Short 4 1 2,500
Carbine (Heavy)

Atgar SpaceDefense 1.8 FD


Gunnery 17 2 Extreme 25 0 12,000
Autoturret

Ranged
BlasTech DH-17c Short Carbine 4 3 Medium 3 2 950
(Heavy)
BlasTech DH-X Heavy Blaster Ranged
10 3 Long 7 4 1,900
Rifle (Heavy)

BlasTech DL-19C Blaster Pistol Ranged (Light) 5 4 Medium 1 4 450

BlasTech DL-7H Heavy Blaster


Ranged (Light) 8 3 Medium 2 2 850
Pistol

Blastech DLS-12 Heavy Blaster Ranged


10 3 Medium 4 3 1,350
Carbine (Heavy)

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

BlasTech M-300 Hunting Ranged


8 3 Extreme 4 1 1,600
Blaster (Heavy)

BlasTech SE-14r Light


Ranged (Light) 6 3 Medium 2 3 1,000
Repeating Blaster

Ranged
BlasTech E-11 Sniper Rifle 10 3 Extreme 6 3 3,500
(Heavy)

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

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

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

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

Ranged
Bowcaster 10 3 Medium 5 2 1,250
(Heavy)
BR-219 Heavy Blaster Pistol Ranged (Light) 8 3 Short 2 2 625

CDEF Pistol Ranged (Light) 5 4 Medium 1 1 150

Corellian Arms CR-2 Heavy


Ranged (Light) 7 4 Medium 2 2 600
Blaster Pistol

Corellian Arms CR-8 Takedown Ranged


9 3 Extreme 4 1 3,250
Rifle (Heavy)

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

Coronet Arms
Ranged (Light) 5 3 Medium 1 2 450
HL-27 Light Blaster Pistol

Coronet Arms Dueling Pistol Ranged (Light) 9 2 Short 2 2 750

CS14 "Ghost" Light Blaster


Ranged (Light) 5 3 Short 1 0 5,500
Pistol

Czerka Arms 411 Holdout


Ranged (Light) 4 4 Medium 1 1 350
Blaster

Czerka Arms A95 Stingbeam Ranged (Light) 5 3 Engaged 1 0 400

Czerka Arms C-10 "Dragoneye


Ranged (Light) 8 3 Medium 3 3 1,000
Repeater" Heavy Blaster Pistol

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

Defender Sporting Blaster


Ranged (Light) 5 3 Medium 1 1 650
Pistol

Ranged
DC-12U Beam Rifle 7 3 Medium 3 3 1,600
(Heavy)

Ranged
DC-15 Blaster Rifle 10 3 Long 6 4 2,200
(Heavy)
Ranged
DC-15A Blaster Carbine 9 3 Medium 3 4 1,500
(Heavy)

DC-17 Hand Blaster Ranged (Light) 7 3 Long 2 3 1,000

DE-10 Blaster Pistol Ranged (Light) 6 2 Long 1 2 1,400

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

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

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

Ranged
DLT-19D Heavy Blaster Rifle 10 3 Long 5 1 3,100
(Heavy)

DR-45 Dragoon Ranged (Light) 8 3 Medium 1 3 1,900

Droid Disruptor Ranged (Light) 6 3 Short 2 1 800

Ranged
E-11D Blaster Carbine 9 3 Medium 3 2 1,400
(Heavy)

Ranged
E-22 Blaster Rifle 8 3 Medium 4 2 1,500
(Heavy)

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

Ranged
E5 Blaster Rifle 9 3 Long 2 2 600
(Heavy)

Ranged
EE-3 Blaster Carbine 8 3 Medium 3 3 1,500
(Heavy)
ELG-3A Blaster Pistol Ranged (Light) 6 4 Short 1 0 400

Energy Slingshot Ranged (Light) 3 N/A Short 1 0 040

Fed-Dub Protective Services


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

Felebreck Droid Disabler Ranged (Light) 12 3 Short 1 1 1,050

Ranged
GALAAR-15 Blaster Carbine 9 2 Long 4 4 1,100
(Heavy)

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

Greff-Timms ATA Pulse-Wave


Ranged (Light) 5 3 Short 2 2 750
Blaster

H-7 "Equalizer" Blaster Pistol Ranged (Light) 7 2 Medium 2 3 1,200

Han Solo's DL44 Heavy Blaster


Ranged (Light) 7 3 Medium 2 - N/A
Pistol

Ranged
Heartwood Blaster 6 5 Medium 3 1 1,000
(Heavy)

Heavy Blaster Pistol Ranged (Light) 7 3 Medium 2 3 700

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

Heavy Repeating Blaster Gunnery 15 2 Long 9 4 6,000

Ranged
Herloss HBt-4 Hunting Blaster 10 3 Medium 5 2 900
(Heavy)

HH-50 Heavy Blaster Pistol Ranged (Light) 7 3 Short 3 2 1,300


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

Ion Blaster Ranged (Light) 10 5 Short 3 3 250

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

Ranged
Kyuzo Energy Bow 9 4 Long 6 1 2,400
(Heavy)

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

Light Blaster Pistol Ranged (Light) 5 4 Medium 1 2 300

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

Ranged
Lightbow 11 3 Long 5 1 2,000
(Heavy)

Liquidsilver L7 Light Blaster


Ranged (Light) 6 3 Medium 1 1 425
Pistol

Lucky Blaster Ranged (Light) 5 4 Medium 1 2 400

Merr-Sonn AJ-23 Concussive Ranged


8 5 Short 4 2 8,000
Rifle (Heavy)

Merr-Sonn IR-5 "Intimidator"


Ranged (Light) 5 3 Medium 2 2 750
Blaster Pistol

Merr-Sonn Model 44 Blaster


Ranged (Light) 6 3 Medium 1 4 500
Pistol

Merr-Sonn Model 53
Ranged (Light) 6 3 Medium 1 4 450
"Quicktrigger" Blaster Pistol

Merr-Sonn Model 80 Blaster


Ranged (Light) 6 2 Medium 2 3 550
Pistol
Military Holdout Blaster Ranged (Light) 6 3 Short 1 0 500

Model Q4 Quickfire Holdout


Ranged (Light) 5 3 Short 1 0 250
Blaster

Mon Cal Battle Baton Ranged (Light) 5 4 Medium 1 1 250

Ranged
Mon Cal Spear Blaster (Blaster) 8 3 Long 5 3 1,350
(Heavy)

MR-90 Proton Rifle Ranged Heavy 10 2 Extreme 6 2 3,100

MWC-35c Repeating Cannon


Gunnery 13 3 Medium 5 2 3,000
(Single Shot Mode)

MWC-35c Repeating Cannon


Gunnery 9 3 Long 5 2 3,000
(Standard Mode)

Nightsister Energy Bow Ranged (Light) 8 2 Medium 4 2 2,800

Ranged
Nightstinger Blaster Rilfe 10 2 Extreme 7 4 6,500
(Heavy)

Palandrix KO 2 Heavy Stun


Ranged (Light) 8 N/A Short 2 3 650
Pistol

PB08 Heavy Blaster Pistol Ranged (Light) 6 3 Medium 2 2 800

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

Qi'ra's Monlitzer
Ranged (Light) 5 3 Medium 1 - N/A
S-195 Blaster Pistol

Raider Arms Model-1 "Nova


Ranged (Light) 7 3 Medium 2 2 4,500
Viper" Blaster Pistol

Reciprocating Quad Blaster


Gunnery 10 2 Long 8 4 9,950
Cannon
Redirection Crystal Ranged (Light) 9 4 Short 0 0 500

Ranged
SE-14C Blaster Pistol 5 4 Short 1 2 650
(Heavy)

Security S-5 Heavy Blaster


Ranged (Light) 7 3 Medium 3 1 1,250
Pistol

Site-145 Replica Blaster Pistol Ranged (Light) 6 3 Medium 1 0 1,750

Ranged
SKZ Sporting Blaster 8 4 Long 3 4 600
(Heavy)

SoroSuub HOB Heavy


Gunnery 15 3 Extreme 10 4 6,500
Repeating Blaster

SoroSuub OK-98 Blaster Ranged


9 3 Medium 4 3 1,100
Carbine (Heavy)

SoroSuub VX Sidewinder
Gunnery 12 3 Long 8 4 3,350
Repeating Blaster

SoroSuub X-30 Lancer


Ranged (Light) 5 4 Long 1 3 1,000
Precision Blast Pistol

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

ST-M40 Heavy Repeating Blast


Ranged (Light) 6 3 Short 2 2 2,100
Pistol

SX-21 Pump-Action Scatter Ranged


10 3 Short 6 4 1,200
Blaster (Heavy)

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

Talus Ironworks XL-2


Ranged (Light) 5 3 Medium 1 3 450
"Flashfire" Blaster Pistol
Tenloss IDX-9 Ion Stunner Ranged (Light) 7 - Medium 1 2 300

Vac Attack Mk-127 Concelable


Ranged (Light) 6 3 Short 0 1 800
Disc Launcher

Variable Holdout Ranged (Light) 1 to 7 4 Short 1 0 400

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

WESTAR-35 Blaster Pistol Ranged (Light) 6 2 Medium 1 3 1,200

Wrist Blaster Ranged (Light) 6 3 Engaged 1 0 1,200

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

Slugthrowers

Name Skill Damage Critical Range Encumbr HP Price

Adostic Arms 8-Gauge Scatter Ranged


7 6 Short 3 2 550
Gun (Heavy)

Ranged
Arquebus 9 5 Long 3 4 1,200
(Heavy)

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

Ranged
Assault Carbine 6 5 Short 4 1 250
(Heavy)
Ranged
Beserker Rifle 7 4 Medium 4 0 600
(Heavy)

Coronet Arms Mark V "Sand Ranged


7 5 Long 5 2 1,750
Panther" Hunting Rifle (Heavy)

Ranged
Czerka Arms KS23 Hammer 8 4 Short 5 4 1,500
(Heavy)

Czerka ArmsModel 38 Ranged


8 3 Extreme 5 4 3,000
Sharpshooter's Rifle (Heavy)

FWG-5 Flechette Pistol Ranged (Light) 6 3 Short 1 2 825

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

Kelvarek Consolidated Arms


Ranged (Light) 4 5 Short 2 0 350
KD-30 "Dissuader" Pistol

Model 134A "Buzzsaw" Rotary Ranged


12 3 Long 8 4 4,500
Cannon (Heavy)

Model 4 "Thunderhead" Ranged


7 4 Short 4 3 700
Scattergun (Heavy)

Panic Pistol Ranged (Light) 6 5 Short 1 0 400

Prax Arms Stealth 2VX Palm


Ranged (Light) 1 5 Short 0 0 300
Shooter

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

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

SH-9 Slugthrower Pistol Ranged (Light) 4 5 Short 1 0 250

Slugthrower Pistol Ranged (Light) 4 5 Short 1 0 100


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

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

Verpine Shatter Pistol Ranged (Light) 8 3 Medium 1 2 15,000

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

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

XET Industries Model C "Fiver"


Ranged (Light) 5 4 Short 2 1 200
Self-Defense Pistol

Others, Thrown and Specialty Weapons

Name Skill Damage Critical Range Encumbr HP Price

"Firecaller" Light Flame


Ranged (Light) 5 2 Short 4 1 1,200
Projector

Ascian Throwing Dagger Ranged (Light) +1 2 Short 1 0 065

Aurateran Boomerang Ranged (Light) 4 5 Medium 1 0 065

Bola /Net Ranged (Light) 2 - Short 1/3 2 020

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

Ranged
Corellian Compound Bow 5 5 Medium 3 1 200
(Heavy)
CryoBan Rifle Ranged (Light) 6 - Medium 2 1 450

Czerka Arms Model 57 Ranged


7 5 Long 5 4 500
"Homesteader" Hunting Rifle (Heavy)

Czerka M9 "Boomer" Heavy


Ranged (Light) 5 3 Medium 3 2 1,000
Pistol

Ranged
Electronet Launcher 6 - Short 6 3 2,000
(Heavy)

Ranged
Explosive Tipped Arrow 6 3 Medium 0 0 050
(Heavy)

Field Sports FS19 Compound Ranged


5 4 Medium 4 2 500
Bow (Broadhead Arrow) (Heavy)

Ranged
Field Sports Model 77 Air Rifle 6 N/A Long 3 5 1,100
(Heavy)

Grapnel-Harpoon Launcher Ranged (Light) 3 5 Medium 2 0 450

Gungan Atlati Ranged (Light) 5 3 Medium 2 0 100

Gungan Plasma Ball Ranged (Light) 5 3 Short 0 0 020

Ranged
Incendiary Arrow 6 5 Medium 0 0 060
(Heavy)

Ranged
Ion Thruster Gun 5 4 Short 8 0 300
(Heavy)

KWS Mk I Saberdart Ranged (Light) 1 Long 3 2 1,600

Ranged
LJ-50 Concussion Rifle 10 2 Medium 6 2 2,000
(Heavy)
Ranged
Longbow 5 5 Long 5 1 120
(Heavy)

MK VIII Gravitic Mortar


Gunnery 4 N/A Long 6 1 2,800
Launcher

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

Ranged
Net Arrow 7 N/A Medium 0 0 030
(Heavy)

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

Nova Design "Impact" Repulsor Ranged


3 6 Medium 5 1 1,000
Cannon (Heavy)

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

Palandix AO14 "Aranea" Net Ranged


3 N/A Medium 4 2 775
Gun (Heavy)

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

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

Repulsor Throwing Razor Ranged (Light) 5 2 Medium 2 1 850

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

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

Ranged
Spray Rifle 7 - Medium 4 1 2,700
(Heavy)
Ranged
Spray Stick 0 - Long 4 0 2,500
(Heavy)

SSB-1 Static Pistol Ranged (Light) 2 4 Short 2 1 850

Ranged
Stun Arrow 6 N/A Medium 0 0 060
(Heavy)

Stun Arrows Ranged (Light) 6 N/A Medium 0 0 060

Ranged
Styanax Lance 8 3 Short 8 2 200
(Heavy)

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

Ranged
TaggeCo. CryoBan Projector 6 2 Short 3 0 500
(Heavy)

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

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

Vibrorang Ranged (Light) 4 2 Medium 1 0 300

Explosives and Ordnance

Name Skill Damage Critical Range Encumbr HP Price

Anti-Personnel Mine Mechanics 12 3 Engaged 3 0 850

Anti-Vehicle Mine Mechanics 25 2 Engaged 4 0 1,400


AP-M1 Armor Piercing Grenade Ranged (Light) 13 3 Short 1 0 200

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

BKX-4 "Shockwave" Grenade Ranged (Light) 10 5 Short 1 0 150

Blue Shadow Grenade Ranged (Light) 3 3 Short 1 0 2,000

Brennkeyes Syndicate
Ranged (Light) 6 N/A Short 1 0 200
Knockout Mines

BT X-42 Heavy Flame Projector Gunnery 10 2 Medium 6 2 2,000

CSPL-12 Projectile Launcher


Ranged (Light) 8 4 Medium 2 2 1,200
(Frag Grenade)

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

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

Flechette Launcher (Anti-


Gunnery 8 3 Medium 6 4 2,500
Infantry)

Flechette Launcher (Anti-


Gunnery 10 2 Medium 6 4 2,500
Vehicle)

Frag Grenade Ranged (Light) 8 4 Short 1 0 050

Ranged
FWG-7 Flechette Carbine 5 3 Medium 5 3 1,800
(Heavy)

Golan Arms Mk 10 Concussion


Gunnery 14 4 Extreme - - 200
Missile
Golan Arms MK. 4 Heavy Frag
Ranged (Light) 9 4 Short 1 0 075
Grenade

Goseia HIC "Mercy" Grenades Ranged (Light) 5 N/A Short 1 0 175

High-Explosive Missile Gunnery 18 3 Long - 0 200

Incendiary Grenade Ranged (Light) 8 3 Short 1 0 125

Kirgo Blastworks Ion Grenade Ranged (Light) 10 5 Short 1 0 065

Kirgo Blastworks Plasma


Ranged (Light) 12 3 Short 1 0 125
Grenade

Knockout Grenade Ranged (Light) 12 N/A Short 1 0 120

Malaxan Z50 Grenade Launcher Gunnery 8 4 Medium 5 3 1,250

Merr-Sonn C88 Fragmentation


Gunnery 12 4 Extreme - - 075
Missile

Merr-Sonn C908 Incendiary


Gunnery 10 3 Extreme - - 145
Missile

Merr-Sonn Concussion
Ranged (Light) 10 5 Short 1 0 100
Grenade

Merr-Sonn G-20 Glop Grenade Ranged (Light) - - Short 1 0 100

Merr-Sonn Inferno Grenade Ranged (Light) 8 3 Short 1 0 075

Merr-Sonn N-4 Noise Grenade Ranged (Light) 4 6 Short 1 0 150

Merr-Sonn SK-44 Plasma


Gunnery 16 3 Extreme - - 160
Missile
Ranged
Micro-Rocket Anti Armor 8 4 Short 1 1 300
(Heavy)

Ranged
Micro-Rocket Explosive 7 2 Short 1 1 150
(Heavy)

Ranged
Micro-Rocket Flechette 6 2 Short 1 1 175
(Heavy)

Ranged
Micro-Rocket Incendiary 6 3 Short 1 1 175
(Heavy)

Ranged
Micro-Rocket Ion 10 3 Short 1 1 100
(Heavy)

Micro-Rocket Launcher Pistol Ranged (Light) - - Medium 3 0 500

Ranged
Mini-Torpedo, Anti-Personnel 8 2 Long 1 0 100
(Heavy)

Ranged
Mini-Torpedo, Armor Piercing 12 3 Medium 1 0 150
(Heavy)

Ranged
Mini-Torpedo, Ink 0 N/A Long 1 0 050
(Heavy)

Ranged
Mini-Torpedo, Ion 10 2 Long 1 0 150
(Heavy)

Ranged
Mini-Torpedo, Net 0 N/A Medium 1 0 100
(Heavy)

Ranged
Mini-Torpedo, Stun 8 2 Long 1 0 300
(Heavy)

Missile Tube Gunnery 20 2 Extreme 7 4 7,500

MKII EMP Grenade Ranged (Light) 8 4 Short 1 0 150

Model 201 Mortar System Gunnery 15 3 Extreme 10 1 5,400


Molten Magnet Ranged (Light) 9 4 Short 1 0 1,500

Mon Cal Defenses Mini-Torpedo Ranged


8 2 Long 4 4 2,000
Launcher (Heavy)

Poison Gas Grenade Ranged (Light) - - Short 1 0 050

Quillbomb Ranged (Light) 5 2 Short 1 0 100

RGL-318 Rotary Grenade


Gunnery 8 4 Medium 5 3 1,000
Launcher

Ranged
RLR-331 "Bulldog" Rocket Rifle 10 4 Long 6 3 2,200
(Heavy)

RPS-6 Rocket Launcher Gunnery 22 2 Extreme 8 4 8,200

Shaped Thermal Grenade Ranged (Light) 20 2 Short 1 0 3,500

Sonic Grenade Ranged (Light) 10 4 Short 1 0 250

SoroSuub Wipe-3 Data-Purge


Ranged (Light) NA N/A Short 1 0 100
Grenades

Speizoc Spore Stun Grenade Ranged (Light) 8 - Short 1 0 100

Spore/B Stun Grenade Ranged (Light) 6 3 Short 1 0 400

Stun Grenade Ranged (Light) 8 N/A Short 1 0 075

Tenloss Spray Foam Grenade Ranged (Light) - - Short 1 0 150


Thermal Detonator Ranged (Light) 20 2 Short 1 0 2,000

WP-19 Incendiary Grenade Ranged (Light) 8 3 Short 1 0 125

WW-41 CryoBan Grenade Ranged (Light) 8 2 Short 1 0 220

Demolition and Mining Explosives

Base Bonus
Name Encumb Price Rarity Blast Radius
Damage Damage

Baradium 3 +1 2 ( R ) 750 5 Long

Destro-6 Demolition Charge 20 +5 1 750 5 Short

Detonite 15 +10 2 50 2 Short

Plasma 9 +6 2 ( R ) 200 5 Medium

Proton Grenade 10 Varies 1 60 4 Short

Flex-5 Detonite Tape 5 +2 1 30 4 Engaged

Fuel-Air Bomb 9 +10 3 150 2 Medium

Shaped Charge 15 +5 2 500 4 Engaged


Brawl Weapons

Name Skill Damage Critical Range Encumbr HP Price

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

Brass Knuckles Brawl +1 4 Engaged 1 0 025

Crushgaunts Brawl +4 2 Engaged 1 0 5,000

Czerka Vibroknuckles Brawl +1 2 Engaged 1 0 350

Exoglove Brawl +2 4 Engaged 2 1 2,000

Garrote Brawl - - Engaged 1 0 050

Koromondian SVT-300 Stun


Brawl 7 3 Engaged 2 0 1,500
Cloak

2,000
Kyuzo Petars Brawl +2 3 Engaged 1 0 per
pair

Needle Gloves Brawl +0 5 Engaged 1 0 750

Outlaw Tech Blast Knuckles Brawl +4 4 Engaged 2 0 500

Prax Arms S-1 Vamblade Brawl +1 3 Engaged 2 1 500

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


Sap Gloves Brawl +2 5 Engaged 1 1 050

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

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

Shock Gloves Brawl +0 5 Engaged 0 1 300

Melee Weapons

Name Skill Damage Critical Range Encumbr HP Price

Beskad Melee +3 2 Engaged 4 2 6,500

"Breaker" Heavy Hydrospanner Melee +2 4 Engaged 3 0 250

Activv1 Riot Shield Melee +0 6 Engaged 5 1 300

aKraB Clip-point Vibrodagger Melee +1 2 Engaged 1 1 550

Arg'garok Melee +5 3 Engaged 5 3 1,000

Ashla Staff Melee +2 3 Engaged 4 2 3,000

Bardottan Electrolance Melee +2 3 Engaged 3 2 300

Beastmaster's Vibro-Glaive Melee +2 2 Engaged 3 3 975


Blade-Breaker Melee +0 4 Engaged 1 1 250

Borstel Neuronic Lash Melee +1 5 Short 1 1 800

Ceremonial Blade Melee +2 3 Engaged 3 3 650

Combat Knife Melee +1 3 Engaged 1 0 025

Corellia Mining Corp


Melee 9 2 Engaged 6 0 3000
J-7B Beamdrill

Corellian Cutlas Melee +2 3 Engaged 2 1 300

Cortosis Shield Melee +0 6 Engaged 4 0 900

Cortosis Sword Melee +2 3 Engaged 3 2 1,350

Czerka "Peacekeeper" Stun


Melee +2 4 Engaged 3 2 500
Baton

Czerka VX Vibro-Greatsword Melee +3 2 Engaged 4 3 900

Diiro Melee +1 3 Engaged 2 0 250

Double-Bladed Vibrosword Melee +2 2 Engaged 4 3 1,300

Drall Flashstick Melee +2 - Engaged 2 2 375

Duskblade Melee +3 3 Engaged 2 1 1,800


Electromag-Pulse Disruptor Melee 5 4 Engaged 1 0 180

Electronet Melee 6 6 Engaged 2 0 350

Electrostaff Melee +4 3 Engaged 4 3 4,500

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

Engineer's Hammer Melee +3 5 Engaged 2 0 350

Explorer's Knife Melee +1 3 Engaged 2 0 100

Findsman Shockprod Melee +2 5 Engaged 3 1 1,400

Fear Stick Melee 5 - Engaged 1 0 1,500

Force Pike Melee +3 2 Engaged 3 3 500

Gaffi Stick Melee +2 3 Engaged 3 0 100

Gungan Electropole Melee +2 4 Engaged 3 2 450

Gungan Personal Energy Shield Melee -1 5 Engaged 4 0 1,000

Hand Grinder Melee +2 4 Engaged 5 4 500

Ion Pike Melee 10 3 Engaged 2 1 750

Kal Dagger Melee +2 2 Engaged 1 1 4,000


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

Kyuzo War Shield Melee +1 4 Engaged 3 0 750

Laserhone Huntsman
Melee +3 3 Engaged 4 2 950
Vibrospear

Laserhone Trailbreaker Poleaxe Melee +3 3 Engaged 5 1 610

Longeing Whip Melee +1 5 Short 3 1 600

M3 Bulwark Blast Shield Melee +1 6 Engaged 6 1 600

M8 Combat Knife Melee +1 3 Engaged 1 1 150

MDD-18 Molecular Dagger Melee +2 3 Engaged 1 1 100

Merr-Sonn Model 14 "Stalker"


Melee +2 2 Engaged 4 2 490
Vibrospear

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

Mon Cal Spear Blaster (Spear) Melee +2 3 Engaged - - 1,350

Mon Calamari Coral Pike Melee +3 2 Engaged 3 3 100

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

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


MSW 12 NanoDagger Melee +1 2 Engaged 1 0 700

MSW-9 Molecular Stiletto Melee +0 2 Engaged 1 1 500

Neuronic Whip Melee +1 4 Short 1 1 750

Ouro Blade Melee +1 3 Engaged 1 0 600

Parrying Dagger Melee +1 3 Engaged 1 0 150

Parrying Vibroblade Melee +1 2 Engaged 1 2 400

Punch Dagger Melee +1 3 Engaged 1 1 750

Refined Cortosis Staff Melee +3 5 Engaged 4 2 2,500

Rodian Cryogen Whip Melee +2 3 Short 1 1 1,550

RS01 "Ripper" Powersword Melee +3 2 Engaged 4 3 1,050

Ryyk Blade Melee +2 2 Engaged 3 3 400

Selonian Glaive Melee +3 3 Engaged 5 3 1200

Semblan Obsidian Dagger Melee +0 1 Engaged 1 2 350

Shistavanen Combat Utility


Melee +1 2 Engaged 2 0 600
Vibroblade
Shock Whip Melee 4 4 Short 3 2 600

Shockprod Staff Melee 7 3 Short 4 3 1,500

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

Snap Baton Melee +1 4 Engaged 1 1 050

SoroSuub "Persuader" Animal


Melee +2 4 Engaged 4 2 1,000
Shock Prod

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

SoroSuub Model 7 Therm-Ax Melee +2 3 Engaged 4 3 850

Staff of Office Melee +2 4 Engaged 2 2 350

Stealth Vibroknife Melee +1 2 Engaged 1 1 350

Sword Cane Melee +2 3 Engaged 1 1 475

Thermal Cutter Melee 4 4 Engaged 2 0 125

Thunderbolt Shock Prod Melee 5 3 Engaged 2 2 875

Truncheon Melee +2 5 Engaged 2 0 015

Tuskbeast Pike Melee +4 3 Engaged 3 1 1,050


TZ-97 "Zapper" Shock Baton Melee 5 4 Engaged 2 2 900

Vibro Pickaxe Melee +2 2 Engaged 5 0 650

Vibro-Ax Melee +3 2 Engaged 4 3 750

VibroKnife Melee +1 2 Engaged 1 2 250

Vibro-Machete Melee +2 2 Engaged 2 1 550

Vibrorang Melee +2 2 Engaged 1 0 300

Vibrorapier Melee +2 2 Engaged 2 2 1,200

VibroSword Melee +2 2 Engaged 3 3 750

Voss Warspear Melee +2 4 Engaged 4 2 215

Weik Greatsword Melee +4 3 Engaged 4 2 315

Welding Rod Melee 3 2 Engaged 4 0 1,750

Z2 Stun Baton Melee +2 6 Engaged 2 2 200

Z6 Riot Control Batton Melee +2 5 Engaged 2 1 1,000


Lightsabers

Name Skill Damage Critical Range Encumbr HP Price

Ancient Sword Lightsaber +2 3 Engaged 3 1 350

Basic Lightsaber Lightsaber 6 2 Engaged 1 5 9,300

Broadsaber Lightsaber 7 2 Engaged 1 4 11,000

Contained Energy Axe Lightsaber +3 2 Engaged 4 3 7,500

Crossguard Lightsaber Lightsaber 6 2 Engaged 1 4 9,700

Darksaber Lightsaber 6 2 Engaged 1 - N/A

Darth Vader's Lightsaber Lightsaber 10 1 Engaged 1 - N/A

Double-Bladed Lightsaber Lightsaber 6 2 Engaged 2 4 18,600

Great Lightsaber Lightsaber 7 2 Engaged 2 5 12,000

Guard Shoto Lightsaber 5 2 Engaged 1 3 9,700

Lightfoil Lightsaber 5 2 Engaged 1 3 9,850

Lightsaber Lightsaber 10 1 Engaged 1 0 10,000


Lightsaber Pike Lightsaber 6 2 Engaged 3 3 9,600

Lightwhip Lightsaber 4 4 Short 1 1 11,400

Luke Skywalker's Lightsaber Lightsaber 6 1 Engaged 1 - N/A

Obi-Wan Kenobi's Lightsaber Lightsaber 10 1 Engaged 1 3 N/A

Philaxian Phase-Knife Lightsaber +1 3 Engaged 1 1 1,500

Sabercane Lightsaber 5 2 Engaged 1 3 10,000

Shoto Lightsaber 5 2 Engaged 1 3 9,300

Temple Guard Lightsaber Pike Lightsaber 6 2 Engaged 2 4 20,000

Training Lightsaber Lightsaber 6 - Engaged 1 5 400

Training Stick Lightsaber +1 5 Engaged 2 0 035

Warde's Lightsaber Lightsaber 9 1 Engaged 1 0 N/A


Restricted Rarity Special

Pierce 1,
8
Stun Setting

4 Inaccurate 1, Stun Setting

Blast 6,
5 Cumbersome 3,
Stun Damage

4 Inferior, Limited Ammo 2

Accurate 1,
7 Cumbersome 3,
Stun Setting

(R) 7 Stun Setting

(R) 7 Stun Setting

6 Auto-Fire, Stun Setting

6 Blast 5, Stun Setting

Blast 4, Concussive 1,
(R) 8 Knockdown,
Limited Ammo 3

Auto-fire, Slow firing 1,


(R) 6
Limited Ammo 8

6 Auto-Fire, Stun Setting


6 Cumbersome 3, Pierce 2

4 Stun Setting

(R) 6

7 Auto-Fire, Cumbersome 2

4 Disorient 2, Stun Damage

Accurate 1,
(R) 6 Cumbersome 2, Pierce 2,
Stun Setting

(R) 6 Auto-Fire, Stun Setting

Accurate 1,
(R) 7 Cumbersome 3, Pierce 2,
Slow Firing 1

5 Stun Setting

4 Stun Setting

5 Stun Setting

8 Stun Setting

7 Cumbersome 3, Knockdown
(R) 7 Stun setting, Vicious 2

4 Inferior, Stun Setting

5 Stun Setting

Accurate 2, Prepare 2, Pierce


(R) 7
2, Slow Firing 1

6 Blast 6, Stun Setting

4 Accurate 1, Stun Setting

Accurate 1,
5
Limited Ammo 1, Pierce 1

(R) 6 Stun Setting

(R) 5 Stun Setting

5 Stun setting, Vicious 1

7 Stun Setting

6 Stun Setting

6 Stun Setting, Accurate 1

(R) 7 Linked 1

Cumbersome 3, Pierce 1,
(R) 6
Stun Setting
Auto-fire, Pierce 1,
(R) 5
Stun Setting

(R) 6 Accurate 1, Stun Setting

8 Accurate 1, Stun Setting

Auto-Fire, Inaccurate 1, Stun


6
Setting

(R) 6 Vicious 4

(R) 6 Cumbersome 2, Vicious 5

Accurate 2, Auto-fire,
(R) 9
Cumbersome 3, Pierce 2

6 Accurate 1, Stun Setting

7 Vicious 3 (Droids Only)

(R) 9 Stun Setting

Cumbersome 2, Linked 1,
(R) 8
Stun Setting

3 Inaccurate 1, Stun Setting

4 Stun Setting

6 Auto-Fire, Stun Setting


5 Stun Setting

4 Disorient 2, Stun Damage

2 Stun Setting

Concussive 1, Ion,
5
Limited Ammo 3

7 Accurate 1, Stun Setting

Auto-fire, Disorient 2,
6
Stun Setting

(R) 6 Vicious 3

8 Stun Setting, Superior

10 Stun Setting, Overcharged

6 Cumbersome 2, Stun 3

6 Stun Setting

6 Auto-Fire, Cumbersome 3

Auto-Fire, Cumbersome 5,
(R) 8
Pierce 2, Vicious 1

Cumbersome 2,
6
Stun Setting

Linked 1, Stun Setting,


7
Vicious 1
4 Stun Setting

3 Disorient 5, Ion

Cumbersome 5,
(R) 7
Inaccurate 1, Linked 1

Cumbersome 3, Knockdown,
8
Pierce 5

Accurate 2,
7 Cumbersome 3, Pierce 3,
Slow-Firing 1

4 Stun Setting

Auto-Fire, Cumbersome 4,
(R) 7
Pierce 1

Blast 4, Knockdown, Pierce 3,


8
Slow-Firing 1

4 Stun Setting

10 Stun Setting

Blast 7, Concussive 2,
4 Inaccurate 2, Knockdown,
Stun Damage

(R) 6 Auto-Fire, Inaccurate 1

4 Stun Setting

4 Stun Setting

5 Stun Setting
5 Stun Setting

4 Stun Setting

6 Stun Setting

5 Stun Setting

Accurate 1,
(R) 8
Cumbersome 3, Knockdown

Cumbersome 3, Pierce 4,
7
Prepare 1, Vicious 2

Auto-Fire, Cumbersome 3,
7
Pierce 2, Vicious 1

Pierce 4, Unwieldy 3, Vicious


(R) 8
2

Accurate 2,
9 Cumbersome 3, Pierce 1,
Stun Setting

5 Stun Damage

6 Stun Setting

Cumbersome 3, Pierce 2,
(R) 6
Slow-Firing 1

Implied Violence, Linked 1,


10
Stun Setting, Superior

Accurate 2, Pierce 2,
9
Stun 是etting

Auto-fire (Only), Breach 1,


(R) 8 Cumbersome 4,
Inaccurate 1, Prepare 2
(R) 9 Limited Ammo 1

6 Auto-Fire, Stun Setting

7 Stun Setting

(R) 8 Stun Setting

4 Stun Setting

Auto-Fire, Cumbersome 6,
(R) 8
Pierce 2, Vicious 1

5 Stun Setting

Auto-Fire, Cumbersome 5,
(R) 7
Pierce 1, Vicious 1

5 Accurate 1, Pierce 2

Auto-fire, Pierce 1, Stun


8
setting, Superior

5 Auto-fire, Inaccurate 1

Blast 6, Cumbersome 3,
6
Prepare 1

Blast 6, Breach 2,
(R) 9 Cumbersome 3, Slow firing 1,
Vicious 6

5 Disorient 1, Stun Setting


4 Ion, Stun Damage

Limited Ammo 4, Pierce 1,


7
Vicious 1

7 Limited Ammo 12

6 Accurate 1, Cumbersome 2

8 Accurate 1, Stun Setting

(R) 6 Limited Ammo 1, Pierce 4

Auto-fire (Only) cumbersome


(R) 7
3, Prepare 1

Restricted Rarity Special

4 Blast 3, Knockdown

5 Cumbersome 3, Prepare 1

4 Auto-fire

4 Auto-Fire, Inaccurate 1
Burn 1, Cumbersome 3,
(R) 5
Disorient 1

7 Accurate 1, Cumbersome 2

5 Blast 6, Knockdown

6 Accurate 2, Pierce 3

(R) 7 Guided 3, Limited Ammo 3

(R) 7 Auto-fire, Cumbersome 4

6 Pierce 2, Vicious 1

Auto-fire, Cumbersome 5,
7
Pierce 3

5 Blast 5, Knockdown, Vicious 1

3 Inaccurate 1

5 Limited Ammo 3

Blast 4, Limited Ammo 5,


(R) 5
Linked 1, Vicious 2

7 Auto-fire, Pierce 1

4 Limited Ammo 5, Pierce 2

3
3 Cumbersome 2

Accurate 2, Knockdown,
8
Pierce 6

8 Knockdown, Pierce 2

8 Knockdown, Pierce 4

7 Cumbersome 2

4 Accurate 1, Limited Ammo 5

Restricted Rarity Special

Blast 2, Burn 2, Pierce 2,


(R) 7
Vicious 3

7 Pierce 2, Limited Ammo 1

6 Guided 1 Limited ammo 1

Ensnare 3, Knockdown,
2
Limited Ammo 1

6 Accurate 1, Ensnare

Cumbersome 3, Knockdown,
5
Limited ammo 1, Pierce 1
Ensnare 1, Pirece 5, Stun
6
Damage

6 Accurate 1, Cumbersome 2

Blast 5, Cumbersome 2,
6
Inaccurate 1

7 Ensnare 5, Stun Damage

5 Blast 4, Limited ammo 1

Cumbersome 3, Limited
6
ammo 1, Pierce 1, Vicious 2

6 Pierce 4, Stun Damage

5 Ensnare 3

Accurate 1, Burn 1, Ion,


7
Limited ammo 1

7 Burn 1, Ion, Limited ammo 1

5 Burn 2, Limited ammo 1

Concussive 1, Cumbersome
2
5, Ion, Prepare 1

9 Limited Ammo 1

Blast 4, Concussive 2,
(R) 7 Cumbersome 3, Knockdown,
Limited Ammo 4
Cumbersome 3, Limited
4
ammo 1 Pierce 1

(R) 7 Inaccurate 1, Prepare 1

Disorient 1, Ensnare 4,
1
Knockdown

5 Ensnare 2, Limited Ammo 1

5 Ensnare 5

Blast 3, Concussive 1,
7 Knockdown, Prepare 1, Slow-
Firing 1

(R) 7 Pierce 3

5 Ensnare 5, Limited ammo 1

Blast 5, Disorient 3, Stun


5
Damage

3 Knockdown

Guided 2, Limited Ammo 1,


7
Pierce 2, Vicious 1

Ensnare 1, Inaccurate 2,
1
Limited Ammo 1

Disorient 3, Knockdown, Stun


7
Damage

Burn 3, Limited Ammo 3,


6 Pierce 3, Prepare 1, Stun
Damage
Accurate 2, Ensnare 4, Slow
8
Firing 1, Stun 8

7 Disorient 1, Stun 8

Limited Ammo 1, Stun


6
Damage

Limited Ammo 1, Stun


6
Damage

Cumbersome 4, Limited
8
Ammo 1, Pierce 3, Vicious 1

Concussive 1, slow-firing 1,
6
stun damage

Blast 6, Cumbersome 3,
4
Vicious 2

5 Ensnare 3

7 Blast 6, Burn 3, Vicious 1

Limited Ammo 1, Pierce 2,


4
Vicious 1

Restricted Rarity Special

Blast 4, Vicious 4, Limited


(R) 6
Ammo 1

Blast 2, Breach 4, Limited


(R) 6
Ammo 1
Blast 4, Limited Ammo 1,
(R) 6
Pierce 4

Blast 4, Limited Ammo 1,


6
Pierce 3

Blast 8, Knockdown, Disorient


(R) 5
5, Limited Ammo 1

(R) 9 Blast 3, Limited Ammo 1

Stun Damage, Limited Ammo


6
1

(R) 7 Blast 6, Burn 4, Vicious 1

(R) 6 Blast 6, Limited Ammo 3

Burn 4, Blast 9, Cumbersome


(R) 8
3, Vicious 2

6 Burn 3, Blast 8

Blast 8, Cumbersome 3,
(R) 6 Limited Ammo 4, Pierce 6,
Prepare 1, Vicious 1

Breach 2, Cumbersome 3,
(R) 6 Limited Ammo 4, Prepare 1,
Vicious 3

5 Blast 6, Limited Ammo 1

7 Blast 4, Guided 2, Pierce 3

Blast 10, concussive 3,


8
Disorient 5, Guided 2
Blast 7, Limited Ammo 1,
(R) 5
Cumbersome 2

Blast 5, Stun Damage,


8
Limited Ammo 1

(R) 6 Blast 6, Breach 2, Guided 2

Blast 5, Burn 3, Limited


(R) 6
Ammo 1

Blast 7, Disorient 5, Stun


4 Damage (Droid Only), Limited
Ammo 1

6 Blast 10, Limited Ammo 1

Blast 10, Stun Damage,


5
Limited Ammo 1

Blast 6, Cumbersome 3,
(R) 4
Limited Ammo 6

7 Blast 12, Guided 3

(R) 7 Blast 10, Burn 3, Guided 2

Blast 8, Concussive 2,
(R) 5
Disorient 5, Limited Ammo 1

6 Blast -, Ensnare 3

Blast 5, Burn 2, Limited


(R) 5
Ammo 1

Blast 4, Stun Damage,


5 Concussive 1, Limited Ammo
1

Blast 14, Cumbersome 3,


(R) 8 Inaccurate 1,
Pierce 2
5 Breach 1, Limited Ammo 1

Blast 6,
4
Limited Ammo 1

Blast 5,
5 Vicious 2,
Limited Ammo 1

Blast 6,
5 Burn 2,
Limited Ammo 1

Ion,
6 Sunderer,
Limited Ammo 1

5 Blast 6, Limited Ammo 1

Blast 2, Limited Ammo 1,


6
Pierce 4

Blast 0, Disorient 4, Limited


5
Ammo 1

6 Blast 8, Ion, Limited Ammo 1

Blast 0, Ensnare 6, Limited


5
Ammo 1

Blast 4, Concussive 2, Limited


5
Ammo 1, Stun Damage

Blast 10, Cumbersome 3,


(R) 8 Guided 3, Breach 1, Prepare
1, Limited Ammo 6

Blast 6, Disorient 3, Ion,


5
Limited Ammo 1

Blast 12, Breach 1, Limited


(R) 7 Ammo 5, Prepare 2, Slow-
Firing 1
Breach 1, Burn 1, Limited
(R) 6
Ammo 1, Sunder

Blast 6, Cumbersome 2,
6
Limited Ammo 2

5 Blast 2, Limited Ammo 1

Pierce 2, Blast 3, Limited


(R) 6
Ammo 1, Vicious 3

Blast 6, Cumbersome 3,
(R) 4
Limited Ammo 6

Blast 8, Cumbersome 3,
(R) 7
Guided 3, Limited Ammo 6

Blast 14, Breach 1,


(R) 9 Cumbersome 4, Guided 2,
Limited Ammo 7

Breach 2, Limited Ammo 1,


(R) 8
Vicious 5

Blast 8, Disorient 5, Limited


(R) 6
Ammo 1, Stun Damage

7 Limited Ammo 1

Blast 7, Limited Ammo


7
1,Pierce 3, Stun Damage

Blast 6, Concussive 2, Limited


5
Ammo 1, Stun Damage

Disorient 3, Stun Damage,


4
Blast 8, Limited Ammo 1

5 Ensnare 4, Limited Ammo 1


Blast 15, Breach 1, Vicious 4,
(R) 8
Limited Ammo 1

Blast 8, Burn 4, Limited


(R) 6
Ammo 1

Blast 6, Disorient 3, Ensnare


7
3, Limited Ammo 1, Vicious 2

Ability Notes

If the user generates o when setting up the device, it detonates immediately, dealing the devices damage (base plus additional damage) to everything in the curr
engaged with the device when it detonates should add +50 to any subsequent Critical Injury or Critical Hit rolls.

Destro-6 charges have the Breach 1 quality. Setting up with the safeties engaged requires an Easy (d) Mechanics check and takes 5 minutes per charge. Disa
required, but increases difficulty to Hard (ddd). The GM may spend ttt or o on any Mechanics check using these charges with disabled safeties to cause a prema

Requires a trigger mechanism to set off, and each charge comes with a simple trigger that can be detonated via comlink or timer (times can be from 1 hour to 1

Plasma charges have the Burn 1 quality, and the quality increases by +1 for each additional charge.

When setting up an explosive device using proton grenades, the second grenade adds +20 damage, the third adds +30, the fourth adds +40, and the fifth adds
5 grenades. After the fifth grenade, additional grenades do not add additional damage, but increase the blast radius by 1 range band per grenade.

Difficulty to set up does not increase past Easy (d) with additional charges.

A fuel-air bomb’s Concussive value increase by 1 per additional charge. y means the device detonates immediately, dealing its total damage to everything in its

Shaped charges have the Breach 1 and Vicious 1 qualities, both of which increase by 1 per additional charge.
Restricted Rarity Special

Concussive 1,
4 Stun Damage,
Slow-Firing 1

0 Disorient 3

(R) 8 Cortosis, Sunder, Vicious 2

4 Pierce 1, Vicious 1

4 Knockdown

2 Stun Setting

Limited Ammo 3, Stun


4
Damage

7 Pierce 3, Vicious 2

(R) 8

(R) 6 Inaccurate 1

4 Defensive 1

7 Cortosis
4 Concussive 1

8 Deflection 2, Stun Damage

5 Disorient 3, Stun 3

2 Stun 3

Restricted Rarity Special

Cortosis, Cumbersome 3,
(R) 8
Sunder, Vicious 3

Cumbersome 3, Disorient 1,
2
Inaccurate 1

Cumbersome 3, Defensive 2,
4
Deflection 2, Disorient 1

5 Pierce 3, Vicious 1

Cumbersome 5, Inferior 1,
7
Pierce 1, Sunder

7 N/A

5 Defensive 2, Stun Setting

6 Defensive 2, Pierce 3
5 Defensive 2, Pierce 1, Sunder

Ensnare 1, Stun 3, Stun


7
Damage

7 Defensive 1

Breach 1, Cumbersome 4,
5
Inaccurate 2, Sunder

3 Defensive 1, Vicious 1

Cortosis, Cumbersome 3,
7
Defensive 2, Deflection 2

7 Cortosis, Defensive 1

Cumbersome 3,
3 Disorient 2,
Stun 3

Defensive 1, Pierce 2, Vicous


6
2

2 (Arbooine
Defensive 1
Only)

Defensive 1, Linked 1, Pierce


6
2, Vicious 1, Unwieldy 3

4 Disorient 3, Stun Damage

8 Pierce 2, Superior
5 Disorient1, Ion

Ensnare 5, Knockdown,
6 Limited Ammo 1, Stun
Damage

Cortosis, Cumbersome 3,
6 Linked 1, Stun Setting,
Unwieldy 3

Concussive 1, Defensive 1,
7
Deflection 1

Cumbersome 3, Disorient 1,
2
Knockdown

3 Vicious 1

Cortosis,
6 Defensive 1,
Stun Damage

Limited Ammo 3, Pierce 1,


8
Stun Damage

4 Pierce 2, Stun Setting

2 Defensive 1, Disorient 3

5 Stun 3, stun setting

7 Defensive 2, Deflection 2

Cumbersome 3, Prepare 1,
3
Vicious 4

Inaccurate 1,
6
Ion, Pierce 4

(R) 8 Cortosis, Sunder, Vicious 2


Breach 1, Cumbersome 3,
4
Inaccurate 2

Cumbersome 3, Defensive 1,
8
Deflection 2, Disorient 1.

6 Pierce 2, Vicious 2

Defensive 1, Pierce 2,
4
Unwieldy 2

4 Ensnare 2, Stun Damage

Cumbersome 3, Defensive 2,
(R) 5
Deflection 2

Accurate 1,
4
Pierce 1

4 Pierce 2

Defensive 1, Pierce 2, Vicious


6
2

Cumbersome 5, Pierce 2,
5
Sunder, Vicious 2

- Pierce 1

Defensive 1,
6
Pierce 2

Cumbersome 3 (dismounted),
6
Pierce 3

Breach 1, Cortosis, Defensive


(R) 10
1
6 Pierce 5, Vicious 1

5 Pierce 5, Vicious 1

Disorient 4, Ensnare 1, Stun


6
Damage

4 N/A

5 Defensive 1

Defensive 1, Pierce 2, vicious


6
1

4 Pierce 1

7 Cortosis

Ensnare 1, Vicious 2,
7
Unwieldy 3

Cumbersome 3, Pierce 2,
6 Sunder, Knockdown, Vicious
2

Cumbersome 3, Defensive 1,
8
Superior

7 Defensive 1, Pierce 3

4 N/A

7 Pierce 2, Vicious 1
8 Ensnare 3, Stun Damage

7 Disorient 2, Stun Setting

Cortosis, Defensive 1,
(R) 10
Deflection 2, Vicious 1

4 Disorient 2

Concussive 1,
4
Slow Firing 1, Stun Setting

3 Disorient 2, Stun Damage

(R) 5 Burn 2, Sunder, Vicious 1

6 Defensive 1, Disorient 2

6 Pierce 1, Vicious 1

6 Defensive 1

3 Burn 1, Inaccurate 2

6 Concussive 1, Stun Damage

1 Disorient 2

8 Defensive 1, Knockdown
6 Concussive 1, Stun Damage

Cumbersome 4, Pierce 3,
3
Sunder, Vicious 1

5 Pierce 2, Sunder, Vicious 3

3 Pierce 2, Vicious 1

4 Pierce 1, Sunder, Vicious 1

Inaccurate 1, Pierce 2,
Vicious 1

7 Defensive 1, Pierce 5

Defensive 1, Pierce 2, Vicious


5
1

8 Defensive 2

8 Cumbersome 4, Defensive 1

5 Breach 1, Inaccurate 2

4 Disorient 2, Stun Damage

Cortosis, Disorient 2, Stun


4
Damage
Restricted Rarity Special

8 Defensive 1

(R) 10 Breach 1, Sunder

(R) 10 Breach 1, Sunder, Unwieldy 3

Breach 1, Cumbersome 3,
8
Sunder, Vicious 3

Breach 1, Defensive 1,
(R) 10
Sunder

Accurate 1, Breach 1,
(R) 10
Defensive 1, Sunder

Breach 1, Dramatic Entrance,


10 Dual-Phase Modificaiton,
Sunder, Superior, Vicious 2

Breach 1, Linked 1, Sunder,


(R) 10
Unwieldy 3

Breach 1, Cumbersome 3,
(R) 10
Sunder

Breach 1, Defensive 1,
(R) 10 Deflection 2, Sunder,
Unwieldy 4

Breach 1, Defensive 2,
(R) 10
Sunder

(R) 10 Breach 1, Sunder, Vicious 2


Breach 1, Cumbersome 3,
(R) 10
Defensive 1, Sunder

Ensnare 1, Pierce 5, Unwieldy


(R) 10
4

Breach 1, Return of the Jedi,


10
Sunder, Vicious 2

Bastion of Safety, Breach 1,


10
Sunder

8 Pierce 4, Vicious 1

10 Accurate 1, Breach 1, Sunder

(R) 10 Accurate 1, Breach 1, Sunder

Breach 1, Defensive 1, Linked


(R) 10
1, Sunder, Stun 4, Unwieldy 3

6 Stun Damage

Accurate 1, Disorient 1, Stun


3
Damage

Breach 1, Dantari Crystal,


10
Sunder
Ability Notes

This Weapon can use stun setting up to medium range unlike other weapons with a stun setting capped at short range, this
cannot be extended futher.

N/A

N/A

May not be reloaded, Add bb to a characters computers and perception checks when attempting to find a 12 defender on a
persons body

Reduce the Difficulty of Mechanics checks to repair this weapon by 1 to a minimum of Simple [-]

May spend a maneuver to convert from pistol to rifle mode, or rifle to pistol mode. With the rifle accessories attached, the
weapon's range becomes long and it gains the Accurate 1 and Pierce 1 item qualities. When in rifle mode, characters use
the Ranged (Heavy) skill

As a Maneuver a character may convert the Bo Rifle into a melee weapon with the following profile; (Melee; Damage + 3;
Critical 4; Range [Engaged]; Stun 5, Stun Setting) . A bo rifle requires two
hands to wield.

N/A

N/A

All b added to a combat check due to the targets cover are removed when using this weapon. Additional ammunition costs
40 credits for magazine of 3 rounds.

Intended to be used with an "Atgar Artillery Remote" this weapon is capable of being operated at a distance. This weapon is
too heavy to be moved by one character and is generally moved by a squad using a loader droid or a light speeder. While
attached to a suitable power source this weapon loses its Limited Ammo 8 quality, Wiring the weapon into a power source
requires several minutes and a Easy (d) Mechanics Check.

N/A
N/A

When a character applies the Jury Rigged talent to this weapon he may select one additional option from the talent's list and
apply it to the weapon (cannot select the same option twice)

GM may spend tt to cause weapon to run out of ammo

N/A

N/A

Reduce the Difficulty of combat checks made with this weapon by 1 against targets at long or extreme range. Comes with
integrated scope. (Was originally Stun Damage but errata changed this to Stun Setting)

GM may spend ttt to cause weapon to run out of ammo

N/A

N/A

N/A

N/A

Adds b to Perception checks to find this weapon, Remove b from the wearer's deception checks to explain away the
weapon as purely ornamental or otherwise non-threatening

Does not have a re-cocking mechanism, requiring the user to spend a maneuver cocking the weapon before each shot. An
array of specialty quarrels can replace the standard microexplosive quarrels; a case of 6 specialty quarrels costs 150
credits with a rarity of 7.

Armor-Piercing Quarrel: Grants Pierce 3 quality instead of Knockdown


High-Explosive Quarrel: Grants the Blast 6 quality instead of Knockdown
Sonic Detonator: Grants Blst 4 and Disorient 2 qualities instead of Knockdown
Flash Quarrel: Grants Concussive 1 quality instead of Knockdown
Smoke Quarrel: Removed Knockdown quality. The next attack, if successful, deals no damage. Instead all characers within
short range are covered in smoke, adding b to incoming attacks, but they suffer bb on any ranged attacks and Perception
and Vigilance checks they make for their next 2 turns, or until they spend a maneuver to step away from the smoke.
Being found with this weapon without a permit (given after a background check from the ISB) can lead to immediate
imperial imprisonment. GM may spend tt from a check to cause the weapon to become damaged one step or the GM can
spend o to cause the weapon to melt down and explode destroying the weapon and dealing the weapon's base damage to
the user

N/A

N/A

When a CR-8 is properly broken down and concealed add bb to a characters perception checks made to find it on a persons
body

N/A

N/A

N/A

Finding a CS14 on an individual requires a Daunting (dddd) Perception check. A character must make a Daunting (dddd)
Computers check to find the CS14 with a weapons scanner. The difficulty of the latter may be reduced base on the type of
scanner being used

N/A

Add b to a characters perception checks to find a Stingbeam on a person's body.

N/A

Make an Average (dd) Mechanics check to add or remove attachments to a DDC-MR6 as an action rather then spending
the usual time required to remove an attachment

N/A

Removes b due to darkness from any combat checks made with the weapon. When outside of an aquatic environment, has
the Inaccurate 2 item quality.

N/A
N/A

During combat, GM may spend ttt to make a DC-17 run out of ammo

Reduces difficulty of combat checks made at long or extreme rang by 1. A DE-10 in need of minor repairs does not add b to
checks. Add b to checks made to repair the weapon.

N/A

Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical
Injury results in a "Crippled" effect, unless the roll would result in a more grievous injury. When a Vehicle or Starship is hit
with a disruptor, any Critical hit results in a "Component Hit" effect, unless the roll would result in a more serious effect

Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical
Injury results in a "Crippled" effect, unless the roll would result in a more grievous injury. When a Vehicle or Starship is hit
with a disruptor, any Critical hit results in a "Component Hit" effect, unless the roll would result in a more serious effect

Integrated optics reduce the difficulty of Ranged combat checks at long and extreme range once

Takes one Maneuver to change the ranged combat sill from Ranged (Light) to Ranged (Heavy) and vice versa.

Organics receive a brief shock to the system and suffer 2 strain

Upgrade the ability of combat checks made when using this weapon at short range once

Cannot be damaged by environmental effects like water, sand, salt, caustic gasses and more

During combat GMs can spend ttt or o to force an E5 to overheat, damaging it by one step as if struck by a weapon with the
sunder quality

When the E5 suffers damage, it suffers 1 additional step of damage. During combat GMs can spend ttt or o to force an E5 to
overheat, damaging it by one step and dealing 2 wounds to the wielder if they are organic.

N/A
Add bb to a characters perception checks to find a ELG-3A on a persons body.

Wrist Mounted Device, Triggering the Disorient quality on this weapon requires a instead of the normal aa

Gains the Inaccurate 1 quality at short range (or longer). Add b to a characters perception check when attempting to find a
holdout pistol on a persons body

N/A

Never meant for export, allowing arms dealers to charge 3 or 4 times the factory price for even used weapons.

N/A

N/A

N/A

Overcharged: Once per round as a maneuver, may set blaster to fire an overcharged shot. Upgrade difficulty of the next
attack with this weapon once to add the Pierce 7 quality to the attack. If the attack generates tt or o, GM may cause the
blaster to run out of ammo

A character may suffer strain up to their force rating as a maneuver. If they do, they add an equal number of automatic a to
the next combat check they make that turn.

During Combat GM can spend ttt to make the Heavy Blaster Pistol run out of ammo

N/A

Purchase cost includes Tripod and Power Pack, Setting up the Repeater requires a crew to spend 3 Actions, Must be set up
to fire effectively

N/A

During combat GMs can spend ttt or o to force an HH-50 to overheat, damaging it by one step as if struck by a weapon with
the sunder quality, also GMs can make a HH-50 run out of ammunition by spending tt
Anyone Searching an individual carrying a concealed holdout blaster adds b to their Perception Check.

Deals only Strain on droids, Cyborgs and vehicles as dictated by Ion Quality

GM may spend tt or o from any combat check made with this weapon to have it overheat, the wielder suffers 2 strain and
the weapon becomes damaged one step

N/A

N/A

N/A

N/A

User may spend a maneuver to collapse the weapon for regular transport (reducing its encumbrance to 3) or expand the
arrays to ready it for firing.

Add bb to a characters perception checks to find a Liquidsilver stashed on a starship.

When a characters uses a single maneuver with a Lucky Blaster to Aim, they gain bb on their next combat check. This can
only occur once per round, and the PC may not use their second maneuver to aim again.

N/A

N/A

N/A

Reduce difficulty of mechanics checks to repair or modify the weapon by 1

Time taken to Draw, Holster, Stow or otherwise access this weapon cannot be reduced by talents, gear or any other means
Add b to a character's Perception checks to find a military holdout blaster on a character, GMs can spend ttt to make the
blaster run out of ammunition

May not be reloaded, only recharged out of combat (10 minute recharge), Add b to a character's Perception checks when
attempting to find this weapon on a persons body

N/A

Acts as both Melee and Ranged Blaster, See Mon Cal Spear (Spear)

As a maneuver, a character can set this weapon to the charge setting which allows the weapon to use all of its energy in
one shot adding the weapon qualities Breach 1, Concussive 2 and Limited Ammo 1

Switching between "Standard mode" and "Single Shot Mode" requires a maneuver. If the weapon is to be destroyed by the
Sunder quality or through other means (determined by GM) the weapon blows up and deals 10 damage to the user and
other characters witin engaged range

Switching between "Standard mode" and "Single Shot Mode" requires a maneuver. If the weapon is to be destroyed by the
Sunder quality or through other means (determined by GM) the weapon blows up and deals 10 damage to the user and
other characters witin engaged range

N/A

May switch the Nightstinger to stealth mode as a maneuver. This makes locating the shooter by tracing the blaster bolt or
spotting a muzzle blast effectively impossible. It also grants the weapon the Slow Firing 2 quality for the remainder of the
encounter

N/A

Cannot be made to run out of ammo on o result

As a maneuver A character wielding a pulse cannon may prime the weapon to expend all of its ammunition in a single,
devastating shot The next time the weapon is fired this encounter, it counts as having the Breach 1 and Vicious 3 qualities.
After being discharged this way, the weapon runs out of ammunition

Implied Violence: Once per encounter when making a Coercion or Negotiation check, wielder may, as an incidental, draw
or gesture to the S-195 to upgrade the ability of the check once

Increase difficulty of mechanics checks to repair weapon by 1

This weapon can only be used in Auto-Fire Mode, GM may spend tttt or o from a combat check with this weapon to have
the wielder suffer a Critical injury with -50 to the roll, to a minimum of 1
Setting up a crystal requires a Hard (ddd) Skulduggery check. Hitting the crystal requires a Hard (3) Ranged (Light) or
Ranged (Heavy) check.

N/A

As an action, a character may make an Average (dd) Ranged (Light) check to secure the grappling hook to an object
within medium range. On success, as an action, he may reel in the cord, pulling himself to the object, if the object is
unsecured and lighter than he is, pulling it to him). A character may use the grappling hook to pull another character aloft
with him; if he does, he must make an Average (dd) Athletics check to avoid losing his grip on either his partner or the
gun.

Only Force users can use this weapon

Can be broken down for transport in a small case.

Comes with a tripod, crew requires two preparation maneuvers to set up plus two more for the tripod. Mechanics checks to
repair a HOB gain b.

Can ignore an "out of ammo" effect due to backup power pack without expending a maneuver. Modifying the weapon to
increase the weapon damage by 2 and subsequently remove the ability to ignore the "out of ammo" effect requires an Easy
(d) Mechanics Check. With this modification the GM may spend o to have the weapon overhead and explode inflicting one
hit from the weapon (base damage) on the user and destroying the weapon.

Comes with a bipod, if wielder has sufficient strength to carry and fire generally use a sholder strap, always requires two
hands to wield.

N/A

Damage from the superior quality is included in the weapon's profile. When using its attached underbarrel stun prod use the
following profile: (Melee, Damage +2, Critical 6, Range Engaged, Disorient 2, Stun Damage.)

The GM may spend tt to cause this weapon to run out of ammunition

During a successful attack against a target at engaged range, the SX-21 has the Pierce 4 item quality rather than the Blast
6 quality

Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical
Injury results in a "Crippled" effect, unless the roll would result in a more grievous injury. When a Vehicle or Starship is hit
with a disruptor, any Critical hit results in a "Component Hit" effect, unless the roll would result in a more serious effect.

Bright flashes when fired, possibly dazing enemies at GM discretion.


N/A

May change the weapon's spread from single to arc as a maneuver, granting the Blast 6 item quality. If Blast is activated,
the weapon's supply of discs is exhausted in the shot. When worn on both wrists, the Mk-127s can be fired as if they were a
single weapon with a regular combat check, gaining the Linked 2 quality. Noticing that an individual is wearing one or a pair
of these requires a Hard (ddd) Perception check. At GM discretion, the discs can be coated with various toxins. Reloads
contain 4 discs and cost 100 credits.

User chooses power setting of blaster from 1 to 7 this is how much damage and ammunition is done/used (cannot exceed
remaining ammunition), Add b to Perception checks of anyone searching for the holdout blaster on a individual.

N/A

Fires blue or yellow blaster bolts depending on blaster gas source.

Noticing that an individual is wearing a wrist blaster requires a Daunting (dddd) Perception check. At GM discretion, ttt or
o can be spent on a user's Ranged (Light) check to have the weapon burn the user, dealing 3 wounds.

Weapon can only be used in Auto-fire Mode, GM may spend tt or o from any combat check made with this weapon to have
it overheat, the wielder suffers 2 strain and the weapon becomes damaged one step.

Ability Notes

N/A

As a maneuver, a character may suffer up to 5 strain, for each strain suffered this way the weapon gains 1 Pierce to a
maximum increase of 5 for the next combat check with this weapon.

N/A

GM may spend tt to cause weapon to run out of ammo


N/A

N/A

N/A

If purchased (used) or not from Czerka directly this weapon loses Accurate 2 untill it can be modified for the new user with a
Hard (ddd) Mechanics check.

N/A

As a maneuver, a character wielding an Imperial Heavy Repeater may prime the weapon to expend all of its ammunition in
a single, devastating burst. The next time the weapon is fired this encounter, it counts as having the Blast 7 and
Concussive 1 qualities but does not count as having the Auto-fire quality, after being used in this manner the weapon runs
out of ammunition.

Uses acid ammunition, targets damaged by this suffer 1 wound (Ignoring soak) at the beginning of his turn for the next 2
rounds.

Auto-fire use only, GMs can use ttt or o to have the weapon overheat and jam, when this happens the user must perform a
maneuver to clear the jam before it can be fired again.

Can fire multiple types of ammunition

While in engaged range this weapon does not suffer the +d modifier for ranged attacks in melee, however a GM may spend
tt to damage this weapon by 1 step

Adds bb to Perception checks to find this weapon, Fires Darts that can be loaded with 1 dose of any poison, if the user hits
the target even if it does not do any damage the target suffers the effects of the selected poison.

N/A

Finding Shard ammunition outside the Corellian system is next to impossible.

Adds b to Perception checks to find this weapon on a persons body, Adds b to Perception or Vigilance checks made to
locate a concealed shooter firing this weapon.

N/A
N/A

The weapon gets damaged by 1 step if any combat check generates tt or o, as if struck by a weapon with the Sunder quality

The weapon gets damaged by 1 step if any combat check generates tt or o, as if struck by a weapon with the Sunder quality

The weapon gets damaged by 1 step if any combat check generates tt or o, as if struck by a weapon with the Sunder quality

N/A

N/A

Ability Notes

N/A

When making an attack with an Ascian dagger, a character does not increase the difficulty of the check for being engaged
with his target as normal, the user adds his brawn to the listed value (+1) to determine the damage dealt.

If retrieved, a thrown boomerang can be used again. A character may spend an Advantage on a missed attack (including an
attack made with the Guided quality) to have the boomerang return to the users hand

Requires the Ensnare quality to be activated to incapacitate the target, If x is spent by the user, the target becomes so
entangled that his only action each turn is a Formidable (ddddd) Athletics Check to free himself.

N/A

Regular arrows price is set by GM but generally 1 credit per arrow. Can be used to fire Explosive tipped or stun arrows.
When used to attack a target wearing armor that removes 1 or more b due to extreme cold, the weapon's Pierce quality
counts as 0. Characters who make a melee attack against a target struck by the CryoBan Rifle in the current round add bb
to the check.

Can be equipped with detonator rounds, adding the Blast 4 and Knockdown item qualities to the rifle. Each box of rounds
costs 450 credits and a rarity of 7. If the weapon ever runs out of ammo a new box must be purchased.

GM may spend ttt to cause weapon to run out of ammo

Fires an web of ever-widening charged ionic particles, somewhat like the Stun Setting on a blaster

N/A

N/A

Fires tranquilizer darts. Can be equipped with "SmartTranq" darts instead, costing 500 credits each (Rarity 1). On a
successful hit with a "SmartTranq", the target must make an Average (dd) Resilience check. On failure they suffer 5 strain
per t generated. On o, the GM can force the target to check against the trainquilizer again next round, increasing the
difficulty of the check once.

A Character may make a Average (dd) Ranged (Light) Check to secure a Grappling hook on a object within range, if
successful as an action the character may reel in the cord pulling the character to the object or the object (if unsecured)
pulled towards the charcter. To pull another character as well as the active character, perform a Average (dd) Athletics
check to avoid losing grip of the weapon or the additional character.

Used to throw Gungan Plasma Balls with greater range and accuracy (requires a supply of Plasma balls to be useful)

N/A

N/A

Custom Attachment: Shapped Nozzle: Increase weapons potency as a weapon, focusing the energy into a sharp beam
rather than letting it disperse in a wide ark. Base Modifiers: Removes Ion quality. Mod Options: 5 item quality (Pierce +1)
Mods

Dart launchers can be built into gloves, pieces of armor , other weapons, even innocuous pieces of everyday gear like
datapads and glowrods. Fired with compressed gas, Darts can be loaded with any poison or toxin, even if target gets hit but
recieves no damage from the attack the target suffers the the effects of the poison.
Regular arrows price is set by GM but generally 1 credit per arrow. Can be used to fire Explosive tipped or stun arrows.

When a Gravitic round detonates in a mine-field it triggers every mine within medium range, GM may spend tt or o to
detonate only a fraction of the mines instead.

This tool gains an automatic a on Mechanics checks to repair droids, vehicles or starships, The GM may spend tt or o on a
Mechanics or combat check made using a multi-goo gun to have all of its spray cartridges run out (replacements cost 20
credits with rarity of 2) Custom Attachment: Pressurized Gas Cartridge Base Modifier: Increase Base damage to 5.
Modification Options: 2 item quality (Burn +1) Mods, 2 item quality (Disorient +1) Mods.

N/A

N/A

N/A

Needler removes all b added by a personal deflector shield and any individual carrying a concealed needler adds b to any
Perception check to find the weapon.

N/A

Fires a stun-fluid. At GMs discretion, Characters wearing breathing gear or sealed armor may take no damage or suffer no
effects from the Suppressor.

On o result, the gun backfires and user is knocked prone and suffers the disoriented condition for 2 rounds.

A Character may spend aa on a missed attack with this weapon to have it return to their hand at the beginning of their next
turn.

Reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1 (to a minimum of Simple [-])
Custom Attachment: Top-loading magazine. Base Modifers: Removes the Limited Ammo 1 quality. Custom
Attachment: Balanced Barrel: Adding a functional barrel to a rivet gun can give it tramatically more range and accuracy as
a shooting weapon. Base Modifiers: Increase range to short. Modification Options: 2 decrease inaccurate quality by 1
Mods.

Invisible wave that pushes the target away, knocking down, disorienting and stunning creatures without causing serious
lasting damage

Even though it is a spray it is designed to go through armor and even environmental suits.
When using the stun pad on the butt-stock the spray stick can be used as a melee weapon with the following profile (Skill
Melee; Damage +2; Critical -; Range [Engaged]; Inaccurate 1, Stun Damage)

N/A

N/A

N/A

N/A

Cannot be stopped by a lightsaber.

Can be used to fight fires, adds b to attempts to put out fire, assisted checks add a b for each assist.

N/A

User can apply the Burn Quality to any one target hit by an attack, and may be triggered multiple times on different targets.
GM may spend tt or o to apply a burn quality to an ally hit by the original attack, Burn damage cannot be stopped by rolling
around on the ground or jumping into water.

If a ranged attack is unsuccessful the user may spend aa to have it safely return to his possession, ignoring the Limited
Ammo quality. Also may be used in melee combat with the following profile (Melee; Damage +2; Critical 2; Range
[Engaged]; Inaccurate 1, Pierce 2, Vicious 1).

Ability Notes

N/A

N/A
N/A

Can be attached to walls or other surfaces and has the same fire modes as a Frag Grenade

If user activate this grenade's Disorient or Knockdown qualities, these qualities affect all characters at short range from the
target (Even if they are not damaged by the weapon)

Outlawed by both the Rebellion and Empire. When this grenade detonates, all targets that suffer at least 1 wound from the
grenade or are within medium range of the detonation while not wearing a rebreather, sealed armor, or other form of
environmental protection must make a Formidable (ddddd) Resilience check. Targets suffer 2 wounds and 2 strain per t,
and a Critical Injury with a +50 modifier if they fail the check. o means that they must make the check again at the start of
their next turn

A Character hit by a knockout mine must make a Hard (ddd) Resilience check, if he fails he becomes immobilized until the
end of the encounter

GM may spend ttt to cause the weapon to overheat, leaving it inoperable for 3 turns, or o to have the weapon explode,
dealing full damage ot the user and Blast damage to anything engaged with them

Can be loaded with other grenades replacing the damage, critical rating and item qualties of original weapon with their own.
The GM may spend o from a combat check with this weapon to cause it to jam. If the GM does so, the contents detonate
inflicting a hit from the loaded grenade on the wielder and each other character at engaged range, the weapon also
becomes damaged two steps, and additional o may be spend to trigger one of the loaded grenade's qualities.

Generally placed on vehicles, requires character with enough strength to wield it.

User can apply the Burn Quality to any one target hit by an attack, and may be triggered multiple times on different targets.
GM may spend tt or o to apply a burn quality to an ally hit by the original attack.

Can be loaded with either anti personnel or anti vehicle flechettes

When firing at a target with anti-vehicle rounds at a silhouette target of 1 or smaller the weapon gains Innacurate 3 quality.

Can be set to explode on impact, detonate up to 3 rounds after being activated or make use of a "dead man's or pressure
switch that detonates upon release.

If the disorient quality is activated the quality affects all characters at short range from the target (even if they are not
damaged by it)
N/A

Gas based grenade, A character hit by a the Grenade must make a Hard (ddd) Resilience Check, If he fails the check he
later has a incomplete or inaccurate memory of events that transpire during that encounter, additionally, he becomes
disoriented for 1 round per t on the check.

N/A

N/A

May be refused entry on starships if carrying these grenades

Large Blast zone

Has no effects on targets wearing breath masks or without respiratory systems.

Price does not include ammunition. Merchants may sell grenades to user at a 50% discount for buying a pack of 6. A
grenade launcher can be loaded with any type of grenade, the launcher then uses the grenades damage and critical rating
instead of the listed damage and critical rating and then adopts the grenades qualities.

N/A

N/A

If the disorient quality is activated the quality affects all characters at short range from the target (even if they are not
damaged by it).

Automatically triggers Ensnare quality on any target it hits, If hit targets fail a Easy (d) Coordination Check they suffer from
suffocation effect. Can be refilled after use if successful with a Easy (d) Ranged (Light) check, Refill canisters are 100
credits a piece with a rarity of 6.

N/A

N/A

N/A
N/A

N/A

N/A

N/A

N/A

Up to 3 Micro rockets can be loaded into the Micro-Rocket Launcher Pistol, the rocket being fired replaces the stats of the
Launcher Pistol.

N/A

N/A

N/A

N/A

N/A

N/A

Requires one preparation maneuver before firing. Additional Ammo for Missile Tube costs 500 credits per rack of 6.

N/A

Consists of 3 parts - the launcher, a heavy bipod, and the ammunition magazine. Can only be used at medium range or
further due to the arc of its shells.
On activation, a brief timer begins. Instead of exploding, the magnet adheres itself to a single target. When the timer runs
out, it begins extruding its molten metal payload, chewing through armor and flesh.

Designed for water use. Attempting to use outside of water has all combat checks difficulty upgraded twice. Can load other
torpedos and those replace the damage, critical rating, range and item qualities however retains the Cumbersome quality.

Can be loaded up with a gas version of any poison (at GMs discretion),if the user hits the target even if it does not do any
damage the target suffers the effects of the selected poison.

Harder to detect than conventional explosives

Price does not include ammunition Merchants may sell grenades to user at a 50% discount for buying a pack of 6. A
grenade launcher can be loaded with any type of grenade, the launcher then uses the grenades damage and critical rating
instead of the listed damage and critical rating and then adopts the grenades qualities.

Replacement Rockets cost 100 credits each and have a rarity of 5

If attacking a target of silhouette 2 or greater, an RPS-6 adds b if the user performs an aim maneuver.

Focuses the blast in a single direction to maximize damage to a specific object

N/A

Computers or similar devices lose all data when hit by this grenade, while equipment is undamaged. Droids must make a
Hard (ddd) Resilience Check or suffer 1 strain. Plus 1 addition strain per f . At the GM's discretion, ttt or o on the check can
cause the droid to lose portions of its memory.

Environmentally sealed suits are immune to this weapon.

Ineffective against targets wearing breath masks or sealed suits. First time a target is hit by this weapon roll c. As long as
the character does not roll o, they are affected normally. If the result is o, the character immediately suffers 6 strain and
begins to suffocate a. Other characters must make a Hard (ddd) Medicine Check to stop the subject from suffocating.

Same fire modes as a Frag Grenade

Can expand to fill a volume of 3 cubic meters. Ensnare quality triggers automatically on any target the weapon hits with no
need to spend a
Same fire modes as a Frag Grenade. Any o result on a check involving a Thermal Detonator means that the device
explodes prematurely, if this occurs the wielder takes the full damage unless he has a maneuver with which he/she can
attempt to avoid the blast, in that case they suffer only the blast damage from the explosion.

N/A

Add b to attempts to put out a fire

Ability Notes

tonates immediately, dealing the devices damage (base plus additional damage) to everything in the current blast radius. Anything
+50 to any subsequent Critical Injury or Critical Hit rolls.

with the safeties engaged requires an Easy (d) Mechanics check and takes 5 minutes per charge. Disabling the safeties halves the time
may spend ttt or o on any Mechanics check using these charges with disabled safeties to cause a premature detonation.

ge comes with a simple trigger that can be detonated via comlink or timer (times can be from 1 hour to 1 second).

y increases by +1 for each additional charge.

ades, the second grenade adds +20 damage, the third adds +30, the fourth adds +40, and the fifth adds +50, for a total of 150 damage for
do not add additional damage, but increase the blast radius by 1 range band per grenade.

additional charges.

dditional charge. y means the device detonates immediately, dealing its total damage to everything in its current blast radius.

ies, both of which increase by 1 per additional charge.


Ability Notes

When Slow firing rule is in effect, character may still attack but without any benefits from the weapon as a unarmed melee
attack.

Add b to a character's Perception check when attempting to find a set of brass kunckles on a person's body

Wearer upgrades the ability of Brawn checks made to grip, crush, or hold onto items once. A GM may spend o or ttt
generated on any checks made to crush or destroy something with crushgaunts to deal 2 wounds to the wearer.

Add b to a character's Perception check when attempting to find a set of vibroknuckles on a person's body. Cannot deal
damage to a targets strain threshold

Wearing 1 or more exogloves increases a character Brawn by 1. As an action, wearer may make an Average (dd) Ranged
(Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on
their next turn, may reel in the cord, pulling themselves to the object or (if the object is unsecured and lighter than they are,
pulling it to them)

A character who makes a successful Brawl attack with a garrote can cause the target to become suffocated. Targets may
attempt to break free from a garrote with an opposed Brawl vs Brawl check, adding b for each round they have been caught

When worn, if an attacker hits the cloak while brawling or with a melee weapon, the attacker suffers 7 damage to their strain
threshold, this consumes one of the cloak's payload of charges from its Limited Ammo quality. When empty, the power
source must charge for 3 minutes before it can be used again.

A pair of Kyuzo Petars counts as a melee weapon for the purposes of the Parry talent. When used as a pair, the petars gain
the Sunder and Defensive 1 item qualities

Needle Gloves can be loaded with 1 dose of Neurotoxin, anesthetic, neuroparalytic or any other poison the GM sees fit. If
the wielder successfully attacks a target with the weapon, even if no damage is done the target suffers the effects of being
exposed to the poison. Add bbb to a characters perception checks to determine that a set of needle gloves contain a leathal
weapon.

Each successful hit automatically inflicts 1 strain on the wielder. Cannot deal damage to a target's strain threshold

When used as a pair the wrist blades gain Sunder and Accurate 1 weapon qualites. Cannot deal damage to a targets strain
threshold

Can block Lightsaber Blades, when a user wielding a lightsaber attacks a user of Refined Cortosis Gauntlets, ttt or o may be
spent to short out and deactivate after the combat check has ben resolved. User of these gauntlets attacking a lightsaber
wielder may spend aaa or x to cause the lightsaber to short out and deactivate after the combat check has been resolved.
Lightsaber may be reactivated as an incidental, but it may not be reactivated until after the last Initative slot during the next
round.
Spotting sap gloves on an individual requires a Daunting (dddd) Perception check

A shield gauntlet counts as a Lightsaber weapon for the purposes of the Reflect talent

Add b to a characters perception checks to notice that shock boots are a weapon rather than normal footware.

N/A

Ability Notes

N/A

Tool: Using a Breaker adds an automatic a to Mechanics checks

Shield is used with one hand, leaving the other hand free to wield pistols and one-hand melee weapons. For an extra 100
credits a maglock can be installed to allow use of a Ranged (Heavy) weapon to be locked to the shield, when using said
weapon add b to combat checks.

Requires two hands to wield

While wielding this staff and making a force power check, a force sensitive character may suffer 3 strain to add z to the
results

The Bardottan electrolance is a one-handed weapon. However it cannot be wielded alongside other weapons. It may, at the
GM's discretion, be wielded while using a shield.

Requires two hands to wield


N/A

Weapon can make melee attacks up to short range (difficulty remains Average [dd]). Weapon produces a Electrical Energy
strand when active. When inactive, the weapon looks like a hilt.

A Character adds b when attempting to convince others to allow him to retain his/her ceremonial blade.

N/A

N/A

N/A

N/A

N/A

N/A

Requires two hands to wield

Can be loaded with up to 3 doses of any poison (most locals use bearsloth venom). Whenever the wielder successfully
attacks with the diiro (whether or not damage is dealt), the target also suffers the effects of the poison it contains.

Due to its lightweight construction, when a diiro suffers one or more levels of damage due to o result on a combat check or
the effects of the Sunder quality, it receives one additional level of damage.

Two handed weapon

Particularly effective against Drall, Defel, Selonians and Sullustans whose eyes are sensitive to light. The weapon has
virtually no effect on species who don’t rely on visual senses.

N/A
Add bb to any check to the character makes to sabotage electronics or computers. Add b to character's Perception checks
made to find this weapon on a persons body.

N/A

Requires two hands to wield

When the wielder is using this weapon,the GM can spend any o the wielder generates on a Combat check to have the
energy buckler run out of power; it ceases to function until the end of the encounter or until recharged

Tool: Using an engineer's hammer adds bb to any checks made to build or demolish structures

Explorer's knife grants b to all Survival Checks

When a force user wielding this weapon makes a Seek, Sense, or Farsight Force power check, they may add F to the
results. This weapon require 2 hands to wield.

Add bb to Perception checks to find a fear stick on a wearer's body. On a successful hit with a fear stick the attacker may
spend x to force a living target to make a Formidable (ddddd) Fear check. Has no effect on droids or non living organisms.

Requires 2 hands to wield. Loses Pierce 2 quality when set to Stun setting

Requires two hands to wield

An electropole may be thrown as a ranged weapon. If used in this manner, change the skill to Ranged (Light) and the range
of the weapon to short. The weapon also gains the Limited Ammo 1 quality (but can be retrieved and used again).

The value of the Gungan personal energy shield's Defensive quality Is reduced to 0 while the wielder is suffering from the
Staggered or Disorented condition

Adds an automatic a to crafting checks that involve shaping large pieces of hardened material. Requires two hands to use
as a weapon

N/A

N/A
N/A

A Kyuzo war shield may be thrown as a ranged weapon. If used in this manner, change the skill to Ranged (Light) and the
range of the weapon to short. The weapon also gains the Limited Ammo 1 quality (but can be retrieved and used again).
Additionally, the wielder of a kyuzo war shield may spend aaa from any combat check to throw the weapon to cause the
shield to ricochet back to their grasp.

Requires two hands to wield

Requires 2 hands to use

N/A

N/A

N/A

Any combat checks made with this that generate either ttt or o result shatters the blade

Requires 2 hands to use, GM may spend tt from any combat check with this weapon to have it produce a loud noise,
spooking nearby animals, alerting foes, and adding bb to the user's next Survival check in this area to hunt or track prey.

If the user generates o, the user hits themselves instead of the target (even if it would normally miss). Requires two hands
to wield

Acts as both Melee and Ranged Blaster, See Mon Cal Spear (Blaster)

N/A

If mounted the wielder may use the steeds brawn rating to determine the damage of this weapon instead of his own brawn
rating.

Lightsaber resistant, Requires two hands to wield


GM may spend ttt or o from any combat check made with this weapoin to have it become damaged one step.

This weapon gets damaged by one step if any combat check generates tt or o, as if struck by a weapon with the Sunder
quality. Add b to a character's Perception check when attempting to find this weapon on a persons body.

Weapon can make melee attacks up to short range (difficulty remains Average [dd])

On a successful combat check with this weapon the wielder may spend a to inflict an automatic hit on the target, doing the
attack's base damage and may do so multipe times.

N/A

N/A

Add bb to a character's perception checks to find the weapon on a persons body

Can block Lightsaber Blades, when a user wielding a lightsaber attacks a user of Refined Cortosis Staff, ttt or o may be
spent to short out and deactivate the lightsaber after the combat check has been resolved.When the user attacks a
lightsaber wielder, may spend aaa or x to cause lightsaber to short out and deactivate after the combat check has been
resolved. Lightsaber may be reactivated as an incidental, but it may not be reactivated until after the last Initative slot during
the next round.

Weapon can make melee attacks up to short range (difficulty remains Average [dd])

Two handed weapon

Damage from the Superior quality is included in the profile.

N/A

When a character of the "Vurk" species makes a discipline check at the end of an encounter to heal strain, they may heal 1
additional strain if they are holding the semblan dagger. At GMs discretion, non-Vurk characters may also benefit but should
only be allowed if that character appreciates Vurk culture and the mentality to appreciate the meditiave properties.

Counts as a tool kit to allow Mechanics checks to repair devices and to "heal" droids but adds a b to such checks,
additionally it adds b to the character's Survival checks
Mainstay of the Zygerrian Slave Empire for thousands of years

Two handed weapon

Whenever a Force-sensitive wielder, suffers a hit in combat, he may commit c to channel his fury into the shield as an out of
turn incidental. Over multiple attacks, he may commit multiple c this way, up to a total number of c no greater than his Force
rating. As an action, the wielder may uncommit all c committed to the Sith shield to unleash the stored power in a torrent of
hate. When he does so. he gains Conflict equal to the number of c he had committed to the shield and then makes a Force
power check with that many c. He may spend F to inflict 1 wound and 1 strain (these ignore soak) on each other character
within short range of him; he may activate this multiple times, inflicting 1 additional wound and 1 additional strain each time.

N/A

Requires 2 hands to wield. Has Slow-Firing 1 rule, representing its electrical charge having to recharge, using while
charging forces the user to use it as a improvised weapon. (Errata changed Slow-Firing to Slow-Firing 1)

Add b to a character's perception checks to find a stun master on a person's body

Requires two hands to wield

Requires 2 hands to wield. A character trying to convince others to allow him to retain the staff adds bb.

Add bb to a character's perception checks to find a stealth vibroknife on a person's body

Add b to a character's perception checks to determine a sword cane is actually a lethal weapon

Tool: Used for cutting through ice and snow

Requires two hands to wield

N/A

Requires two hands to wield


N/A

Tool: Requires 2 hands to use and adds an automatic b to checks involving breaking rocks, ground clearing and similar
activities.

Requires two hands to wield

N/A

N/A

Can be used with the following profile (Ranged [Light]; Damage 4; Critical 2; Range [Medium]; Limited ammo 1, Pierce 2,
Vicious 1, aa can be used to ignore limited ammo quality on a missed attack)

Unlike other vibroweapons the Vibrorapier does not make a audiable hum, making it completely silent

N/A

The Voss warspear is a one-handed weapon. however it cannot be wielded with other weapons. It may, at the GM's
discretion, be wielded while using a shield. A spear may be thrown as a ranged weapon. If used in this manner. change the
skill to Ranged (Light) and the range of the weapon to short. The weapon also gains the Limited Ammo 1 quality (but if
retrieved, it can be used again).

Requires two hands to wield

Adds an automatic s to Mechanics checks to repair droids, vehicles and starships. GM may spend o to inflict a critical injury
on the user

N/A

N/A
Ability Notes

N/A

Crystal occupies 2 of the weapon's hard points

When installing a lightsaber crystal into a broadsaber, increase the damage of that crystal by 1

Note: HP Listing in KoF is incorrect and lists as 2 HP, but doesn't account for having an Ilum crystal already installed, so the
actual HP should be 4. http://is2.4chan.org/tg/1577079180540.png

Does not use a Light saber crystal. May use appropriate melee weapon attachments, may not use lightsaber attachments

Whenever an enemy engaged with the character makes a Melee or Lightsaber check, after the attack is resolved, the
character may spend ttt or o to hook their opponets blade and disarm them, Aside from losing the weapon any other effects
of being disarmed are left to the GM's discretion.

Crystal has all mods applied and hilt has no hard points. While the user openly displays the weapon, add an automatic as to
social skill checks made against Mandalorians.

Dramatic Entrance: Once per encounter when making a Coercion check (or an ability that requires Coercion to activate),
wielder may ignite this lightsaber to upgrade the ability of the check once.

Dual-Phase Modification: May change the length of the blade once per encounter as an incidental. The next attack after
changing the blade length ignores the target's melee defense.

For the purposes of gameplay the double bladed lightsaber is treated as only having 1 crystal which takes up 2 of the
weapons hard points. When purchasing attachments for this weapon each attachment cost is double the listed price
(including crystals).

When installing a lightsaber crystal into a great lightsaber, increase the damage of that crystal by 1.

Note: HP Listing in KoF is incorrect and lists as 3 HP, but doesn't account for having an Ilum crystal already installed, so the
actual HP should be 5. http://is2.4chan.org/tg/1577079180540.png

When installing a crystal decrease the damage by 1. Crystal occupies 2 of the weapons hard points

When installing a lightsaber crystal into a lightfoil, reduce the damage of that crystal by 1

Note: HP Listing in KoF is incorrect and lists as 1 HP, but doesn't account for having an Ilum crystal already installed, so the
actual HP should be 3. http://is2.4chan.org/tg/1577079180540.png

Requires the Lightsaber skill


Crystal occupies 2 of the weapons hard points

When making a successful Lightsaber combat check the user may spend aa or x to prevent the opponent from using the
Parry incidental to reduce damage. A user may not add any lightsaber crystal attachments to a lightwhip, and cannot use a
lightwhip to parry or reflect attacks.

Return of the Jedi: When wielder uses the Reflect talent to decrease damage from a ranged attack, may spend a Destiny
Point to allow all allies in the encounter to decrease the difficulty of any Discipline checks they make for the remainder of the
encounter by 3, to a minimum of Simple (-).

Bastion of Safety: Once per encounter before igniting, wielder may make a Hard (ddd) Leadership or Negotiation check
as an incidental to draw fire. If successful, until the wielder's next turn, whenever an enemy character in the current
encounter makes a ranged combat check that could target the wielder, they must target the wielder. GM may spend tt or o
to exclude an enemy from this effect.

When used with the Saber Throw talent, a character may spend aa or x to have the phase-knife return to their hand. User
may not add a lightsber crystal attachment to a phase-knife. If deactivated and concealed add b to the Perception check to
find the weapon.

Equipped with an unmodded Ilum crystal, occupying 2 of the weapon's hard points. When installing a crystal, reduce the
damage of that crystal by 1.

When Installing a lightsaber crystal into a shoto reduce the damage of that crystal by 1. Crystal occupies 2 of the weapons
hard points

For the purposes of gameplay the double bladed lightsaber is treated as only having one crystal which takes up 2 of the
weapons hard points. When purchasing attachments for this weapon each attachment cost is double the listed price
(including crystals). Requires 2 hands to wield.

A training saber is in actuality a basic lightsaber with a weaker crystal (Kathracite or danite) and a weaker power power
generator. Crystal counts as 2 of the weapons hard points.

This weapon appears to be a harmless cane. Add bbb to a character's Perception or Vigilance checks to discern this
weapon's true nature.

Dantari Crystal: Spend F on Force power checks to recover 2 strain.

The crystal has had all of its mods applied, and the hilt has 0 open hard points
Source

No Disintegrations 44,
Gadgets and Gear 20

Strongholds of Resistance 106,


Gadgets and Gear 20

No Disintegrations 44,
Gadgets and Gear 22

Far Horizons 40

Forged In Battle 43,


Gadgets and Gear 9

Cyphers and Masks 38,


Gadgets and Gear 9

Unlimited Power 46

Lords of Nal Hutta 100,


Gadgets and Gear 9

Dangerous Covenants 42

Fully Operational 38,


Gadgets and Gear 34

Forged In Battle 45

Fully Operational 39
Dangerous Covenants 43,
Gadgets and Gear 11

Special Modifications 44,


Gadgets and Gear 12

Dangerous Covenants 41

Keeping the Peace 42,


Gadgets and Gear 12

Enter the Unknown 39,


Gadgets and Gear 17

Savage Spirits 40,


Gadgets and Gear 18

Dangerous Covenants 43

Enter the Unknown 38,


Gadgets and Gear 13

AoR Core 175, EotE Core 162, FaD Core 168

AoR Core 174, EotE Core 161, FaD Core 167

AoR Core 175, EotE Core 162, FaD Core 168

Lords of Nal Hutta 100,


Gadgets and Gear 10

EotE Core 162,


Gadgets and Gear 31
Endless Vigil 40,
Gadgets and Gear 10

Suns of Fortune 94

Suns of Fortune 96

Savage Spirits 40

Fly Casual 44,


Gadgets and Gear 23

Suns of Fortune 94

Suns of Fortune 94,


Gadgets and Gear 13

Cyphers and Masks 38,


Gadgets and Gear 11

Fly Casual 43

Fly Casual 42,


Gadgets and Gear 9

Fly Casual 43,


Gadgets and Gear 10

Special Modifications 44

Desperate Allies 44

Collapse of the Republic 51

Rise of the Separatists 51,


Collapse of the Republic 51
Rise of the Separatists 51

Rise of the Separatists 51,


Collapse of the Republic 51

Collapse of the Republic 51

Forged In Battle 43,


Gadgets and Gear 11

AoR Core 176, EotE 163,


Gadgets and Gear 11

AoR Core 176, EotE 163,


Gadgets and Gear 12

Dawn of Rebellion 117

Stay On Target 40,


Gadgets and Gear 12

Strongholds of Resistance 104

Dawn of Rebellion 117

Dawn of Rebellion 117

Stay On Target 40,


Gadgets and Gear 13

Collapse of the Republic 52

Collapse of the Republic 52


Desperate Allies 44,
Gadgets and Gear 13

Nexus of Power 102,


Gadgets and Gear 33

Suns of Fortune 96,


Gadgets and Gear 21

Fly Casual 44

Collapse of the Republic 53

Endless Vigil 40,


Gadgets and Gear 13

Lords of Nal Hutta 100,


Gadgets and Gear 10

Suns of Fortune 95,


Gadgets and Gear 14

Gadgets and Gear 14

Unlimited Power 46

AoR Core 174, EotE Core 162, FaD Core 167

AoR Core 174, EotE Core 162,


Gadgets and Gear 14

AoR Core 174, EotE Core 162,


Gadgets and Gear 15

Fly Casual 44,


Gadgets and Gear 14

Stay On Target 41
AoR 174, EotE Core 161, FaD Core 167

AoR Core 176, EotE Core 162,


Gadgets and Gear 16

Forged In Battle 45,


Gadgets and Gear 16

Forged In Battle 44

Endless Vigil 40

AoR Core 174, EotE Core 161, FaD Core 167

AoR Core 174, EotE Core 161, FaD Core 167, Gadgets and
Gear 17

Dawn of Rebellion 117

Fly Casual 43,


Gadgets and Gear 17

Unlimited Power 47

Disciples of Harmony 42,


Gadgets and Gear 31

Dangerous Covenants 41,


Gadgets and Gear 16

Dangerous Covenants 41

Fly Casual 43,


Gadgets and Gear 18

Dangerous Covenants 41,


Gadgets and Gear 18
Desperate Allies 44

Far Horizons 40

Strongholds of Resistance 105,


Gadgets and Gear 19

Strongholds of Resistance 106,


Gadgets and Gear 19

Knights of Fate 40,


Gadgets and Gear 19

Dawn of Rebellion 118

Dawn of Rebellion 118

Savage Spirits 40,


Collapse of the Republic 53,
Gadgets and Gear 33

Cyphers and Masks 39,


Gadgets and Gear 19

Keeping the Peace 42,


Gadgets and Gear 16

Dawn of Rebellion 118

Forged In Battle 43,


Gadgets and Gear 20

Gadgets and Gear 20

Fly Casual 43,


Gadgets and Gear 18

Forged In Battle 45
Cyphers and Masks 39

Forged In Battle 42

Keeping the Peace 43,


Gadgets and Gear 21

Keeping the Peace 43

Suns of Fortune 96

Dangerous Covenants 44,


Gadgets and Gear 15

Dangerous Covenants 43,


Gadgets and Gear 19

Dangerous Covenants 43,


Gadgets and Gear 23

Enter the Unknown 30,


Gadgets and Gear 23

Endless Vigil 41,


Gadgets and Gear 21

Cyphers and Masks 39

Gadgets and Gear 22

Forged In Battle 44,


Gadgets and Gear 22

Suns of Fortune 95,


Gadgets and Gear 23
Disciples of Harmony 42

Cyphers and Masks 39

Strongholds of Resistance 104,


Gadgets and Gear 22

Lords of Nal Hutta 100,


Gadgets and Gear 23

Collapse of the Republic 53

Cyphers and Masks 40

Forged In Battle 44,


Rise of the Separatists 52

Source

Fly Casual 44,


Gadgets and Gear 25

Unlimited Power 47

Suns of Fortune 96,


Gadgets and Gear 25

Dangerous Covenants,
Gadgets and Gear 26
Forged in Battle 46,
Gadgets and Gear 25

Suns of Fortune 97,


Gadgets and Gear 26

Enter the Unknown 41

Enter the Unknown 40,


Gadgets and Gear 27

Fly Casual 44,


Gadgets and Gear 26

Forged in Battle 46

Lords of Nal Hutta 102

Knights of Fate 41,


Gadgets and Gear 27

Knights of Fate 42,


Gadgets and Gear 27

Unlimited Power 48,


Gadgets and Gear 28

Lords of Nal Hutta 102,


Gadgets and Gear 28

Strongholds of Resistance 106,


Gadgets and Gear 25

Suns of Fortune 97,


Gadgets and Gear 28

Forged in Battle 46,


Gadgets and Gear 28

AoR Core 177, EotE Core 164, FaD Core 169


AoR Core 177, EotE Core 164, FaD Core 169

Strongholds of Resistance 106,


Gadgets and Gear 29

Strongholds of Resistance 106,


Gadgets and Gear 29

Strongholds of Resistance 106,


Gadgets and Gear 29

Lords of Nal Hutta 102

Dangerous Covenants 45

Source

No Disintegrations 44,
Gadgets and Gear 33

Fly Casual 45

Nexus of Power 102

EotE Core 164

Strongholds of Resistance 104,


Gadgets and Gear 31

Suns of Fortune 97
Disciples of Harmony 42,
Gadgets and Gear 32

Savage Spirits 41

Fully Operational 39,


Gadgets and Gear 59

Friends Like These 60

Suns of Fortune 97,


Savage Spirits 41

Savage Spirits 41

Enter the Unknown 39,


Savage Spirits 41

No Disintegrations 44,

Nexus of Power 102

Nexus of Power 102

Savage Spirits 41

Special Modifications 45

Endless Vigil 41

Forged in Battle 47,


Gadgets and Gear 34
Nexus of Power 102

Fully Operational 39

Special Modifications 45

Savage Spirits 41

Enter the Unknown 42

No Disintegrations 44,
Gadgets and Gear 34

Endless Vigil 42,


Gadgets and Gear 27

Savage Spirits 42

Far Horizions 40,


Gadgets and Gear 34

Special Modifications 46,


Gadgets and Gear 35

Knights of Fate 41

Special Modifications 46

Lords of Nal Hutta 102,


Gadgets and Gear 32

Disciples of Harmony 43
Far Horizions 41,
Gadgets and Gear 35

Fly Casual 45

Savage Spirits 41

Suns of Fortune 41

Suns of Fortune 97

Far Horizons 40,


Gadgets and Gear 35

Fly Casual 45,


Gadgets and Gear 32

Far Horizions 42,


Gadgets and Gear 35

Lords of Nal Hutta 102,


Gadgets and Gear 34

Dawn of Rebellion 118

Source

AoR Core 179,


Gadgets and Gear 55

AoR Core 179,


Gadgets and Gear 55
Rise of the Separatists 52

AoR Core 179,


Gadgets and Gear 57

Fully Operational 39

Unlimited Power 48,


Gadgets and Gear 58

Desperate Allies 45

Rise of the Separatists 52

Forged in Battle 47,


Gadgets and Gear 58

Dangerous Covenants 45

AoR Core 178, EotE Core 165,


Gadgets and Gear 33

Dangerous Covenants 45,


Gadgets and Gear 26

Dangerous Covenants 45,


Gadgets and Gear 26

AoR Core 178, EotE Core 165, FaD Core 170,


Gadgets and Gear 58

Knights of Fate 40

Dangerous Covenants 47, Knights of Fate 46,


Gadgets and Gear 64
Dangerous Covenants 47

Desperate Allies 45,


Gadgets and Gear 59

Knights of Fate 46

Knights of Fate 45

Dangerous Covenants 46, Knights of Fate 45,


Gadgets and Gear 59

Dangerous Covenants 47, Knights of Fate 45,


Gadgets and Gear 60

Fly Casual 45

Dangerous Covenants 45,


Gadgets and Gear 62

Dangerous Covenants 47, Knights of Fate 46,


Gadgets and Gear 64

Dangerous Covenants 47,


Gadgets and Gear 65

Dangerous Covenants 46,


Knights of Fate 44,
Gadgets and Gear 58

Enter the Unknown 42,


Gadgets and Gear 59

Dangerous Covenants 46,


Gadgets and Gear 58

Desperate Allies 44,


Gadgets and Gear 60

Dangerous Covenants 47,


Gadgets and Gear 65
No Disintegrations 46,
Gadgets and Gear 63

No Disintegrations 46,
Gadgets and Gear 63

No Disintegrations 46,
Gadgets and Gear 63

No Disintegrations 46,
Gadgets and Gear 63

No Disintegrations 47,
Gadgets and Gear 64

No Disintegrations 47,
Gadgets and Gear 64

Strongholds of Resistance 107

Strongholds of Resistance 107

Strongholds of Resistance 107

Strongholds of Resistance 107

Strongholds of Resistance 107

Strongholds of Resistance 107

AoR Core 178, EotE Core 165, FaD Core 170,


Gadgets and Gear 65

Rise of the Separatists 53

Rise of the Separatists 53


Unlimited Power 48

Strongholds of Resistance 107

Lords of Nal Hutta 102,


Gadgets and Gear 60

Unlimited Power 48

Knights of Fate 41

Knights of Fate 41,


Gadgets and Gear 65

Rise of the Separatists 53

Forged in Battle 47,


Gadgets and Gear 61

Knights of Fate 45

Desperate Allies 45,


Gadgets and Gear 62

Disciples of Harmony 43,


Gadgets and Gear 61

Strongholds of Resistance 107

AoR Core 179, EotE Core 165, FaD Core 170

Disciples of Harmony 43,


Gadgets and Gear 61
AoR Core 180, EotE Core 165, FaD Core 170,
Gadgets and Gear 61

Fully Operational 40,


Gadgets and Gear 62

Fully Operational 40,


Gadgets and Gear 62

Source

Dangerous Covenants 55,


Gadgets and Gear 55

Rise of the Separatists 59

Dangerous Covenants 55,


Gadgets and Gear 56

Dangerous Covenants 55,


Gadgets and Gear 56

Dangerous Covenants 55,


Gadgets and Gear 57

Fully Operational 40,


Gadgets and Gear 56

Fully Operational 40,


Gadgets and Gear 56

Fully Operational 40,


Gadgets and Gear 57
Source

Far Horizions 42,


Gadgets and Gear 37

AoR Core 180, EotE Core 166, FaD Core 171, Gadgets and
Gear 37

Collapse of the Republic 54

Dangerous Covenants 48,


Gadgets and Gear 39

Gadgets and Gear 37

Cyphers and Masks 40,


Gadgets and Gear 37

Strongholds of Resistance 108

Gadgets and Gear 38

Desperate Allies 46,


Gadgets and Gear 38

Dangerous Covenants 48,


Gadgets and Gear 37

Dangerous Covenants 48,


Gadgets and Gear 38

FaD Core 171


Cyphers and Masks 40

Keeping the Peace 44,


Gadgets and Gear 39

Fly Casual 45,


Gadgets and Gear 39

AoR Core 181, EotE Core 166, FaD Core 171,


Gadgets and Gear 39

Source

Collapse of the Republic 53

Fully Operational 47

Far Horizions 42,


Knights of Fate 43,
Gadgets and Gear 41

Forged in Battle 48

Lords of Nal Hutta 103,


Gadgets and Gear 41

Unlimited Power 49

Nexus of Power 103

Lords of Nal Hutta 103


Fly Casual 46,
Gadgets and Gear 41

Disciples of Harmony 44,


Gadgets and Gear 50

Desperate Allies 46,


Gadgets and Gear 42

AoR Core 181, Eote Core 166, FaD Core 177

Suns of Fortune 98

Suns of Fortune 97

FaD Core 172,


Gadgets and Gear 42

FaD Core 173,


Gadgets and Gear 43

No Disintegrations 48

Dangerous Covenants 49,


Gadgets and Gear 44

Chronicles of the Gatekeeper 26

Knights of Fate 42,


Gadgets and Gear 45

Suns of Fortune 98,


Gadgets and Gear 46

Collapse of the Republic 54


Special Modifications 44,
Gadgets and Gear 45

Keeping The Peace 44,


Gadgets and Gear 33

FaD Core 173

Keeping The Peace 44

Fully Operational 47

Savage Spirits 43

Gadgets and Gear 45

Disciples of Harmony 44,


Gadgets and Gear 45

AoR Core 181, Eote Core 166, FaD Core 174, Gadgets and
Gear 46

EotE Core 166,


Gadgets and Gear 47

Nexus of Power 103

Nexus of Power 103

Special Modifications 47

No Disintergrations 48,
Gadgets and Gear 48

Collapse of the Republic 54


Enter the Unknown 42,
Strongholds of Resistance 139

Forged in Battle 47

Enter the Unknown 43,


Gadgets and Gear 48

Savage Spirits 43,


Gadgets and Gear 53

Stay On Target 41,


Gadgets and Gear 49

Rise of the Separatists 53

Rise of the Separatists 54

Cyphers and Masks 40,


Gadgets and Gear 50

Savage Spirits 43,


Gadgets and Gear 50

Enter the Unknown 43

Strongholds of Resistance 108

Strongholds of Resistance 108

Savage Spirits 44,


Strongholds of Resistance 108,
Gadgets and Gear 50

Lords of Nal Hutta 104


Savage Spirits 44,
Gadgets and Gear 50

Far Horizions 43

Lords of Nal Hutta 104,


Gadgets and Gear 51

Unlimited Power 50

Keeping The Peace 45,


Gadgets and Gear 51

Keeping The Peace 45,


Gadgets and Gear 51

Fly Casual 46

FaD Core 173,


Gadgets and Gear 42

Keeping The Peace 45

Knights of Fate 43,


Gadgets and Gear 52

Dangerous Covenants 48,


Gadgets and Gear 52

Suns of Fortune 98

Unlimited Power 50

Forged in Battle 48
Friends Like These 60

Knights of Fate 43

Keeping The Peace 45

Keeping The Peace 45

Stay On Target 41

Strongholds of Resistance 108,


Gadgets and Gear 44

Dangerous Covenants 49,


Gadgets and Gear 49

Desperate Allies 46

Desperate Allies 46,


Gadgets and Gear 52

Desperate Allies 47

Nexus of Power 105

Far Horizions 43

AoR Core 182, EotE Core 167, FaD Core 174

Lords of Nal Hutta 104


Rise of the Separatists 54

Fully Operational 49

AoR Core 182, EotE Core 167, FaD Core 175

AoR Core 182, EotE Core 167, FaD Core 175

Savage Spirits 44,


Gadgets and Gear 53

Dawn of Rebellion 118

Fly Casual 46,


Gadgets and Gear 53

AoR Core 182, EotE Core 167, FaD Core 175

Nexus of Power 104

Nexus of Power 104

Special Modifications 47

Far Horizions 43,


Gadgets and Gear 53

Disciples of Harmony 44
Source

FaD Core 172

FaD Core 176,


Gadgets and Gear 41

Knights of Fate 43

Knights of Fate 43,


Gadgets and Gear 42

Endless Vigil 42,


Gadgets and Gear 43

Dawn of Rebellion 79

Gadgets and Gear 44

FaD Core 176,


Gadgets and Gear 44

Knights of Fate 44,


Gadgets and Gear 47

Keeping the Peace 46,


Gadgets and Gear 47

Knights of Fate 44,


Gadgets and Gear 48

AoR Core 182, EotE Core 167


FaD Core 177,
Gadgets and Gear 48

Endless Vigil 42,


Gadgets and Gear 49

Gadgets and Gear 49

Gadgets and Gear 51

Endless Vigil 43,


Gadgets and Gear

Collapse of the Republic 55

FaD Core 177,


Gadgets and Gear 52

Keeping the Peace 46

FaD Core 178

Nexus of Power 104

Chronicles of the Gatekeeper 94


ARMOR
Armor And Clothing

Name Defense Soak Price Restricted Encum

A/KT Mountaineer Armor 1 1 1,800 3

A/KT Shockrider Crash Suit 0 2 3,000 2

A/KT Tracker Utility Vest 0 0 100 -

A/KT Wing commander Armored Flight Suit 1 1 1,500 3

Adverse Environment Gear 0 1 500 2

Alliance Engineer's Helmet and Vest 0 1 75 1

Alliance Light Stealth Armor 0 2 2,200 (R) 3

Ancient Battle Armor 0 2 3,750 6

Arakyd Industries PX-11 “Battlement” Powered


1 3 9,000 (R) 3
Armor

Armored Clothing 1 1 1,000 3

Armored Drop Suit 1 1 7,500 6

Armored Robes 1 2 4,500 (R) 5


Ayelixe/Krongbing Climbsuit 0 1 1,450 2

Banal Apparel 0 0 25 0

Bantin Corp Mk I Nightstalker Infiltrator Suit 0 2 4,800 (R) 2

Beast-Hide Armor 0 1 300 3

Biogel Suit 0 2 350 6

Blast Vest 0 1 200 3

Boba Fett's Armor 2 3 N/A 6

Cargo Clothing 0 0 30 1

Catch Vest 0 2 300 1

CF-9 Republic Naval Flight Suit 1 1 1,200 (R) 3

Chitin Armor 0 2 600 4

Cloaking Coat 0 1 550 (R) 4

Clone Dive Armor 0 2 4,500 (R) 3

Clone Reconnaissance Armor 0 2 4,000 (R) 3

Concealing Robes 0 1 150 1


Corellian Arms “Storm” Charge Suit 0 2 2,000 3

Crash Gear 0 1 550 1

Cresh "Luck" Armor 0 2 1,000 4

Creshaldyne EOD-MK II Explosives Disposal


0 4 5,300 8
Armor

Creshaldyne MK.IV Riot Armor 1 1 1,850 (R) 3

Creshaldyne Survivalist Armor 0 1 550 3

Cyricept Mk IX Personal Mimetic Concealment


1 1 8,000 (R) 2
Suit

Darth Vader's Armor 1 2 N/A 5

Diplomat's Robes 0 0 400 2

Enviro-suit 0 2 750 2

Fabricators' Protective Gear 0 1 450 1

Flare Jacket 0 1 1,500 3

Formal Council Armor 0 2 8,000 (R) 5

G-Suit 0 1 2,000 2

"Gundark" Scav-Suit 1 1 3,000 4


Hauling Harness 1 1 1,000 3

Heavy Battle Armor 1 2 5,000 (R) 6

Heavy Clothing 0 1 50 1

Heavy Robes 1 0 150 1

Holographic Costume 1 0 750 2

HT-77 Cold Assault Armor 0 2 4,000 (R) 6

Hunter's Trophy Armor (Completed) 0 2 2,000 (R) 4

Hunter's Trophy Armor (Custom Made) 0 2 1,000 (R) 4

Hutt Shell Armor 2 2 25,000 (R) 6

Imperial Hazard Trooper Armor 0 3 18,000 (R) 4

Imperial Storm Commando Armor 0 2 5,000 (R) 4

Individual Field Disruptor 1 0 9,500 (R) 0

Jedi Battle Armor 1 2 7,500 (R) 5

Jedi Commander Armor 1 2 5,000 (R) 5

Jedi Reconnaisance Armor 1 1 4,000 2


Jedi Temple Guard Armor 2 1 12,000 (R) 4

Jedi Training Suit 0 2 400 (R) 4/6

Kamperdine Custom Tailored Armored Jacket 0 2 6,200 1

Karflo Thinsuit 0 1 1,200 0

Katarn-Class Commando Armor 1 2 6,500 (R) 4

Kav-Dann Power Armor 2 2 13,500 (R) 4

Koromondian Half-Vest 1 1 500 3

Laminate Armor 0 2 2,500 4

Lector's Outfit 0 1 525 2

Leviathan Power Armor 2 2 15,000 8

Loronar Corporation MK. II “Steelskin” Anti-


0 3 6,500 (R) 8
Concussive Armor

Mandalorian Armor 1 2 6,000 (R) 6

Mechanics Utility Suit 0 2 1,175 5


Merr-Sonn N-57 Armor 0 2 3,000 5

Mimetic Suit 1 1 8,000 (R) 2

MK II "Hotspot" Insulated Armor 0 2 5,500 (R) 6

Noble Regalia 0 0 750 1

Nomad Greatcoat 0 1 100 1

Pacnorval Defense Systems MK. III Flak Vest 0 1 300 3

Padded Armor 0 2 500 2

Performer's Attire 0 0 50 0

Personal Deflector Shield 2 0 10,000 3

Phase I ARC Trooper Armor 1 2 5,000 (R) 4

Phase I ARC Trooper Armor


1 2 6,000 (R) 5
(Alternate)

Phase II ARC Trooper Armor 1 2 5,500 (R) 4

Phase I Clone Trooper Armor 0 2 2,000 (R) 4

Phase II Clone Trooper Armor 0 2 3,000 (R) 4

Pioneer Armor 0 1 200 2

Pit Crew Coveralls 0 1 150 1


Polis Massan bodysuit 0 1 300 1

Powered Capacitive Armor 1 1 3,000 (R) 4

Rebel Heavy Battle Armor 1 2 6,000 (R) 5

Reflect Body Glove 0 3 2,500 2

Reinforced Environment Gear 0 1 850 2

Resplendent Robes 0 1 500 2

Riot Armor 0 2 950 3

Sakiyan Shadowsuit 0 1 2,500 1

Scavenged Clone Armor 0 2 1,000 (R) 5

SeaScape Diving Suit 0 2 400 3

Second Skin Armor 1 1 2,000 2

Sith Pain Harness 0 2 3,500 (R) 2

Smuggler's Trenchcoat 1 1 1,650 3

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

TaggeCo Protector 1 Combat Armor 1 2 5,500 (R) 4

Timber Cuirass 1 2 4,000 4


TX-3 Combat Flight Suit 1 0 3,000 4

Type III "Berethron" Modular Armor 1 1 1,250 3

Verpine Fiber Ultramesh Armor 0 1 3,000 3

Waterweave 2 1 6,500 7

Zephyr Stealth Suit 1 1 5,500 (R) 2

Tacks

Name Defense Soak Price Restricted Encumb

Caballerin-Series Riding Tack 0 0 250 2

Capari-series Padded
0 2 2,500 4
Beast Armor

Destri-series Laminate
0 4 8,500 7
Beast Armor

H-Series Megafauna Carriage 1 0 5,500 5

AniPro Layered Beast Armor 1 1 2,500 4


Hard Pts Rarity

2 6

1 3

1 2

1 6

1 1

0 1

2 7

1 9

3 9

1 6

2 7

2 8
2 4

0 0

1 9

0 2

0 1

1 3

0 10

0 0

0 3

2 6

1 6

1 8

2 7

2 6

0 2
0 6

1 3

1 5

0 6

1 6

2 6

1 8

- 10

0 6

1 2

0 1

0 8

2 10

1 3

2 6
2 6

4 7

0 0

0 2

0 8

2 7

1 9

1 6

4 9

3 8

4 9

0 7

5 9

3 8

2 8
3 10

0 9

0 7

0 6

3 7

6 7

0 5

3 5

1 6

1 8

1 7

5 8/Special

1 3
5 6

2 8

2 7

3 7

0 4

1 2

0 1

0 4

0 8

2 8

4 7

2 7

3 6

4 6

1 4

1 2
1 6

2 8

5 8

0 5

2 4

0 5

2 4

1 8

2 4

2 2

0 7

0 9

0 7

2 4

3 7

1 5
2 6

3 6

2 5

1 5

1 8

Hard Points Rarity

0 4

0 5

1 7

2 7

0 5
Ability

Grants bb to all Athletics skill checks made to climb or rappel. Has room for extra accessories for oxygen tanks for high
altitude (accessories sold separately).

Reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1), reduces damage dealt
to wearer by fires and weapons with Burn quality 1.

Increases wearers encumbrance threshold by 2

Reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1), reduces damage dealt
to wearer by fires and weapons with Burn quality 1.

Player Characters with proper enviroment gear may ignore b imposed by the environment that they are in. The gear must
be appropriate for the environment at hand

While worn counts as having 1 rank or an additional rank in the Durable Talent

Adds b to the wearer's Stealth checks

While worn by a force sensitive character, the wearer gains +1 Defense

Increases wearer's Brawn by +1 (does not increase soak or wound threshold) and also increases wearer's Athletics rank by
+1. Remove bb from all Perception, Surveillance, Vigilance, and combat checks due to darkness, Smoke, or similar
environmetal factors that obscure vision. Comes equiped with Vacuum-Sealed life support system for 1 hour of protection to
vacuum or toxic environments and a inbuilt commlink. Armor has enough power for 12 hours of use, should the suit run out
of power for any reason its encumberance becomes 12 and defence becomes 0 and loses all previously mentioned benifits,
takes 5 minutes to equip the armor or 2.5 if assisted by another character.

Requires a Average (dd) Perception Check to detect that a individual is wearing armored clothing.

As a maneuver the wearor of this armor can engage his flight systems to funcion as a Silhouette 0, Speed 2, Handling +2,
System strain Threshold 3 vehicle that requires Piloting (Planetary) to operate. While flight systems are engaged and
wearer is conscious, they do not suffer damage from falling.

Highly illegal on any imperial world


Upgrades the ability of the wearer's checks to climb or rappel down a surface once. Also reduces damage and strain
suffered from falling by 5 and reduces any related Critical Injury results from falling by 10

Opposing character upgrade the difficulty of any checks made to identify the wearer once

The wearer adds an automatic s to Stealth checks made, and an automatic t to any social checks made

When wearing this armor the character gains an automatic a on Coercion checks and an automatic t on charm checks. The
GM may determine that it provides further benefits or detriments depending on the situation.

Gains +1 soak when wearer suffers damage from Brawl weapons or bludgeoning melee weapons. Wearer also adds b to
any Brawn or Agility based checks while wearing this armor.

Armor gains +2 soak when the wearer suffers damage from a slugthrower or other physical projectile.

Integrated Armor Weapons: Flamethrower (Ranged [Light]; Damage 5; Critical 2; Range [Short]; Blast 2, Burn 2, Pierce 2,
Vicious 3), Jetpack Missile Tube (Gunnery; Damage 20; Critical 2; Range [Extreme]; Blast 10, Breach 1, Cumbersome 3,
Guided 3, Limited Ammo 1, Prepare 1), Whipcord (Ranged [Light]; Damage 1; Critical -; Range [Short]; Ensnare 3,
Knockdown, Limited Ammo 1).

Premediated Contingency: Once per encounter as a maneuver, wearer may make an Average (dd) Vigilance check to
draw any weapon or item of rarity equal to or less than the total number of net s and a at the GM's discretion

May carry up to three items of encumberance 1 or lower without those items counting towards his encumbrance value.

Soak value of 2 against damage from energy based weapons only. Provides 1 soak from all other forms of damage.

Includes a built-in respirator. Characters wearing the suit remove b from Piloting (Space) and Piloting (Planetary) checks
added due to the danger of physical stress of the action being performed.

A character wearing a suit of chitin armor adds an automatic a to their Coercion checks and an automatic t on their Charm
checks. The GM may determine that the armor provides further benefits or drawbacks depending on the situation.

Upgrade the difficulty of all checks to detect an individual wearing a cloaking coat using sensors or electronic forms of
detection twice, Droids with an intellect characteristic lower than the character's ranks in the Computers skill are also
affected in the same way when trying to detect the character.

Provides 12 hours of oxygen. During this time the wearer also has fresh water, nutrition supplements, and other biological
necessities. While wearing this armor, the wearer does not suffer movement penalties for traveling through water and
removes up to b from Perception checks due to underwater conditions.

Wearer adds b to Stealth checks. The suit incorporates visors with integrated thermal and low-light sensors, allowing wearer
to remove b from visual Percpetion checks they make.

Add b to notice or recognize someone wearing these robes


Any melee attack made against a wearer of this suit that generates o is automatically hit back dealing 8 damage to the
original attacker's strain threshold, if the original attack generates tt, the attacker is Disoriented for one round. Wearing a
charge suit counts as being equiped with shock gloves (Brawl; Damage +0; Critical 5; Range [Engaged]; Stun 3).

Wearer ignores the effects of ongoing Critical Injuries on any Intellect or Cunning related checks, but still suffers the injuries
themselves. Wearer cannot be Disoriented

The wearer adds an automatic a to Vigilance checks.

Due to its extremely thick padding and ponderous form,the wearer loses their free movement. UPGRADE OPTIONS (no
hardpoints used) Integrated Load-Bearing Gear: reduces the suit's encumbrance by 3 (700 credits, rarity 3). Data Link:
allows the wearer to control a single EOD remote (300 credits, rarity 4).

Comes with a breath mask to filter airborne toxins and gases. In addition, when stagered or disoriented, the wearer reduces
the duration of the effect by 1 round, to a minimum of 1

Increases the wearer's encumberance threshold by 1.

Upgrades the ability of any Stealth checks made by the wearer twice. The GM may spent ttt or o on any Stealth check made
by the wearer while the suit is active to have the suit's power pack run dry. It cannot be used again until the power pack is
replaced, requiring a maneuver

Comes with an Enhanced Optics Suite (remove bb from Perception, Vigilance, and combat checks due to environmental
effects that obscure vision), an integrated medical system (add b to all Medicine checks to heal; oncer per session may
activate this attachment as an incidental; this counts as using a stimpack), and is vacuum-sealed (can ignore effects of
vacuum for up to an hour).

Peerless Armor: Once per encounter as an out-of-turn incidental, wearer may spend a Destiny Point to increase the soak
provided by this armor to +6 until the end of the wearer's next turn.

Wearer adds b to social checks related to claiming diplomatic authority, accessing classified data, and using organizational
status to bypass protocol

Protects agaisnt various environmental hazards, operational life span of 8 hours. Wearer suffers b on any Agility or
Perception based checks while wearing the suit.

Wearer may ignore effects of fires or acids of rating 1 or 2. Has a soak of 3 against damage from weapons with Blat quality,
but only when the quality is activated and used to inflict damage on the ewarer. Against all other damage it provides 1 soak

Once per encounter a character can trigger charges in the jacket as a maneuver, each character within short range
(besides the wearer) must make a Hard (ddd) Vigilance check, each character who fails is staggered for 1 round, plus 1
additional round per ttt.

Wearer adds aa to Negotiation checks when interacting with individuals who hold Jedi in high regard. At the GM's discretion
the charcter may add aa to Coersion checks when interacting with individuals who hate or fear the Jedi

A character wearing a g-suit reduces the strain cost to perform a second Pilot-Only maneuver during a turn by 1

Inbuilt sensor array adds b to wearer's Perception checks, and an additional b to all checks made to detect or analyze
technological parts and items. If suit's systems become damaged, the wearer instead suffers b due to sensor feedback on
all Percpetion checks instead until repaired.
Increases Encumberance capacity by 6, but also upgrade the dificulty of any combat check the wearer makes twice

Can be sealed and provide the same benefits of fully-body laminate armor, or take on the form of a heavy blast vest and
blast helmet

N/A

N/A

Can imitate the apperance of up to 10 preloaded outfits, recording a new outfit that is on hand takes 10 minutes and a Easy
(d) Computers check, an outfit not on hand requires a Daunting (dddd) Computers Check

Has a built-in comlink, and adds bb to wearer's checks to advoid adverse effects from exposure to cold temperatures and
weather. Wearer also removes b imposed by cold-weather conditions on their Perception checks.

This Version is if a character wishes to buy this armor outright. A character wearing trophy armor suffers b to Charm
checks, but gains bb to Coercion checks due to intimidating appearance. At GM Discretion, Charm checks made to impress
or persuade other characters of wearer's prowess may receive bb instead of b

This Version is if a character has a suitible hide already and wishes a artisan to craft the armor. A character wearing trophy
armor suffers b to Charm checks, but gains bb to Coercion checks due to intimidating appearance. At GM Discretion, Charm
checks made to impress or persuade other characters of weaer's prowess may receive bb instead of b

Allows the wearer to over up to 5 metres above the ground. Allows a Hutt to ignore the effects of the Awkward and
Ponderous abilities (if they are possessed). Also, the wearer does not have to spend additional maneuvers when navigating
difficult terrain

Provides protection against radiation, acids, toxic chemcicals, extreme pressures or vacuums, once active the armors
internal life support and power systems allow the wearer to survive for 24 hours. Armor incorperates a high powered
comlink able to communicate from the ground to low orbit and is equiped with a multi-frequency targeting and acquisition
system which removes bb due to darkeness, smoke or similar environmental factors that obscure vision from the wearers
perception, vigilance and combat checks. Requires neural interface cybernetics to be used to its full potential

Helmet is equipped with macrobinoculars and scanner goggles, as well as a comlink. Removes b due to darkness, smoke
or similar environmental factors that obscure vision from all perception, vigilance and combat checks. Additionally, storm
commando armor adds b to other characters perception checks to detect the wearer

Creates a shimmering field around the wearer, forming a 2 meter in diameter sphere. If the field of the field disruptor
contacts another energy field the other field ceases to offer any defense as long as the two fields intersect. If a character
wearing an active field enters engaged range with a droid, the droid suffers 5 Stun damage. If the field enters engaged
range with any other electronic device, the device shorts out and becomes inactive for the remainder of the encounter. If the
wearer makes a melee attack while the field is active the wearer counts as being armed with a Melee weapon with +2
damage and the Stun Damage item quality.

Custom made, a character wearing Jedi battle armor fitted for somebody else adds bb to all Combat checks. A suit of Jedi
battle armor can be fitted to a new wearer with a Hard (ddd) Mechanics check that takes an hour to complete. Jedi battle
armor is eligible to be sealed against the vacuum and other hazardous environments.

N/A

Wearer adds b to Stealth checks.


Contains a helmet comlink and in-helmet scanner

Unless the integrated weights are removed, a Jedi training suit has an encumbrance of 6. Removal of these weights, which
requires an Easy (d) Mechanics check, reduces the suit's encumbrance to 4. At the GM's discretion, training while
wearing the weights might help a character develop physical fitness or adapt to high-gravity environments.

Custom made for a specific wearer, often months in advance. Wearer adds a to any successful Charm, Deception or
Negotiation check the character makes

A skin-tight bodyglove that leaves only the face exposed. Coes with a facemask and filtration system that purifies standard
atmosphere for up to 6 hours and provides 1 hour of internal power. Comes with 6 removable filters and power packs stored
on the suit. Wearer removes bb imposed by the environment in which they are currently operating from their checks.

Insulated bodysuit grants protection from heat, cold, radiation, and most known toxins. A 6 hour air supply enables wearer
to function in hostile environments, including vacuum of space. Integrated scanners and communication suites enable
wearer to track hostiles while keeping in touch with allies. Armor's backpack is modular, enabling it to incorporate
modifications suited to specific battlefield needs such as survival gear, additional oxygen supplies, and field electronics.
Also increases the wearer's encumbrance threshold by 3. In addition remove b from all perception and survival checks
made by the wearer

Vacuum sealed and includes full life-support suite that can be modified for most alien physiologies. Wearer can survive up
to 4 hours in a vacuum or unbreathable atmosphere, and gains b to checks to resist the effects of radiation. The helmet
incorporates a long range comlink and a basic visual package that allows the wearer to remove b caused by to darkness.
smoke, or other environmental factors that might affect vision from all Perception. Vigilance. and Combat checks. Kav -
Dann power armor increases the wearer's Brawn by 1 so long as it remains powered, though this bonus does not increase
the user's soak or wound threshold. The listed encumbrance of 4 reflects the bulk of the armor when powered. If the suit
loses power for any reason. the encumbrance increases to 12. defense is reduced to 0. and the bonus to Brawn is lost.
Donning a suit of Kav-Dann power armor takes ten minutes, thougth this time can halved if the wearer is assisted.

Whenever the wearer suffers a Critical Injury. the armor suffers minor damage (or becomes damaged by one additional
step if it is already damaged)

N/A

Add b to any social check involving a large group of listeners, characters words can be heard clearly at considerable
distances

Any character wearing this when it was not made for them upgrades the difficulty of Agility and Brawn based checks
once.The suit is fully sealed, has an integrated respirator and automatically possesses the following attachments: A heating
system, Enhanced optics suite, strength enhancement system, 1 Mon Cal Defenses Mini torpedo launcher and 1 Salus DF-
D1 Duo-Flechette rifle. These attachments cannot be removed

All Brawn and agility based checks while wearing this armor gain b. If the wearer is Staggered or Disoriented from a
weapon quailty, reduce the rounds staggered or disoriented by 1

Can be bought as standard armor or can be purchased with specific attachments already installed, if so increase the rarity
by 1 or to the rarity of the rarest installed attachment if it would be higher, also the base price of the suit is increased by the
cost of the attachments.

Wearing counts as having a tool kit


As a maneuver the wearer may recharge an energy weapon or device that has run out of power or ammunition in the
manner of an extra reload/power pack

Upgrade ability of Stealth checks twice while worn and active, GM may spend ttt or o to have the battery run out of power
and stop functioning until it is replaced

Has a built-in comlink, and adds bb to wearer's checks to advoid adverse effects from exposure to extreme heat or toxic
gases and reduces the damage the wearer takes from fire or hazardous environments by 1. When targeting the wearer,
attackers must spend 1 additional a to activate the Burn item quality and treat the quality's rating as 1 lower.

Downgrade the difficulty of any social checks when interacting with nobility and their subordinates once

Reduces the difficulty of resilience checks made to resist the effects of extreme cold by 1 and removes b added to checks
due to extreme cold

Wearer gains +1 soak whenever the the wearer suffers damage from the Blast quality

N/A

Add b to any checks to perform or otherwise attract attention.

Completely deflects/blocks sustained blaster fire but can only be used for short periods, Typically, a PDS can be used for 10
minutes and then requires a 3 hour recharge at a proper facility. When in use the GM may spend any o the user has
generated to have the shield run out of power for the remainder of the encounter

Remove b from all Perception checks made by the wearer and this armor provides all the benefits of a hardened comlink. In
addition increase the wearer's encumbrance threshold by 3

Remove b from all Perception checks made by the wearer and this armor provides all the benefits of a hardened comlink. In
addition increase the wearer's encumbrance threshold by 3

Includes an integrated comlink with scramble capable of using all standard Republic communications protocols. The
survival pack incorporates emergency rations, a water filtration system, microfiber line, and distress beacon

Includes a built-in comlink. AT GM discretion, characters unused to moving in this armor may suffer b to Coordination
checks until they acclimatize to the distribution of its weight

Includes an integrated comlink with scramble capable of using all standard Republic communications protocols.

Pioneer armor increases a wearer's encumbrance threshold by 3.

Reduces damage suffered from fires and weapons with the Burn quality by 1. In addition increases the characters
encumberance threshold by 1
Increases Encumberance capacity by 1, contains a head mounted multidirectional glow rod. Mostly designed for Polis
Massan

As a maneuver, wearer may power up or down the armor. While the armor is powered and plates are locked in place,
wearer gains +1 soak and +1 defense (in addition to the +1 soak and +1 defense given in the profile), but loses his free
maneuver during each of his turns

Is equipped with a helmet-fitted breath mask and respirator

Add bb to to Vigilance and Perception checks to notice that the wearer is wearing a body glove. After a successful combat
check against the wearer has been resolved the reflect body glove's soak is reduced by one to a minimum of zero. The
reflect body glove's soak may be restored to its original value after making a sucessful Average (dd) Mechanics check

Ignore b imposed by environmental conditions, and reduces Critical Injury results suffered from falling by 20. Also contains a
filter that grants b to Resilience checks to resist toxic atmosphears or airborne toxins

As long as a character wearing resplendent robes purposefully draws attention to himself, each of his allies in medium
range adds b to Perception, Skulduggery and Stealth checks.

N/A

Grants bb to Stealth checks

Wearer suffers b to all Coordination and Stealth checks. Wearer may suffer 1 or more b on interactions with Republic
officials and representatives, at GM discretion.

Can provide 6 hours of atmosphere to an air breather as well as water, nutrition supplements, and other biological
necessities. Wearer does not suffer movement penalties for traveling through water.

Add bb to a character's Perception checks to notice second skin armor on the wearer

As an incidental, wearer may suffer 1 wound to add an automatic s to the next Discipline check they make during the current
round, then suffer 1 Conflict.

Checks to find hidden items in the trenchcoat while being worn are opposed by skulduggery of wearer. Coat can conceal up
to 2 encumberance worth of items.

Counts as a breath mask. Adds bb to Resilience checks to resist heat, cold, radiation and other hostile enviconmental
conditions. Wearer does not suffer the effects of Burn or Disorient item qualities. When wearer suffers strain in order to take
an extra maneuver, he suffers 1 additional strain.

N/A

N/A
Can survive up to 24 hours in hard vacuum

N/A

As a maneuver the wearer may power up or down the armor, while powered up the wearer gains +2 defense. However, any
character may spend aa or x from a combat check to cause it to run out of power and cannot be powered back up until the
end of the encounter

While submerged the armor's encumberance changes to 0

Upgrades the ability of any stealth checks made once.

Ability

Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback
riding penalties.

Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback
riding penalties.

Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback
riding penalties. Lowers the Agility of the beast by 1 to a minimum of 1.

Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback
riding penalties. Can only be equiped on a beast with a silhouette of at least 3 and brawn of at least 5, can be equipped
with one or 2 Gunnery or vehicle scale weapons following usual restrictions for silhouettes

Can be only be equipped to bestial riding animals, using it allows the character to ride the beast without suffering bareback
riding penalties.
Source Column12

Enter the Unknown 45,


Gadgets and Gear 74

Stay On Target 42,


Enter the Unknown 45

Enter the Unknown 45,


Gadgets and Gear 79

Stay On Target 42,


Gadgets and Gear 79

AoR Core 184, EotE Core 139, FaD Core 178


Gadgets and Gear 67

Fully Operational 42

Forged in Battle 49,


Gadgets and Gear 67

Knights of Fate 47

Dangerous Covenants 51

AoR Core 184, EotE Core 139, FaD Core 178


Gadgets and Gear 67

No Disintegrations 49,
Gadgets and Gear 67

FaD Core 179


Cyphers and Masks 41,
Gadgets and Gear 69

Desperate Allies 47,


Gadgets and Gear 68

Cyphers and Masks 41,


Gadgets and Gear 73

Dangerous Covenants 49, Savage Spirits 44,


Gadgets and Gear 68

Disciples of Harmony 45

Fly Casual 47

Gadgets and Gear 68

Desperate Allies 47,


Gadgets and Gear 68

Suns of Fortune 99,


Gadgets and Gear 69

Rise of the Separatists 56

Savage Spirits 45

Special Modifications 47,


Gadgets and Gear 69

Collapse of the Republic 56

Collapse of the Republic 56

FaD Core 179


Dangerous Covenants 50,
Gadgets and Gear 78

Endless Vigil 43

Keeping the Peace 47,


Gadgets and Gear 69

Fully Operational 42

Far Horizions 44,


Gadget and Gear 74

Savage Spirits 45,


Gadgets and Gear 78

Cyphers and Masks 42,


Gadgets and Gear 74

Gadgets and Gear 70

Desperate Allies 47

Enter the Unknown 44,


Gadgets and Gear 70

Fully Operational 43

Desperate Allies 48,


Gadgets and Gear 70

Disciples of Harmony 45

Endless Vigil 44

Rise of the Separatists 56


Desperate Allies 48

AoR Core 184, EotE Core 170,


Keeping the Peace 47

AoR Core 185, EotE Core 169, FaD Core 180,


Gadgets and Gear 71

Rise of the Separatists 56

Desperate Allies 48,


Gadgets and Gear 71

Rise of the Separatists 57

No Disintegrations 49

No Disintegrations 49

Lords of Nal Hutta 104

Forged in Battle 49,


Gadgets and Gear 71

Forged in Battle 49,


Gadgets and Gear 72

Disciples of Harmony 45,


Gadgets and Gear 72

Keeping the Peace 47,


Gadgets and Gear 72

Rise of the Separatists 57

Collapse of the Republic 56


Keeping the Peace 48,
Gadgets and Gear 72

Keeping the Peace 48,


Gadgets and Gear 73

Far Horizions 44,


Gadgets and Gear 70

Forged in Battle 50,


Gadgets and Gear 78

Knights of Fate 47,Collapse of the Republic 56

Keeping the Peace 48

Keeping the Peace 49,


Gadgets and Gear 68

AoR Core 185, EotE Core 169, FaD Core 180,


Gadgets and Gear 73

Desperate Allies 48

Strongholds of Resistance 109

Dangerous Covenants 51,


Gadgets and Gear 73

No Disintegrations 49,
Collapse of the Republic 57

Special Modifications 48
Special Modifications 48

Fly Casual 47

Rise of the Separatists 57

Desperate Allies 49

Suns of Fortune 99

Dangerous Covenants 50,


Gadgets and Gear 74

AoR Core 185, EotE Core 169, FaD Core 180,


Gadgets and Gear 75

Desperate Allies 49

AoR Core 185, EotE Core 170,


Gadgets and Gear 75

Knights of Fate 48

Rise of the Separatists 58

Collapse of the Republic 57

Rise of the Separatists 58

Collapse of the Republic 57

Fully Operational 43,


Gadgets and Gear 75

Endless Vigil 44
Strongholds of Resistance 109,
Gadgets and Gear 75

Desperate Allies 49,


Gadgets and Gear 76

Forged in Battle 50,


Gadgets and Gear 76

Disciples of Harmony 45,


Gadgets and Gear 76

Far Horizions 44,


Gadgets and Gear 76

Desperate Allies 49

Keepers of the Peace 49,


Gadgets and Gear 77

Lords of Nal Hutta 105,


Gadgets and Gear 77

Rise of the Separatists 58

Disciples of Harmony 45,


Gadgets and Gear 77

Desperate Allies 49,


Gadgets and Gear 77

Unlimited Power 51

Fly Casual 47,


Gadgets and Gear 78

Special Modifications 48,


Gadgets and Gear 74

Dangerous Covenants 51

Unlimited Power 51
Suns of Fortune 99,
Gadgets and Gear 79

Suns of Fortune 99,


Gadgets and Gear 79

Strongholds of Resistance 109,


Gadgets and Gear 79

Unlimited Power 51

Endless Vigil 44

Source Column2

Stay on Target 42

Stay on Target 43

Stay on Target 43

Stay on Target 43

Savage Spirits 44
Column1Column1
Column15 Column16 Column17 Column18 Column19 Column20
Customizations & Modif
Weapon Attachments

Name Price Restricted Encumb HP Rarity

Amplifying Chamber 350 - 1 4

Arakyd 900 Gene-Lock 500 - 1 7

Ascension Gun 500 1 1 4

Augmented spin barrel 1,750 - 2 4

Augmented Vibro-Motor 500 - 2 4

Balanced Hilt 1,500 2 5

Bayonet 50 1 1 1

Beam Splitter 1,250 (R) 0 3 5

Bipod Mount 100 1 1

Blaster Actuating Module 500 1 4

Blaster Energy Dampener 750 (R) - 1 4

Blaster Suppressor 750 (R) - 1 5

Bowcaster Accelerator
250 - 1 4
Enhancement

Bowcaster Automatic Re-cocker 500 1 3


Built-In Blaster Sight 150 0 1 4

Clone Firing Key 250 - 1 7

Componentization 1,150 2 5

Combat Tested 50 - 0 3

Corellian Arms Model 2


275 - 2 5
Wrist Mount

Cortosis Forging 8,000 - 1 8

Custom Grip 500 - 1 6

Czerka H9 Pistol Grip 400 - 1 3

Droid Brain Detonator 1,000 0 4

Droid Targeting System 3,200 3 5

Energy Overclock Setting 500 0 3 5

Enhanced Xciter 1,500 - 2 6

Environmental Adaptation Kit 100 0 1 2

Filed Front Sight 25 1 0

Forarm Grip 250 1 1

Force Attuned Resonator 1,000 (R) 0 2 8

Galven Pattern Resequencing 1,000 0 2 5


Grenade Cling 70 0 2

Gyrostabilizer 1,000 - 2 6

Hair Trigger 250 - 1 2

Hunting Barel 1,200 (R) 1 3 4

Insulated Firing Mechanisms 1,000 - 1 7

Intergrated Illuminator 200 1 1 4

Intergrated Scanner 675 - 2 5

Ionizing Focusing Coils 800 - 2 5

Lightweight Frame 650 1 3

Magnetic Weapon Tether 250 0 1 2

Mandalorian Chamber 250 - 1 5

Marked-Target Firing Lock 900 1 4

Marksman Barrel 1,200 2 4

Mono-Molecular Edge 1,000 1 5

Motion Tracker 1,000 0 2 5

Multi-Optic Sight 2,000 1 3

Night Vision Scope 500 - 1 3

Optimized Energy Cell 100 - 1 5


Ordnance Impeller 500 0 4

Overcharge Valve 1,500 (R) 2 6

Overcharged Actuating module 650 - 1 7

1 (Per
Paired Weapons 300 (for pair) 3
weapon)

Poison Reservior 400 (R) 1 5

Proximity Detonator 100 0 3

Rapid-recharge Xciter 750 - 1 7

Removed Safety Features 250 - 0 2

Rocket Guidance System 50 - 1 4

Scanner-Proof Hardware 1,000 (R) 2 6

Secondary Ion Blaster 400 2 2 6

Serrated Edge 50 1 1

Set Trigger 450 1 4

ShadowSheath 1,500 (R) - 1 5

Shield Discharge Pack 800 1 1 5

Shock Pulse Emitter 1,500 2 5


Shortened Barrel 250 1 4

Slugthrower Suppressor 100 (R) 1 1 4

Sonic Scope 1,500 - 1 8

SoroSuub "Bantha's Eye"


500 - 1 5
Laser Sight

SoroSuub "Final Word" Secondary


3,000 3 3 6
Missile System

SoroSuub True-Site System


500 0 1 4
(Electronic Sighting System)

Spread Barrel 1,725 2 4

Stripped Down 250 -1 3 4

Stun Pulse 250 1 4

Superior Weapon Customization 5,000 1 6

Staged Rocket Booster 250 - 1 2

Telescopic Optical Sight 250 1 1

Tibanna-Jacked 150 - 1 6

Tripod Mount 250 2 3

Under-Barrel Grenade Launcher 2,000 (R) 2 5

Under-Barrel Flame Projector 3,000 (R) 2 5

Under-Barrel Grapnel Launcher 500 2 2 3


Under-Barrel Micro-Rocket Rack 1,200 (R) +3 3 6

Underslung Scattergun 750 (R) 3 5

Vibro Bayonet 300 1 1 3

Weapon Harness 500 2 2

Weapon Signature Reduction 1,000 0 1 6

Weapon Sling 100 1 0

Weighted Head 250 2 3

Wrist Mount 275 - 2 5

Xciter Overcharge 1,100 (R) 2 7

Armor Attachments

Name Price Restricted Encumb HP Rarity

Amphibious Modification 500 1 4

Armor Insert 450 0 3

Armor Spikes 500 2 3 2

Athakam Medtech Smartmed 2000


2,500 1 2 7
Integrated Med-Systems
Automated Weapon Mounting 3,000 (R) 0 2 5

Biofeedback System 3,300 2 5

Bio-Support Dispenser 4,000 - 1 6

Boot Blade 100 0 5

Ceremonial Adornment 2,500 - 0 4

Chedak Communications
200 0 1
Multi-Band Comlink

Clone Polarized
500 - 1 4
Electrobinoculars

Cortosis Weave 10,000 2 8

Cryoncorp Omniscan 3
1,000 1 4
Integrated Scanner

Custom Fit 400 1 3

Droid Brain Defense System 5,000 0 3 6

Energy Dispersion System 500 1 4

Enhanced Optics Suite 1,750 1 3

Hardened 900 2 2 4

Heating System 1,000 1 3

Industrial Automation “Accu-Strike”


3,000 1 7
Integrated Targeting Computer

Intergrated Ascension Gear 350 2 3


Intergrated Holsters 300 +4 2 4

Intergrated Slicer Gear 750 3 6

Ion Shielding 2,000 1 7

Jump Boots 1,200 1 6

Kiirium Coating 2,500 1 2 7

Low-Friction Coating 750 0 1 5

Merr-Sonn VX Hands-Free
1,000 2 6
Weapon System

Micro-Rocket Armor Mounting 800 (R) +3 2 6

Optical Camoflage System 5,500 2 6

Passive Foliage Suit 75 0 1 2

Personal Vibrosaw 900 - 1 1

3,000
Physiological Enhancement (clones)
- 2 7
System / 10,000
(other)

Portable Plasma Shield 2,500 - 2 4

Quick Shed 650 0 1 4

Radiation Shielding 500 1 3

Reactive Plating 2,000 4 4 6

Reflec Adaptive Skin 3,500 (R) 2 7


Reflec Shadowskin 1,200 (R) 0 1 6

Reinforced Gauntlets 250 2 2

Repulsor Pack 2,500 0 2 4

Repulsor-Assisted Lifting 1,000 - 2 3

Retractable Wrist Blades 150 - 1 1

Scannerweave 1,800 (R) 2 6

Self-Repair Systems 3,000 2 6

Squad Tactical Systems 2,000 - 1 5

Stealth Field Generator 3,800 (R) 2 7

Strength Enhancing System 5,500 2 4

Stun Matrix 1,750 1 1 3

Superior Armor Customization 5,000 1 6

Taggeco MB-7 “Ranger”


1,500 1 6
Range Finder

Thermal Shielding System 1,000 1 3

Threat Monitor 750 - 1 4

Tracking System 1,000 - 1 7

Utility Arm 2,000 2 3


Vacuum Sealed 1,000 1 3

Water Reclamation System 500 2 4

Whipcord Thrower 600 1 1

Lightsaber Attachments and Crystals

Name Price Restricted Encumb HP Rarity

Barab Ingot 15,000 (R) 2 8

Blade Drain 4,000 (R) 0 2 9

Catastrophic Failure
0 - 0 -
Modification

Corrupted Crystal - (R) 0 2 9

Cracked Crystal - (R) 0 2 10

Cracked Jedha Crystal 8,000 (R) - 3 7

Christophsis Crystal 11,000 - 2 8

Curved Hilt 1,000 1 6

Cyclic Crystal Array 1,500 (R) 0 2 8


Damping Emitter 2,000 1

Dantari Crystal 12,000 (R) 2 9

Dragite Gem 14,000 (R) 2 7

Dual-Phase Modification 4,500 2 6

Etaan Crystal 12,000 (R) 1 9

Extended Hilt 3,800 1 7

Flickerphase Blade 5,000 - 1 4

Fusion Shunt 2,000 - 1 6

Ghostfire Crystal 14,000 (R) 1 9

Hilt-Masking Kit As Mask 1 As Mask

Ilum Crystal 9,000 (R) 2 10

Ionizing Emitter Matrix 4,000 2 6

Kimber Stone 6,500 (R) 0 2 8

Krayt Dragon Pearl 15,000 (R) 2 10

Lorrdian Gemstone 9,600 (R) 2 8

Magnetic Weapon Tether 250 0 1 2


Mephite Crystal 10,000 (R) 2 10

Nishalorite Stone 12,500 (R) 2 8

Overcharged Power Cell 500 1 6

Pistol Hilt 750 2 5

Pommel Cap 3,000 0 1 2

Reflex Grip 4,000 2 8

Reinforced Magnetic Shielding 4,000 - 1 5

Sapith Gem 18,000 (R) 2 10

Seeker Crystal 16,000 (R) 0 2 9

Shien Reverse Grip


100 1 6
Customization

Solari Crystal 16,000 (R) 0 3 9

Sorian Crystal 16,000 (R) 0 4 9

Stun Blaster Attachment 750 1 3 5

Superior Hilt Personalization 5,000 1 6

Tainted Nightsister Crystal 13,000 (R) 0 2 10

Thisspiasian Stablizing Coils 5,500 0 1 5


Tholothian Heartwood Hilt 8,000 0 1 7

Thontiin Crystal 9,000 - 2 9

Training Lightsaber Emitter 100 2 6

Unstable Kyber Crystal 16,000 (R) 0 2 10

Varpeline Crystal 14,000 (R) 2 9

Walking Stick Hilt Disguise 2,500 0 1 6

Zophis Crystal 11,000 - 2 10

Gear Attachments

Name Price Restricted Encumb HP Rarity

Comlink Bug 150 0 4

Concealed Climbing Cord 100 0 2

Dart Gun 200 0 4

Hidden Compartment 50 0 3
Holo Converter 600 0 6

Retractable Garrote 200 0 6

Self-Destruct System 450 0 5

Subminiature Holocam 300 0 5


& Modifications
Notes

Any blaster

Any Weapon except simple weapons that have no


moving parts or technology

Any blaster

Can only be used with Blaster Rifles and Heavy


Blaster Rifles

Any Vibroweapon

Only applied to melee bladed Weapons

Any rifle or carbine-sized weapon

Any blaster

Takes one preparation Maneuver to set up, only


attached onto rifles, carbines and light repeating
blasters

Only used on Ranged (Light) blaster pistols

Any Ranged (Light) or (Heavy) blaster weapons

Blaster Pistols only

Must be built by the owner with a Average (dd)


Mechanics check or the weaponsmith who built the
weapon

Must be built by the owner with a Average (dd)


Mechanics check or the weaponsmith who built the
weapon
Any Blaster

Any personal blaster

Any weapon with encumbrance 2 or less

Any weapon that the owner has used for extended


periods of combat, at GM discretion

Only available to Ranged (Light) weapons

Any Melee weapon

Any weapon

any Ranged (Heavy) blaster rifle, Blaster Carbine or


slugthrower that does not possess the Cumbersome
quality.

Any grenade or explosive

Any personal ranged weapon

Any Vibroweapon or other powered melee or brawl


weapon

Any Blaster

Any Ranged Weapon

Average (2) Mechanics Check when applying


modification yourself, otherwise listed price is used to
pay someone else to add it, Pistols only

Blaster rifles and Carbines or weapon of equivilant


size (but not heavy rifles)

Any Ranged (Light) or (Heavy) weapon that has a


trigger.

Blaster Pistols and Heavy Blaster Pistols


Any grenade or explosive

Any Ranged (Heavy) or Gunnery Weapon. Single


user can use a weapon that would normaly require
team of two

Ranged (Light) pistols that lack the Auto-Fire quality

Blaster rifles only

Any personal-scale blaster

Any ranged weapon that could logically benefit from a


spotlight

Any Ranged (Heavy) Weapon

Any personal-scale blaster

Any Ranged Weapon

Any one hand weapon that could logically benefit from


a weapon tether.

Any blaster

Any Ranged Weapon that does not have Autofire or


Blast quality

Blaster Rifles Only, hard to conceal

Bladed weapons only

Ranged (Heavy) Weapons only

Any Ranged Weapon

any ranged weapons with exception to single use


weapons that would not realistically benefit from a
scope

Any Energy weapon


Any grenade or explosive of encumbrance 3 or less

Apply to any blaster or energy weapon that could


logically be benefitted

Any Pistol or Carbine

requires a pair of one handed weapons melee or


ranged

Only for Melee and Brawl bladed weapons

Any grenade or explosive

Any Blaster

Any Ranged (Light) or (Heavy) that could logically


have elements to remove

Any micro-rocket

Any Weapon

Any Ranged (Heavy) Weapon

Any Melee bladed weapons

hair trigger, can be applied to any Ranged (Light),


Ranged (Heavy)

Any weapon with an encumbrance of 2 or less

Any Shield or Buckler

Any Melee or Brawl Weapon


Only Applied to Ranged (Light) Pistol Weapons

Ranged (Light) and Ranged (Heavy) slugthrower


weapons only

Any Ranged (Heavy) Weapon

Any ranged (light) or (heavy) weapon, target may be


alerted if they were otherwise unaware of the shooter

Only useable with Ranged (Heavy) weapons, holds a


single rocket

Requires a logical need for a weapon sight

Blaster Rifle and carbines only

Any Ranged (Light) or (Heavy) weapon

Any Bludgeoning melee or brawl weapon

Any Weapon except limited use weapons e.g


grenades

Any micro-rocket

Any Ranged Weapon that could logically benefit from


a sight

Any blaster weapon

Ranged (Heavy) and Gunnery Weapons only,


requires 2 preperation maneuvers to set up.

Only applyable to a rifle sized Ranged (Heavy)


weapons.

Only applyable to a rifle sized weapon

Any Ranged (Light) or (Heavy) weapon that could


logically have a grapnel launcher mounted on it.
Any Ranged Weapon

Any pistol or rifle sized weapon

Any Ranged (Heavy) weapon that could logically


mount a bayonet

Ranged (Heavy) and Gunnery weapons only.

Only effective on weapons with a encumbrance rating


of 3 or less

Ranged (Heavy) Weapons only

Bludgeoning Brawl and Melee weapons only

Any Ranged (Light) Weapon

Any Blaster Weapon

Notes

Any suit of armor that could be converted into an


amphibious suit and could have an air tank attached,
comes with retractable flippers to provide humanoids
improved mobility in water.

Any armor with a defense of 0 and soak of 1 or less

Any Armor that covers the arms or legs

any armor that covers the majority of the wearers


body (subject to GM's discretion)
Any Armor but weapon must also be modified taking
up 1 hard point

Any Full body armor suit

Any fully enclosed suit of armor

Any armor that includes footwear

Any Armor

Any Helmet

Clone Trooper armor

None

Any Helmet

Any Armor

Generally for power armor but can be used for


anything really

Any Armor

Built into a Helmet

Power Armor only

None

Any Helmet

Any Armor
Any Armor

Any Armor

Any armor with soak 2 or higher

Any armor with encumbrance 4 or less

armor that has hard or solid parts around which the


alloy can be coated. such as with laminate armor,
heavy battle armor

armor that has hard or solid parts around which the


alloy can be coated. such as with laminate armor,
heavy battle armor

The weapon is modified as well , using 1 hard point.


Any ranged (Light) or (Heavy) weapon with
encumbrance of 4 or less (at GM discretion)

Any Armor

Can be attached to any armor but is useless on


laminate and plastoid heavy armor

Any armor that can logically intergrate patches and


tie-lines

Any laminate armor

Any fully enclosed suit of armor

Any laminate armor

Only applied to armor with an encumbrance of 3 or


higher.

Only with laminate armor or similar full-body hard


armor suits that can be fully sealed

armor of soak 2 or higher only

Any Armor
Armor of soak 2 or lower only

Any armor with soak 2 or higher

Any Armor

only with Laminate armor and other full-body hard


armor suits

Any Armor

Any Armor

For any Armor with Melee or Ranged defense 1 or


higher

Any Helmet

Any Armor

Only with laminate armor or similar full-body hard


armor suits

Any Armor that could logically benefit from having a


stun matrix added

None

Any Helmet

Installed on any medium or heavy armor that covers


the entire body and can be sealed.

Any armor, usually integrated into the helmet

Any Armor

Any Armor
can only be applied to laminate and battle armor.

Any

Notes

Lightsaber crystal

Attachment

Attachment

Lightsaber crystal

Lightsaber crystal

Lightsaber crystal

Lightsaber crystal

Attachment

Attachment
Attachment

Lightsaber crystal

Lightsaber crystal

Attachment

Lightsaber crystal

Attachment

Attachment

Attachment

Lightsaber crystal

Attachment

Lightsaber crystal

Attachment

Lightsaber crystal

Lightsaber crystal

Lightsaber crystal

Any one hand weapon that could logically benefit from


a weapon tether.
Lightsaber crystal

Lightsaber crystal

Attachment

Attachment

Attachment

Attachment

Attachment

Lightsaber crystal

Lightsaber crystal

Attachment

Lightsaber crystal

Lightsaber crystal

Attachment

Attachment

Lightsaber crystal

Attachment
Attachment

Lightsaber crystal

Training crystal

Lightsaber crystal

Lightsaber crystal

Attachment

Lightsaber crystal

Notes

Can be detected with the proper equipment, such as a


surveillance scanner

None

None

Can typically only hold items of encumbrance 0.


Compartments that can hold items of encumbrance 1
or 2 can be built into larger items
Can store 4 different alter egos in its database

None

None

None
ations
Base Modifiers

Adds Blast 4 item quality. Adds b to all Mechanics checks to maintain or repair this weapon.

Weapon only functions in the hands of its authorized owner

User can fire the ascension gun at an anchor point within medium range with an Easy (d)
Ranged (Light) or Coordination check. At GM discretion, aiming for a precise placement or
certain surfaces might add 1 or more b to the check. Once the grapnel is in place, the user can
activate the repulsor field to ascend 1 range band toward it every round.

Increases Damage by +1, Adds b to all Mechanics checks when performing maintenance

Increases weapon's base damage by 1. Grants weapon the Cumbersome 3 quality or


increases Cumbersome rating by 1

Grants the weapon the Accurate (+1) Quality

The weapon may be used as a melee weapon with the following profile (Melee; Damage +1;
Critical 3; Range [Engaged]).

Grants weapon quality Blast with a value equal to half of the weapon's damage (rounded up),
Reduces weapon's range by one range band to a minimum of engaged

Decrease weapon's Cumbersome rating by 2 when firing from prone or crouched position (or
can otherwise brace with bipod)

Increases weapon damage by 1, adds b to all checks made when using this weapon

Increase difficulty of checks made to detect this weapons fire by 1. Decrease weapon damage
by 1

Adds bb to any Perception or Vigilance checks made to locate a concealed shooter firing a
silenced blaster

Increase weapon damage by one point

Removes reloading maneuver requirement from bowcaster


Remove b added by the Called Shot use of the Aim maneuver from Ranged (Light) and
Ranged (Heavy) Checks

The weapon functions only in the hands of a clone

Allows a weapon to be broken into pieces and disguised as other items. A character must
make a Formidable (ddddd) Mechanics or Skulduggery check to deduce the items are
weapon parts

Owner adds b to Disicipline checks

The weapon can be worn on the user's wrist, allowing him to use his hands without
interference.

Weapon gains the Cortosis quality

Remove b from all combat checks. If not owner add bb to all combat checks

Weapons skill changes to Ranged (Light) but a b is added to any combat check while firing the
weapon one handed, weapons range is reduced to medium if longer.

The explosive's detonator is controlled by a droid brain that can activate under any
predetermined circumstances its owner dictates.

Upgrade ability on Ranged combat checks made with this weapon once.

Once per turn as a maneuver, the wielder may activate the overclock setting to grant the
weapon Vicious 3 (or increase the value of its Vicious quality by + 3) until the end of the round
If the wielder generates ttt or o on a combat check with the weapon before the end of the next
round, the weapon overheats or shorts out, and ceases to function entirely until the end of the
encounter.

Decrease critical rating by 1 to a minimum of 1. GM may spend oo to cause the blaster to


explode destroying it and inflicting an automatic Critical Injury on the wielder.

Prevents a weapon from breaking down as a result of a specific type of environment

Innate Talent (Quick Draw), Increases difficulty of combat checks to hit targets at ranges
beyond short range by 1.

Decreases the additional difficulty of making Ranged (Heavy) checks while engaged to +d,
rather than +dd

A character must possess a Force rating of 1 or higher and knowledge of how the resonator
mechanism works in order to operate this weapon.

Increases weapon damage by 1, adds automatic tt to all combat checks made using this
weapon
Grenade attaches to target and requires an Average (dd) Athletics check to remove. Target
cannot avoid the blast regardless of delay or or throw weapon back at the attacker.

Decrease Cumbersome Quality by 1

Grants the pistol the Linked 1 and Inaccurate 2 item qualities.

Increases weapon's range by one range band, adds cumbersome (+2) quality to the weapon
and increases encumbrance by +1

Increase the a or t cost of any effect that damages the weapon by 1. The weapon gains the
Prepare 1 quality, or increases its existing Prepare quality by 1. Repairs to the weapon when
damaged cost half as much

Removes up to bb due to darkness on any checks to use this weapon against targets within
short range

Mod adds a General purpose scanner. Wielder adds an automatic aa to initiative checks while
weapon is drawn.

Increase weapon damage by 2 versus droids. Opponents may spend tt or o on combat checks
using the weapon to damage it by 1 step

Reduces a weapon's encumbrance by 1 to a minimum of 1

During his turn, the wielder may recover the weapon as an incidental so long as he is engaged
with it

Grants the weapon the Stun 3 item quality and reduces its range by 1 range band.

As an incidental designate a target while performing the Aim maneuver. This weapon will only
fire at that designated target, All combat checks against that target cancel one additional t for
every a. Only 1 target may be designated at a time, disengaging a lock requires a maneuver.

Increase Weapon's range by one band, Weapon gains Cumbersome 2 quality.

Decreases Weapons Crit rating by 1 to a minimum of 1

Remove b due to the target's movement or use of the Guarded Stance maneuver

Removes up to bb on any checks to use this weapon due to smoke, darkness or other
environmental conditions that obstruct vision

Remove up to bb on any checks to use this weapon due to darkness

GM requires an additional t to the normal results to make the weapon run out of ammunition.
The explosive is able to hover over land at roughly the rate of a character on foot. Includes a
holocam and remote-control unit, allowing for operation and detonation of the mobile explosive
from up to extreme range, intervening materials may decrease this distance. Any skill checks
to operate the mobile explosive use Computers or Piloting (Planetary) (character's choice).

As an incidental, the wielder may have the weapon gain the Prepare 1 quality and increases its
damage by 4 for the next attack he makes with it, after firing the weapon runs out of
ammunition.

Increase weapon damage by +1. GM may spend tt on any combat check made with this
weapon to have it become damaged one step

Must be applied to two weapons at the same time. Reduces the a required to hit with the
secondary weapon when two weapon fighting with this pair of weapons by 1

Allows user to store 1 dose of any poison (at GMs discretion), as a maneuver the weapons
wielder may douse the blade in the stored poison. Until the end of his next turn, whenever the
wielder successfully attacks a target with the weapon (whether or not he deals damage) the
target also suffers the effects of the selected poison.

As an action, the user can set the weapon to detonate when a being or creature with a size of
at least silhouette 1 comes within short or engaged range (as determined by the user when
placed). At the GM's discretion, other sources of movement within range may cause the device
to detonate.

Weapon gains the Auto-Fire quality and the Inaccurate 3 quality

Adds b to the first combat check made with the weapon during an encounter. GM may spend tt
or o from any combat check to have the weapon misfire; running out of ammunition and
infliciting 4 strain on the wielder.

Grants the weapon the Guided (+2) quality.

Cannot be detected by standard weapon-detecting technologies. Characters using advanced


scanners must make a Hard (ddd) Computers check to find the weapon. Physical body
searches can still locate the weapon as usual. GMs may spend tt or o on a combat check to
render the weapon inoperable, requiring a major repair before it can be used again.

Enables the weapon to fire using the following profile at the users choice: (Ranged [Heavy];
Dam 10; Crit 5; Range [Short]; Disorient 5, Ion) Adds Cumbersome (+1) to the weapon and
increases encumbrance by 1.

Grants the weapon the Vicious (+1) Quality

Adds an automatic s and t to the first combat check made with this weapon each encounter

Increase the difficulty of any checks made to detect the sheath or the weapon it holds by two

When the wielder of the shield suffers a hit from a Melee. Brawl, or Lightsaber Combat check.
after the attack is resolved, the character may spend tt or o to cause the attacker to suffer 3
strain (this ignores soak)

Grant weapon the Stun (+2) quality


Reduce difficulty of checks to conceal weapon by 1, Reduces range band by one to a minimum
of short, if already short add b to attack checks

Adds bb to any Perception or Vigilance checks made to locate a concealed shooter firing a
silenced Slugthrower

Character may observe and target enemies who are completely hidden by solid objects that the
weapon can penetrate. At GMs discretion, target may receive additional defense or even soak
to reflect shooting through a solid object.

Gain an automatic a on successful combat checks with this weapon

Enables the weapon to fire rockets or missiles. This uses the missiles profile (including range)
and requires the Gunnery skill to use, Adds Cumbersome (+2) quality to the weapon, increases
encumbrance by +3. Must be reloaded to fire again.

Allows shooter to aim as a incidental once per round at short range. Decrease the difficulty of
perception checks to locate shooter in low light conditions by 1.

Grants Weapon Quality Blast (4), Reduces weapon's range band by one to a minimum of
engaged.

Decrease the weapons encumbrance by 1 (Minimum 1), Add b to a characters perception


checks to find the weapon when it is hidden.

Weapon gains the Stun 2 quality

Grants Weapon the Superior Quality (+1 damage, add an automatic a to checks using this
weapon). (Can only be applied once)

Increases the weapon's range by one range band. Adds the Inaccurate (+2) quality to the
weapon.

Reduces the difficulty of ranged combat checks at long and extreme range by one.

May upgrade the difficulty of an attack with this weapon once to reduce the critical rating by 1,
to a minimum of 1. GMs may spend o to damage the weapon by one step.

Decreases weapon's Cumbersome rating by 3 when set up, May not move weapon except to
piviot once tripod is set up.

Enables Weapon to Fire Grenades, This uses the grenades profile, but uses the Ranged
(Heavy) skill to fire and has medium range. Adds Cumbersome (+1) to weapon and increases
encumbrance by 2, Grenades remain as Limited Ammo 1

Enables weapon to fire using the following profile at the users choice; (Ranged (Heavy); Dam
10; Crit 2; Range [Short]; Burn 5, Blast 2) Adds Cumbersome (+1) to weapon.

May make a Average (dd) Ranged (Light) check to secure the grappling hook to an object
within medium range, on success as an action user may reel in the cord. Pulling another
character the user must make an Average (dd) Athletics check to avoid losing grip on partner
or gun. Increases encumbrance by 2.
Enables Weapon to fire 1 loaded micro-rocket. Adds the Cumbersome (+1) Quality to weapon,
and increases encumbrance by 3. As micro rockets are Limited Ammo 1 weapons, the
launcher has the Limited Ammo 1 quality, and thus must be reloaded with a new micro-rocket
to be fired again.

Enables weapon to be used as the following profile at users chocie (Ranged [Heavy], Damage
6; Critical 5; Range [Short]; Blast 5, Knockdown, Limited Ammo 1). Adds Cumbersome (+1) to
weapon

Enables weapon to be used in melee combat with the following profile at users choice (Melee;
Damage +1; Crit 2; Range [Engaged]; Pierce 2, Inaccurate 1, Vicious 1).

Decreases Cumbersome rating by 2

Increase difficulty of checks using scanners to search for this weapon by 2. Add b to all
mechanics checks for maintenance on this weapon.

Decreases Cumbersome rating by 1

Damage +1

Weapon can be worn on the user's wrist, allowing them to use their hands without interference.

As an incidental, user may overcharge the Xciter on their blaster, giving the weapon Prepare 1
quality and increasing its damage on the next attack by 4. Once fired, the weapon runs out of
ammo and must be recharged. GMs may spend ttt or o from any combat check involving an
overcharged shot to cause the weapon to explode, dealing full damage to the user

Base Modifiers

Provides 5 hours of air (or gas) but does not protect against vacuum. Removes b from physical
checks due to underwater conditions.

Turns any article of clothing into armored clothing. Characters can notice the inclusion of armor
inserts with an Average (dd) Perception check

Increase the armor's encumbrance by 2. When the wearer suffers a hit from a Melee, Brawl or
Lightsaber Combat check, after the attack is resolved, the character may spend ttt or o to
automatically inflict one hit for 6 damage on the attacker.

Once per session user may activate the attachment as an incidental, counting as one use of a
stimpack, additionally, all medicine checks made to heal the wearer gain b.
Allows the character to mount a single Ranged (Light) or (Heavy) or Melee weapon of
encumbrance 3 or less (subject to the GM's discretion) on the character's armor. Once per
encounter, the character can spend a maneuver to make a combat action with this weapon
without using his/her hands or arms. The difficulty of combat checks made with the mounted
weapon are upgraded once

Increase characters strain threshold by 4 while wearing this armor

When the wearer heals strain at the end of an encounter, they also heal 1 wound if they suffer
any wounds during the encounter. The first time in an encounter that the wearer's current
wounds exceed half their wound threshold, the armor automatically applies a stimpack to the
wearer

Provides wearer with a retractable boot blade with the following profile (Melee; Damage +1;
Critical 3; Range [Engaged])

Removes bb from Social skill checks due to wearing armor in socially inappropriate situations.
Adds b to Coordination checks. At GM discretion, effects may be altered for particularly
intimidating or heavy armor

A long range comlink (see page 171 of EOTE Core Rulebook) is integrated into the helmet

Adds b to sight-based Perception checks and removes up to b from Perception checks due to
distance or low-light conditions.

Armor Gains the Cortosis Quality

While wearing this helmet the user benefits from a general purpose scanner and adds b to
perception checks made to detect movement or hidden enemies

Remove b from Atheltics and Stealth checks while wearing the armor

Increase armor's defense by 1

When using the wearer's Soak to reduce damage dealt to the wearer's strain threshold, count
the soak value as 2 higher

Removes up to bb added to Perception, Vigilance and other combat skill checks due to
darkness, smoke, or other environmental effects that obscure vision

Prevents deactivation of power armor by electromagnetic or ion weapons.

Reduces the Difficulty of Resilience checks made to resist the effects of extreme cold by one,
Removes up to bb added to checks to extreme cold

User adds b to all Ranged attacks at long or extreme range

Make an Average (dd) Ranged (Light) check to secure the grappling hook to an object wthin
medium range, on success as an action may reel cable in. Pulling another character with him
requires an Easy (d) Athletics check
Increases encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3
or lower in the armor. While holstered, these weapons do not count towards the character's
encumbrance value.

Counts as having Slicer Gear. Adds b to all checks made by others to correctly identify that the
character is slicing

Increase the armor's soak by 3 against weapons with the Ion Quality

Reduces difficulty of all Athletics checks made to jump up or over obstacles by 1. Only good for
a single use and cannot be used again until rockets are refueld, costing 100 credits and taking
30 minutes

Adds + 1 soak to armor against blaster and flame attacks

Increases the armor's melee defence by +1. Adds bb to Mechanics checks to modify or
maintain the armor

Mounts a single weapon on the armor allowing the wearer to aim and fire it without using his
hands or arms

Enables user to fire 1 loaded micro-rocket without needing to perform a maneuver to draw.
Increases encumbrance by 3. As micro rockets are Limited Ammo 1 quality, this modification
must be reloaded with a new micro-rocket to be fired again.

Upgrades the ability of all Stealth checks twice while wearing this armor

Adds b to any Perception or Vigilance checks made to detect a character in appropriate


environments who is wearing this armor

Can quickly cut through most materials. Exact details are up to GM discretion, but can typically
cut a hole large enough to move through in common durasteel doors and walls within 2 to 3
round, with reinforced doors or titanium plating taking longer. Can be used as a weapon with
the following profile (Melee; Damage +4; Critical 2; Range [Engaged]; Cumbersome 4, Pierce
2, Sunder, Unwieldy 4, Vicious 2).

Whenever wearer suffers strain involuntarily, reduce amount of strain suffered by 1 (to a
minimum of 1). Wearer adds b to all Athletics, Coordination, and Resilience checks

Attachs to the armor's forearm and can be activated or deactivated as an incidental. When
active, the user cannot wield a two-handed weapon. The shield cannot be used to attack but
grants the Defensive 1 item quality.

As a Maneuver the wearer may shed the armor. Armor removed in this fashion must be
reassembled before the wearer can don it again, reassembly requires several minutes and an
Average (dd) Mechanics check.

Add bb to Resilience checks to resist radiation

Increase armors encumbrance by 4. The first time the wearer of this armor is hit by an attack
each encounter, reduce the damage he suffers by 10; the armor suffers minor damage and
loses this benefit until fully repaired.

Upgrade the ability of all Stealth checks once while wearing reflec-coated armor
Adds an automatic a to Stealth checks.

Gauntlets count as a weapon with the following profile (Melee; Damage +1; Crit 4; Range
[Engaged]; Disorient 3)

Allows the user to function as a speed 1, handling - 1 , system strain threshold 2 vehicle that
can only operate in atmosphere and has the same silhouette as the operator. It has a
maximum altitude of 75 meters, and the operator's Coordination skill is used for any relevant
checks.

Add 5 to wearer's Brawn score for the purposes of determining Encumbrance threshold.

Armor incorprates a wrist blade that can be readied as an incidental and has the following
profile (Melee; Damage +1; Critical 3; Range [Enaged]; Pierce +1).

Upgrade the ability of all opposed Stealth checks made against sensor and scanner operators
once

Once ber encounter, as a maneuver the wearer can have the armor attempt to repair itself or
provide assistance to a character on a check to repair it; it counts as having an intellect of 2
and 2 ranks in Mechanics skill for the check. In addition there is no cost to repair the armor,
whether utilizing only the automatic repair fuctionality or performing the repair personally.

Wearer adds b to all Perception and Vigilance checks while within medium range of 1 or more
allies also using armor with this attachment. Includes integrated comlink

Upgrades the difficulty of all opposed Perception checks to spot the wearer once

Increases Wearer's Brawn by one point while wearing this armor. (does not increase soak or
wound threshold).

Increase the armor's encumbrance by 1. When the wearer suffers a hit from a Melee, Brawl or
Lightsaber combat check after the attack is resolved the character may spend tt or o to
disorient the attacker for 2 rounds.

Gives armor the Superior quality (Soak +1, encumbrance -1). (Can only be applied once)

Innate Talent (Sniper Shot)

Reduces the difficulty of Resilience checks made to resist the effects of extreme heat by one,
Removes up to bb added to checks to extreme heat or fire

Adds an automatic a to initiative checks.

Upgrade the ability of checks to track a designated target once. The wearer may desigante a
target by spending a maneuver while maintaining line of sight to the target, or through sensor
and communication equipment such as a surveillance tagger. Only a single target can be
designated at a time.

Provides the character with an additional mechanical arm that can function as one of the
character's normal limbs, although it does not provide the character with additional actions or
maneuvers. The utility arm adds b to Mechanics checks and may modify other checks at the
GM's discretion.
Allows user to ignore the effects of Vacuum or poisonous atmospheric environments for up to
10 minutes

Upgrades the ability of any Resiliance and Survival checks made in dry or hot environments
due to scarcity of water twice.

Can be used as climbing gear to assist wearer in climbing a steep vertical surface, reducing the
difficulty to climb by 1. Can support a weight of up to 200 kilograms. The thrower may be used
as a weapon with the following profile: (Melee; Damage +1; Critical 5; Range [Short]; Ensnare
2).

Base Modifiers

Changes base damage to 8 and critical rating to 3. The lightsaber gains Breach 1, Burn 1 and
Sunder weapon qualitys. Benefits lost if crystal removed.

When making a combat check targeting an opponent with a lightsaber, the character may
spend x to reduce the opponent's lightsaber's base damage by 1 for the remainder of the
encounter. If the combat check generates ttt, the blade collapses as the power supply fails and
may not be reignited until the character's next turn.

Once modified this way, the lightsaber no longer functions normally. Instead, when the
lightsaber is activated, it begins to overload. At the end of the following round, the lightsaber
detonates, dealing 20 damage with the Breach 1 and Vicious 4 item qualities to all characters
and objects within short range. The lightsaber, but not its kyber crystal, is destroyed in the
process.

Changes base damage to 6 and critical rating to 2. The lightsaber gains the Breach 1, Vicious 2
and Sunder weapon qualities. When a character wielding this lightsaber makes a Force power
check, add 1 DS point to the check. When the Force sensitive character's Morality rises to 70
or more this crystal has been reclaimed; it no longer provides a DS point and it loses the
Vicious item quality, though it continues to function as above in all other respects. Benefits lost
if crystal is removed.

Changes base damage to 7 and critical rating to 3. The lightsaber gains the Breach 2, Vicious 1
and Sunder weapon qualities, If a combat check made with this lightsaber results in y, the GM
may cause the crystal to shatter, after which the lightsaber loses these qualities and reverts to
its previous base damage and critical rating. Benefits lost if crystal is removed

Changes base damage to 7 and critical rating to 3. The lightsaber gains the Breach 1,
Inaccurate 2, Sunder, and Vicious 1 qualities. Benefits lost if crystal is removed.

Changes base damage to 7 and critical rating to 3. The lightsaber gains the Breach 1 and
Sunder qualities. Benefits lost if crystal is removed.

Adds an automatic a to successful lightsaber combat checks when engaged with a single
opponent.

Allows installation of a second lightsaber crystal at no additional hard point cost. Whenever the
wielder ignites the lightsaber, he chooses 1 of the crystals to be the active crystal that produces
the blade; any other crystals installed have no effect. As a maneuver, while the lightsaber is not
ignited, the wielder may switch any 1 lightsaber crystal in the hilt to be the active crystal that
produces the blade.
As a maneuver, wielder may adjust the device to deal Stun damage. While the lightsaber is set
to deal Stun damage, it decreases the damage it deals by 2, increases its critical rating by 1,
and loses the Breach quality. Adjusting the lightsaber to normal settings requires another
maneuver

Changes base damage to 7 and critical rating to 2. Lightsaber gains Breach 1 and Sunder
weapon qualities. When making a force power check as part of a combat check, a character
using a lightsaber with a dantari crystal may spend a force point to recover 2 strain. Benefits
lost if crystal is removed.

Changes base damage to 7 and critical rating to 3. Lightsaber gains Breach 1, Disorient 1 and
sunder weapon qualities. Benefits lost if crystal is removed.

May change blade length once per encounter as an incidental. The next attack that turn made
by the character using this weapon ignores the target’s melee defense.

Changes base damage to 6 and critical rating to 2. The lightsaber gains the Breach 1 and
Sunder weapon qualities. While the Etaan crystal is installed in the lightsaber, if the character
wielding the lightsaber uses the Improved Reflect talent to inflict an automatic hit, increase the
damage dealt by that hit by 2. Benefits lost if crystal removed .

Increase Weapon's damage by 1

Decrease weapon’s damage by 2 and add the Inaccurate 2 quality (or increase the existing
Inaccurate quality by 2). When attacking with this lightsaber, targets cannot use the Parry
incidental to reduce the damage of the attack

Activating or deactivating the shunt requires a manuever. If lightsaber is used as a weapon


while shunt is active, all combat checks suffer ttt, but weapon's Breach quality increases by 1.
While shunt is active, lightsaber can cut through barriers and other inanimate targets at twice
the normal rate.

Changes base damage to 6 and critical rating to 2. The lightsaber gains the Breach 1 and
Sunder weapon qualities. In Addition while the Ghostfire Crystal is installed in the lightsaber the
wielder may spend aaaa or x to prevent the target from using the Parry talent to reduce damage
from this attack. Benefits lost if crystal removed.

When attached to a lightsaber, this attachment adds ff to any attempts to find or identify the
lightsaber as a lightsaber.

Changes base damage to 6 and critical rating to 2. The lightsaber gains Breach 1 and Sunder
weapon qualities. Benefits lost if crystal removed.

Increase weapon's base damage by 2 when targeting droids and vehicles, but decrease base
damage by 1 against organic and other targets.

Changes base damage to 9 and its critical rating to -. The lightsaber gains the Stun Damage
quality. Benefits lost if crystal is removed

Changes base damage to 9 and critical rating to 1. in addition, lightsaber gains Breach 1,
Vicious 1 and Sunder weapon qualities. Benefits lost if crystal is removed

Changes base damage to 7 and critical rating to 2. in addition, lightsaber gains Breach 1,
Defensive 1 and Sunder weapon qualities. Benefits lost if crystal is taken out

During his turn, the wielder may recover the weapon as an incidental so long as he is engaged
with it
Changes base damage to 8 and critical rating to 2. in addition, lightsaber gains Breach 1 and
sunder weapon qualities. Force Sensitive characters using force powers to sense their
surroundings automatically detect a lightsaber using a mephite crystal if it is in range of the
power. Benefits lost if crystal is removed

Changes a lightsaber's base damage to 7 and its critical rating to 3. In The lightsaber gains the
Breach 1 and Sunder weapon qualities. Additionally a force-sensitive character with this
lightsaber in their possession adds an automatic a to any of their checks to locate their position,
navigate terrain or find power sources or active technology. Benefits lost if crystal is removed

The wielder can spend a on a combat check to increase the damage dealt by 1, and the GM
can spend tt to decrease the damage dealt by 1

When the lightsaber is not ignited, the wielder may fire the pistol using the following profile:
(Ranged [Light]; Damage 6; Critical 3; Range [Short]; Stun Damage). The user must spend a
maneuver to switch from one weapon mode to the other

Lightsaber gains Stun 2 item quality. Also, a single item of encumbrance 0 may be stored in
the pommel cap, at GM discretion

When a character uses the Parry or Reflect incidentals with a lightsaber that has a reflex grip
installed, the character suffers 1 additional strain, but counts his ranks in Parry and Reflect as 1
higher

The lightsaber loses the Breach quality and gains the Concussive 1, Knockdown, and Pierce 1
qualities

Changes base damage to 7 and critical rating to 2. The lightsaber gains Breach 1 and Sunder
weapon qualities. Benefits lost if crystal is removed

Changes base damage to 7 and Critical Rating to 2. The lightsaber gains the Breach 1 and
Sunder weapon qualities, Force-Sensitive characters making a Perception of Vigilance check
may add aa to the check for purposes of detecting whether a hidden being is present within
short range. Benefits lost if crystal is removed

Wielder adds a to all Lightsaber (Cunning) checks made with this lightsaber, but adds t to all
other Lightsaber checks

Changes base Damage to 7 and Critical Rating to 2. The lightsaber gains the Breach 1,
Defensive 1 and Sunder weapon qualities, A Force sensitive character may reduce the amount
of strain suffered when taking the Reflect incidental by 1. Should a Force-sensitive user's
Morality ever fall below 50, the lightsaber loses these qualities and reverts to its previous base
damage and critical rating. Benefits lost if crystal is removed

Changes base damage to 6 and its critical rating to 3. The lightsaber gains the Breach 1 and
Sunder weapon qualities. Whenever the lightsaber is used with the Parry talent, add b to the
next Combat check made against the attacker before the end of the next round. Benefits lost if
crystal is removed

Enables weapon to fire using the following profile at user’s choice (Ranged [Light]; Damage 5;
Critical -; Range [Short]; Stun Damage; Unwieldy +2). The stun blaster may not be used while
the blade of the lightsaber is ignited

Grants the lightsaber the Superior quality

Changes base damage to 6 and critical rating to 2. The lightsaber gains the Breach 1, Sunder,
Disorient 3, and Vicious 4 weapon qualities. Benefits lost if crystal is removed

When making an attack, remove one b.


Increase encumbrance by 1. Attacks made add ss. GM may spend tttt or y generated by checks
made with this weapon to cause it to become damaged by one step

Changes base damage to 6 and critical rating to 2. The lightsaber gains the Breach 1 and
Sunder weapon qualities. Benefits lost if crystal is removed. Once per encounter, wielder may
ignore the effect of a single Critical Injury of Easy (1) Severity (characte still suffers the Critical
Injury).

Changes base damage to 6 and critical rating to -. The lightsaber gains the Stun Damage
weapon quality. Benefits lost if crystal is removed

Changes base damage to 6 and critical rating to 2. The lightsaber gains the Breach 1 and
Sunder weapon qualities. In addition, a character may spend a single maneuver communing
with the crystal and attempting to harness its power. If the character does this they increase
their current Force rating by 1. This increase persists until they use the extra c to fuel a force
talent or Force power. However, until the end of the encounter, the GM may spend tttt or y
generated by the characters' checks to have the fault cause the lightsaber to sputter and fail. In
this case the lightsaber deactivates and may not be ignited for one hour. Benefits lost if crystal
is removed

Changes base damage to 8 and critical rating to 3. The lightsaber gains the Breach 1, Vicious 1
and Sunder weapon qualities. When Spending x to inflict a critical injury, the character may
spend an additional x, automatically inflicting the "Maimed" Critical Injury on their target instead
of thecritical injury they would have inflicted. Benefits lost if crystal is removed

Characters must pass a Formidable (5) Perception or Vigilance check to notice that the
walking stick is not a regular walking stick. The weapon also gains the Inaccurate 1 item
quality, or increases it by 1 if it already has it.

Changes base damage to 8 and critical rating to 2. The lightsaber gains the Breach 2, Sunder,
and Vicious 1 qualities. Benefits lost if crystal is removed. When Sunder quality is activated, the
damage suffered by the targeted item automatically increases by 1 step. On a combat check
using this weapon, ttt or y may be spent to disable the lightsaber until the end of the wielder's
next turn.

Base Modifiers

Broadcasts all incoming and outgoing signals from a comlink to a remote listener at medium
range

Grants the user a length of climbing cord with grappling hook. This counts as having the Right
Tool for the Job for climbing and repelling

Enables the item to fire a single dart with the following profile (Ranged [Light]; Damage 2;
Critical 5' Range [Short]; Limited Ammo 1, Pierce 1)

Adds a small hidden compartment to a personal item. Finding the compartment requires a
thorough once-over and a Hard (3) Perception check
Allows a user to create disguises within holographic recording/projecting systems

Equips the item with a retractable garrote (see page 40 of Cyphers and Masks)

Equips the item with a single use explosive self-destruct system that inflicts 5 damage to all
characters within engaged range

Allows a user to take still images and record holos unobtrusively


Modification Options

1 Damage +1 Mod, 5 Item Quality (Blast +1) Mods.

Self-Destruct. The weapon detonates if an unauthorized user tries to fire it,


inflicting 1 Critical Injury on the unauthorized user (roll normally to determine
the Critical Injury). The weapon is destroyed if it self destructs

1 Add b to checks to fire the ascension gun Mod, 1 Increase ascension speed
by 1 range band Mod

2 Damage +1 Mods, 1 Weapon Quality (Accurate +1) Mod, 1 Weapon Quality


(Pierce +1) Mod.

1 Damage +1 Mod, 1 Item Quality (Vicious +1) Mod, 1 Decrease weapon's


Cumbersome quality by 1 Mod

1 Weapon Quality (Accurate +1) Mod, 1 Decrease encumbrance of weapon by


1 to a minium of 1 Mod

1 Item Quality (Defensive +1) Mod, 1 Item Quality (Pierce +1) Mod.

2 weapon quality (Disorient +1) Mods

None

2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.

1 Add b to checks made to detect this weapon's fire Mod.

None

2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.

1 Weapon Quality (Auto-Fire) Mod.


None

1 reprogram authorized user genetic sequence (choose 1 non-clone character)


Mod

None

1 Add b to checks to resist Fear Mod

None

2 Item Quality (Pierce +1) Mods

1 Weapon Quality (accurate +1) Mod

None

None

Add b to one Ranged combat check per encounter Mod, 1 Suffer 3 strain to
remove a o from Ranged combat check Mod.

1 Add an automatic a to Combat checks with this weapon Mod, 1 Activate


attachment as an incidental Mod.

3 Weapon Quality (pierce +1) Mod

None

1 Decreases the difficulty of checks to conceal the weapon by 1 Mod.

1 Innate Talent (Point Blank Rank +1) Mod, 1 Weapon Quality (Accurate +1)
Mod.

1 Innate Talent (Prescient Shot) Mod

2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.


Increase damage by 1 to stuck target Mods, 2 Increase difficulty to remove
adhered grenade once Mods.

3 Decrease Cumbersome quality by 1 Mods. 1 innate talent (Barrage) Mod

1 Item Quality (Inaccurate -1) Mod

2 Item Quality (Accurate +1) Mods, 1 Innate Talent (Lethal Blows) Mod.

1 Reduce Prepare quality by 1 Mod

1 Increase spotlight range to medium Mod, 2 Item Quality (Disorient + 1)


Mods.

2 Remove b from initative checks Mods.

2 Damage +1 versus droids Mods, 1 Decrease weapon's critical rating versus


droids by 1 (to a minimum of 1) Mod, 1 Increase t required to backfire by 1
Mod

1 Reduce a weapon's encumbrance by 1 to a minimum of 1 Mod

1 Innate Talent (Quick Draw) Mod

3 Item Quality (Disorient +1) Mods, 2 Item Quality (Stun) +1 Mods, 1 Increase
Range by 1 Range Band Mod

1 Cancel an additional t Mod

2 Weapon quality (Accurate +1) Mods, 1 Innate Talent (Sniper Shot) Mod.

2 Weapon Quality (Pierce +1) Mods.

1 Innate Talent (Precise Aim) Mod.

2 Skill (Perception) Mods

None

None
Add ten-meter maximum altitude Mod.

none

1 Damage +1 Mod

None

4 Increase the number of a poison the reservoir can hold by 1 Mods.

None

2 Decrease Inaccurate quality by 1 Mods

None

3 Item Quality (Guided +1) Mods, 2 Item Quality (Accurate +1) Mods

1 Reduce a weapon's encumbrance by 1 to a minimum of 1 Mod

2 Increase ion blaster's damage by +1 Mods

None

1 adds additional automatic s to first combat check made with this weapon
each encounter Mod.

None

2 Item Quality (Disorient + I) Mods. 1 Innate Talent (Defensive Stance) Mod.

2 weapon quality (Disorient +1) Mods


1 Innate Talent (Quick Draw) Mod

None

1 Skill (Cool) Mod, 1 Skill (Vigilance) Mod, 2 Innate Talent (Precise Aim)
Mods.

None

None

1 Weapon Quality (Accurate +1) Mod.

2 Blast +1 Mods

2 Decrease encumbrance by 1 (Minimum 1) Mods

3 Item Quality (Stun +1) Mods

None

1 Increase weapon's range by one additional range band Mod, 2 Reduce


weapon's Inaccurate quality by 1 Mods

None

1 Upgrade difficulty of an attack one additional time to reduce critical rating by


1 (to a minimum of 1) Mod, 2 Damage +1 Mods

2 Weapon Quality (Cumbersome -1) Mods

5 Quality (Limited Ammo +1) Mods.

None

None
2 Mount 1 additional micro-rocket Mods, 2 Remove b from checks to fire
micro-rockets from this attachement Mods.

none

2 Increase Melee weapons damage by 1 Mods.

1 Innate Talent (Brace) Mod

None

1 Innate Talent (Quick Draw) Mod

1 Damage +1 Mod, 1 Weapon Quality (Concussive +1) Mod

None

None

Modification Options

2 Increase oxygen supply by two hours Mods

1 Increase Soak by 1 Mod, 1 increase Defense by 1 Mod, 1 Increase difficulty


of check to notice inclusion to Hard (ddd) Mod

3 Increase the damage attackers suffer by + 1 Mods. 1 lnnale Talent


(Intimidating) Mod.

2 all sucessful medicine checks made to heal wounds the wearer is suffering
heal one additional wound Mods.
1 Add b to combat checks instead of increasing difficulty Mod, 2 Increase
allowable weapon encumbrance by 1 Mods.

1 Innate Talent (Rapid Recovery) Mod

1 Heal 1 additional wound at the end of an encounter Mod

1 Reduce the weapon's Critical rating by 1 to a minimum of 1 Mod, 2 Item


Quality (Pierce +1) Mods, 1 Item Quality (Vicious +1) Mod

1 Remove b from Coordination checks Mod

None

1 Skill (Perception +1) Mod

None

1 Skill (Perception) Mods.

1 Remove an additional b from Athletics and Stealth checks while wearing the
armor Mod

1 Increase defense by 1 when taking Guarded Stance maneuver Mod.

None

1 Skill (Vigilance) Mod

None

None

1 Innate Talent (Natural Marksman) Mod.

None
2 Add b to other characters Perception checks to find weapons stored in the
armor Mods, 3 holster up to 1 additional weapon of Encumbrance 3 or less in
the armor Mods, 1 Innate Talent (Quick Draw) Mod

1 Innate Talent (Technical Aptitude) Mod.

Increase Ranged and Melee defense by 1 against weapons with the Ion
Quality Mod

1 Reduce difficulty of all Athletics checks to jump up or over obstacles by 1


Mod, 1 Allow wearer to fly for a total of 1 minute or 3 rounds Mod

2 Decreases the difficulty of Resilience checks made to resist the effects of fire
and extreme heat by 1 Mods.

1 Skill (Coordination +1) Mod.

None

5 Mount 1 additional micro rocket Mods, 1 Remove b from checks to fire


micro-rockets from this attachment Mod

Innate Talent (Master of Shadows) Mod, 1 Skill (Stealth) Mod

None

None

1 Skill (Athletics) Mod, 1 Skill (Coordination) Mod, 1 Skill (Resilience) Mod

2 Item Quality (Defensive +1) Mods, 3 Item Quality (Deflection +1) Mods

None

2 Increase armor's Soak by 1 against damage caused by radiation Mods.

3 Reduce the armor's encumbrance by 1 Mods.

2 Add b to Stealth checks while wearing reflec-coated armor Mods


1 Innate Talent (Stalker) Mod. 2 Add b to perception checks to see the wearer
Mod.

1 Innate Talent (Durable) Mod

1 Increase handling by 1 Mod.

2 Add 1 to wearer's Brawn score for the purposes of determining


Encumbrance threshold mods, 2 skill (Athletics) Mods.

2 Item Quality (Defensive +1) Mods

None

None

1 Skill (Perception) Mod, 1 Skill (Vigilance) Mod

2 Add b to opposed Perception checks to notice the wearer Mods

2 Skill (Atheletics) Mods, 2 Innate Talent (Brace) Mods.

1 Wearer may spend ttt or o from the combat check to immobilize the attacker
for 1 round Mod, 1 wearer may spend o from the combat check to stagger the
attacker for 1 round Mod.

None

1 Innate Talent (Sniper Shot) Mod

None

1 Innate Talent Quick Strike Mod, 2 Add automatic a to Initiative checks Mods.

1 Skill (Vigilance) Mod, 1 Skill (Survival) Mod.

1 Add b to Mechanics checks Mod, 1 Spend 1 strain to gain an additional free


maneuver per turn (character still may not perform more than two maneuvers)
per turn Mod.
None

None

None

Modification Options

2 Item Quality (burn +1) Mods, 2 Item Quality (Vicious +1) Mods

2 Item Quality (Defensive +1) Mods.

None

2 Damage + 1 Mods, 1 Decrease weapon critical rating by one to a minimum


of 1, 1 Item Quality (Vicious +1) Mod.

1 Decrease the weapon's critical rating by 1 to minimum of 1 Mod, 2 Item


Quality (Vicious +1) Mod.

3 Item Quality (Vicious + 1) Mods. 2 Damage + 1 Mods, 1 Item Quality


(Inaccurate -1) Mod, 1 Decrease the weapon's critical rating by 1 to a
minimum of 1 Mod.

1 Item Quality (Breach +1) Mod, 1 Item Quality (Knockdown) Mod, 3 Damage
+1 Mods, 2 Decrease the weapon's critical rating by 1 to a minimum of 1
Mods.

1 Item Quality (Defensive +1) Mod

Install a third lightsaber crystal at no additional hard point cost Mod.


2 Stun Damage +1 Mods.

1 Decrease Weapon's critical rating by 1 to a minimum of 1 Mod, 2 Damage


+1 Mods.

2 Item Quality (Disorient +1), 2 Item Quality (Concussive +1) Mods, 1 damage
+1 Mod.

None

1 Item Quality (Vicious +1) Mod, 2 Damage +1 Mods, 1 Decrease weapons


critical rating by 1 to a minium of 1 Mod, 1 Innate Tallent (Parry) Mod, 1 Innate
Talent (Reflect) Mod

1 Item Quality (Vicious +1) Mod.

1 Item Quality (Inaccurate -1) Mod, 1 Damage + 1 Mod

None

2 Item Quality (Defensive +1) Mods, 2 Damage +1 Mods.

2 Increase the number of f added by one Mods.

2 Item Quality (Vicious +1) Mods, 4 Damage +1 Mods, 1 Decrease weapon's


critical rating by 1 to a minimum of 1 Mod.

None

2 Damage + I Mods, I Item Quality (Concussive + 1) Mod, 2 Item Quality


(Disorient + 1) Mods.

3 Item Quality (Vicious +1) Mods, 1 Damage +1 Mod.

1 Item Quality (Defensive +1) Mod, 2 Item Quality (Deflection +1) Mods.

1 Innate Talent (Quick Draw) Mod


3 damage +1 Mods, 1 Decrease the weapon's Critical Rating by 1 to a
minimum of 1 Mod, 1 Item quality (Vicious +1) Mod

1 Innate Talent (Planet Mapper) Mod, 2 Item Quality (Disorient +1) Mods, 1
Item Quality (Vicious +1) Mod

None

None

2 Item Quality (Stun +1) Mods.

1 Item Quality (Defensive +1) Mod, 1 Item Quality (Deflection +1) Mod

1 Item Quality (Concussive + 1 ) Mod, 2 Item Quality (Disorient + 1) Mods, 1


Item Quality (Pierce + 1 ) Mod.

1 Item quality (Breach +1) Mod, 2 Damage +1 Mods, 1 decrease the weapons
critical rating by 1 to a minimum of 1 Mod.

1 Damage +1 Mod, 1 Increase check range to medium Mod.

None

1 Damage +1 Mod, 1 Item Quality (Defensive +1) Mod, 1 Reduce cost of


Improved reflect by 1 t Mod.

3 Damage + 1 Mods. 1 Innate Talent (Parry) Mod, 1 Item Quality (Disorient +


1) Mods.

1 Damage +1 Mod, 1 Decrease Unwieldy rating by one to a minimum of 1


Mod, 2 Item Quality (Disorient +1) Mods.

None

1 Damage +1 Mod, 1 Item Quality (Disorient +1) Mod

None
None

3 Damage +1 Mods, 1 Decrease weapon's critical rating by 1 Mod

None

None

2 Item Quality (Vicious +1) Mods, 1 Damage +1 Mod.

1 Decrease the value of the weapons Inaccurate item quality by 1

2 Increase weapon damage by 1 Mods

Modification Options

None

None

None

1 Upgrade difficulty of Perception check required to discover compartment


once Mod
2 Add one additional alter ego to the database Mods

None

3 Increase damage by 2 Mods, 1 Increase range to short Mod

None
Source

Collapse of the Republic 60

Dangerous Covenants 51,


Gadgets and Gear 84

Rise of the Separatists 61

AoR Core 200, EotE Core 188,


Gadgets and Gear 81

Rise of the Separatists 61

AoR Core 200, EotE Core 188,


Gadgets and Gear 81

Collapse of the Republic 60

Forged in Battle 51,


Gadgets and Gear 81

AoR Core 200, EotE Core 188, FaD Core 192

AoR Core 200, EotE Core 188,


Gadgets and Gear 81

FaD Core 194

Strongholds of Resistance 110,


Lords of Nal Hutta 106.
Gadgets and Gear 82

EotE Core 189,


Gadgets and Gear 82

EotE Core 189,


Gadgets and Gear 82
Forged in Battle 51

Rise of the Separatists 61

Cyphers and Masks 57,


Gadgets and Gear 83

Rise of the Separatists 62

Dangerous Covenants 52

Rise of the Separatists 62

Special Modifications 54,


Gadgets and Gear 83

Dangerous Covenants 52,


Gadgets and Gear 87

Fully Operational 51

Fully Operational 51

Keeping the Peace 53,


Gadgets and Gear 83

Special Modifications 54,


Gadgets and Gear 84

Savage Spirits 50

AoR Core 201, EotE Core 190,


Gadgets and Gear 84

AoR Core 201, EotE Core 190,


Gadgets and Gear 84

Keeping the Peace 54

Forged in Battle 51,


Gadgets and Gear 84
Fully Operational 52,
Gadgets and Gear 85

Special Modifications 54,


Gadgets and Gear 85

Collapse of the Republic 60

Savage Spirits 50

Rise of the Separatists 62

Keeping the Peace 54,


Gadgets and Gear 85

Special Modifications 54,


Gadgets and Gear 85

Rise of the Separatists 62

Cyphers and Masks 57

Keeping the Peace 54,


Gadgets and Gear 85

Collapse of the Republic 60

No Disintegrations 51,
Gadgets and Gear 86

AoR Core 202, EotE Core 190

AoR Core 202, EotE Core 190, FaD Core 194

Savage Spirits 50

AoR Core 202, EotE Core 191,


Savage Spirits 51

FaD Core 194

Special Modifications 54,


Gadgets and Gear 86
Fully Operational 52,
Gadgets and Gear 86

Fly Casual 51

Special Modifications 55,


Gadgets and Gear 87

Fly Casual 51,


Gadgets and Gear 87

Lords of Nal Hutta 105

Fully Operational 52,


Collapse of the Republic 60,
Gadgets and Gear 87

Special Modifications 55,


Gadgets and Gear 88

Special Modifications 55,


Gadgets and Gear 88

No Disintegrations 47,
Gadgets and Gear 88

Cyphers and Masks 57,


Gadgets and Gear 88

Special Modifications 56,


Gadgets and Gear 88

AoR Core 203, EotE Core 191, FaD Core 194

Fly Casual 51,


Gadgets and Gear 89

FaD Core 194,


Gadgets and Gear 89

Keeping the Peace 54,


Gadgets and Gear 89

No Disintergrations 51,
Gadgets and Gear 89
AoR Core 203,
EotE Core 191,
Gadgets and Gear 90

Savage Spirits 51,


Gadgets and Gear 90

Special Modifications 56,


Gadgets and Gear 90

Dangerous Covenants 52,


Gadgets and Gear 81

Dangerous Covenants 52,


Gadgets and Gear 89

Strongholds of Resistance 110,


Gadgets and Gear 83

AoR Core 203,


EotE Core 191,
Gadgets and Gear 90

Special Modifications 56

FaD Core 194

AoR Core 203, EotE Core 191, FaD Core 194

No Disintegrations 47,
Gadgets and Gear 90

AoR Core 203, EotE Core 192, FaD Core 195

Gadgets and Gear 91

AoR Core 204, EotE Core 193, FaD Core 195

AoR Core 205, EotE Core 191,


Gadgets and Gear 92

AoR Core 204, EotE Core 192,


Gadgets and Gear 91

Special Modifications 56,


Gadgets and Gear 91
No Disintegrations 51,
Gadgets and Gear 92

Fly Casual 51,


Gadgets and Gear 92

Special Modifications 56,


Gadgets and Gear 92

AoR Core 205, EotE Core 193,


Gadgets and Gear 93

Strongholds of Resistance 110,


Gadgets and Gear 93

AoR Core 205, EotE Core 193, FaD Core 195

AoR Core 205, EotE Core 193, FaD Core 195

Collapse of the Republic 61,


Gadgets and Gear 93

Cyphers and Masks 57,


Gadgets and Gear 93

Source

Special Modifications 57,


Gadgets and Gear 103

Cyphers and Masks 57,


Gadgets and Gear 104

Keeping the Peace 56,


Gadgets and Gear 104

Dangerous Covenants 53,


Gadgets and Gear 109
Fully Operational 53

FaD Core 201,


Gadgets and Gear 104

Rise of the Separatists 64

Cyphers and Masks 57,


Gadgets and Gear 104

Rise of the Separatists 65

Dangerous Covenants 53

Collapse of the Republic 62

AoR Core 205, EotE Core 194,


Gadgets and Gear 104

Dangerous Covenants 54,


Gadgets and Gear 107

Special Modifications 57,


Gadgets and Gear 105

Fully Operational 53,


Gadgets and Gear 105

FaD Core 201

AoR Core 206, EotE Core 194,


Gadgets and Gear 105

Keeping the Peace 56,


Gadgets and Gear 105

AoR 206, EotE 194, FaD Core 201

Dangerous Covenants 54,


Gadgets and Gear 103

Special Modifications 57,


Gadgets and Gear 105
No Disintegrations 52,
Gadgets and Gear 106

Special Modifications 58,


Gadgets and Gear 105

Special Modifications 58, Gadgets and Gear 106

Cyphers and Masks 58

Keeping the Peace 56,


Gadgets and Gear 106

Keeping the Peace 56,


Gadgets and Gear 107

Dangerous Covenants 53,


Gadgets and Gear 110

No Disintegrations 52,
Collapse of the Republic 62,
Gadgets and Gear 107

AoR Core 206, EotE Core 195,


Savage Spirits 51,
Gadgets and Gear 107

Savage Spirits 51

Collapse of the Republic 62

Rise of the Separatists 65

Collapse of the Republic 63

Keeping the Peace 57,


Gadgets and Gear 108

Special Modifications 58,


Gadgets and Gear 108

Keeping the Peace 57

Cyphers and Masks 58,


Gadgets and Gear 108
Keeping the Peace 57,
Gadgets and Gear 108

Special Modifications 58, Gadgets and Gear 108

Fully Operational 53,


Gadgets and Gear 109

No Disintegrations 52, Gadgets and Gear 108

Collapse of the Republic 63

Cyphers and Masks 58,


Gadgets and Gear 109

Special Modifications 58,


Gadgets and Gear 109

Rise of the Separatists 65

Cyphers and Masks 58,


Gadgets and Gear 109

AoR Core 206, EotE Core 194,


Gadgets and Gear 110

Keeping the Peace 57,


Gadgets and Gear 110

AoR Core 206, EotE Core 195, FaD Core 201,


Gadgets and Gear 110

Dangerous Covenants 54,


Gadgets and Gear 107

AoR Core 207, EotE Core 194, FaD Core 201

Lords of Nal Hutta 106,


Gadgets and Gear 110

No Disintegrations 52

Fully Operational 54
AoR Core 207, EotE Core 195,
Keeping the Peace 57

Savage Spirits 52

Collapse of the Republic 63

Source

FaD Core 196,


Gadgets and Gear 97

Disciples of Harmony 50,


Gadgets and Gear 94

Collapse of the Republic 61

Disciples of Harmony 52,


Gadgets and Gear 98

Disciples of Harmony 52,


Gadgets and Gear 98

Knights of Fate 48

Collapse of the Republic 62

FaD Core 196,


Gadgets and Gear 94

Keeping the Peace 53,


Gadgets and Gear 94
Endless Vigil 51,
Gadgets and Gear 94

FaD Core 196,


Gadgets and Gear 98

FaD Core 196,


Gadgets and Gear 98

FaD Core 197,


Gadgets and Gear 95

Endless Vigil 52

FaD Core 197,


Gadgets and Gear 95

Knights of Fate 48

Rise of the Separatists 63

Endless Vigil 53,


Gadgets and Gear 99

Disciples of Harmony 50,


Gadgets and Gear 95

Rise of the Separatists 63,


FaD Core 197,
Collapse of the Republic 62,
Gadgets and Gear 99

Rise of the Separatists 63

Keeping the Peace 55,


Gadgets and Gear 99

FaD Core 199,


Gadgets and Gear 99

FaD Core 199,


Gadgets and Gear 100

Keeping the Peace 54


FaD Core 200,
Gadgets and Gear 100

Savage Spirits 52,


Gadgets and Gear 101

Endless Vigil 51,


Gadgets and Gear 95

Endless Vigil 52,


Gadgets and Gear 96

Disciples of Harmony 51,


Gadgets and Gear 96

Endless Vigil 52,


Gadgets and Gear 96

Knights of Fate 48

FaD Core 200

Disciples of Harmony 53,


Gadgets and Gear 101

Endless Vigil 52,


Gadgets and Gear 96

Disciples of Harmony 53,


Gadgets and Gear 101

Keeping the Peace 55,


Gadgets and Gear 102

Disciples of Harmony 51,


Gadgets and Gear 96

FaD Core 200,


Gadgets and Gear 97

Unlimited Power 55

Unlimited Power 54,


Gadgets and Gear 97
Unlimited Power 54

Rise of the Separatists 63

FaD Core 200

Unlimited Power 55,


Gadgets and Gear 102

Savage Spirits 52,


Gadgets and Gear 102

Unlimited Power 55,


Gadgets and Gear 97

Rise of the Separatists 64

Source

Cyphers and Masks 59

Cyphers and Masks 59

Cyphers and Masks 59

Cyphers and Masks 59


Cyphers and Masks 60

Cyphers and Masks 60

Cyphers and Masks 60

Cyphers and Masks 60


Column1
Column2
Column2
Droids
NOTE: As all of these profiles are droids, they all s
Droid (does not need to breathe, eat, or drink,

Astromech

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

Astromech Droid 8,250 3 Rival 1 1 2 2

Q-7 Series
6,500 8 Rival 1 2 2 2
Astromech Droid

R7-Series
11,000 6 Rival 1 1 2 2
Astromech Droid

Medical

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

CT-4 Medical Droid 20,000 8 Rival 1 1 3 1

SBD Series Assistance


7,500 3 Rival 2 3 2 2
and Rescue Droid

Medical Droid 12,000 4 Rival 1 1 2 1

Medtech Mini-Med 900 3 Minion 1 1 1 1


Protocol

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

3PX-Series Protocol Droid 7,750 4 Rival 1 1 3 1

5YQ-Series Protocol Droid 5,500 3 Rival 1 1 3 1

CZ-Series Communications /
9,000 4 Rival 1 1 3 2
Business Droid

ED-V8 Series Envoy Droid 8,000 7 Rival 1 1 3 2

LOM-Series Protocol Droid 8,500 5 Rival 1 1 3 1

LRD-Series Envoy Droid 15,000 5 Rival 1 1 2 1

M-3PO-Series Military
12,000 (R) 5 Rival 1 1 3 1
Protocol Droid

Protocol Droid 8,000 4 Rival 1 1 3 1

RA-7 Protocol Droid 12,000 (R) 6 Rival 2 1 3 3

Roche Siak-Series
10,000 4 Rival 1 1 3 2
Protocol Droid

TC-Series Protocol Droid 10,000 4 Rival 1 1 3 1

TTS20-Series
5,400 7 Rival 2 1 3 2
Dialectic Droid
Combat & Security

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

AC Law Enforcement Droid 9,600 (R) 5 Rival 3 1 2 2

Antiquated Battle Droid 6,500 5 Minion 2 2 1 1

ASP-19 Battle Droid 80,000 (R) 9 Nemesis 4 4 2 2

Assassin Droid 65,000 (R) 8 Nemesis 4 3 3 3

BL0-Series Non-Lethal
5,000 6 Rival 3 2 1 1
Combat Droid

Chameleon Droid 4,000 6 Rival 2 3 1 2

DZ-70 Fugitive
9,800 (R) 4 Rival 2 1 1 3
Tracker Droid
E522 Assassin Droid 61,000 (R) 8 Nemesis 5 4 3 3

Guardian Police Droid 8,100 6 Rival 3 2 2 2

GV/3-Series Guardian Droid 8,000 7 Rival 3 1 1 2

IG-100 Magnaguard 90,000 (R) 10 Nemesis 4 4 2 3

IG-RM Series
23,000 6 Rival 3 3 2 2
Enforcer Droid

KX-Series Enforcer Droid 50,000 (R) 8 Nemesis 4 3 3 3

MI-Series Security Droid 41,225 (R) 7 Nemesis 4 2 2 2

Security Droid 9,600 5 Rival 2 2 1 2

Stone Guardian 25,000 10 Rival 5 3 1 2


TC-SC Infiltration Droid 15,600 (R) 8 Nemesis 2 2 3 4

TRD-2 Sparring Droid 7,750 6 Rival 3 3 2 3

Scouting & Surveillance

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

AC1-Series
1,100 4 Minion 1 2 1 1
Surveillance Droid

Cybot Galactica K-9 Series


7,500 6 Rival 2 3 1 3
Hunting Droid

Cybot Galactica/KDY All-Terrain


8,900 5 Rival 1 3 1 3
Exploration Droid

ID9 Seeker Droid 4,500 (R) 7 Minion 1 3 1 2

Sorosuub 87-RM Scout


6,000 6 Rival 4 1 2 1
Collector

Wanderer Scout Surveyor 2,500 6 Rival 2 4 1 1

SR-series Scout/
13,000 (R) 6 Rival 3 3 3 3
Observation Droid
Viper Probe Droid 13,700 (R) 7 Rival 2 3 2 3

Utility

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

Analysis Droid 7,500 5 Minion 1 1 4 1

BD10-Series Assay
8,500 5 Rival 1 1 4 3
Support Droid

BT-Series Ordnance Droid 13,500 (R) 6 Rival 3 1 3 1

DTS-Series
40,000 6 Rival 5 3 2 2
Dismantler Droid

DUM-Series Pit Droid 450 1 Minion 1 1 0 0

EG-6 Power Droid 3,800 6 Minion 1 1 2 1

GT-Series
17,500 4 Rival 3 2 2 1
Construction Droid

Gyrowheel 1.42.08-Series
6,500 4 Minion 3 3 0 1
Recycling Droid

Industrial Automation FD-


8,000 4 Minion 2 1 1 1
Series Extinguisher Droid
Industrial Automation
800 3 Minion 1 3 1 1
Hologlide J57 Cam Droid

Industrial Automation JC
15,000 7 Rival 1 3 2 1
Series Pilot Droid

Interrogation Droid 9,600 (R) 8 Rival 1 1 3 1

LSX-Series Slicer Droid 19,000 (R) 8 Rival 1 2 4 3

M4-Series
6,500 6 Rival 1 2 2 3
Messenger Droid

Maintenance Droid 7,500 3 Minion 1 1 1 1

Merendata KLC Series


10,000 5 Rival 1 1 3 1
Exchequer Droid

MSE-Series
200 2 Minion 1 2 1 1
Maintenance Droid

Q-4 Borer Droid 2,000 5 Minion 1 2 1 1

Q-Signal Messenger Drone 50,500 6 Rival 1 2 2 2

RH-Series Research Droid 11,000 8 Rival 1 1 3 2

RM-Series Military
43,000 (R) 7 Nemesis 4 3 3 4
Intelligence Droid

Roche J9 Worker Drone 7,000 3 Rival 1 2 3 1


SDMN Series Session Droid 4,000 5 Rival 1 2 2 2

Sorosuub G2 Repair Droid 6,000 5 Rival 1 2 2 1

T-Series Tactical Droid 8,000 (R) 8 Rival 1 1 3 2

TS-Series Interrogation
58,000 (R) 9 Rival 2 3 4 4
Droid

Remote

Name Price Restricted Rarity Type (Br) (Ag) (Int) (Cun)

Butterbug Remote 700 4 Minion 1 1 1 1

EOD-MK IV Explosives
500 (R) 6 Minion 1 1 1 1
Disposal Remote

Generic Remote 400 2 Minion 1 1 1 1

Marksman-H Combat
350 5 Minion 1 3 1 1
Remote

P2F Hostile Environment


3,500 4 Minion 1 2 1 3
Remote

RMD-20 "Eye in the Sky" 500 4 Minion 1 3 1 1

Service Patch Remote 900 3 Minion 1 1 1 1


Shield Remote 1,100 5 Minion 1 1 1 1

WSW Mk III "Harrier"


6,000 (R) 6 Minion 1 3 1 1
Combat Remote
es are droids, they all share the same unique "Droid" ability. In order to save space it is not repeated in each entry.
o breathe, eat, or drink, and can survive indefinitely underwater or in vacuum. Immune to poisons and toxins).

Wound Strain Defense


(Will) (Pr) Soak Skills
Thresh Thresh (M / R)

Astrogation 3, Computers 3, Cool 2,


1 1 11 _ 3 0/0
Mechanics 2, Piloting (Space) 2

Astrogation 3, Computers 3, Cool 2,


1 1 9 _ 2 0/0
Mechanics 2, Piloting (Space) 2

Astrogation 3, Computers 3, Cool 2,


1 1 11 _ 3 0/0
Mechanics 3, Piloting (Space) 2

Wound Strain Defense


(Will) (Pr) Soak Skills
Thresh Thresh (M / R)

Computers 1. Discipline 1,
2 1 8 _ 2 0/0 Knowledge (Xenology) 3, Medicine 3,
Perception 2

Cool 1, Coordination 2, Mechanics 1,


1 3 14 _ 4 0/0
Medicine 2, Perception 3

1 1 10 _ 3 0/0 Discipline 1, Medicine 3, Perception 2

1 1 1 _ 2 0/0 None
Wound Strain Defense
(Will) (Pr) Soak Skills
Thresh Thresh (M / R)
Charm 1, Knowledge (Education) 3,
1 2 10 _ 2 0/0 Knowledge (Outer Rim) 3,
Knowledge (Xenology) 3, Negotiation 2

Charm 1, Knowledge (Education) 1,


Knowledge (Core) 1, Knowledge (Lore) 1,
1 2 9 _ 2 0/0 Knowledge (Outer Rim) 1, Knowledge
(Underworld) 1, Knowledge (Warfare) 1,
Knowledge (Xenology) 1

Knowledge (Education) 3, Knowledge


1 2 10 _ 2 0/0
(Core) 2, Negotiation 4, Perception 1

Knowledge (Education) 2, Knowledge


1 1 10 _ 3 0/0
(Outer Rim) 3, Negotiation 4, Perception 1.

Charm 2, Knowledge (Education) 3,


1 2 10 _ 2 0/0 Knowledge (Outer Rim) 2, Knowledge
(Xenology) 3, Negotiation 2

Charm 2, Knowledge (Education) 2,


2 3 10 _ 2 0/0
Negotiation 2, Perception 2

Discipline 1, Knowledge (Education) 3,


2 1 14 _ 2 0/0
Knowledge (Warfare) 3, Vigilance 2

Charm 2, Knowledge (Education) 3,


1 2 10 _ 3 0/0 Knowledge (Xenology) 3, Negotiation 2,
Perception 1

Deception 2, Knowledge (Education) 3,


Knowledge (Xenology) 3, Negotiation 3,
2 2 10 _ 3 0/0
Perception 4, Skulduggery 3, Stealth 2,
Vigilance 3

Charm 3, Knowledge (Education) 2,


2 2 10 _ 2 0/0
Knowledge (Xenology) 3, Negotiation 3

Charm 2, Knowledge (Education) 3,


1 2 10 _ 2 0/0 Knowledge (Xenology) 3, Negotiation 1,
Perception 2

Charm 2, Cool 1, Deception 2, Knowledge


1 4 8 _ 3 0/0 (Core) 1, Knowledge (Education) 1,
Negotiation 3, Perception 2, Streetwise 1
Wound Strain Defense
(Will) (Pr) Soak Skills
Thresh Thresh (M / R)

Coercion 2, Discipline 2, Melee 2,


1 1 14 _ 5 2/2 Piloting (Planetary) 2, Streetwise 3,
Vigilance 3

1 1 4 _ 4 0/0 (Group Only) Ranged (Heavy)

Brawl 2, Coercion 3, Lightsaber 2, Melee 2,


3 2 16 12 6 2/0
Ranged (Heavy) 2, Vigilance 3

Coercion 3, Computers 4, Gunnery 5,


Mechanics 3, Melee 3, Ranged (Heavy) 5,
1 1 19 10 7 0/1
Ranged (Light) 5, Piloting (Planetary) 3,
Piloting (Space) 3, Vigilance 2

Brawl 3, Cool 2, Coordination 1,


1 2 12 _ 5 1/1
Ranged (Light) 1, Resilience 2

1 1 8 _ 3 0/0 Perception 2, Ranged (Heavy) 1, Stealth 2

Ranged (Light) 2, Stealth 2, Survival 3,


1 1 12 _ 4 0/0
Vigilance 2
Brawl 3, Coercion 4, Computers 2,
3 2 20 12 5 1/1 Gunnery 3, Mechanics 2, Melee 3,
Ranged (Light) 4, Vigilance 4

Athletics 2, Melee 1, Perception 3,


3 2 10 _ 4 0/0 Piloting (Planetary) 2, Ranged (Light) 2,
Streetwise 1, Vigilance 2,

Brawl 3. Perception 3, Ranged (Light ) 2,


2 1 15 _ 5 1/0
Vigilance 2.

Athletics 3, Brawl 3, Coordination 4,


1 1 20 14 8 1/1
Melee 3, Perception 3, Vigilance 3.

Brawl 3, Coercion 3, Cool 2, Melee 3,


3 2 13 _ 5 0/0 Perception 3, Ranged (Heavy) 3,
Vigilance 4

Brawl 3, Coercion 4, Computers 3, Cool 3,


2 2 15 12 7 0/0 Perception 3, Ranged (Heavy) 3,
Ranged (Light) 3, Vigilance 3

Brawl 3, Coercion 4, Perception 3,


3 1 15 10 5 1/1
Ranged (Heavy) 4, Vigilance 4

1 1 14 _ 5 0/0 Ranged (Light) 3, Vigilance 3

Athletics 2, Brawl 3, Perception 2,


1 1 10 _ 7 0/0
Vigilance 2
Athletics 2, Computers 3, Cool 3, Deception
4, Melee 3, Perception 3, Ranged (Light) 3,
2 3 10 10 3 0/0
Skulduggery 3,
Stealth 4, Vigilance 3

Athletics 2, Brawl 3, Coordination 1,


1 1 15 _ 6 2/0
Lightsaber 3, Melee 3, Ranged (Heavy) 2

Wound Strain Defense


(Will) (Pr) Soak Skills
Thresh Thresh (M / R)

(Group only) Perception,


1 1 8 _ 2 0/0
Ranged (Light), Stealth

1 1 9 _ 5 0/0 Brawl 3, Perception 3, Stealth 3, Survival 3

Coordination 2. Perception 3,
1 1 15 _ 4 0/0
Ranged (Heavy) 1, Vigilance 3.

1 1 5 _ 3 0/0 Computers, Coordination, Melee, Stealth

1 1 20 _ 8 1/1 Knowledge (Xenology) 4, Perception 3

Perception 3, Ranged (Light) 1, Stealth 2,


1 1 10 _ 3 0/0
Survival 3

Athletics 2, Computers 3,
3 2 13 _ 4 0/0 Knowledge (Warfare) 3, Perception 4,
Ranged (Heavy) 2, Stealth 4, Vigilance 3
Cool 1, Perception 2, Ranged (Light) 2,
1 1 12 _ 4 0/1
Survival 2, Vigilance 2

Wound Strain Defense


(Will) (Pr) Soak Skills
Thresh Thresh (M / R)

1 1 3 _ 3 0/0 Compouters, Knowledge (Education)

Charm 2, Knowledge (Outer Rim) 3,


1 3 10 _ 3 0/0
Negotiation 2.

1 1 15 _ 7 0/0 Gunnery 1, Mechanics 2

Computers 3, Mechanics 4, Perception 3,


3 2 15 _ 7 1/1
Ranged (Heavy) 1.

(Group Only) Computers, Mechanics,


1 1 2 _ 3 0/0
Perception

2 1 10 _ 4 0/0 (Group Only) Computers, Mechanics

2 1 13 _ 4 0/0 Computers 2, Mechanics 3, Perception 1.

1 1 4 _ 4 0/0 (Group Only) Athletics, Coordination

1 1 2 _ 3 0/0 (Group Only) Athletics.


1 1 2 _ 0 0/0 (Group Only) Perception, Vigilance.

Cool 2. Piloting (Planetary) 2,


1 1 5 _ 2 0/0
Piloting (Space) 2, Ranged (Light) 1

Coercion 4, Medicine 3, Perception 2,


2 1 12 _ 3 0/0
Ranged (Light) 3.

Computers 4, Cool 3, Deception 3,


2 2 10 _ 3 0/0 Discipline 2, Mechanics 2, Perception 4,
Skulduggery 3, Stealth 2

Cool 2, Perception 3, Ranged (Light) 1,


3 2 20 _ 4 0/0 Resilience 3, Skulduggery 3, Stealth 3,
Vigilance 2

1 1 3 _ 3 0/0 (Group Only) Mechanics.

Charm 2, Computers 2, Cool 2,


1 3 8 _ 2 0/0
Negotiation 2

(Group Only) Computers, Mechanics,


1 1 3 _ 3 0/0
Perception

1 1 3 _ 2 0/0 (Group Only) Perception, Ranged (Light)

Astrogation 1, Perception 2,
1 1 8 _ 2 0/0
Piloting (Space) 2, Stealth 2

Computers 2, Knowledge (Core) 2,


1 1 10 _ 2 0/0 Knowledge (Education) 3, Knowledge
(Lore) 2, Knowledge (Xenology) 3

Computers 3, Cool 2, Deception 3,


Knowledge (Warfare) 4, Mechanics 4,
4 2 18 10 8 0/1
Perception 4, Ranged (Heavy) 4,
Skulduggery 3, Stealth 3, Vigilance 2

Charm 1, Knowledge (Education) 4,


2 1 11 _ 2 0/0
Knowledge (Xenology) 3, Negotiation 2
Charm 2, Cool 2, Computers 2,
1 3 7 _ 3 0/0
Coordination 2, Deception 2

Astrogation 2, Computers 3, Knowledge


1 2 6 _ 1 0/0 (Core) 1, Knowledge (Outer Rim) 1,
Mechanics 3, Piloting (Space) 2.

Cool 3, Discipline 2, Knowledge (Warfare)


2 3 10 _ 3 0/0
3, Leadership 3, Perception 2, Vigilance 2.

Coercion 4, Knowledge (Education) 3,


3 2 12 _ 4 0/0 Knowledge (xenology) 4, Mechanics 3,
Medicine 4, Perception 4, Skulduggery 3.

Wound Strain Defense


(Will) (Pr) Soak Skills
Thresh Thresh (M / R)

1 1 3 _ 2 0/0 (Group Only) Mechanics, Melee

(Group Only) Mechanics, Perception,


1 1 2 _ 2 0/0
Vigilance

1 1 5 _ 2 0/0 (Group Only): Perception.

1 1 3 _ 1 0/0 (Group Only) Perception, Ranged (Light).

(Group Only) Athletics, Cool, Perception,


1 1 4 _ 2 0/0
Resilience.

1 1 3 _ 1 0/0 (Group Only) Perception, Vigilance.

1 1 5 _ 2 0/0 (Group Only) Computers, Mechanics.


1 1 6 _ 3 (Group Only) Vigilance.

(Group Only) Perception. Ranged (Heavy),


1 1 8 _ 3 0/0
Ranged (Light), Vigilance
ated in each entry.
s and toxins).

Talents & Abilities

None

None

These talents only apply when the Q7 is linked with an A3 Nimbus Starfighter
Galaxy Mapper 1: (remove b from all Astrogation checks, and Astrogation checks take 50% less
time)

Hold Together: (spend one Destiny Point to make a Hold Together incidental immediately after a the
droid's starship takes damage. The droid's controlling character explains why the apparently serious
damage was in fact superficial, and the damage from the attack becomes system strain instead).

Talents

Bacta Specialist 2: (patients heal 2 additional wounds when they heal wounds via bacta tanks or
long-term care)

Surgeon 1 (when making a Medicine check to help a character heal wounds, the target heals I
additional wound).

Keen Eyed 2: (Droid removes bb from Perception checks. Checks made to search a specific area
take 50% less time than usual.).

None

Surgeon's Aid: (When a minion group of one or more Mini-Meds performs the Assist manuever 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.)

Silhouette 0
Talents

Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other checks made to
negotiate or mediate)

Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other checks made to
negotiate or mediate)

Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other checks made to
negotiate or mediate)

Non-humanoid Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other
checks made to negotiate or mediate with any non-humanoid species).

Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other checks made to
negotiate or mediate)

Insectoid Appearance: (allow allies to remove b from Negotiation checks or other checks made to
negotiate or mediate when dealing with insectoid species).

Rhetorical Mimic: (may make Charm, Deception, and Negotiation checks using the characteristics
and skills of its master; such checks suffer bb due to the imperfect mimicry, and the droid does not
benefit from any relevant talents that its master possesses).

Military Analyst: (allow allies to add b to any Knowledge (Warfare) checks that benefit from an
understanding of logistics or military procedure).

Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other checks made to
negotiate or mediate)

Adversary 1: (Attacks made against this droid are upgraded once)

Plausible Deniability 2: (Remove bb from Coercion and Deception checks)

Etiquette and Protocol: (allow allies to add b to all Negotiation checks and other checks made to
negotiate or mediate)

None

Etiquette and Protocol: (allow allies to add b to any Negotiation checks or other checks made to
negotiate or mediate)

Advanced Language Module: (when encountering a new species or language not in its databases,
may make an Easy [d] Knowledge [Education] check to learn enough of the new dialect to
communicate).

Master of Rhetoric: (allow allies to add bb to any opposed presence or willpower based checks or
other checks made to negotiate or mediate in the Outer Rim).
Talents

Nobody's Fool 1: (the difficulty of any Charm, Coercion, or Deception checks made against the droid
are upgraded once).

None

Adversary 1: (upgrade the difficulty of all attacks made against this target once)

Feint 2: (after missing a target with a Brawl, Lightsaber, or Melee check, spend x or aaa to upgrade
the difficulty of the opponent's next combat check against the character twice)

Breakaway Systems: (reduce the difficulty of any Mechanics or Computers checks made to repair this
droid by one, to a minimum of Easy (d).

Difficulty Setting: (a character may perform a maneuver to adjust the droid's Brawl, Melee, and
Lightsaber skills to a minimum of 1 or maximum of 3).

Adversary 2: (upgrade difficulty of all combat checks against this target twice)

Barrage 3: (add three to the damage to all Gunnery or Ranged attacks at medium or long range)

Point Blank 3: (add 3 damage to all Ranged (Heavy) or Ranged (Light) attacks made at short or
engaged range).

None

Stalker 2: (add bb to Coordination and Stealth checks)

Cunning Ambusher 2: (opponents add bb to Initiative checks using Vigilance)

Adversary 1: (upgrade all combat checks targeting this character once)

Expert Tracker 2: (Remove bb from checks to find or follow tracks. Survival checks made to track
targets take 50% less time than normal).
Adversary 2: (upgrade difficulty of all combat checks against this droid twice)

Barrage 2: (add 2 damage to all gunnery, Ranged (light) and (heavy) attacks made at medium or
long range)

Brace 2: (as a maneuver, remove up to ⬛⬛ added due to environmental conditions from next skill
check)

Point Blank: (add 4 to the damage of all ranged (light) and (heavy) attacks made at engaged or short
range)

Combat Computer: (add bb to all combat checks)

Nobody's Fool 1: (upgrade difficulty of any Charm, Coercion, or Deception checks made
against the droid once)

Loyalty Imprint: (add b to all checks made to defend its designated master)

Olfactory Sensor Suite: (reduce the difficulty of scent-based Perception checks by 1 ).

Adversary 1: (upgrade difficulty of all combat checks against this target once)

Parry 4: (when struck by a melee attack but before applying soak, suffer 3 strain to reduce damage
by 6)

Pin: (as an action, upon a successful opposed Athletics check against an engaged opponent,
immobilize that opponent until the end of the MagnaGuard’s next turn; may spend any x on check to
increase duration one round).

Adversary 1: (upgrade difficulty of all combat checks against this target once)

Body Guard 2: (once per round, may suffer up to 2 wounds to take the Body Guard maneuver to
protect an engaged ally; until the end of the shield remote's next turn, upgrade the difficulty of all
combat checks targeting the protected ally twice).

Adversary 2: (upgrade difficulty of all combat checks against this target twice)

Nobody's Fool 2: (upgrade difficulty of any Charm, Coercion, or Deception checks made against the
droid twice)

Adversary 1: (upgrade difficulty of all combat checks against this target once)

Fire Sweep: (as an action, can make a Hard (ddd) Ranged (Heavy) check to inflict one hit that deals
base damage with its built-in twin light repeating blasters on up to two targets within medium range,
plus one additional target per a on the check; it can only hit each target once this way)

None

Durable 2 (reduce a Critical Injury result by 20, to a minimum of 1)


Adversary 2: (upgrade difficulty of all attacks targeting this doird twice)

Indistinguishable 2: (upgrade difficulty of checks to identify the droid twice)

Combat Training: (allow a character who has spent at least 1 hour practicing with the droid to
increase their melee defence rating by 2 for the remainder of the session)

Talents

Flyer (can fly)

Hunter 2 (adds bb to all skill checks when interacting with wild animals, including combat checks.
Adds +20 to all Critical Injury rolls against animals)

Outdoorsman 2 (remove bb from checks to move through terrain or manage environmental effects.
Decrease overland travel time by half).

Flyer (sidebar in "Chapter VI: Conflict and Combat in the core rulebook)

Silhouette 0

Silhouette 3

Hoverer: (floats up several meters in the air and can move through difficult terrain without spending
additional maneuvers)

Hunter 1 (adds b to all skill checks when interacting with wild animals, including combat checks. This
character adds +10 to all Critical Injury rolls against animals)

Swift (does not suffer usual penalties for moving through difficult terrain)
Flyer: (can fly)

Forward Observer: (while observing a target. the SR-series droid may perform a manuever to
upgrade the ability of the next Gunnery or Ranged [Heavy] check an ally makes this turn against that
target)

Optical Camouflage System: (when activated the OCS upgrades the ability of all Stealth checks the
SR-series droid makes twice) .
Hover (When hovering, does not have to spend additional maneuvers when navigating difficult
terrain; otherwise, does not allow probe droid extra capabilities beyond those of a normal, walking
character)

Self-Destruct Mechanism (should the droid’s mission become compromised, it may self-destruct as
an out of turn incidental; this explosion does 10 damage to engaged characters).

Talents

Technical Aptitude 2: (computer-related tasks take 50% less time).

Outland Etiquette and Protocol: (BD10-Series droids allow allies to add b to any Negotiation
checks or other checks made to negotiate or mediate in the Outer Rim)

None

Adversary 1: (upgrade all combat checks targeting this character once)

Gearhead 1 (Remove b from Mechanics checks)

Solid Repairs 2 (Repairs 2 additional hull trauma when repairing starships or vehicles)

Flying (sidebar in "Chapter VI: Conflict and Combat in the core rulebook)

Silhouette 2

Fine Tuning: (Repair an additional 2 System Strain when repairing ships or vehicles)

Networking: (For every 3 DUM-series droids in a group, add b to all Computers, Mechanics, and
Perception checks they make)

Silhouette 0

None

Natural Tinkerer: (once per session, may reroll anyone Mechanics check).

None

Firefighter (may make an Average (dd) Athletics check to extinguish a fire; success extinguishes the
fire within a number of rounds determined by the GM, and additional s may reduce the time needed to
extinguish the fire. Particularly large or dangerous fires may require more difficult checks at the GM's
discretion)

Fire Resistant (immune to fire damage or damage from weapons with the Burn quality).
Flyer (the cam droid can fly).

Full Throttle (may make a Hard (ddd) Piloting check to increase top speed of vehicle by 1 for one
round).

Hoverer: (Has repulsor lifts that allows it to hover slightly off the ground; when hovering, it does not
have to spend additional manuevers when navigating difficult terrain)

Silhouette 0

Adversary 1 (upgrade the difficulty of all attacks against this droid once)

Code-Breaker 2 (Remove bb from checks made to decrypt codes or encrypted comms; reduce the
difficulty of computers checks made to break codes or decrypt comms by one)

Defensive Slicing 2 (add bb to any attempts to slice into a computer or system controlled by this
character)

Durable 2: (Reduce all Critical Injury results by 20, to a minimum of 1)

Flyer: (can fly)

None

Wheel and Deal 2 (when selling goods legally, gain 20% more credits)

Silhouette 0

None

None

Natural Scholar: (once per session, may reroll anyone Knowledge check).

Adversary 2: (Attacks against this droid are upgraded twice)

Improvised Explosive Device (Once per session, can make an Average (dd) Mechanics check to
build an explosive device out of available materials that deals 11 damage plus 1 for every s on the
mechanics check; Can spend x to increase damage by 2; GM can spend o to have the explosive
device detonate immediately in the users face).

None
Plausible Deniability 1: (remove b from all Coercion and Deception checks made by the character)

Smooth Talker (Charm) 2: (character may spend x to gain ss to any Charm check).

Backup Entertainer: (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 aa to the results
instead of the usual benefits).

None

Field Commander (as an action, may make an Average (dd) Leadership check; three allies may
immediately suffer 1 strain to perform a free maneuver).

CDE-T Tactical Computer (T-Series tactical droids adds bb when making Leadership and
Knowledge [Warfare] checks).

Adversary 1: (Attack rolls made against this droid are upgraded by one)

Interrogation Subroutine: (once per session, can reroll a Coercion or Medicine check while
interrogating or torturing subjects).

Talents

Vulnerable to Blasts: (add bb to checks made with weapons with the Blast quality targeting minion
groups of butterbug remotes)

Silhouette 0

Silhouette 0

Silhouette 0

Hoverer: (does not need to spend extra maneuvers to navigate difficult terrain)

Silhouette 0

None

Hoverer: (does not need to spend extra maneuvers to navigate difficult terrain)

Silhouette 0

Technical Aptitude 1: (computer-related tasks take 25% less time).

Silhouette 0
Body Guard 1: (once per round, a shield remote may suffer 1 wound to take the Body Guard
maneuver to protect an engaged ally; until the end of the shield remote's next turn, upgrade the
difficulty of all combat checks targeting the protected ally once).

Silhouette 0

Flyer (can fly)


Equipment

Arc Welder: (Melee; Damage 3; Critical -; Range [Engaged]; Stun Damage)

built-in repair tools (counts as tool kit).

On-board repair and diagnostic suite (counts as tool kit).

Arc Welder: (Melee; Damage 3; Critical - ; Range [Engaged]; Stun Damage)

built-in repair and diagnostic suite (counts as tool kit).

Equipment

Built-in diagnostic and surgical tools (counts as medpac as well as


stimpack that can be used once per session), synthflesh applicator
(can administer application of synthflesh five times per session).

Built in long range comlink, 2 emergency medpacs, built in general purpose


scanner, built in physician's kit, 8 stimpacks, built in tool kit.

Built-in diagnostic and surgical tools (count as medpac as well as


stimpack that can be used once per session).

None
Equipment

None

None

Inbuilt datapad, long-range comlink.

None

None

None

None

None

None

None

None

None
Equipment

Stun Baton (Melee; Damage 5; Critical 6; Range [Engaged); Disorient 2, Stun Damage)

Riot Shield (Melee; Damage 3; Critical 6; Range [Engaged]; Cumbersome 3, Defensive


2, Deflection 2, Disorient 1)

binders, built-in commlink.

Blaster Rifle (Ranged (Heavy); Damage 9; Critical 3; Range (Long),


Stun setting).

Retractable Vibroblade (Melee; Damage 6: Critical 2; Range [Engaged]; Defensive 2.


Pierce 3. Vicious 1)

Training lightsaber [Lightsaber; Damage 6; Critical -; Range (Engaged); Stun


Damage).

Light Repeating Baster (Ranged (Heavy); Damage 11; Critical 3; Range [Long]; Auto-
fire, Cumbersome 4, Pierce 1)

Built-in Light Blaster Pistol (Ranged (Light); Damage 5; Critical 3; Range (Medium);
Stun Setting)

Built-in Missile Tube (Gunnery; Damage 20; Critical 3; Range (Extreme); Blast 10,
Breach 1, Cumbersome 3, Guided 3, Limited Ammo 6)

Built in Razor-Claws (Melee; Damage 6; Critical 4; Range (Engaged)).

2 Stun Grenades (Ranged [Light]; Damage 8; Critical -; Range [Short]; Blast 8, Disorient
3, Limited ammo 1, Stun Damage)

2 Built-in Stun Whips (Melee; Damage 5; Critical -' Range [Short]; Stun 3)

Built-in Armour Plating (+1 defence, +1 soak).

Blaster Carbine (Ranged [Heavy]; Damage 9; Critical 3; Range [Medium]; Stun setting)

Minelayer with 24 anti-personnel mines (drop one mine as a maneuver, detonates


when another character moves to engage with the mine, dealing 12 damage to each
character engaged with the mine)

Blaster Pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Stun Setting)

Ionization Blaster (Ranged [Light]; Damage 10; Critical 5; Range [Short]; Disorient 5,
Stun Damage [Droid Only]).
Heavy Repeating Blaster (Gunnery; Damage 15; Critical 2; Range [Long]; Auto-fire,
Cumbersome 5, Pierce 2, Vicious 1)

Ion Blaster (Ranged [light]; Damage 10; Critical 5; Range [Short]; Disorient 5, Ion)

Needler Gun (ranged [light]; Damage 5; Critical -; Range [Short]; Peirce 3)

Mini-missile pack - Uses planetary scale (Gunnery; Damage 4;Critical 4; Range [Short];
Blast 2, Breach 2, guided 3, Limited Ammo 2, Slow-Firing 1)

Baton (Melee; Damage 5; Critical 5; Range [Engaged]; Disorient 2)

SS-410 Blaster Pistol (Ranged [Light]; Damage 6; Critical 3;


Range [Medium]; Stun setting)

Retractable Blade Incisors (Brawl; Damage 5; Critical 3; Range [Engaged]; Ensnare


1)

Retractable Light Blaster (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun
setting).

Electrostaff (Melee; Damage 8; Critical 3; Range [Engaged]; Cortosis, Cumbersome 3,


Linked 1, Stun setting, Unwieldy 3)

Built-In Armour Plating (+2 soak, +1 defence).

DLT-18 Heavy Blaster Rifle (Ranged [Heavy]; Damage 10; Critical 3;


Range [Long]; Auto-fire; Cumbersome 3)

None

Twin light repeating blasters (Ranged [Heavy]; Damage 11; Critical 3; Range [Long];
Auto-Fire, Linked 1, Pierce 1)

Twin Stun Blasters (Ranged [Heavy]; Damage 6; Critical -; Range [Short]; Linked 1,
Stun Damage)

Oversized Arms (Brawl; Damage 7; Critical 4; Range [Engaged]; Knockdown)

Built-in Blaster Pistol: (Ranged (Light); Damage 6; Critical 3; Range [Medium]; Stun
Setting)

Snare Launcher (Ranged (Light); Damage -; Critical -; Range (Short); Ensnare 5,


Limited Ammo 1).

Stoney Fists (Brawl; Damage 8; Critical 4; Range [Engaged]; Concussive 1)

Integrated SecureTech "Nightsight" passive sensor suite (allows the droid to see in dim
and dark conditions and hear sounds far above and below a human's range of hearing;
adds b to Vigilance checks)
Multispectrum disguise suite: Is a combination of holoprojectors, voice
modulators, scanners, and bio-sign generators that allows the droid to take
on the appearance of nearly any sentient being in the galaxy. Detectingg the
droid for what it is requires a Formidable (ddddd) Perception check

Double Bladed Training Saber (Lightsaber; Damage 6; Critical -; Range [Engaged];


Linked 1, Stun damage, Unwieldy 3)

Stun Cannon (Ranged [Heavy] Damage 8; Critical -; Range [Medium]; Stun Damage)

Z6 Riot Control Baton (Melee; Damage 5; Critical 5; Range [Engaged]; Cortosis,


Disorient 2, Stun Damage)

Equipment

Light Blaster Pistol (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun
setting)

High-intensity spotlight, Holotransiver suite

Teeth and Claws (Brawl; Damage 5; Critical 5; Range [Engaged]; Pierce 1)

Built-in Fabritech "Hound" sensor suite (can see in dim and dark conditions and hear
sounds far above and below a human's range of hearing at great distances. Adds b to
any Perception or Survival checks)

Forward-Mounted Blaster (Ranged [Heavy]; Damage 9: Critical 3: Range [Medium]:


Stun Setting).

Fabritech "Surveyor" mapping-and-surveying suite (can create maps of terrain features


within ten kilometres. transmit information to ships in orbit, scan through up to fifty
meters of earth or rock, and analyse environment for any dangerous conditions. In
addition, add bb to all Perception and Vigilance checks made by the droid).

Shock Prod (Melee; Damage 5; Critical 5; Range [Engaged]; Disorient 2, Stun damage)

Ion Disruptor (Melee; Damage 5; Critical 4; Range [Engaged]; Ion)

Grapple Arms (Brawl; Damage 6; Critical 5; Range [Engaged] Ensnare 3)

Cryostorage bay

Stun Blaster (Ranged [Light]; Damage 8; Critical -; Range [Short]; Disorient 3, Stun
Damage)

Blaster Scout Carbine (Ranged [Heavy]; Damage 6; Critical 3; Range [Medium]; Auto-
fire. Stun setting)

On-board optical camouflage system, on-board optics/observation suite, on-board


Comms suite with holotransceiver
Built-In Blaster Pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Stun
setting)

holo-messenger, life-form scanner, long-range terrain scanner.

Equipment

Datapad

None

Built in tool kit, built in ordnance loading computer (adds b to checks made to
work on ordnance delivery systems or with explosive devices or compounds

Cutting Torch (Ranged [Heavy]; Damage 10; Critical 3, Range [Short]; Blast 5,
Breach1, Burn 3, Sunder, Vicious 2)

Dismantling Manipulators (Brawl; Damage 4, Critical 4, Range [Engaged]; Sunder)

Built in repair tools (counts as a tool kit and an emergency repair kid that can be used
once per session)

Built-In Comms Suite

Built-in DF-15 fusion generator (As a maneuver, a character can use the DF-15 to
recharge an energy weapon or device that has run out of power), spectrometer, multi-
spectral scanner, manipulator arm, power diagnostics package (removes b from checks
made to remove system strain from vehicles or starships).

Fusion Cutter (Melee; Damage 5; Critical 3; Range [Engaged); Breach 1, Burn 3,


Sunder, Vicious 3)

built-in construction tools (counts as a tool kit). I-C4a droid interface programming suite.

Cleaning devices, grabber claws.

Fire suppression equipment.


Holocam.

Light Pop-up Blaster (Ranged [Light]; Damage 5; Range [Short]; Critical 4;


Stun Setting).

Built-In Acid Jet (Ranged [Light]; Damage 5; Critical 2; Range [Short]; Burn 2)

Built-in Sonic Torture Device (Ranged [Light]; Damage 5; Critical –; Range [Short];
Concussive 3, Stun Damage)

Built-In interrogation drug syringe

Scomp-Spiker (melee; Damage 8; Critical 4; Range [Engaged]; Burn 3, Slow-Firing 3,


Stun setting)

Built-in slicer gear.

Light Blaster Pistol (ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun
Setting)

Holo-projector, Holorecorder, Small locking storage compartment (holds items totalling


up to 3 encumbrance)

Arc Welder (Melee; Damage 3; Critical Range [Engaged]; Stun Damage)

built-in repair tools (counts as tool kit as well as emergency repair kit that can be used
once per session).

Mercantile computer with holonet connection (add b to all Negotiation checks


while in the Outer Rim and bb to Negotiation checks while in the Core) .

Built in repair tools (counts as tool kit and emergency repair kit that can be used
once per session), comlink, retractable manipulators

Heavy-Duty Drilling Laser (Ranged [Light]; Damage 6; Critical 3; Range [Engaged];


Pierce 4)

rock-scanning sensors (add bb to Perception checks made to locate ore deposits).

Messenger Drone Vehicle (Sil 2, speed 0, Handling +0, Def 0/-/-/0, Armor 2,
HT 15, SS 10, hyperdrive: primary class 2, Navicomputer: None, Sensor Range: None,
Encumbrance capacity: 10, Passenger capacity: 0, Price/Rarity: 12,000 credits/5,
Customization hard points 1, Weapons: None, Additional rules upgrade checks to detect
this vessel twice, add bb if the vessel did not move this round).

Built-in science database (adds automatic a to Knowledge checks and


adds automatic aa when assisting with a Knowledge check in addition to the standard
assistance benefits)

Heavy Blaster Rifle (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Auto-fire,
Cumbersome 3)

Ion Blaster (Ranged [Light]; Damage 10; Critical 5; Range [Short]; Disorient 5, Ion)

Built-In Demolitions kid (acts as tool kit), Built-in sensory and recording equipment.

Olfactory and microwave sensors (add bb to Perception checks).


None

None

None

Medical Tool Hands (Brawl; Damage 4; Critical 2; Range [Engaged]; Burn 1, Disorient
1, Pierce 2, Vicious 2)

Chem injector hypo, two high intensity miniature spotlights, on-board medical scanner,
built-in medpac, 4 stimpacks.

Equipment

Micro-tools and Drills (Melee; Damage 2; Critical 3; Range (Engaged]; Pierce 2)

Demolitions scanner (add b to checks made to locate explosive compounds or


devices), built-in EOD tool kit (see page 48 AoR Fully Operational), controlled
demolition device (as an action, the remote can detonate a single explosive
device at engaged range, destroying the remote and the explosive and inflicting
damage as per the explosive's normal rules).

None

Micro Stun Blaster: (Ranged [Light]: Damage 1; Critical -; Range (Short];


Stun Damage).

Built in long range comlink, built in holoprojector, scanner suite.

Recording holocam.

Built-in toolkit.
General purpose scanner.

Repeating Blaster: (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Auto-fire)

Stun Blaster: (Ranged [light]; Damage 9; Critical 3; Range (Short); Stun Damage)
Source

EotE Core 410, AoR Core 428,


Allies and Adversaries 111

Stay on Target 47

Stay on Target 46

Source

Strongholds of Resistance 112

Disciples of Harmony 55

EotE Core 411, AoR Core 428, FaD Core 410,


Allies and Adversaries 126

Far Horizons 49
Source

Desperate Allies 54

Desperate Allies 55

Desperate Allies 55

Disciples of Harmony 54

Desperate Allies 58

Desperate Allies 57

Desperate Allies 56

EotE Core 412, AoR Core 429, FaD Core 410,


Allies and Adversaries 133

Cyphers and Masks 53

Strongholds of Resistance 113

Desperate Allies 55

Disciples of Harmony 56
Source

Far Horizons 49

EotE Core 410,


Allies and Adversaries 110

Knights of Fate 52

EotE Core 410, AoR Core 427

Disciples of Harmony 54

Nexus of Power 106

Far Horizons 49
Cyphers and Masks 50

Endless Vigil 46

Keeping the Peace 49

FaD Core 409,


Allies and Adversaries 122

Dawn of Rebellion 119

Dawn of Rebellion 120

Endless Vigil 46

EotE Core 412,


Allies and Adversaries 138

Nexus of Power 106


Endless Vigil 47

Disciples of Harmony 55

Source

Cyphers and Masks 49

Enter the Unknown 55

Enter the Unknown 55

Dawn of Rebellion 119

Enter the Unknown 57

Strongholds of Resistance 114

Knights of Fate 51
FaD Core 410

Source

FaD Core 409

Disciples of Harmony 54

Fully Operational 49

Dawn of Rebellion 119

Endless Vigil 45

Fully Operational 49,


Allies and Adversaries 132

Fully Operational 50

Far Horizons 50

Suns of Fortune 102


Suns of Fortune 102

Enter the Unknown 56

FaD Core 410

Cyphers and Masks 51

Cyphers and Masks 52

EotE Core 411, AoR Core 428,


Allies and Adversaries 127

Enter the Unknown 56

Dawn of Rebellion 121,


Allies and Adversaries 127

Strongholds of Resistance 113

Cyphers and Masks 52

Fully Operational 51

Cyphers and Masks 54

Strongholds of Resistance 113


Far Horizons 50

Strongholds of Resistance 114

Lead by Example 45

Cyphers and Masks 55

Source

Special Modifications 53

Fully Operational 50

Special Modifications 53

Keeping the Peace 49,


Allies and Adversaries 132

Disciples of Harmony 55

Keeping the Peace 50

Special Modifications 53
Special Modifications 53

Knights of Fate 52
Gear and Equipment
Communications Equipment

Item Price Restricted Encum

3-MAL Secure Comlink 250 0

Atgar Artillery Remote 400 1

Bespin Motors Remote DVI Activator


1,500 0
(Long Range)

Bespin Motors Remote DVI Activator


300 0
(Short Range)

Carbanti United Electronics Whistler 1,250 3

Chedak Communications X-500 Portable HoloNet Relay 75,000 15

Cirenian Communications Pioneer


1,000 5
Long-Range Transceiver

Comlink (Handheld) 025 0

Comlink (Long Range) 200 2

DH77 Headcomm 400 (R) 0

Earbud Comlink 075 0

Encryption Module 1,250 3

False Voice Transmitter 1,400 4

Herzfall Communications Collar-Amp 050 0

Holo-Megacaster 600 1
Holo-Messenger 250 0

Intergraded Public Address System 200 4

Polis Massan Voicebox 050 1

PTP Link 100 2

Taggeco "Shockhold" Hardened Comlink 450 3

Verpine Comlink 250 1

Poisons

Item Price Restricted Encum

Affide Crystal 500 (R) 0

Bearsloth Venom 150 0

Cyanoxis D-570 050 1

Dendriton Toxin (1 dose) 125 (R) 0

Dioxis Gas (1 dose) 100 (R) 0

Poisoner's Ring 500 (R) 0

Questioner-9 (1 dose) 300 (R) 0

Questioner-9 (100 cargo dose


24,000 (R) 5
container)
Raquor Venom (1 dose) 150 (R) 0

Skirtopanol 500 (R) 0

SleepPack (1 Dose) 250 0

Synthetic Anesthetic (1 dose) 035 0

Synthetic Neuroparalytic (1 dose) 075 (R) 0

Sythetic Neurotoxin (1 dose) 050 (R) 0

Cybernetic Enhancements and Replacements

Item Price Restricted Encum

Adrenal Implant 2,250 -

Appraiser's Eye 700 -

Biofeedback Regulator 3,000

Cortex Bomb 1,200 (R) -

Cyber Disguise 18,000 (R) -

Cybernetic Arms (mod V and VI) 10,000 -

Cybernetic Brain Implant 10,000 -

Cybernetic Cavity 775 (R) -

Cybernetic Eyes 7,500 -


Cybernetic Legs (Mod II and III) 10,000 -

Cybernetic Reflexes 2,750 -

Cybernetic Respirator 2,000 -

Cybernetic Weapon 4,000 -

Cyberscanner Limb 4,000 -

Digital Lockpick 2,750 (R) -

Escape Circuit 1,000

Explosive Implant 2,000 (R) -

Gank Comm Implant 250 -

Immune Implant 5,000 -

Implant Armor 7,500 -

Implanted Cyberjack 3,750 -

Lockbreaker Hand 2,200 (R) -

Multi-Tool Hand 650 -

Networked Slicing uplink 1,250

Neural Recorder 250

Neuromachine Interface 3,500 -

Neuro-Saav Cyborg/Droid Interface 600 -


Pain Damper 1,800 -

Prosthetic Replacement (Limb) 2,000 -

Prosthetic Replacement (Organ) 1,000 -

Q-22 Retinal Tracker 2,500 -

Repulsor Fist 4,750 -

Retinal Implant 1,250 (R) -

Surge Override Switch 1,000

Swift 78B Vessel Courier System 5,000 -

Taggeco CAAF-2 Cybernetic


8,000 -
Avionics Interface

Vessel Implant 900 -

Vocal Emulator Implant 1,300 -

Scanning, Detection and Surveillance Equipement

Item Price Restricted Encum

Applied Imaging B310 Micro-Imager 5,250 2

Arakyd Industries Recon Remote 250 1

Authentication Tools 100 1

BioScanner 2,000 1
Biotech “Bag and Tag” Forensic
450 4
Investigation Kit

Bothawui Communications Conglomerate


10,500 5
HSI-280 Hyperwave Signal Interceptor

Chedak MK 10 Demolitions Scanner 300 1

Chedak MK 6 Combat Scanner 2,000 1

Com-Scan 5,000 (R) 10

Concealed Recorder 175 0

CryonCorp ArmaScan Weapon Detection Goggles 750 1

CryonCorp Ground-Penetrating
950 5
Sensor Pack

CryonCorp Long-Range Terrain


850 6
Scanner

Dalabar SDS-632 Surveillance


450 1
Detector

Electrobinoculars 250 1

Fabritech 7000 Geoscanner 4,800 2

General Purpose Scanner 500 2

Hand Scanner 100 0

HoloNet Homing Beacon 500 0

Holoscanner 2,000-10,000 10-100

Hunting Goggles 600 0

Idellian Arrays ILF-6500 Life


900 4
Form Scanner
Infrabinoculars 350 1

Infrabinoculars (with
500 1
Long-Range sensors)

Low Feedback Scanner 700 4

Macrobionoculars 75 1

Microdroid Listener 1,500 (R) 0

Mine Detector 350 1

Paradour Enterprises Signature Scent Synthesizer 1,500 1

Personal Transponder 100 0

PX-7 Heat Sensor 250 3

Scanner Goggles 150 0

SE-90 Structural Engineering Scanner 675 1

Security Sweeper 400 1

SE-Vigilant Automated Sensor 3,000 2

Shipboard Systems Scanner 145 1

Sporting Macrobinoculars 250 1

SuriTech Foodstuffs EZ1 Analyzer 300 1

Surveillance Scanner 750 2

Surveillance Tagger 175 (R) 0


Surveyor's Equipment 700 6

TaggeCo Privacy 7 Audio Curtain 500 4

Toxin Detector 125 1

Tracker's Goggles 600 0

Veridicator 200 4,000 1

Medical

Item Price Restricted Encum

Antidote Set 250 1

Antishock Blanket 250 2

Athakam Medtech Military Medpac 400 2

Bacta (Liter) 20 1

Bacta (Tank) 4,000 12

Bioscan 5,000 1

Blood Scanner 400 1

CAPC ECM-598 Medical Backpack 450 2

Chiewab IRAPS Cerebral Stabilizer 2,200 3

Emergency Medpac 100 1


Healer's Kit 0 2

Med-Aid Patch 20 1

Medpac 400 2

Military Traumapac 50 1

Nullicaine 25 0

Plasma Protein Replicator 5,500 3

Spray Plasto-Cast 35 1

Stimpack 25 0

Stimstick 5 0

Synthskin/Sythflesh 10 -

XV-09 Chemical Restraint Harness 1,200 2

XV-20 Portable Veterinary Kit 500 2

XV-38 Veterinary Kit 600 3

Security, Infiltration and Espionage Equipment

Item Price Restricted Encum

"Knack" Restraining Bolt 750 (R) 0

Advanced Flesh Camoflage Kit 2,500 (R) 2


Agent's Bag 200 2

AL-DR8 Grav-Binders 300 1

Binders 25 0

BlackOps/Outlaw Data Breaker 1,000 (R) 1

Cargo Scanner 300 1

Comm Jammer 400 4

Comm Scrambler 1,000 0

Concealed Escape Kit 450 0

Data Dead Drop 150 (R) 0

Dataspike 100 (R) 1

Diplomatic Authorization 10,000 (R) 0

Disguise Kit 100 2

Ealewon A-212 Tracing Console 3,000 12

Electronic Lock Breaker 1,000 (R) 1

Explosive Shackles 500 (R) 2

Explosives Belt 450 (R) 1

Falsified Credentials 800 (R) 0

Fingerprint Masque 1,000 (R) 0


Forgery Tools 650 (R) 2

Garrote Chrono 100 (R) 0

Holographic Disguise Matrix 10,000 (R) 1

Holographic Image Disguiser 1,100 2

Lockpicking Tools 50 (R) 1

MCI-100 Magnacuffs 100 1

Merr-Sonn Model 31 Palm Stunner 500 (R) 1

Personal Stealth Field 20,000 (R) 1

Personal Transponder 100 0

Restraining Bolt 35 0

Saline Pump 2,500 1

Scramble Key 750 (R) 1

Shadowcloak 2,500 (R) 2

Signature Modulation Pad 250 (R) 2

Signet Ring 750 0

Skifter 500 (R) 0

Slicer Gear 500 2

Slicewire 200 1
Stun Collar 8,00 (R) 0

Stun Cuffs 100 0

Thalassian Security Collar 300 (R) 1

Vid-Vox Scrambler 2,400 2

Survival Gear

Item Price Restricted Encum

Degan Explorations Synthrope


5 1
(20 Meters)

A99 Aquata Breather 100 0

A99 Custom Biome Generator 9,000 45

Aquasuit 250 3

Beast Call 100 1

Breath Mask/Respirator 25 1

Canteen 7 1

Condenser Unit 300 2

Corchemco Fire Paste 3 0

Crash Survival Kit 300 5

Czerka BC-7 Environmental Cacoon 2,000 3


Electro-snare 50 1

Elysium Model 2 Atmospheric


4,500,000 10,000
Processor

Entrenching Tool 20 1

Fabritech Camouflage Netting (Roll) 100 4

Fabritech CN-21 Camouflage Paint 40 0

Fabritech CX-2000 Holographic Ghillie


800 1
Suit

FasClean Atmospheric Reactive


200,000 300
Damper

Field Ration Packs 5 0

Field Rations 10 0

Gandorthal Atmospherics Scout 5


5 0
Field Goggles

Gandorthal Portable Survival Shelter 200 2

GX-8 Water Vaporator 2,000 12

InstaMist Generator 150 5

Jedi Utility Belt 1,000 (R) 0

Kamperdine Clothing Specialists Body


700 2
Glove

Luma Flare 50 1

Portable Electric Perimeter Fence 800 6

Portable Power Generator 500 10


Pretormin Environmental WPR-60 100 4

Pretormin Plastent 300 3

Riding Tack 100 3

Rim Excursions Inc. TaunTaun Pup


30 3
Tent

Saladar Systems PED-21 Distress


50 -
Beacon

Spacesuit 100 4

Survival Equipment Inc. Field Kitchen 500 5

Survival Equipment Inc. "Survivalist"


10 0
Mess Kit

Survival Equipment Inc. Field Dressing


300 3
Kit

Survival Equipment Inc. Flashfire


60 2
Camp Stove

TaggeCo Food Preperation System 20 3

Tent 100 4

Thermal Cloak 200 2

Training Weights 100 3

Water Purifier 50 1

Tools and Electronics

Item Price Restricted Encum


"Breaker" Heavy Hydrospanner 250 3

Aratech R82 Jump Boots 2,000 2

Bardottan Chronoscanner 1,200 0

BPEA-1A Cascader 1,800 0

Chiles-ZRAII Foreman-Series
100 1
Owner’s Workshop Manual

Climbing Gear 50 1

Communications Media Manipulator 400 6

Concealment Holster 40 0

Consolidated Learning Systems


1,200 1
Transliterator

Copora-Tech Thermal Cutter 125 2

Corchemco "Quickflash" Burning Gel 150 1

Corchemco Beastmaster Chem Lure 125 1

Corellia Mining Corp EVA Powersuit 1,500 12

Corellian Technologies Savior


450 1
Anti-Grav Chute

Credit Cleaner 2,500 12

Cultural Etiquette Manual 35 0

CZ-88 Heavy Loader Arm 1,500 30

Data Goggles 250 1


Datapad 75 1

Demolitions Tool Kit 400 4

Disaster Relief Kit 250 2

Draxton DF-15 Medium-Yield


550 4
Fusion Generator

Emergency Repair Patch 25 0

Engineer's Hammer 350 2

Entrenching Tool 20 1

EOD Kit 400 4

Expensive Jewlery 2,000 0

Extra Reload 25 1

Fabritech AG/L MK. III Targeting


1,000 1
Goggles

Foamcast 25 1

Foot Speeder 2,000 4

Fusion Cutter 175 2

Fusion Lantern 150 2

Glow Rod 10 1

Gravity Lock 7,400 14


Hand Grinder 500 5

Hologoggles 6,000 1

Hull Sealant Canister 100 1

Insider's Guide 25 0

Jedi Multi-Tool
700 (R) 2
(Lightsaber Maintenance Kit)

Jet Pack 4,500 2

Journeyman Tools Inc. Custom Tool Kit 700 5

JT-12C Jetpack 4,750 2

Loronar Corporation Excavator


500 5
Precision Tool Kit

MDD-12 “Mercantiler” Datapad 250 1

Mechanical Dianoga 225 4

Mem-Stik 30 0

Merr-Sonn Microaxial Starmapper Handheld Navicomputer 3,500 1

Merr-Sonn 'Rider' Ascension Pistol 275 1

Merr-Sonn VX-A Intelligent Toolbox 2,500 3

MicroData Pocket Attache 800 1


Military Field Manual 25 1

Model 40 Field Repulsor Hoist (set of 6) 550 3

Mon Calamari Organic Gill 200 1

Multi-Goo Gun 250 2

Musical Instrument (Common) 50-100 1-5

Musical Instrument (High Quality) 500-1,500 1-5

Musical Instrument (Legendary) 20,000 1-5

Nano-Droids 50,000 (R) -

Pioneer Squad Tool Kit 4,000 25

Powered Entrenching Tool 625 5

PSF Mk III Power Fence 10,000 10

QR-Series Tech Recycling Station 1,500 10

Repulsor Assist Unit 620 1

Repulsor Clamp 250 3

Repulsor Trap 5,000 7

Rivet Gun 900 4

Rocket Boots 2,500 2

Sound Dampener 600 2


Species Database 150 2

Surveyor's Tools 500 6

Synoptic Teacher 8,500 1

Thunderhead Portable
2,500 10
Entertainment System

Tool Belt 500 3

Tool Kit 350 4

TranLang Holo V Audio/Visual


750 1
Translator

Urban Compass 125 1

Vergence Starchart 1,000 0

Verpine Bond Gauntlets 250 1

Verpine Headband 500 1

Vibro-Pickaxe 650 5

Weapon Maintenance Kit 450 2

Welding Rod 1,750 4

WJ 880 Blinding Helmet 10 (R) 3

X5R Heavy Demolitions Kit 1,000 4

Z-6 Jetpack 5,250 3


Load Bearing, Carrying and Storage Equipment

Item Price Restricted Encum

Backpack 50 -

Creshaldyne MK.III Modular Backpack 75 0

Creshaldyne MK.III Modular Backpack


15 0
Extra Pouch

Load-Bearing Gear 100 -

Magna-Lock Safe 1,000 12

Imperial Army Military Backpack 60 -

Rim Excursions Inc. Military Belt Pouch 10 -

Creshaldyne MK. IV Modular Backpack 75 -

Creshaldyne MK. IVModular Backpack


15 -
Extra Pouch

Military Modular Backpack Frame 10

Shift Coffer 2,500 5

Sleight Box 400 (R) 2-20

Model 40 Field Repulsor Hoist 550 3


Spacer's Duffel 50 -

Specimen Container 10-150 0-5

Surveyor's Bag 50 -

Utility Belt 25 -

Jedi Utility Belt 1,000 (R) -

Saddle Bags 25 -

Pannier Modular Cargo Handling System 500 -

Repulsor Clamp 250 3

Wizard Pouch 50 -

Recreation/Entertainment

Item Price Restricted Encum

Chance Cubes 1 0

Dejarik Table 350 10

Sabacc Deck 40 0

Marked Sabacc Deck 500 (R) 1

Loaded Chance Cubes 100 (R) 1


Relics, Focuses, Fetishes, Holocrons and Ancient Talsimans

Item Price Restricted Encum

Ashes of Malachor 750 (R) 0

Bardottan Sphere 50,000

Calming Salve 025 0

Crown of Verity 6,000

Dai Bendu Holocron 125,000 1

Demon Mask 4,000 1

Dolina Ring Seeds 18,000

Dram of Orphne 9,000

Eyes of Laqasa 2,000

Frangawl Force Powder (1 dose) 2,000 (R) 0

Grimoire of Syclos the Lame 4,000

Herder's Gauntlet 8,000

Holocron 100,000 1

Lasan Chronicles of the Three 3,000 0

Master Lodaka's Lightsaber 20,000 (R)


Meditation Focus 4,000 1

Talisman of Iron Fists 8,000 1

Taradon's Helm 11,000

Tear of the Elders 7,500

Thisspiasian Puzzle Ring 500 1

Vision Cubes 1,000 0

Vurk Meditation Orb 1,000 2

Drugs

Item Price Restricted Encum

Avabush Spice (1 dose) 025 (R) 0

Avabush Spice (100 dose cargo container) 2,000 (R) 3

Booster Blue (100 dose cargo container) 750 (R) 3

Booster Blue (dose) 010 (R) 0

Corellian Whiskey (25 Bottle case) 500 20

Corellian Whiskey (Bottle) 025 1

Death Sticks (1 dose) 005 (R) 0

Death Sticks (100 dose cargo container) 250 (R) 3


Frangawl Force Powder (1 dose) 2,000 (R) 0

Glitterstim (1 dose) 100 (R) 0

Glitterstim (100 dose cargo container) 5,000 (R) 5

Gunjak spice (1 dose) 075 1

Gunjak spice (100 dose cargo container) 7,000 25

Impact (1 dose) 125 (R) 0

Impact (100 dose cargo container) 10,000 (R) 5

Ji Rikknit (1 dose) 050 0

Ji Rikknit (100 dose cargo Container) 3,000 5

Karrak Spice (1 dose) 080 (R) 0

Karrak Spice (100 dose cargo container) 6,400 (R) 5

Lesai (1 dose) 500 (R) 0

Lesai (100 dose cargo container) 7,500 (R) 2

Longsight (1 dose) 650 (R) 0

Marcan Herb (1 dose) 020 1

Marcan Herb (100-dose cargo container) 1,750 25

Muon Gold (1 dose) 050 (R) 0

Muon Gold (100 dose cargo container) 4,000 (R) 3


Nala Tree Frog (12 Frogs) 015 1

Nannarium Root (dose) 200 0

Neutron Pixie (1 dose) 100 1

Neutron Pixie (100 dose cargo container) 8,500 25

Ryll (1 dose) 050 1

Ryll (100 dose cargo container) 4,500 25

Ryshcate (Cake) 010 0

Sulfer Inhaler (10 doses) 120 0

Vutalamine 125 0

Whyren's Reserve (20 Bottle case) 1,500 10

Whyren's Reserve (Bottle) 100 1

Yaladai Spice (1 dose) 1,000 (R) 0

Yaladai Spice (100 dose cargo container) 80,000 (R) 5

Yarrock (1 dose) 350 (R) 0

Yarrock (100 dose cargo container) 20,000 (R) 3

Uniforms & Accessories

Item Price Restricted Encum


Adamite Signet Ring 500 0

Ardos Disk 10000 (R) 1

Dress Uniform 100 1

Special /
Republic Insignia/Replica (R) 0
100

Republic Seal of Service Special 0

Ribbon Rack 15 0

Signet Ring 750 7

Symbol of Command 100 1

Field Equipment

Item Price Restricted Encum

1.4 FD P-Tower Light Anti-Vehicle Battery 4,000 -

Alderaan Motors Heat Sink


550 -
Power Generator

Cryoncorp MK. I Cat’s Eye Multipurpose


2,750 (R) -
Sensor Suite

Defenstar Ltd. Nyalsan II Planetary


460,000 (R) -
Shield Generator

Devlin Constructs Com C-52 Modular


1,750 -
Command Center

Devlin Constructs BKR B-70 Modular


4,900 -
Reinforced Bunker
Devlin Constructs Fac L-120 Modular
1,200 -
Motor Pool

Devlin Constructs HNG F-104 Modular


2,200 -
Hangar

Devlin Constructs HNG F-304 Modular


4,200 -
Hangar/Motor Pool

Devlin Constructs MilBar F-221 Modular


2,000 -
Barracks

Golan Arms DF.11 Anti-Infantry Battery 7,500 (R) -

PSF MK III Power Fence 10,000 10

TacNet Tactical Data Network 100 -


ment
Rarity

3
4

Rarity

3 (Arbooine
only)

7
7

Rarity

6
6

4
6

Rarity

1
4

5
5

4
8

Rarity

1
0

Rarity

7
7

7
8

7
8

Rarity

4
5

2
1

Rarity
2

Vehicle Rarity

1
1

6
3

6
4

10

7
2

10

7
Rarity

6
0

1-3

Rarity

5
Rarity

10

10

10

10

10

10

10

10

10
10

10

10

Rarity

2
10

10

6
5

Rarity
8

3/
6

Rarity

3
2

3
Ability

Comlink transmit up to medium range on the planetary scale. Encryption adds b to any check made to intercept and unscamble the signal. Monitoring a stan
worls can add bb to Knowledge checks related to current events or conditions at the GM's discretion

A character can link a single Gunnery weapon to an Atgar Artillery Remote with a Hard (ddd) Computers check or a Average (dd) Computers check if th
corporation model. Linked weapon gains the Inaccurate 2 quality and the holder of the remote can fire the weapon from up to medium range.

Activates a vehicle or starship and starts preflight checks so user can make a quick getaway . Some models can be used to remotely pilot a vehicle or stars
Daunting (dddd) Piloting check

Activates a vehicle or starship and starts preflight checks so user can make a quick getaway . Some models can be used to remotely pilot a vehicle or stars
Daunting (dddd) Piloting check

Attempts to decode messages sent through the whistler without the decryption key require a Formidable (ddddd) Computers check and the use of sophisti

Allows user to communicate with the HoloNet (it is highly regulated and mostly militarized by the empire though) can be blocked by jamming and/or environ

Able to transmit signals up to 100 light years, normally used for ships sending messages or distress signals instantaneously

Allows communication up to distances around 100 kilometers

Allows communication across a planet, to orbiting structures, and possibly interplanetary (within the same star system)

Transmits up to medium range on planetary scale. The constantly shifting encryption adds bbb to any attempt to intercept and unscamble the signal

Has a usable range of Long. Noticing that an invidiual is wearing an earbud comlink requires a Hard (ddd) Perception check

Attaches to comlinks or hypertranscivers to encode messages sent, much larger and more sophisticated than a simple comm scambler the encryption mod
algorithms and ciphers to code transmissions. It is nearly impossible to break the codes used so it requires a decryption key to understand but attempts can
(ddddd) Computers check and also requires proper equipment such as a ship's mainframe or a class one droid.

When provided a good voice sample, can replicate any voice. When impersonating another individual the user can upgrade the ability of his Charm, Coercio
Negotiation checks once.

Allows users voice to be heard up to long or extreme range (dependant on terrain and other environmental conditions). For 100 extra credits can purchase a
systems or entertainment sound systems which improves sound quality.

User adds b to Presence-based checks to address a crowd, and allows the character's image and voice to be clearly seen and heard at up to extreme range
Used mostly for messages. Plays a holographic recording or transmission.

Loudspeaker installed in a backpack or carrying case for addressing large crowds anywhere, with enough power to function for 1 hour

Allows Polis Massan to use verbal speech

Low-tech communication that is not picked up by modern communications devices, has a range of 25 kilometers. A encryption device can be purchased for
undetectable transmission of messages.

Planet-wide and planet to orbit communications with military grade encryption, adds an automatic ff to decode and an automatic ss to any checks made to b

Specially tuned comlink to the normally undetectable frequency which Verpine communicate on, can detect Verpine communications within a range of 100 k

Ability

A single affide crystal is a poison that requires a Daunting (cddd) Resilience check upgraded once to overcome when ingested. The poison inflicts 10 wo
failed check. Each t generated adds +40 to the Critical Injury result. GMs may spend ttt or o to kill a target instantly, leaving no opportunity for resistance

At any dose size this poison requires a Daunting (dddd) Resilience check. If the target fails, the poison causes an immediate Critical Injury, but instead of
table, the character automatically suffers the following: Wracking Venom (Hard [ddd]): Whenever this character would otherwise suffer 1 or more wounds o
suffers that number of wounds or strain plus 2 instead.

Bearsloth venom can be harvested, though those Sathari hunters brave or foolhardy enough to learn the means to extract it rarely share their methods.

A single dose requires a character to make a Hard (ddd) Resilience check to overcome. On a failed check, the poison inflicts 2 wounds and 2 strain immed
per day for 10 days or until the target succumbs to death. Each t generated inflicts 1 additional strain per day. o can be spent to increase the number of day

Any sized dose has a Daunting (dddd) difficulty. If the target fails the check, the poison inflicts 1 strain at the end of his next turn, 3 strain at the end of his
the end of the turn after that one (this ignores soak). In addition, the target suffers b to any check he attempts while under the effects of the poison, and each
inflicts 1 additional strain (ignores soak). The GM may spend o on the initial Resilience check to make the target check against the poison at the end of his t
strain (ignoring soak)

Resisting a single dose has a Hard (ddd) difficulty, while 2 or more doses combined have a Daunting (dddd) difficulty. The poison inflicts 5 wounds if the
generated inflicts 2 strain (ignores soak). The gas lingers in the air for 3 rounds unless dissipated by high winds

As an action make a opposed Skulduggery check against any onlookers' Vigilance to deposit one dose of any GM approved poison to a target's meal or bev

After a delay of 5 minutes after application of the serum the victim upgrades the difficulty of all checks to withhold information or resist manipulation (includin
influence) once for the next 24 hours

Same as single dose


Any sized dose has a Daunting (dddd) difficulty. The poison Staggers the target for 2 rounds if the target fails the check. In addition, each t generated inflic
soak), and the GM may spend o to Immobilize the target for 2 rounds. While Raquor venom is usually introduced to the target via injection, it can be aeroso
grenades, though this reduces the effectiveness to a Hard (ddd) difficulty.

A single dose requires a Hard (ddd) Resilience check to overcome. On a failed check, the drug inflicts 5 strain, and the difficulty of all checks the target ma
for the remainder of the encounter are upgraded once. In addition, each t generated on the check inflicts 2 strain. The GM may spend o to make the target c
the next round

Applying a dose to an awake and unwilling target requires wielder to make a Hard (ddd) Brawl or Melee combat check against the target. Instead of inflict
successful, the target must immediately resist the effects of the medication as a if it was a poison with a Hard (ddd) Resilience check. Failure inflicts 10 str

A single dose has an Average (dd) difficulty, while 2 or more doses combined into a single application have a Hard (ddd) difficulty. The poison inflicts 5 s
Resilience check. If the check generates t or tt, the target must also give up his free maneuver during his next turn (he may still make 2 maneuvers howeve
staggered during his next turn. The GM can spend o to make the target test against the poison again next round, as it remains in his system

Any sized dose has a Hard (ddd) difficulty. The poison immobilizes the target for 3 rounds if the target fails the Resilience check. In addition, each t genera
and the GM can spend o to make the target test against the poison again next round, as it remains in his system. Originally stunned target for 3 rounds, late
to immobilizes.

A single dose has an Average (dd) difficulty, while 2 or more doses combined into a single application have a Hard (ddd) difficulty. The poison inflicts 5 w
resilience check. Each t generated inflicts 1 strain on the target. The GM can spend o to make the target test against the poison again next round, as it rema

Ability

Provides 1 rank of the Rapid Recovery Talent

Adds an automatic a on Negotiation and Streetwise checks to buy or sell items

Increases the characters cybernetic inplant cap by 2. Does not count towards implant cap. Limit 1 Regulator per person. Cannot be installed on droids

The bomb detonates when the implanted individual speaks, hears, or sees a pre-determined code word or signal, and kills only the wearer. They deal very l
target though, and no damage to the surrounding area.

Gives the user all of the advantages of a standard disguise kit. In addition, it grants the user 2 ranks in the Indistinguishable talent. Changing general feature
beard takes 1 to 3 rounds. More involved disguises may take minutes to hours to perfect. To take on the appearance of a specific individual, the user must m
subject, then make a Hard (ddd) Deception check.

Mod V Cyberarms provide +1 Brawn, while Mod VI Cyberarms provide +1 Agility. If replacing both arms they must both be the same Mod and stat modifiers

Provides +1 Intellect, comes with comlink and computer access link

Provides 1 rank of the Hidden Storage talent. Characters with this cybernetic can use the talent to store items within their own body

Provides +1 Vigilance and Perception


Mod II Cyberlegs provide +1 Brawn and Mod III cyberlegs provide +1 agility. BOTH legs must be replaced to receive these benefits.

Provides 1 rank of the Rapid Reaction Talent

Provides user the benefits of a breath mask/respirator, and 1 rank of the Blooded Talent

Houses a retractable light blaster pistol that cannot be dropped, removed or disarmed. Can be deployed as an incidental

Medium range detection showing nearby motion, lifeforms, energy signatures and other common targets as desired

Provides 1 rank of the Bypass Security talent

(Droids only) Resisting a restraining bolt now only requires a Easy (d) Discipline check instead of the normal difficulty. The droid may spend aa from a che
to overload the bolt, rendering it entirely useless.

A corresponding handheld device can locate the implanted target with a Simple (-) Computers check. With the press of a button, the implant can explode,
upgraded Daunting (cddd) Mechanics or Medicine check, with the difficulty upgraded once, is required to remove the implant. However t alerts the tra
triggers the device.

Characters with the implant can communicate silently with each other at ranges up to 3 kilometers. Cannot be used to communicate with a normal comlink.
without the implant to listen in, but comm jammers can disrupt the signal.

Provides wearer +1 Resilience

Provides +1 Soak

Once per check, the user may suffer 2 strain to decrease the difficulty of a Computers check to disable a security device or slice into a computer system by

Provides 1 rank in the Bypass Security talent and adds b to Skulduggery and Computers checks made to defeat locks

Provides all of the benefits of a tool kit

(Droids only) Counts as a set of slicer gear. When droid is slicing or assisting with slicing tasks, add b to Computers check to identify the slicer based on the
action.

Make a Easy (d) Discipline check to recall information gained while the recorder was running. Recorded data can be copied to a more common external s
connection port

Requires vehicle to have linked control device installed. When piloting the vehicle, the user may use his Coordination skill in place of the Pilot (Planetary) o

Must be used in conjunction with cybernetic brain implant. Allows connecting directly to a droid’s comm. port, letting it communicate with the droid and acce
information. When attempting to access information that a hostile droid does not want to reveal, user upgrades ability of his Computer checks once
Upgrades the ability of all checks made to resist pain or physical torture once

Replaces a lost limb

Replaces a lost organ

Provides an automatic Advantage on Gunnery and Ranged (Heavy) checks.

Provides 1 rank of the Defensive Stance talent and counts as a Brawl weapon with the following profile (Brawl; Damage 8; Crit 3; Range [Engaged]; Concus
Firing 2 quality means that the weapon can only be used once every third round

Programming the implant with a retina pattern requires a few minutes of studying the pattern and an Average (dd) Perception check. Can fool most scann
Deception check. More advanced retina scanners requires an Average (dd) or Hard (ddd) check. If the scanner operator has reason to be suspicious, usin
opposed Deception check vs the scanners Computers skill

Once per encounter as an action, a character with a surge override switch may make an Average (dd) Discipline check. If he succeeds, he may reactivate
implants that have been overloaded by weapons with the Ion quality, the Overcharge talent, or similar effects. For each implant he reactivates this way, he s
switch cannot be disabled by Ion weapons or overloaded by other means

Implanted data storage device, can store up to 4 data pads worth of information at once. The system is independent of the courier, and thus cannot be acce

User with at least 1 rank in Piloting (Planetary) or Piloting (Space) gains +1 to the appropriate Piloting skill when flying a starship or airspeeder. Avionics in s
repulsorcraft are generally too primitive to interface with, but a player may do so at the GM’s discretion if the vehicle is equipped with a particularly advance

Finding a vessel implant on a character requires a Daunting (dddd) Perception check

Changing or disguising a character's natural voice takes 1 round. To mimic the voice of a specific individual, must make a thorough study of the subject, list
deliver a long speech, etc. and then make a Hard (ddd) Deception check.

Ability

A Micro imager adds bb to any Perception, Knowledge (Lore) or Knowledge (Education) checks for which magnification of fine details can contribute to the r

Size Silhouette 0 and can travel at speeds of 20 km per hour. The control unit can monitor the input from up to 4 of remotes simultaneously. Can run for 24

A character using Authentication tools adds bb to checks to determine if a document has been falsified

Grants b to any Perception checks opposing Stealth. Using the device to verify a person’s identity requires an Average (dd) Computers check and a biome
may modify this difficulty based on any unusual anatomical characteristics of the target’s species
When used during investigation of a crime, the kit adds an automatic s to all Perception checks made by user to spot and gather evidence. May also count a
when making checks to analyze evidence gathered. At GM’s discretion, the kit can also be used for related purposes.

Can pick up nearly any hypercommunications with 10 light years of the receiver. Can be used to track vessels through hyperspace, providing early warning
giving the user a good idea of the general course and direction of a vessel in hyperspace.

Allows user to detect concealed explosive devices and adds b to any checks to do so

Allows user to see normally in dark conditions, and can be set to track motion, heat, and metal, and adds bb to any checks made to attempt to decode and u
combat scanner to other combat scanners

User can triangulate the location and movement of a known comlink or transceiver with an Average (dd) Computers check. Functions up to close range on
conditions or background signals may affect its efficiency

Add bb to a character's Perception checks to find a concealed recorder on a person's body

Add bb to a character's Perception checks to find a concealed weapon on a person's body

Using the item does not require a skill check, but interpreting the unit’s findings might. If GM sees fit, they can require a Computers skill check to figure out e

Using this requires an Average (dd) Computers check on the part of the operator. Maps produced with the LRTS add b to any Survival check made to nav
automatic s for every a gained on the Computers check

Adds bb to any Perception or Vigilance checks to identify the presence of a bug within short range of the user

User removes up to b imposed due to long range or poor light

Adds b to any Perception, Lore, or Education checks related to studying the subterranean environment within medium range of the user

Detect motion up to long distance; life-forms, energy signals and other common targets up to extreme distance / Intercept comlink transmissions

Detect detailed information about target or surroundings such as poisons, weaknesses, etc. up to short distance.

As long as the beacon is functional, the user may trace the target across the galaxy. No tests are required, so long as the target requires within known syste
indefinitely unless deactivated

Reduces difficulty of Perception or Vigilance checks to discover concealed items on a person or in a container or vehicle by 2. A holoscanner cannot typical
with an encumbrance higher than its own

Grant b to any Perception skill checks made to locate prey, and remove up to bb imposed due to concealment, darkness, or fog and mist from all Ranged (L

Can scan area of half a kilometer depending on terrain, and identify up to 2 dozen targets at a time. Setting the unit up requires either an Average (dd) Surv
Education or Computers check
See through up to 2 meters of wall, although walls made of dense materials or constructed to shield their interiors may impose one or more b on Perception
models can alternate between this and long-range sensors

See through up to 2 meters of wall, although walls made of dense materials or constructed to shield their interiors may impose one or more b on Perception
can alternate between this and long-range sensors

Can detect radiation sources of silhouette 1 or larger within short range, life forms within medium range, and comms signals within extreme range. Extend th
band for every silhouette size by which the target exceeds silhouette 1

Magnify targets up to 10 km.

Can follow a set of pre-programmed instructions from its owner, returing after a set period of time or upon detection of a specific keyword or audio cue. The
surveillance data and can be quite difficult to detect until it returns. Planting this device without being noticed requries an opposed Skulduggery vs Vigilance
must make a Daunting (dddd) Vigilance check to locate it even when they is specifically searching for one. Has a self destruct mode in case of tampering.

Using a mine detector to locate concealed mines requires a Hard (ddd) Computers or Average (dd) Vigilance check, with modifications based on environ
terrain, flora, ground composition. On success, all mines and other explosive devices within medium range are revealed to the user

Using a signature scent synthesizer prior to a discussion removes bb from the first Charm, Coercion or Negotiation check made during the encounter.

Picking up a transponder’s signal accurately enough to find its exact location within close range on planetary scale requires Average (dd) Computers chec
by 2 for each planetary scale range band beyond close, to a maximum of extreme

A PX 7 heat sensor adds bb to Perception checks to find heat-emitting objects within short range and adds b to Mechanics checks to remove Critical Hits fro
from droids.

Allow user to see normally in dark conditions

Using the scanner requires an Average (dd) Computers check, modified by construction materials and environmental interference. On success, can see th
short range until the end of the encounter or the scanner is moved.

User may check an area for espionage tools by making an Average (dd) Computers check. If he succeeds, the device notifies him of the presence and lo
espionage devices within medium range of his current location. If the device is particularly well-hidden, this check might be opposed by the Mechanics skill
device.

1.6 meter collapasble post with sensors. The beacon has 2 sensors attached. The first is a motion sensor with video and audio that can detect targets up to
second sensor performs a closer scan, transmitting infrared, ultraviolet, density, electromagnetic, and frequency data.

Removes b from checks to remove system strain from starships and vehicles.

Magnify objects up to 5 kilometers away, and can record objects viewed. Also removes b imposed due to long range or poor light

Examines any food or drink to determine whether it is safe for consumption.

Have a range of close on planetary scale or long on personal scale. Upgrades the ability of any check made to locate bugs, sweep rooms for hidden camera
engage in any other counter-surveillance activites once

Must be physically attached to target. Detect targets location, direction and rate of movement up to around 100 km
Adds bb to a character's Perception checks when determining locations on a planet's surface, measuring distances, plotting settlements or bases, and creat

Device comprises of two matched rods, Users can plant the rods onto nearly any horizontal surface in order to create a sound-dampening field between the
enclose a conversation or the user can place them at a physical gap such as an open door or the entry to an enclosed booth at a tapcafe.Characters attemp
which is being obsucred by one or more audio curtains must make a Hard (ddd) Perception check to understand anything being said, The GM can spend t
misunderstand key words or phrases.

Handheld device that can detect traces of toxins and poisons

Grant b to wearer’s Perception checks to locate a target by sight. Also remove bb imposed due to concealment, darkness, fog, or mist from the user’s Rang
combat checks

Wearer adds bb to checks to discern whether another character is lying or omitting significant information and adds bb to checks to ascertain another charac
can be monitored at a time, and must be relatively close. Both user and target must remain relatively still

Ability

User reduces difficulty of any check to resist poison by 2 (to a minimum of Easy (d)). If he does not know which poison was used, he must make a Hard (dd
check to make an educated guess at the poison based on region, its qualities, and other evidence at his disposal to benefit from this item

When used to help heal a Critical Injury, the character may reduce the difficulty of the Medicine check to heal the injury by 1, to a minimum of Easy (d)

Allows characters to attempt to heal others using Medicine checks without penalty. In addition, if the user has no ranks in Medicine, he counts as having 1 r
medpac

For bacta tank. Replaces used bacta.

Recovers 1 wound per 2 hrs of use. If incapacitated 1 wound every 6 hrs| Every 24 hrs PCs can make resiliance check to heal 1 crit injury

The user may remove bb from any Medicine checks the character makes.

As an action, user may make an Easy (d) Medicine check to identify foreign elements (including poison) in a blood sample. In addition to allowing the user
proper antidote, adds automatic aa to next Medicine check the user makes to treat the patient

Allows characters to use the Medicine skill to heal others witout penalty. Grants b to all Medicine checks made using Medical Backpack and decreases the
heal Critical Injuries by 1 to a minimum of Easy (d)

Must be applied to a patient within 1 round of suffering a critical injury. May be applied to a character suffering from a Bleeding Out or The End Is Nigh Critic
died during the current round. Applying the device requires an Average (dd) Medicine check. Once applied, the character is stabilized. If he died, he is bro
Gruesome Injury Critical Injury. Otherwise, his critical injury effects are cancelled, though he still suffers from the injury itself

Allows characters to use the Medicine skill to heal others without penalty
Cannot be purchased, a character must fashion his own container and equip the empty pack with native medicinal items through a Hard (ddd) Survival che
Medicine skill to heal himself or other characters without penalty. The GM may spend o on a Medicine check when using this kit to indicate that some or all
exhausted in the attempt. In this case the kit cannot be used again until it is restocked with an Average (dd) Survival check

Single-use bandage. When making a Medicine check to heal wounds from a character, user can expend up to 1 med-aid patch and automatically add as to
more than 1 med-aid patch per check

Allows characters to use the Medicine skill to heal others without penalty and grants b to all Medicine Skill Checks

Only allows a character to use the Medicine skill to attempt to remove Critical Injuries from others without penalty, and does not allow them to perform other

A character may apply nullicaine to themselves or an engaged character by making an Easy (d) Medicine check and choosing 1 Easy (1), Average (2), or
currently suffering. If successful, the target immediately suffers 3 strain and ignores the chosen Critical Injury until th end of the encounter. Nullicaine only a

When a character uses a plasma protein replicator to help heal a Critical Injury, the character adds an automatic s to the Medicine check made to heal the in

User may make an Easy (d) Medicine check to apply the cast to a limb that has been crippled or disabled due to a Critical Injury. On success, the Critical I
week of narrative time

Requires one maneuver to use on self or other, Immediately heals 5 wounds, a second stimpack heals 4 wounds, third 3 wounds and so on, six stimpacks i

A character who chews a stimstick removes b from their Discipline, Perception, Resilience or Vigilance checks to stay awake or notice something due to fat
of the encounter, at the end of the encounter the character suffers 1 strain.

Serves as a first-aid for cuts and bruises

Requires a Hard (ddd) Survival Check to fit a harness properly on a animal, this difficulty can be reduced by 1 with a successful Knowledge (Xenology) chec
bb to any survial checks made to control a beast wearing the harness in addition, creatures that are successfully pacified gain b to any Discipline checks. G
the initial survial check to trigger side effects caused by drugs and is left to the GM's discretion, ttt or o can be used to reflect a catastrofic reaction

Allows an individual to treat a wounded or ill creature without penalty. Additionally the kit gains b to all medicine, survival and knowledge (xenology) skill che
such animals

The PLAV allows a user to perform medical procedures on all manner of creatures much like a medpac for a humanoid, grants b to all medicine, survival an
checks to analyze and/or treat these creatures

Ability

Can be preprogrammed with an order that will be relayed to the droid at certain times or based on certain triggers, and can only be detected by accessing th

Drastically change appearence to a genetic level even fooling bioscanners, requires a Formidable (ddddd) Perception Check to see through it
Typically a workaday attache case. Has reinforced hardware and a light armorweave that is good against slugthrowers and light blaster fire. Secret compart
various things like credit chips, listening bugs, and other tools an agent might need in the field. Some are shielded against sensors and scanners, some are
in case the bag is stolen. Some are even rigged to explode if opened improperly

Breaking free requires a Formidable (ddddd) Athletics check (due to restrictive effects of raised gravity on whole body, a character cannot slip free using f

Requires a Daunting (dddd) Athletics or Coordination check to escape

Add bb to any Computers check made to slice computers, add b to any attempts to locate use of a data breaker in a computer system due to " noise " (highl

Make a Average (dd) Computers check to increase the available encumbrance capacity of a planetary vehicle or starship with a silhouette of 3 or more by
to more efficient organizeation

Countering a com jammer requires a computers check, difficulty is determined to the proximity

Adds bb to any checks made to decode and understand and encrypted transmission. Originally encumbrance 4, rarity 3, but Errata changed this.

Includes a small pair of wire cutters, a durasteel file, a length of slicewire, a memstik containing maps of the area, a single-use laser cutter, and a flexible m
gear hidden in the escape kit upgrades the ability of all Mechanics and Skulduggery checks made to escape confinement once. The laser cutter works for a
burns out, usually enough time to destroy a lock or cut a metal bar. The flexible monoknife has the following profile (Melee; Damage +1; Critical 3; Range [E
difficulty of checks to detect a concealed escape kit twice.

To find the something hidden in a data dead drop, a character must make a Daunting (dddd) Perception check. At GM discretion, an unaware character m

Once per round, a character with a data spike may expend it to attempt to disable a security program as a maneuver (rather than an action). Reduce the dif
Computers check to disable the program by 2, to a minimum of Simple (-). After one use the data spike burns out and becomes useless

User adds aa to all social checks involving members of a foreign government, and can often get access to individuals and services within that government th
unavailable. Unless lawfully granted by an authorized body, however, this item can only be obtained illegally

Skulduggery check to see if disguise works. Difficulty decided by GM. Possibly opposed check depending on who's being fooled.

Can be installed to monitor a single system. Computer checks to slice a system protected this way suffer b due to the difficulty of avoiding notice. A defendi
bb to Computers checks to identify any intruder

Qualifies the user for the "Right Tool For the Job" benefit for computer skill based locks, adds b to computer checks for locks

Removing the shackles without the key requires a Daunting (dddd) Skullduggery check. If a character fails the check, the shackles detonate, inflicting 10
character in engaged range (this ignores soak)

Setting the explosive charge hidden in the belt requires an Average (dd) Mechanics check. The charge detonates with the following profile (Damage 15; C
Breach 1, Limited Ammo 1). Upgrade the difficulty of checks to detect the belt's true nature twice

Can fool most cursory examinations, and character using scanners require a Hard (ddd) Computers check to recognize the credentials as fakes or a Daun
without equipment

Can fool basic fingerprint readers with an Easy (d) Cool or Deception check, with more advanced scanners requiring an Average (dd) or Hard (ddd) chec
operator has reason to be suspicious of the character, it may require an opposed social skill check verses the operator’s Computers skill. A character must
Perception check to actually notice the physical presence of the fingerprint masque on an individual’s fingers
Assists in the creations of creating fake documents and identity cards

Provides the wearer with a retractable garrote (page 40 of Cyphers and Masks) hidden within a standard chrono. Upgrade the difficulty of checks to detect t

User can effectively imperonate the visual appearance of whomever the device has previously recorded. This device adds bb to the user's Deception check
adds bb to onlookers Perception checks to detect the imposter.

Must be the same size as the target or larger. Detecting an HID with the naked eye requires a Daunting (dddd) Perception check. Droids and anyone view
electrobinoculars, or other technological optical device requires only an Average (dd) Perception check

For non electronic locks or out of power electric locks

A character may only escape magnacuffs with a successful Formidable (ddddd) Coordination check (bindings are too strong to break with brute force)

A character can use a palm stunner on a unaware target with an opposed Skulduggery vs Stealth check. A successful check automatically incapacitates
the strain threshold of a rival or nemesis. In addition, each s on the Opposed Stealth check increases the damage dealt by 1. Originally was opposed Stealth
this.

Cannot be detected by sight, and any attempts to detect a user by other means make their skill check at a difficulty of Formidable (ddddd). Any t or o gener
used by the GM to indicate that the field flickers for a moment, or collapses altogether, rendering the user visible

Picking up a transponder’s signal accurately enough to find its exact location within close range on planetary scale requires Average (dd) Computers chec
by 2 for each planetary scale range band beyond close, to a maximum of extreme

Restraints for droid characters. Character may make a Daunting (dddd) Discipline check to overcome the effects of a restraining bolt and act normally wh
at GM’s discretion

Clawdite use only. Add b to Clawdite's checks to pass as another person using their species ability, and b to other characters checks to the Clawdite's phys

Attempts to guess an access code at incredible speeds to gain access through a electronic lock (simple locks within 5 minutes of application, more complic
adding more time and/or triggering relevant alarms). Users may attempt to speed up the process with a Daunting (dddd) Skulduggery check relying on pu
code, failure immediately triggers any relevant alarms. Force-sensitive characters may make a force power check as part of this check adding either a s or a

Discerning any identifiable features of a character wearing the cloak requires a Daunting (dddd) Perception check. If the wearer has performed a Move m
moved by other means), the check is reduced to Hard (ddd) Battery only lasts for 1 hour, and must recharge for 4 hours before using again

Add bb to checks attempting to acquire the user's slicing signature.

Wearer (even a stolen ring) adds automatic aa to checks to establish his identity (or assumed identity)

While gambling a character with a skifter gains b to skulduggery checks to cheat

Qualifies the user for the "Right Tool For the Job" benefit for computer slicing, adds b to computer checks for slicing computers

Comes in small spools containing 10 meters of wire. When used as a weapon, slicewire has the following profile (Brawl; Damage +2; Critical 2; Range [Eng
user fails a Brawl check when using this weapon, the GM may spend ttt or o to inflict the weapon's full damage onto the user
When activated via remote, the collar delivers a high-voltage shock to its wearer, inflicting 10 Stun Damage. The collar can also be used to lethal effect, dea
Critical Injury, adding +20 to the roll. A Hard (ddd) Mechanics check is necessary to remove the collar without electrocuting its wearer.

Breaking free requires a Daunting (dddd) Athletics or Coordination check. GM may spend tt or o on the check to have the character suffer 4 strain (this i

Safely removing the collar without a key requires a Daunting (dddd) Skullduggery check. If a character fails the check, the wearer suffers 2 strain and 1 w
becomes Disoriented for 5 rounds

Affects all electronic audio, video, and holographic recording devices within a 4 meter radius. A Daunting (dddd) Perception check can be made to attemp
conversation coming from within the jamming bubble. Using a recording device to listen in requires a Daunting (dddd) Computers check. Even if successf
incomplete and spotty at best. Recording devices used outside the area of effect cannot detect anything at all

Ability

Thin, lightweight, and extremely strong, with a tensile strength ten times that of durasteel

Once the two-hour air supply is depleted. the unit cannot be recharged

A relatively small, sophisticated device used to create specialty environments in starships, space stations, and buildings. Equipped with powerful chemical a
A99 can produce comfortable, safe environments for even the most stringent environmental requirements

Provides 6 hours of atmosphere to an air breather. During this time, wearer also has access to fresh water, nutrition supplements, and other biological nece
wearer does not suffer movement penalties for traveling through water.

Use requires no skill check, but beast being targeted must make an Average (dd) Discipline check to resist the call. To record a particular beast’s call to u
Average (dd) Computers check modified by other environmental conditions

Allows user to breath and operate in environments and atmospheres that are not normally hospitable for them.

1.5 liters of liquid can be held and comes equiped with a filtration system

Can gather enough water each day to sustain 1 person, and its battery lasts 6 months

Used to ignite nearly any flammable object. Without something to burn, it can burn for about an hour at the intensity of a small campfire. Can burn in almost

Includes thermal cloak, multipurpose knife, distress beacon, 2 emergency comlinks, wire spool, ration bars, basic medpac, 2 respirators, water filter and jug
strength microfiber, 10 ration packs, and flare gun

Reduces the difficulty of Resilience checks made to resist efforts of extreme cold or heat by 3. It also removes bbb added to checks due to extreme heat or
remains within it.
Requires a Survival check to set and conceal the snare. Once hidden, any animal or sentient approaching it must make an Opposed Perception check agai
set the snare. If it remains undetected, the snare fires a stun blast at the target once it enters engaged range, automatically hitting and dealing 10 stun dama
strain threshold but does not ignore soak), plus 2 additional damage per s scored on the initial Survival check

Roughly size of a star cruiser, requires crew of at least 100 engineers and technicians, as well as numerous droids to work in areas unfit for organic creatur

Besides allowing user to dig holes and entrenchments, the tool counts as a small improvised weapon that deals +2 damage instead of +1, has a Crit Rating
or o

Adds automatic ff to all checks made to detect items concealed by it. 1 roll of netting can conceal an object up to silhouette 2, and 2 rolls can conceal 1 obje
can conceal 1 object up to silhouette 4. Anything silhouette 5 or larger is too large to conceal with camouflage netting alone

Adds automatic f to all checks made to detect items concealed by it. Note that camouflage paint does not have any of the advanced circuitry that provides c
scanning and surveillance. Only works for items with a silhouette of 1 or smaller

Increases difficulty of all checks to locate the wearer by 1, as long as the wearer remains immobile

Scrubs carbon dioxide from the air

One use item. Used as basic or emergency food.

Can survive one week on one ration

Protects eyes from sun, wind, dust and other airborn debris.

A collapsible one-person shelter with life-sustaining equipment. Special heat-exchanging material keeps interior at comfortable temperature regardless of ex
with water-reclamation system that doubles a user’s carried water supply

Provides fresh, safe water. Produce 1 to 3 liters of water in a standard day

As an action, user may activate the generator to fill an area out to short range of it with heavy fog, which adds bbb to Ranged (L), Ranged (H), Gunnery, and
targets obscured by it, and bbb to Stealth checks made by characters concealed by it. Heavy fog lasts for 3 rounds. At GM’s discretion, windy conditions can
reduce time it takes to disperse entirely

A Jedi utility belt contains a three-day supply of food capsules, an emergency medpac. a Jedi multi-tool, a slim glow rod. a comlink. and an aquata breather
concealed along the belt's interior side. allowing the wearer to hide small items. In addition, a standard lightsaber can be securely hung from the belt for eas
containing the supplies listed above. a Jedi utility belt increases the wearer's encumbrance threshold by 1.

Can be worn under clothing or armor, Removes b from any checks due to temperatures outside those of the wearer's preferred environment.

User may make an Easy (d) Gunnery check to launch the flare into the air to provide light. If he succeeds and flare has enough room to travel into the air, t
to long range. If he fails or does not have enough room to fire it, it ignites but remains at ground level, illuminating an area out to short range. Illumination co
Can be used as a weapon with this profile: Luma Flare (Gunnery; Dmg 6; Crit 3; Range [Long]; Blast 4, Burn 4, Disorient 2, Inaccurate 2, Prepare 2, Limited

Anyone or thing coming into contact with the fence suffers the effects of a stun grenade.

Can recharge a depleted piece of equipment as a maneuver, or a droid or larger piece of machinery in an hour. Additionally, allows an engaged character to
in the same manner as an extra reload
Allows the user to purify enough water for 1 person to drink per day

Sleeping in a Plastent removes bb from the users checks to resist hostile tempratures while sleeping, and downgrades the dificulty of any such checks once

May only be worn by riding or working animals. Using this allows a character to ride the beast without suffering the bareback riding penalties

Allows those inside to ignore temperatures up to -20 degrees

Anyone searching for an individual with an active distress beacon gains bb to any Perception, Computers checks made in the course of the search

Sealed suit for operating in space (dependant on oxygen supply).

Setup takes 30 minutes. Grants bb to any Survival or Education skill checks to store, identify, cook, or sterilize comestibles (and at GM’s discretion, can allo
normally would not be edible)

Pots, pans, plate, cup and eating utensils all in one compact unit.

Grants b to any survival skill checks made to harvest meat, organs or bones from a prey animal

Lightweight campstove

A collapsible tray with integrated thermal circuitry for preparing field rations and other food products

Allows basic shelter from the elements.

Removes up to bb from any checks made to handle extreme heat or cold

A character wearing 1 or more training weights adds b to all Brawn and Agility based checks, and to all combat checks. If a character wears training weights
the amount of XP the character receives for the session by 1. At GM discretion, the character may not receive the additional XP if they did not make any che
the session

In 10 minutes, can treat enough water to fulfill one sentient’s needs for one day of rigorous activity

Ability
Using a breaker adds an automatic a to Mechanics checks. When used as a weapon, has the following profile: Melee; Damage +2; Critical 4; Range (Engag
Inaccurate 1

Allows user to function as a Silhouette 1, Speed 2, Handling -1, System Strain Threshold 3 vehicle that can only operate in atmosphere, has a maximum alt
Piloting (Planetary) to operate

Can analyze the chemical composition of an object and estimate its date of manufacture within a range of roughly a century. Can easily distinguish between
replica

Wearer upgrades all Charm, Deception, and Leadership checks he makes once

Allows user to downgrade difficulty of any checks made to maintain or repair the vehicle or starship for which the manual was written once. Gives no bonuse
written for. At GM’s discretion, a workshop manual may be used on 2 ships or vehicles from the same company with a high parts commonality. The rarity of
rarity of the ship or vehicle it was written for

Allows user to scale walls or tall structures. Includes wire and grappling hook/adhesion pads

Allows user to create, manipulate, and produce a wide variety of media

Add b to perception checks to discover the presence of the concealed weapon, may only hold light blaster pistols or holdout blasters

Removes bb from any Charm, Coercion or Negotiation checks that are added due to linguistic difficulties or misunderstandings.

Charge lasts for 5 minutes of continuous use, and can remove 1 cubic meter of snow per minute, or dig through 10 centimeters of ice per minute. If plugged
indefinitely, otherwise it needs a new battery. Can also be used as a weapon (Melee; Dmg 4; Crit 4; Range [Engaged]; Burn 1, Inaccurate 2)

Deals damage to materials and sentients as if it were a weapon, deals 10 damage and has Burn 5 and Pierce 5 weapon qualities.

Creatures targeted by the unit must make a Hard (ddd) Discipline check to resist, otherwise they come as quickly as possible to investigate

Wearer ignores penalties for moving in zero gravity and follows normal “flying” rules. Has built in tools for making repairs

Wearer takes no strain or damage from falls. The speed of the fall decreases significantly when chute is active, meaning reaching the ground may take mul

The difficulty to trace money shepherded this way is a Formidable (ddddd) Computers check

User gains an automatic a to social checks made to interact with members of the culture to which the manual pertains

Includes a monotask droid brain that can perform checks to heft objects; it has an Athletics skill of 1 and a Brawn of 5 (if unassisted it rolls cdddd for Athletic
vehicle of Silhouette 3 or larger as an attachment and uses 1 hard point. Can be used for Athletics checks to lift objects into or out of the vessel without dise

At the beginning of an encounter, user may select 1 Knowledge skill. For the remainder of the encounter they add an automatic s to all checks made using t
GM may rule that a character must obtain specialized data files to upload into the goggles before use
Used to store data, manifests, reports and could download data from larger computer networks.

Counts as a tool kit for checks involving preparing, setting, or defusing explosives. When using it for this, the user may spend aaaa to remove a o result

Can sustain the basic needs of four individuals of most known species for a week, or potentially up to ten days with careful rationing.

As a maneuver, may use the reactor to recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/pow

One time use that can be used to gain the normal bonus for having the "right tools for the job" of repairing droids, requires a maneuver when applied to droid
only use up to 5 patches a day with the 6th being ineffective

Adds bb to any checks made to build or demolish structures. When used as a weapon, it gains the following profile: Melee; Damage +3; Critical 5; Range (E
Disorient 1, Knockdown

Besides allowing user to dig holes and entrenchments, the tool counts as a small improvised weapon that deals +2 damage instead of +1, has a Crit Rating
or o

Adds an automatic aa on any checks made to detect and disarm or otherwise neutralize explosive compounds and devices

Adds an automatic a to Charm and Deception skills but when other characters attempt to recall a character wearing expensive jewelry they add b to those c

Allows a character to reload after that character experiences a "out of ammo" o result by spending a maneuver

Wearer counts the silhouette of his target as 1 greater when making Gunnery checks targeting a starship or vehicle

Adds b to checks to repair structures and vehicle hulls. GM may spend t on such checks to indicate that the foamcast dispenser is depleted. A can of foamc
improvised explosive with a Hard (ddd) Mechanics check and has the following profile: Mechanics; Damage 4; Critical 5; Range (Short); Blast 4, Ensnare 4
the Mechanics check means that the can rupters and covers the user in foamcast

Allows a person to function as a silhouette 1, Speed 1, Handling -1, System strain Threshold 4 vehicle that can only operate in atmosphere and requries pilo
a flight ceiling of five meters.

Can be used as a close-quarters weapon with a range of engaged, dealing 5 Damage, Critical rating of 3, Breach 1, Burn 3, Sunder and Vicious 3 weapon q

Provides light, heat, and a portable power source.

Handheld light source that illuminates an area in a directional beam

Hovering, slablike devices that can be clamped to each leg of a ship's landing gear, gravity locks use tractor beam technology to ensure a ship cannot take
means that they are almost impossible to forcibly remove without using weapons that will damage the ship as well.

Has a silhouette of 3. Counts as having a soak value of 15 and wound threshold of 10. If attacked, tt or o may be spent to inflict half the damage it suffers o
attached. Entering the unique key code created when the lock is installed is the usual manner to deactivate the device, but can be dismantled with a Formi
twice upgraded, and 8 hours of hard work. If the character has direct knowledge of a gravity lock's inner workings, the check is not upgraded and takes half
Adds an automatic a to crafting checks that involve shaping large pieces of hardened material. Requires 2 hands to use as a weapon. If used as a weapon h
Damage +2, Crit 4; Range [Engaged]; Cumbersome 3, Prepare 1, Vicious 4)

Upon purchase, user selects 1 non-combat skill. That skill counts as a career skill as long as the user owns the goggles (at GM discretion, goggles must be
period of several months before gaining this bonus). May only receive benefits from 1 pair of hologoggles at a time; if they wish to count a new skill as a car
purchase a new one

The sealant is under pressure and can be applied to small gaps or cracks in a ship's hull to prevent air loss due to vacuum. Doing so requires a successful M
which depends on the size of the hull. Holes larger than 3 centimeters in diameter also require additional material, such as a piece of metal or ceramic platin
with hull sealant.

Easy (d): Tiny but noticeable punctures in the hull.


Average (dd): Breaches in the hull up to 3 centimeters in diameter.
Hard (ddd): Breaches in the hull up to 6 centimeters in diameter.
Daunting (dddd): Breaches in the hull up to 10 centimeters in diameter.
Formidable (ddddd): Hull ruptures up to .5 meters.

User adds an automatic a to any check to find a specific location or service within the region the guide covers

In addition to counting as a tool for the purposes of being able to perform most Mechanics checks, a Jedi multi-tool adds an automatic a to checks to build, m
During Clone Wars Era, price is 400, rarity 7.

Allows user to function as Silhouette 1, Speed 2, Handling 0, System Strain Threshold 3 vehicle that can only operate in atmosphere, and requires Piloting (

Grants user for whom the kit was built b to any skill check made to maintain or repair an item, computer, weapon, vehicle, or starship. A character attemptin
for someone else suffers b to the same checks.

Allows user to function as a Silhouette 1, Speed 2, Handling 0, System Strain Threshold 4 vehicle that can only operate in atmosphere and requires Piloting

Contains a number of well-crafted hand tools and essential accessories for excavation as well as a small slim-line datapad, all contained within a sturdy, loc

When used in region for which it is programmed (Core Worlds, Inner Rim, Mid Rim, or specific Outer Rim territories) the user grants b to any Negotiation sk
goods. Grants no bonuses outside its specific region

Removes bb from checks to remove system strain from starships and vehicles

Simple, unpowered data storage devices

Grants the user bb to all Astrogation checks. The GM may reduce this to b or eliminate the bonus altogether if the character using the navicomputer has bee
extended period of time

As an action, the character may make an Average (dd) Ranged (Light) check to fire the grappling hook onto an object at up to medium range. As an action
himself to the target object (or, if the object is unsecured and lighter than he is, pulling the object to himself). A character using an ascension pistol to pull him
must make an Average (dd) Athletics check to avoid losing his grip on either his partner or the gun

Counts as a tool kit and reduces time required for repairs, crafting and other mechanics related tasks by 50%

Requires a Daunting (dddd) Computers check to slice into the pocket attache, unsuccessful attempts wipe the data stored on the pad
With GMs permission may be used to add b to any task

Can lift a vehicle up to silhouette 4 up to 2 meters off the ground. While suspended, the vehicle can be pushed, pulled, or rotated (slowly) in any direction via
difficulty equal to the vehicle’s silhouette

Allows user to breath underwater, placed over mouth and prevents speech which can be overcome with waterproof microphone and earphones. Only lasts
organic gill begins to die. Due to a allergic reaction Sullustans are unable to use the organic gill.

This tool gains an automatic a on Mechanics checks to repair droids, vehicles or starships, The GM may spend tt or o on a mechanics or combat check mad
of its spray cartridges run out (replacements cost 20 credits with rarity of 2). Custom Attachment: Pressurized Gas Cartridge: Base Modifier: Increase B
Options: 2 item quality (Burn +1) Mods, 2 item quality (Disorient +1) Mods.

Cheap beginners instrument

Advanced musicians instrument

Experts instrument created to provide the best sound possible

Adds bbb to a character's Perception check to notice nano-droids, unless the searcher knows to look for them and has an appropriate scanner. Nano-droids
When activated, they deal 20 damage with the Breach 1 item quality to everything within Short range, including the object in which they are contained.

The tools and equipment included in a pioneer squad tool kit adds bb on checks made to clear land, build structures, set up obstacles, set up or disable exp
construction or engineering tasks in the field.

User gains an automatic s on checks to build structures

Power fences provide a energy wall that can prevent objects or energy beams from passing through it. Power fences can be destroyed by either attacking th
or by attacking the amplification pylons with regular energy or slugthrowing weapons. When attacked. power fences have the following profile: Defense 2. A
15. Strain Threshold (energy wall) 20.

User adds bb to Perception and Mechanics checks to scavenge parts or raw materials, and can complete such checks in half the time. Additionally, a char
hand may recover supplies worth half of the Material Price from any failed crafting check, to a maximum of the full value

A character using a repulsor assit unit reduces the difficulty to climb by 2 (to a minimum of 0). A repulsor assist unit can also be attached to cargo to reduce
cargo by 7.

Can hold a single object of 10 encumbrance or less aloft. Also removes b from checks to repair hull trauma and critical hits on starships and vehicles

Creates a localized patch of extremely high gravity. When targets pass over an active repulsor trap, intense localized gravitational forces rob them of their a
unobtrusive, adding bb to Perception checks made to notice them. Any single target that comes within engaged range of an active trap is Ensnared for 6 rou

Reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1 (to a minimum of Simple [-]) Custom Attachment: Top-loa
Removes the Limited Ammo 1 quality. Custom Attachment: Balanced Barrel: Base Modifiers: Increase range to short. Modification Options: 2 decrease i

Enables user to function as a Silhouette 1, Speed 1, Handling -3, System Strain Threshold 3 vehicle that can only operate in atmosphere and requires Piloti
end of each round of activation, the rocket boots suffer 1 system strain as fuel depletes

Add bb to checks to detect noise coming out of area of sound dampener's use
Add bb to Knowledge (Xenology) checks

Adds b to a character’s Perception checks when plotting specific locations on a planet’s surface, measuring distances or creating detailed maps. Larger kits

Preconfigured to teach a single skill at rank 3. The user must make a Hard (ddd) Discipline check. Success means the user counts as having that skill at r
session. Failure means the user’s strain threshold is halved for the remainder of the session instead. The GM may spend a o to cause the synoptic teacher
which point the character can no longer use it

A full suite of tools and equipment for use in the entertainment industry, and each set is unique. The system does have some common components, with ea
assortment of amplifiers, speakers, monitors, sound mixing boards, display screens, light emitters, smoke machines, cables, power generators, data storag
equipment The type and amount of equipment varies, but each PES is designed to fit into a single (albeit large) crate with padding and reinforcement

The wearer counts as having a tool kit. Once per encounter, the wearer may draw a tool from the tool belt as an incidental.

Can be used make mechanics checks to repair devices and to "heal" droids

Grants b to any Lore or Intellect checks made to decipher or translate an unknown language

Users remove bb from checks due to unfamiliarity with the city, traffic or other avoidable travel hazards. Additionally the urban compass can turn up informa
customs granting b to checks to find information about the city's operation, various landmarks of note and buisnesses of all types

If it is real, the starchat shows the location of 1 vergence (chosen by GM). To read the chart correctly, character must make a Hard (ddd) Astrogation chec
check to determine whether or not the chart is real

Grants b on checks made to handle volatile materials or perform delicate work. Adjudicated by GM on case-by-case basis and may include Computers and
delicate repairs or Skullduggery checks to pick locks or disable traps

The wearer is not incapacitated by exceeding his strain threshold. Instead, for each strain he suffers over his threshold, he also suffers 1 wound. As long as
wearer is disoriented

Requires both hands to use and adds b to checks involving breaking rocks, ground clearing, and similar activities. When used as a weapon, it has the follow
Critical 2; Range (Engaged); Cumbersome 4, Pierce 3, Sunder, Vicious 1

When purchasing, the player must specify the kit type (blaster, slugthrower, etc.). Each provides bb to any Mechanics checks made to repair, maintain, or m
specific class of weapon

Adds an automatic s to Mechanics checks to repair droids, vehicle, and starships. GM may spend o on any checks made with a welding rod to inflict a Critic
weapon has the following qualities (Melee; Damage 3, Crit 2; Range [Engaged]; Breach 1, Inaccurate 2)

Wearer adds bbb to Combat checks (and any other checks that rely on sight). At the GM’s discretion, training while wearing this helmet may help a characte
Force that shapes and guides the universe around him

User adds bb on Mechanics checks to prepare, set, or disarm explosives. Once per session, a character using an X5R may remove a o or up to ttt (after can
resolving the ffects) from a Mechanics check dealing with explosives.

Allows a person to function as a silhouette 1, speed 2, handling 0, system strain threshold 3 vehicle that can only operate in atmosphere and requires Pilotin
features an integrated missile launcher with the following profile: (Ranged [Heavy]; Damage 15; Critical 3; Range [Long]; Blast 10, Breach 1, Inaccurate 1, L
Ability

Increases the wearer's encumbrance threshold by 4

Increases the wearer's encumbrance Threshold by 2.

Adds on to the MK III Modular backpack, increasing the wearer's encumbrance by 1 for each pouch added (max of 6)

Increases the wearer's encumbrance threshold by 3

Stores 10 encumbrance. Requires a Formidable (ddddd) Skullduggery check to pick

Increases user's encumbrance capacity by 6, but has the Cumbersome 2 quality.

Can hold two items that have encumbrance 0 and user can draw these items as an incidental.

Increases the wearer's encumbrance threshold by 3

Adds 1 point of encumbrance threshold to modular backpack for every pouch (Max 3)

A frame that can hold two of the following at extra cost.


-Temperature Control Unit (500 credits, Encumbrance 2, Rarity 3): Comes with specialized bodysuit that attaches to module’s heating or cooling system,
to resist extreme heat or cold
-Power Unit (250 credits, Encumbrance 3, Rarity 3): Can recharge a depleted piece of equipment as an action, or a droid or larger piece of machinery in 2
wearer to ignore an “out of ammo” o result
-Comms Unit (500 credits, Encumbrance 2, Rarity 4): Functions as a comms hub, routing communications up to long range on the planetary scale. Its encr
unscramble the signal
-Sensor Unit (3,000 credits, Encumbrance 2, Rarity 3): Features a raised, rotating dish similar to the smaller unit on astromech droids, which feeds into a w
can be set to alert the wearer to nearby movement or scan the area in general up to long range. In addition to receiving narrative benefits such as advance
adds an automatic a to Vigilance checks
-Oxygen Unit (300 credits, encumbrance 3, Rarity 3): Provides an additional 12 hours of oxygen when connected to any rebreather, breath mask, or enviro
-Storage Unit (25 credits, encumbrance -, Rarity 2): Increases wearer’s encumbrance by 3

Can contain up to 5 total encumbrance in items, though items more than half a meter in length do not fit inside (not without bending or folding). When the co
discover it require a successful Formidable (ddddd) Perception check. The lock on the coffer requires a Hard (ddd) Skullduggery check to pick

Sleight boxes can vary in size from Encumbrance 2 to 20, and each can conceal a number of items with a total Encumbrance value up to half of that amoun
within a sleight box, a character must make a Daunting (dddd) Perception check. At GM’s discretion, an unaware character might use Vigilance instead

Can lift a vehicle up to silhouette 4 up to 2 meters off the ground. While suspended, the vehicle can be pushed, pulled, or rotated (slowly) in any direction via
difficulty equal to the vehicle’s silhouette
Increases the wearer's encumbrance threshold by 2, but has the Cumbersome 3 Quality

Tiny containers have an encumbrance capacity of 1, size of a human hand. Small containers have encumbrance capacity of 3-5 and rage up to size of and
containers have encumbrance capacity of 5-10 and typically require 2 or more sentients to lift and carry. Large containers have encumbrance capacity of 10
generators to assist in handling.

Increases the wearer's encumbrance threshold by 2

increases the wearer's encumbrance threshold by 1

Visually nondescript, contains 3 day supply of food capsules, an emergency medpac, a Jedi multi-tool, a slim glow-rod, a comlink, and an aquata breather. A
concealed along the belt’s interior side, allowing wearer to hide small items. In addition, a standard lightsaber can be securely hung from the belt for easy ac
encumbrance threshold by 1. During Clone Wars Era, price is 800, rarity 7.

May only be worn by riding or working animals. This increases the animal’s encumbrance threshold by 4

Comes with 2 cargo containers and can only be worn by riding or working animals of silhouette 2 or larger. Increases the creature’s encumbrance threshold
for each additional cargo container added (to a maximum increase of 12)

Can hold a single object of 10 Encumbrance or less aloft. Having a repulsor clamp on hand removes b from checks to repair hull trauma and Critical Hits on

Increase the wearer's encumbrance theshold by 1

Ability

6 sided dice cubes with red & blue sides for gambling

Holographic battle game

Card gambling game

Players using a marked Sabacc deck gain b to Deception checks when gambling. Noticing a marked deck requires a Hard (ddd) or Daunting (dddd) Percep
quality of the deck (higher quality costs 1,000 credits)

Characters using these cubes may add up to bb to Deception checks when gambling. Noticing that chance cubes are weighted requires a Formidable (ddd
roll but decreases by one for each subsequent roll.
Ability

Force-Sensitive character may spend a maneuver to inhale the ashes. They gain 5 Conflict, but add sa to all attacks they make for the remainder of the enc

Increase force rating by 1. Sacrifice a force user with a force rating of a minimum of 1 to increase your force rating by the same rating, but generates 5 conf
in addition to the act of sacrificing someone to the sphere

Once per session as an action, a Force-sensitive character may using the salve and make a Force power check. They may spend F generated from Lightsi
Force Point spent this way

A Force-sensitive character who dons the Crown of Verity automatically fails all Deception checks while wearing it. At the same time, they gain automatic ss
determine whether someone is telling the truth.

Each holocron contains 6 tracts, divided into 4 lessons each. Completing each lesson in the tract requires an amount of study and meditation up to the GM.
character must succeed on a Discipline check of 1 higher difficulty than it took to access that lesson. For example, to access the first lesson, a character mu
Discipline check, while the final lesson requires a Formidable (ddddd) Discipline check. After completing a tract, a Force-sensitive character selects 1 ch
may upgrade the ability dice pool of any single check related to that characteristic twice

Dark side force users with this item increase their wound threshold by 2. Any Discipline checks to resist fear caused by a character wearing a demon mask
wearer's force rating

A Force-sensitive character who possesses this seed may perform 1 free Move maneuver during each of his turns. This Move maneuver may be in addition
performed this turn and can allow the character to perform 3 maneuvers in a turn

A Force-sensitive character who possesses the Dram of Orphne heals 1 additional strain at the end of an encounter and heals 1 additional wound when ben
making a Medicine check to heal another character, any character with the Dram of Orphne may add b to the check.

When wearing the Eyes of Laqasa, Force-sensitive characters remove all b imposed due to darkness, concealment, camouflage, or similar effects, and can
daylight.

Force-Sensitive character can consume a dose as a maneuver. Upon doing so, the PC gains 10 Conflict and adds automatic zz to PC’s next Force power c

Studying the book for at least 1 hour allows a Force-sensitive character to add c to all Force power checks or talents when dealing with creatures associated
last until the end of the session; however the difficulty of all fear checks made while confronting these creatures is upgraded twice. Any conflict generated by

A Force-sensitive character who wears the Herder’s Gauntlet counts as possessing the Move basic power, and may make a Move Force power action as a
so may not attack an opponent with this use of the Force power (what constitutes an attack is ultimately up to the GM, but should include disarming or incap
dealing damage).

Extremly rare and often the goal of a long campaign, Requires a Hard (ddd) Knowledge (Lore) check to activate the device and summon the gatekeeper,
what benefits and how long of study it would take to gain said benefits would be but generally two skills, determined by the holocron (GM) become career sk
as it remains in the users possession (see page 109 of Force and Destiny Core Rulebook for examples)

Spend 1 hour and successfully pass a Hard (ddd) check with one of the following skills to receive a bonus that can be used once in your current session.
Knowledge (Lore): Add b to any one Knowledge skill check
Perception: Once with a combat skill check may reroll one d of their choice
Discipline: Remove b on any single skill check your character makes

Weapon with following profile: (Lightsaber; Dmg 10; Crit 1; Range [Engaged]; Breach 1, Sunder, Vicious 2). Has 0 hard points. Attacks made with this lights
and cannot be shut down due to contact with refined Cortosis
Light Side paragons with this item increases their strain threshold by 2.

If wearer has a Force rating, he gains the Cortosis quality, meaning that any armor he wears gains the Cortosis quality and his Brawl attacks gain the Corto
attacks gain Pierce X, where X is his Force rating

A Force-sensitive character who possesses the helm may reroll c when making checks that involve piloting a starship or vehicle.

Once per session, when a Force-sensitive character holds the Tears of the Elders, he may make a Force power check and may spend FF to detect 1 threat
during the current game session. GM has final say as to what the threat is and how the character perceives it.

To solve, a character must spend 1 hour and pass a Hard (ddd) Discipline check. If successful, the character has a vision, learning one thing that involves
come to pass in the next week. If the character fails, they heal 2 strain. Once being solved, the puzzle rings are spent and a new set of rings must be purcha

A character can use a vision cube while performing a check (including a Force power check) to divine the future. If the check results at least 1 uncancelled
results as well. If the check results in at least 1 uncancelled t, they add fz Force Point to the results. If neither happens, the vision cubes do nothing.

Studying the sphere allows the character to meditate for 1 hour, and for 24 hours following the character may suffer 2 strain to add F to the results of the ne
Meditation Force power

Ability

User can only upgrade a single d to a c on any given check. When user attempts to lie or conceal the truth, the GM upgrades the difficulty of the check once
combat encounter.

Same as single dose

Same as single dose

User may upgrade the ability of any Agility, Intellect or Cunning related check he undertakes once. However, the user may not remove strain at the end of a
remainder of the session. Boosting effects last for 1 encounter or scene

N/A

N/A

Adds b to any task the character attempts and may also reduce the character's connection to the Force in certain ways at GM discretion. Nasty long-term ef

Same as a single dose


Consume as a maneuver. The user gains 10 Conflict and adds an automatic zz points to the character's next Force Power check during that encounter

Adds b to all Perception and Vigilance checks for the remainder of a scene. Some users report gaining telepathic abilities, which GM may grant at their disc

Same as single dose

Each dose increases the user's Brawn characteristic by 1 (to a maximum of 6) until the end of the scene or encounter. Each dose also upgrades the difficult
Cunning based checks until the end of the session

Same as single dose

Allows the user to upgrade the ability of any Agility-based checks once until the end of the encounter. After the effects wear off, the user suffers b to any Ag
checks for the remainder of the session

Same as single dose

No benefits other than a midly eurphoric feeling. If a character tries the narcotic, they must make a Easy (d) Resilience check or gain 1 value addiction obl

Same as single dose

Removes bbb added to checks from pain or illness for 12 hours but imposes an automatic t on all checks for 24 hours, Force users who take the drug receiv
duration as well as count their force rating as 1 lower while active.

Same as single dose

User does not require sleep and may remove strain as if they did sleep provided user did not engage in any stressful activities (such as combat intense men
discussion). If the user goes 24 hours without a dose, he finds it increasingly difficult to stay awake without more lesai. Must be transported in enviro-sealed

Same as single dose

Injected as a maneuver. Increase users Willpower by 1 until the end of the encounter. However at the beginnning of each of their turns until the end of the e

Mild narcotic normally bought and sold in hutt space, induces a sense of euphoria

Same as single dose

Adds b to all Cunning and Presence based checks until the end of the encounter. At GM's discretion, repeated use of the spice can cause cognitive impairm
b to a characters Intellect and Cunning based checks.

Same as single dose


Tastes good to hutts

Character may upgrade the ability of any Intellect or Cunning related check once, but suffers 2 strain. Effects of a single dose last for 1 hour

Grants the user an automatic aa on Agility and Willpower related checks until the end of the encounter. Once effects end, the character suffers an automatic
Cunning related checks for the remainder of the session

Same as single dose

A single dose allows the user to ignore the effects of a single Easy (d) or Average (dd) Critical Injury result untill the end of the scene or encounter, 2 dose
(ddd) result instead. After the effects end, the user suffers the Critical Injury effects as normal and also suffers b on all checks made until the end of the sess

Same as single dose

Cake for special occasions, alcohol used in baking it

Inhale as a maneuver, suffer 2 strain and add b to any Brawn or Agility checks the user makes until the end of the encounter. Additional doses inflict more s
bonuses. Dose is ineffective and unpleasant for any race other than Devarorians.

A single dose lasts for 24 hours and allows the user to upgrade the ability of any checks made to resist stress or fear once. In addition, the difficulty of Rang
checks made at long or extreme range is reduced by 1. At GM discretion, frequent use can cause impaired judgement, imposing permanent b on Intellect a

Same as Corellian whiskey but aged 20 years and often traded on the black market

Same as Corellian whiskey but aged 20 years and often traded on the black market

Effects last 1 encounter. When a character under the effects of the spice suffers strain they suffer 3 less, to a minimum of 1 (does not apply to voluntary stra
under the effects can add c to any force power checks they make. However when they do so the spice doubles any strain suffered and Conflict generated fr

Same as single dose

Fear checks count automatically as succeeding , User must add b to any willpower or presence related checks for the remainder of the session.

Same as single dose

Ability
Possessing a signet ring signifies to anyone on Weik that the character is one of the Paladins of the Adamite Tower. Possessing a ring under false pretense
and their allies

Character adds bb to any Charm or Negotiation skill checks made with Hutts or their servants. In general, most Hutts will honor the implicit significance of th
harming or hindering the bearer. If the disk bears the sigil of a rival clan, however, the GM can upgrade the difficulty of any Charm or Negotiation skill check
instead, though the Hutt will still be loath to openly harm the wearer.

Military dress uniform, varies by species and culture

Wearer adds b to checks made to impress or persuade other characters based on their past service. At GM discretion, a character with an exceptional num
additional b on suck checks. Genuine insignia cannot be purchased on the open market. If a replica is examined, a Hard (ddd) Perception check reveals th

Characters who have been awarded a Seal add s to all checks involving formal Republic proceedings, proof of identity, or verification of pats actions. Prese
upgrade the ability of checks the character makes to impress or persuade those loyal to the Republic, at GM discretion.

Typically worn with a dress uniform to display the various decorations earned by the wearer

Wearer (even a stolen ring) adds automatic aa to checks to establish his identity (or assumed identity)

No matter what form the item takes, Commanders carrying a symbol of command add b to all Social skill checks made to interact with others brought up in

Ability

The 1.4 FD emplacement is considered an immobile vehicle with the following profile
Sil: 1 Spd: 0 Hand: N/A Def: 1/-/-/0
Armor: 0 HT Thresh: 3 SS Thresh: 5
Crew: 1 remote gunner
Weapons: Anti-vehicle battery (Fire Arc All; Dmg 4; Crit 4; Range [Close]; Breach 1, Inaccurate 2, Slow-Firing 1)

Capable of powering a single modular base structure or equivalent structure

Uses planetary scale and has a range of long. It adds bb to any Perception, Computers, or Vigilance checks its operators make to detect incoming orbital ai
bb to Stealth checks made by land units approaching the device and operator

Provides a ranged defense of 2 to each quadrant of a base. Ranged defense points can be reassigned to different quadrants by the shield generator’s crew
similar to the Angle Deflector Shields maneuver for vehicles

Can hold between 15 to 20 people

Can hold 6 average-sized humanoids or 1 large piece of equipment like a shield generator. It provides 2 ranged defense to any individual or material inside
Can hold a number of land vehicles with silhouettes totaling no more than 6 and all the tools, lifts, and heavy equipment required to keep them in working or

Can hold starfighters or airspeeders with silhouettes that together total 12 or less

Can hold starfighters or airspeeders with silhouettes that together total 12 or less and no single vehicle larger than silhouette 4. Includes a full set of mechan
droids. When used to repair starships or vehicles stored inside, the character repairs 1 additional hull trauma or 2 additional system strain on successful che

Can house a platoon (80-100) of soldiers and all of their gear, and is proof against chemical and biological attacks

The DF.11 emplacement is an immobile vehicle with the following profile


Sil: 1 Spd: 0 Hand: N/A Def: 1/-/-/0
Armor: 2 HT Thresh: 5 SS Thresh: 7
Crew: 3 – 1 gunner, 1 technician, and 1 fire control operator
Weapons: Anti-infantry battery – uses personal scale, not planetary (Fire Arc All; Dmg 15; Crit 2; Range [Long]; Blast 10, Inaccurate 2, Linked 1, Pierce 4, S

Can be destroyed by either attacking the energy walls with ion weapons or the amplification pylons with regular energy or slugthrower weapons. When attac
following profile: Defense 2, Armor 1, Wound Threshold (pylons) 15, Strain Threshold (energy wall) 20

Can access and utilize the TacNet by making an Average (dd) Computers check. If successful, the user removes all b from Leadership checks he makes
addition, the character may spend aa or x to add b to all Leadership checks he makes until the end of the encounter while using the TacNet to direct his com
Source

Forged in Battle 52,


Gadgets and Gear 112

Forged in Battle 52,


Gadgets and Gear 112

Suns of Fortune 100,


Gadgets and Gear 113

Suns of Fortune 100

Suns of Fortune 100

Far Horizons 45

Suns of Fortune 100

AoR Core 186, EotE Core 171, FaD Core 180

AoR Core 186, EotE Core 171, FaD Core 180

Forged in Battle 52,


Gadgets and Gear 112

Cyphers and Masks 45,


Gadgets and Gear 136

Suns of Fortune

Strongholds of Resistance 111,


Gadgets and Gear 112

Far Horizons 45

Rise of the Separatists 59


AoR Core 186, EotE Core 171, FaD Core 181,
Gadgets and Gear 112

Desperate Allies 52

Strongholds of Resistance 111,


Gadgets and Gear 112

Strongholds of Resistance 111

Dangerous Covenants 56,


Knights of Fate 49,
Gadgets and Gear 113

Strongholds of Resistance 112

Source

Cyphers and Masks 42

Chronicles of the Gatekeeper 22,


Allies and Adversaries 113

Cyphers and Masks 43

Lords of Nal Hutta 109

Lords of Nal Hutta 109

Desperate Allies 52,


Gadgets and Gear 130

Endless Vigil 48

Endless Vigil 48
Lords of Nal Hutta 109

Cyphers and Masks 43

No Disintegrations 55

EotE Core 172,


Gadgets and Gear 130

AoR Core 188, EotE Core 172, FaD Core 181


Gadgets and Gear 131

AoR Core 188, EotE Core 172, FaD Core 181,


Gadgets and Gear 131

Source

Lords of Nal Hutta 106,


Gadgets and Gear 114

Fly Casual 48,


Gadgets and Gear 114

Special Modifications 49,


Gadgets and Gear 114

Cyphers and Masks 44,


Gadgets and Gear 115

Cyphers and Masks 44,


Gadgets and Gear 115

AoR Core 189, EotE Core 173, FaD Core 182,


Gadgets and Gear 115

AoR Core 189, EotE Core 174, FaD Core 183,


Gadgets and Gear 115

Fly Casual 48

AoR Core 189, EotE Core 174, FaD Core 183,


Gadgets and Gear 115
AoR Core 189, EotE Core 173, FaD Core 183,
Gadgets and Gear 116

Lords of Nal Hutta 106,


Gadgets and Gear 116

Lords of Nal Hutta 106,


Gadgets and Gear 116

AoR Core 190, EotE Core 174,


Gadgets and Gear 116

AoR Core 190, EotE Core 174, FaD Core 184,


Gadgets and Gear 116

Fly Casual 48

Special Modifications 49,


Gadgets and Gear 116

Friends Like These 60

Lords of Nal Hutta 107,


Gadgets and Gear 117

AoR Core 190, EotE Core 174,


Gadgets and Gear 117

AoR Core 190, EotE Core 174,


Gadgets and Gear 117

Lords of Nal Hutta 107,


Gadgets and Gear 118

Cyphers and Masks 44

Cyphers and Masks 44,


Gadgets and Gear 118

Special Modifications 50,


Gadgets and Gear 118

Special Modifications 50,


Gadgets and Gear 118

Lords of Nal Hutta 107,


Gadgets and Gear 118

Strongholds of Resistance 112


Cyphers and Masks 45,
Gadgets and Gear 118

AoR Core 190, EotE Core 175, FaD Core 184,


Gadgets and Gear 119

AoR Core 190, EotE Core 175, FaD Core 184,


Gadgets and Gear 119

Lords of Nal Hutta 107,


Gadgets and Gear 119

Lords of Nal Hutta 107,


Gadgets and Gear 119

Cyphers and Masks 45,


Gadgets and Gear 119

Special Modifications 50

Strongholds of Resistance 112

Suns of Fortune 101,


Gadgets and Gear 115

Cyphers and Masks 45,


Gadgets and Gear 119

Cyphers and Masks 45,


Gadgets and Gear 119

Source

Disciples of Harmony 47

Dangerous Covenants 57

Desperate Allies 50,


Gadgets and Gear 120

No Disintegrations 53,
Gadgets and Gear 136
Far Horizions 46,
Gadgets and Gear 123

Suns of Fortune 101,


Gadgets and Gear 123

Dangerous Covenants 57

Dangerous Covenants 56, Knights of Fate 49

No Disintegrations 54

Desperate Allies 50,


Collapse of the Republic 58,
Gadgets and Gear 121

Suns of Fortune 101,


Gadgets and Gear 128

Enter the Unknown 47

Enter the Unknown 46

Disciples of Harmony 48,


Gadgets and Gear 127

AoR Core 190, EotE Core 175, FaD Core 184,


Gadgets and Gear 122

Disciples of Harmony 48,


Gadgets and Gear 123

AoR Core 191, EotE Core 175, FaD Core 185,


Gadgets and Gear 123

AoR Core 191, EotE Core 176, FaD Core 185,


Gadgets and Gear 123

No Disintegrations 53,
Gadgets and Gear 138

Fly Casual 48

Enter the Unknown 47,


Gadgets and Gear 124

Enter the Unknown 47,


Gadgets and Gear 124
Endless Vigil 48

Endless Vigil 48

Forged in Battle 53

AoR Core 191, EotE Core 175, FaD Core 184,


Gadgets and Gear 124

Endless Vigil 48,


Gadgets and Gear 125

Fully Operational 46

Disciples of Harmony 48

Keeping the Peace 51

Keeping the Peace 50

AoR Core 191, EotE Core 175, FaD Core 185,


Gadgets and Gear 125

Fully Operational 46,


Gadgets and Gear 126

Desperate Allies 53,


Gadgets and Gear 126

Forged in Battle 53,


Gadgets and Gear 126

Fully Operational 46,


Gadgets and Gear 126

Nexus of Power 105

Disciples of Harmony 48

Cyphers and Masks 46,


Gadgets and Gear 140

AoR Core 191, EotE Core 176,


Gadgets and Gear 127
Fully Operational 46,
Gadgets and Gear 128

Endless Vigil 49

Cyphers and Masks 46,


Gadgets and Gear 140

No Disintegrations 54,
Gadgets and Gear 141

Keeping the Peace 51

Source

Desperate Allies 50,


Gadgets and Gear 128

Disciples of Harmony 49

Dangerous Covenants 57

AoR Core 192, EotE Core 176, FaD Core 185,


Gadgets and Gear 128

AoR Core 192, EotE Core 176, FaD Core 185

Disciples of Harmony 49

Keeping the Peace 51,


Gadgets and Gear 128

Enter the Unknown 48

Dangerous Covenants 57,


Gadgets and Gear 129

AoR Core 192, EotE Core 176, FaD Core 185,


Gadgets and Gear 129
Savage Spirits 48

Keeping the Peace 51,


Gadgets and Gear 129

AoR Core 192, EotE Core 177, FaD Core 186,


Gadgets and Gear 129

Forged in Battle 53,


Gadgets and Gear 129

Forged in Battle 53,


Gadgets and Gear 129

Disciples of Harmony 50

Disciples of Harmony 50

AoR Core 193, EotE Core 177, FaD Core 186,


Gadgets and Gear 130

Forged in Battle 53,


Gadgets and Gear 130

AoR Core 193, EotE Core 177, FaD Core 186,


Gadgets and Gear 130

Stay on Target 44

Savage Spirits 48

Stay on Target 44,


Gadgets and Gear 131

Source

Desperate Allies 52

AoR Core 193, EotE Core 186,


Gadgets and Gear 120
Cyphers and Masks 47

Keeping the Peace 51

AoR Core 193, EotE Core 178, FaD Core 187,


Gadgets and Gear 120

AoR Core 193, EotE Core 186

Fly Casual

AoR Core 194, EotE Core 178,


Gadgets and Gear 120

AoR Core 194, EotE Core 178,


Gadgets and Gear 120

Cyphers and Masks 47,


Gadgets and Gear 136

Desperate Allies 50

Special Modifications 50, Cyphers and Masks 45

Desperate Allies 51,


Collapse of the Republic 58

AoR Core 194, EotE Core 178, FaD Core 187,


Gadgets and Gear 121

Special Modifications 51

AoR Core 194, EotE Core 178, FaD Core 187,


Gadgets and Gear 122

Lords of Nal Hutta 109,


Gadgets and Gear 122

Cyphers and Masks 48,


Gadgets and Gear 137

Desperate Allies 51, Fly Casual 50,


Gadgets and Gear 122

Fly Casual 50. Cyphers and Masks 48,


Gadgets and Gear 122
Desperate Allies 51,
Gadgets and Gear 123

Cyphers and Masks 48

No Disintegrations 54

Cyphers and Masks 46

Fly Casual 49, Cyphers and Masks 48,


Gadgets and Gear 124

Far Horizions 46,


Gadgets and Gear 125

Endless Vigil 49,


Gadgets and Gear 125

AoR Core 195, EotE Core 186,


Gadgets and Gear 124

Keeping the Peace 51

AoR Core 195, EotE Core 178, FaD Core 187,


Gadgets and Gear 125

No Disintegrations 55

Endless Vigil 49

Fly Casual 49, Cyphers and Masks 49,


Gadgets and Gear 126

Special Modifications 51

Desperate Allies 53

Fly Casual 50

AoR Core 195, EotE Core 179,


Gadgets and Gear 127

Cyphers and Masks 49,


Gadgets and Gear 140
Friends Like These 60

Keeping the Peace 52,


Collapse of the Republic 59

Lords of Nal Hutta 108,


Gadgets and Gear 126

Cyphers and Masks 46,


Gadgets and Gear 141

Source

Enter the Unknown 49

Rise of the Separatists 59,


Keeping the Peace 52

Far Horizons 47

Collapse of the Republic 58

Enter the Unknown 51, Savage Spirits 46,


Gadgets and Gear 131

AoR Core 195, EotE Core 179, FaD Core 188,


Gadgets and Gear 132

Dangerous Covenants 58

Forged in Battle 54, Knights of Fate 50

Dangerous Covenants 58,


Gadgets and Gear 132

AoR Core 195, EotE Core 180,


Gadgets and Gear 132

Disciples of Harmony 46
Enter the Unknown 49

Far Horizons 46

Forged in Battle 53, Knights of Fate 50

Dangerous Covenants 57, Knights of Fate 50

Dangerous Covenants 58

Dangerous Covenants 58, Gadgets and Gear 121

Far Horizons 47

AoR Core 196, EotE Core 179, FaD Core 188

Dangerous Covenants 58

Dangerous Covenants 58

Enter the Unknown 49

Far Horizons 47

Keeping the Peace 52

Keeping the Peace 52

Disciples of Harmony 47

Keeping the Peace 52

Enter the Unknown 49

Forged in Battle 54
Disciples of Harmony 54

Forged in Battle 54

Savage Spirits 47

Dangerous Covenants 58

Enter the Unknown 50

AoR Core 196, EotE Core 179, FaD Core 188,


Gadgets and Gear 134

Enter the Unknown 50

Savage Spirits 47

Enter the Unknown

Savage Spirits 47

Dangerous Covenants 58,


Gadgets and Gear 132

AoR Core 196, EotE Core 180, FaD Core 188,


Gadgets and Gear 134

AoR Core 196, EotE Core 180, FaD Core 188,


Gadgets and Gear 134

Knights of Fate 50

Savage Spirits 48

Source
Fully Operational 47,
Gadgets and Gear 136

Strongholds of Resistance 115,


Gadgets and Gear 139

Nexus of Power 105

Lead by Example 44

Stay on Target 46

AoR Core 196, EotE Core 180, FaD Core 188,


Gadgets and Gear 132

Desperate Allies 50

Dangerous Covenants 59

Disciples of Harmony 49

Nexus of Power 105

Enter the Unknown 52,


Gadgets and Gear 134

Enter the Unknown 52,


Gadgets and Gear 132

Suns of Fortune 103,


Gadgets and Gear 137

Suns of Fortune 103,


Gadgets and Gear 135

Lords of Nal Hutta 111

Desperate Allies 50

Special Modifications 51

Disciples of Harmony 49
AoR Core 196, EotE Core 181, FaD Core 189,
Gadgets and Gear 113

Fully Operational 47

Endless Vigil 50

Fully Operational 47

AoR Core 197, EotE Core 182, Endless Vigil 50,


Gadgets and Gear 136

Fully Operational 47,


Gadgets and Gear 137

Forged in Battle 53, Knights of Fate 50

Fully Operational 48,


Gadgets and Gear 137

Desperate Allies 51

AoR Core 197, EotE Core 181, FaD Core 189

Stay on Target 45,


Gadgets and Gear 135

Fully Operational 44

Endless Vigil 50

AoR Core 197,


Gadgets and Gear 138

AoR Core 197, EotE Core 181, FaD Core 189,


Gadgets and Gear 133

AoR Core 197, EotE Core 181, FaD Core 189,


Gadgets and Gear 133

Dawn of Rebellion 129


Special Modifications 47

Disciples of Harmony 49

Mask of the Pirate Queen 88

Desperate Allies 52

Rise of the Separatists 59,


Keeping the Peace 53,
Gadgets and Gear 138

EotE Core 181

Stay on Target 45,


Gadgets and Gear 136

Collapse of the Republic 58

Enter the Unknown 52

Far Horizons 48

Special Modifications 52

Cyphers and Masks 46

Savage Spirits 49

Desperate Allies 52,


Gadgets and Gear 140

Special Modifications 52, Fully Operational 48,


Gadgets and Gear 141

Lords of Nal Hutta


AoR Core 197,
Gadgets and Gear 138

Fully Operational 44

Strongholds of Resistance 115,


Gadgets and Gear 139

Special Modifications 45

Far Horizons 48

Far Horizons 48

Far Horizons 48

Collapse of the Republic 58

Fully Operational 48

Fully Operational 48

Fully Operational

Special Modifications 52

Endless Vigil 51

Special Modifications 52

Friends Like These 60

Speical Modifications 46

No Disintegrations 53,
Collapse of the Republic 59

Desperate Allies 53,


Gadgets and Gear 140
Desperate Allies 53,
Gadgets and Gear 140

Savage Spirits 49

Disciples of Harmony 49

Far Horizons 47

Fully Operational 45

AoR Core 198, EotE Core 181, FaD Core 189

Enter the Unknown 54

Endless Vigil 51

Nexus of Power 106

Strongholds of Resistance 115

Strongholds of Resistance 115,


Gadgets and Gear 141

Fully Operational 49

Savage Spirits 49,


Gadgets and Gear 141

Special Modifications 47

Keeping the Peace 53

Rise of the Separatists 60

Collapse of the Republic 59


Source

AoR Core 198, EotE Core 180, FaD Core 188,


Gadgets and Gear 135

Savage Spirits 46

Savage Spirits 46

AoR Core 198

Fly Casual 49

Dangerous Covenants 59

Dangerous Covenants 59

Enter the Unknown 51

Enter the Unknown 51

Forged in Battle 55,


Gadgets and Gear 138

Fly Casual 49

Desperate Allies 53,


Gadgets and Gear 127

Fully Operational 44
Enter the Unknown 53

Enter the Unknown 53

Enter the Unknown 53

AoR Core 198, EotE Core 183, FaD Core 189

Rise of the Separatists 59,


Keeping the Peace 52

Savage Spirits 44

Savage Spirits 46

Special Modifications 52

Nexus of Power 106

Source

EotE Core 177

EotE Core 177

EotE Core 177

Lords of Nal Hutta 108

Lords of Nal Hutta 108


Source

Unlimited Power 52

Nexus of Power 109

Unlimited Power 53

Nexus of Power 110

Unlimited Power 52

FaD Core 132

Nexus of Power 113

Nexus of Power 111

Nexus of Power 108

Nexus of Power 105

Nexus of Power 107

Nexus of Power 110

FaD Core 132

Unlimited Power 52

Nexus of Power 112


FaD Core 132

FaD Core 133

Nexus of Power 112

Nexus of Power 107

Unlimited Power 53

Unlimited Power 54

Unlimited Power 54

Source

Eote Core 183

Eote Core 183

Eote Core 184

Eote Core 184

Suns of Fortune 102

Suns of Fortune 102

Eote Core 184

Eote Core 184


Nexus of Power 105

Eote Core 184

Eote Core 184

Lords of Nal Hutta 110

Lords of Nal Hutta 110

Fly Casual 50

Fly Casual 50

Suns of Fortune 103

Suns of Fortune 103

Endless Vigil 48

Endless Vigil 48

Eote Core 184

Eote Core 184

Nexus of Power 105

Lords of Nal Hutta 110

Lords of Nal Hutta 110

Fly Casual 51

Fly Casual 51
Lords of Nal Hutta 110

Suns of Fortune 103

Lords of Nal Hutta 111

Lords of Nal Hutta 111

Lords of Nal Hutta 110

Lords of Nal Hutta 110

Suns of Fortune 103

Nexus of Power 105, No Disintegrations 55

Cyphers and Masks 43

Suns of Fortune 102

Suns of Fortune 102

Endless Vigil 48

Endless Vigil 48

EotE Core 185

EotE Core 185

Source
Nexus of Power 105

Lords of Nal Hutta 111

Lead by Example 44

Rise of the Separatists 59

Rise of the Separatists 60

Lead by Example 44

Desperate Allies 53

Lead by Example 44

Source

Lead by Example 46

Lead by Example 46

Lead by Example 46

Lead by Example 47

Lead By Example 48, Fully Operational 45

Lead by Example 48
Lead by Example 48

Lead by Example 48

Fully Operational 45

Lead by Example 48, Fully Operational 45

Lead by Example 48

Fully Operational 44

Lead by Example 49
Vehicle Modifications
Utility Attachments

Name Price Restricted HP Rarity

Advanced Subspace Encryption


6,000 (R) 1 7
Array

Advanced Targeting Array 4,000 1 4

All-Terrain Legs 3,000 X Sil 2 5

Amphibious Modification 1,000 X Sil 1 5

Armored Computer Core 1,100 0 4

Astrogation Droid Brain 7,500 0 6

Astromech Droid Socket 3,000 2 5

Augmented Buffer 750 0 0

Autopilot Droid Brain 6,000 0 5

Briefing Auditorium 2,500 1 4

Cloaked Smuggling
2,200 (R) 1 4
Compartments

Cloaking Device 29,000 (R) 4 9


Containment Field 7,500 (R) 2 9

CZ-88 Heavy Loader Arm 1,500 1 3

Decoy Buoy 5,000 (R) 0 5

Electronic Countermeasures
3,000 1 6
Suite

Electronic Counter-
3,500 1 6
Countermeasures Suite

Encrypted Computer 1,000 0 6

Enhanced Carbon-Durasteel
2,000 X Sil 2 3
Armor

Enhanced Hyperspace Shields 4,000 1 5

Enhanced Prisoner Lockup 3,500 3 7

Enhanced Repulsorlift 1,000 X Sil 1 3

Environmental Simulators 7,500 2 6

Gravity Mine Launcher 3,500 1 6

Gunner Droid Brain 7,000 0 6


Hardened Circuits 4,500 2 5

Fabritech Fogger Smoke


2,750 1 2
Generator

High-Output Ion Turbine 5,300 1 5

Holographic Shell 5,500 (R) 2 7

HoloNet Pirate Array 25,000 (R) 2 8

Holo-Tank 5,000 1 4

Hull/Keel Reinforcement 2,500 X Sil 2 4

Hush Kit 450 1 6

Hydraulic Control Circuits 1,000 2 7

Hyperdrive Generator 6,400 1 4

Interior Broadcast Suite 800 1 3

Laser Focusing Array 5,000 2 6

Luxury Passenger
2,000 X Sil 1 3
Compartments

Maneuvering Thrusters 500 1 0


Minelayer 4,000 (R) 2 6

Mobile Listening Post 5,500 2 5

Nightshadow Coating 3,500 (R) 1 8

Onboard Amenities Unit 750 1 3

Overcharged Ion Engines 9,500 3 4

Overcharged Shields 4,000 1 4

Oversized External Weapons


3,000 X Sil (R) 2 6
Mount

Physical Countermeasures 2,200 1 4

Plasma Drill 4,000 1 4

Pseudo-Cloaking Device 12,000 (R) 1 8

Ram Attachment 6,500 2 3

Rapid Cargo Evacuation Shute 500 (R) 1 3

Reinforced Armor Plating 4,000 X Sil 2 2

Reinforced Shield Generator 3,800 1 5

Repulsorlift Boost 1,000 X Sil 1 4


Repulsorlift Enhancement 2,500 1 0

Retractable Weapon System 1,000 1 6

Retrofitted Hangar Bay 5,000 X Sil 2 3

Secondary Transponder 20,000 (R) 1 7

Security Measures 500 X Sil 0 4

Sensor Baffler 8,000 (R) 1 6

Sensor Shunt 3,200 (R) 1 8

Sienar Grappler 213 Tactical


6,200 1 7
Tractor Beam

Sienar T9 Stinger Assault


1,000 X Sil (R) 3 4
Boarding Tube

Slave Circuit 10,000 1 2

Slicing Computer 5,000 1 6

Smuggling Compartments 1,200 (R) 1 1

Tactical Command, Control, and


4,200 1 6
Communications Suite

Theater Command and


8,500 2 6
Control System
Upgraded Comms Array 4,800 1 6

Upgraded Firepower 1,000 0 0

Whisperthrust Engine 7,500 (R) 1 7

Podracer Attachments

Name Price Restricted HP Rarity

Collision Avoidance System 2,200 1 6

Ejection System 400 1 4

Engine Boosting System 1,100 1 5

Foreign Debris Ejector 900 1 3

Handling Upgrade 4,000 1 6

High-Output Repulsor Coils 4,500 2 3

Reinforced Engine Cowlings 2,500 1 3

Shield Generator 4,200 1 4


Notes

Any airspeeder or starship that can


land on a planet

Any starship or vehicle that can enter


an atmosphere

Ships silhouette 3 or larger

Vehicles silhouette 2 or lower

Any starship silhouette 3 or larger


Vehicles silhouette 4 or higher

Any vehicle or ship silhouette 3 or


larger

Any starship

Any starship with a hyperdrive

Any vessel capable of carrying


prisoners

Any airspeeder or landspeeder


Only on ground vehicles,
landspeeders, or airspeeders, and only works on
planets with atmosphere

Any airspeeder or starship

Non-fighter starships

Any ship with a hyperdrive

Any starship

Any vehicle silhouette 2 or lower


Any starship

Any enclosed vehicle silhouette 3 or


larger

Any starship silhouette 3 or smaller

Any (at GM discretion)

Vehicles of silhouette 4 or less


Any vehicle silhouette 2 or lower

The GM has final say if a weapon is


suitable based on the size of the ship or vehicle

Ships silhouette 5 or larger

Any starship

Any ship silhouette 3 or greater

Any ship or vehicle with encumbrance


capacity of 25 or more

Any, but mainly for tanks, walkers,


airspeeders, and starfighter

Any ship silhouette 4 or greater


Any vehicle silhouette 2 or lower

Notes
Base Modifiers

No one other than the intended recipient can detect transmissions sent from a ship with this
attachment without a Hard (3) Computers check. Upgrade the difficulty of any checks to
intercept or decipher such transmissions once

Upgrades the ability of Gunnery checks once when firing the ship’s weapon

As a maneuver, pilot may shift vehicle into or out of walker mode. While in walker mode, the
vehicle operates as a walker (and uses Piloting [Planetary] if it did not already), and the
vehicle’s maximum speed is reduced to 2 if it was higher. Walker mode can only be employed
in appropriate terrain, according to the GM

Vehicle can operate underwater without penalty

Incorporates a computer core that records flight and system data and backs up any logs or
records entered into the ship’s computer. The computer core remains intact even if the ship
suffers a “vaporized” Critical Hit result

Droid brain can perform Astrogation checks for starship with an Astrogation skill of 2 and an
Intellect of 0 (if unassisted, it rolls dd for Astrogation checks)

Allows the starship to link to an astromech droid via SCOMP

Increases the vehicle’s system strain threshold by 1

Droid brain can perform Piloting checks for a vehicle or starship with a Piloting (Planetary) or
Piloting (Space) skill of 2 and an Agility of 0 (if unassisted, it rolls dd for piloting checks); may
be summoned via a beckon call

Characters briefed in this auditorium prior to a mission remove b due to known mission
conditions from skill checks for the duration of the mission

Stores items up to 25 Encumbrance per compartment. This still counts as part of the total
encumbrance threshold of the ship. Increases difficulty of checks to find compartment by 3

May be deactivated or activated as a maneuver. A character must make a Daunting (dddd)


Perception or Vigilance check to spot a cloaked ship. Ships with an active cloaking device
have their speed reduced by half (rounding up) and cannot use active sensors, comms, or
weapons.
Can hold one silhouette 1 creature. An individual held within is completely unable to move,
although he can still hear, see, and speak. Escape is incredibly difficult and can only occur at
GM discretion. As an action, a character operating the field can use it to inflict harm on the
prisoner, who must make a Hard (ddd) Resilience check and suffers 1 damage per f on the
check. Operator may spend t each to inflict 1 strain on the prisoner

Includes a monotask droid brain that can perform checks to heft objects; it has an Athletics skill
of 1 and a Brawn of 5 (if unassisted it rolls dddc for Athletics checks). Can be installed onto a
vehicle of Silhouette 3 or larger as an attachment and uses 1 hard point. Can be used for
Athletics checks to lift objects into or out of the vessel without disembarking

Can be jettisoned as an action. It appears on sensors to be a ship, and can be programmed


with a specific transponder signal with a Hard (ddd) Computers check. Also, can be set to
transmit a distress signal or other data. A character operating a ship’s sensors can make a
Hard (ddd) Computers check to identify that the buoy is not an actual ship. After being
jettisoned, the buoy no longer counts as being attached to the ship until reattached

Blocks sensors within range, counting the ship or vehicles silhouette as 1 step smaller when
being fired at. Immediately notifies all ships in a star system or within 100 kilometers if
planetside to the ship or vehicle’s existence

May make a Hard (3) Computers check to cancel all effects of an electronic countermeasures
suite

Upgrade the difficulty of all Computers checks made to slice the vehicle’s computer systems
once

Adds 1 point to starship armor, and reduces starship handling by 1

Downgrade the difficulty of any Astrogation checks made to navigate this ship through
hyperspace once

Full incarceration and security suit for up to 2 prisoners

Increase vehicle’s speed by 1, decrease vehicle’s handling by 1

A ship with this attachment installed can replicate up to 3 different planetary environments,
chosen at time of installation. Replicating a planetary environment takes at least 1 hour or up to
a day for extreme changes. A character making Charm or Negotiation checks against
members of species native to replicated environment adds an automatic aa to the pool. This
system can only reproduce 1 environment at any given time

Allows the vehicle to deploy gravity mines anywhere on the ground within close range by
spending an action. Once the mine is deployed it automatically attaches to any other starship
or vehicle using repulsorlifts that comes within close range of it. For every 1 mine attached to a
vehicle that uses the Piloting (Planetary) skill, that vehicle reduces its speed by 1. For every 2
mines attached to a starship that uses the Piloting (Space) skill, that starship reduces its speed
by 1. An attached mine can be removed with an Average (dd) Mechanics check

Droid brain can perform Gunnery checks for vehicle with a Gunnery skill of 2 and Agility of 0 (if
unassisted, it rolls dd for Gunnery checks). Although the droid brain can be connected to
multiple weapon systems, it is still limited to 1 action per turn
Adds 2 additional points of system strain threshold

The pilot may activate this device as an incidental, creating a smoke screen up to 10 meters in
diameter, which trails behind the vessels. The smoke provides concealment from all
adversaries in the vehicle’s rear arc (EotE-Core 213). The concealment adds bbb as long as
the device remains active. Deactivating requires an incidental; the smoke persists until the end
of the pilot’s following turn

Adds 1 point to a ship’s speed and reduces system strain threshold by 1

Provides a ship with a holographic disguise. A Daunting (dddd) Perception check is required
to see through the disguise at a distance. Physical examination immediately detects the
disguise

Transmissions sent by a ship so equipped can reach any facility that has access to interstellar
communications. Such transmissions arrive without delay, and cannot be intercepted unless
the pirate array is being tracked by another HoloNet user, who must already be aware of the
pirate array. A HoloNet user, whether equipped with a pirate array or a legitimate transceiver,
can intercept transmissions with a Hard (ddd) Computers check, provided he is aware of the
sender or recipient. At GM discretion, he may upgrade the difficulty of the check to reflect
particularly impressive security protocols. o results on a check to intercept a transmission can
be spent by the GM to reveal the attempted interception and its source

Characters utilizing a holo-tank may always use Cool or Knowledge (Warfare) when making
Initiative checks

Adds 2 additional points of hull trauma threshold

Adds bb to all checks made to detect this ship audibly while it is in atmosphere

Ships equipped with these attachments suffer half damage from weapons possessing the Ion
quality, after damage is reduced by soak. When installed, decrease handling by 1, and
decrease system strain threshold by 1

Reduces Hyperdrive class by 1, to a minimum of 1

Increase the strain threshold of each crewmember by 1 while aboard the vessel

Add an automatic a to combat checks made with the ship’s laser cannons and turbolasers

Add b to all Charm, Deception, and Negotiation checks made against passengers within the
vehicle. Checks made against passengers who are accustomed to opulence and luxury have
up to bb removed instead

Adds 1 to vehicle’s handling


Allows the starship to carry a number of mines equal to its silhouette. As an action, a character
piloting or operating the weapons on a ship may make an Average (dd) Mechanics check to
deploy 1 mine anywhere within close range (see No Disintegrations page 65 for space mine
details)

Increases a vehicle's passive and active sensor range by 1 range band. Provides extra audio,
video, and holographic capabilities

Reduces the range band of enemy ships’ passive sensors by 1 (to a minimum of close range)
for detecting a vessel with nightshadow coating

Upgrades the ability of Charm, Deception, and Negotiation checks made by crewmembers
while aboard the vessel once

Increase vehicle’s speed by 1, decrease handling by 1

Once per encounter as an action, a character may attempt an Average (dd) Mechanics check
to overcharge the ship’s shields, adding 2 points of defense to all defense zones for 1 round,
plus an additional round for each a generated. If the check generates tt or o, then the
overloaded shields immediately burn out and cease functioning until repaired

Allows a vehicle to carry a weapon intended for a craft 1 silhouette size larger. This decreases
the ship’s handling by 1 and system strain threshold by 4

Adds b to all Gunnery checks made using missiles, rockets, or torpedoes targeting the vehicle

The vehicle can tunnel through solid rock and most metals at a speed of 1, but its handling is
permanently reduced by 2 due to the substantial weight and bulk. The vehicle’s operator may
make a Piloting (Planetary) check to employ the drill as a weapon with the following profile:
Fire Arc Forward; Damage 9; Critical 4; Range (Close); Breach 3, Inaccurate 2, Slow-Firing 1,
Vicious 1

Increase the difficulty to detect the ship with sensors by 2. Upgrade the difficulty of all combat
checks against the ship at Short range or further away once

Treats the starship or vehicle’s defense as 2 higher when instigating a collision

Allows the smuggler to make an Average (dd) Mechanics check as an action while in the
cockpit or cargo bay to eject everything currently stored in the cargo hold

Increase vehicle’s armor by 2, decrease its handling by 1

1 additional point of defense to 1 defense zone of choice

Once per encounter as an incidental, the pilot may have the vehicle suffer 2 system strain in
order to double its maximum altitude (or gain a maximum of 100 meters, whichever is lower)
and increase its maximum speed by 1 for 1 round
As a maneuver, suffer 1 system strain to add +1 maximum speed for 1 round. Installing this
attachment requires an Average (dd) Mechanics check

Provides a vehicle with a hidden compartment and a device for deploying a weapon. Deploying
or retracting a weapon requires a maneuver. Discovering a retractable weapon system
requires a Hard (ddd) Perception check and a thorough search of the vehicle or starship in
question.

Allows vehicles to carry a number of smaller vehicles (with a maximum silhouette of 2 smaller
than the carrier vehicle) in a converted auxiliary hanger. The maximum capacity is calculated in
all vehicles’ combined silhouette. Silhouette 5 vehicles can carry a total Silhouette of 5,
Silhouette 6 vehicles can carry a total Silhouette of 20, and Silhouette 7+ vehicles can carry a
total of 60. (Common sense and GM’s judgment when determining what vehicles can and
cannot fit in the hangar bay.)

The crew may shift over to the secondary transponder as an action and an Average (dd)
Computers check. At installation, the GM and players should determine a name and other
details of the false identity. Because the ship’s engine signature is a part of the identifying
information, the false identity must be of the same class of ship and preferably a similar model.
An observer who scans the ship can detect discrepancies with a Daunting (dddd) Computers
check

Upgrade the difficulty of all Computers and Skullduggery checks to gain unauthorized access
to the ship twice

When a vehicle’s sensor baffler is active, upgrade the difficulty of checks to determine its
location using sensors twice

Increases difficulty of checks to detect this vessel using passive sensors by 2, and the difficulty
of checks to detect this ship using active sensors by 1, while it traveling at speed 3 or lower.

Firing the beam is a ranged attack using the Gunnery skill, and may target 1 ship at close
range. If the attack hits, the attacking pilot must use a maneuver to maintain a lock and
continue to follow the craft. Enemy craft caught in the tractor beam increase the difficulty of all
Piloting checks and attacks twice, and suffer 1 system strain when performing
Accelerate/Decelerate, Fly/Drive, or Punch It maneuvers

Ships equipped with this attachment may attempt to cut a hole in a docked craft’s hull or
airlock. The cutting mechanism typically includes high-power plasma torches or similar
mechanisms. A silhouette 1 sized hole is typically cut within 5 rounds of activation. Military or
armored craft may take 2 to 3 times as long to cut

Allows a ship or vehicle to be activated and brought to readiness or deactivated and put into
lockdown by remote control

Counts as slicer gear that can be used by 1 passenger. Add an automatic a to Computers
checks made to slice enemy ships’ systems

Stores items up to 25 Encumbrance per compartment. This still counts as part of the total
encumbrance threshold of ship. Increases the difficulty of checks made to find compartment by
+2

While active, an active force commander in the vehicle upgrades the ability of all Mass Combat
checks he makes once

While active, an active force commander on the bridge of the starship upgrades the ability of all
Mass Combat checks he makes twice.
Increases the range of shipboard communications by 1 range band

Increases damage of 1 weapon system by 1. Installing this requires a Hard (ddd) Mechanics
check

Increases the difficulty of checks to detect this vessel by 2 while it is traveling at speed 3 or
lower

Base Modifiers

Reduce podracer's silhouette by 1 for the purposes of determining the difficulty of Piloting
checks

Equips a podracer with an ejection system. To eject, pilot makes an Average (dd) Piloting
(Planetary) check as an out of turn incidental. On success, the pilot is ejecting unharmed. On
failure, the pilot suffers a number of strain equal to the vehicle's speed at the time of ejection,
plus 1 Critical Injury. GM may spend tt to deal wounds instead of strain.

Increases podracer's speed by 1 (to a maximum of 6) and reduces its system strain threshold
by 1

Equips podracer with an aft-mounted compartment filled with hazardous debris. If there is a
podracer within close range and directly behind, that podracer's pilot must make a Hard (ddd)
Piloting (Planetary) check to avoid the ejected debris. Failure reduces the target podracer's
speed by 1for 2 rounds, plus an additional 1 round per each t. ttt or y may be spent to inflict a
Critical Hit on the vehicle. Once used, this cannot be used until refilled

Increases a podracer's Handling by 1

Increase a podracer's maximum altitude by 50 meters

Reduces the Critical Hit result the podracer suffers in a collision by 20

Grants the podracer 1 defense in its forward defensive arc


Modification Options Source

2 add b to enemy detection check Mods, 2 add b to enemy interception or


Desperate Allies 65
deciphering check Mods

1 Additional upgrade Mod, 1 Innate Talent (Sniper Shot) Mod, 1 Innate Talent AoR Core 286, EotE Core 269,
(True Aim) Mod FaD Core 269

2 Remove b from Piloting (Planetary) checks due to difficult terrain Mods, 2


Special Modifications 65
Remove b from Gunnery checks due to terrain or cover Mods

None Special Modifications 65

None Fully Operational 60

2 Increase the droid brain’s Astrogation skill by 1 Mods Fly Casual 62

1 Automated droid ejection system Mod Stay on Target 63

2 Increase system strain threshold by 1 Mods Jewel of Yavin 47

2 Increase the droid brain’s Piloting (Planetary) or Piloting (Space) skill by 1 Fly Casual 62,
Mods Fully Operational 61

2 Add a to Leadership checks made by characters within the briefing


Lead by Example 58
auditorium Mods

2 Additional storage (25 Encumbrance) Mods Fly Casual 63

None Cyphers and Masks 62


None No Disintegrations 64

None Special Modifications 51

2 Add b to Computers checks to identify the buoy once Mods Special Modifications 65

1 Increase difficulty by 1 when making subsequent attacks due to the Guided AoR Core 286, EotE Core 269,
quality Mod FaD Core 269

1 Decrease the difficulty of the Computers check by 1 Mod Lead by Example 59

2 Add b to Computers checks made to slice the ship’s computer systems


Special Modifications 65
Mods

AoR Core 286, EotE Core 269,


None
FaD Core 269

2 Remove b from Astrogation checks made to navigate this ship through


Special Modifications 66
hyperspace once Mods

4 Add support for 1 additional prisoner Mods No Disintegrations 64

1 Innate Talent (Defensive Driving) Mod Special Modifications 65

2 additional planetary environment Mods Desperate Allies 64

1 Increase deployable range to short Mod Stay on Target 64

2 Increase the droid brain’s Gunnery skill by 1 Mods Special Modifications 66


2 +1 Additional point of system strain threshold Mods Stay on Target 64

None Dangerous Covenants 61

AoR Core 286, EotE Core 271,


None
FaD Core 269

2 Add 1 additional disguise to the database Mods Cyphers and Masks 63

2 add b to enemy checks to intercept outgoing transmission Mods, 2 add b to


Desperate Allies 65
intercept HoloNet traffic Mods

2 Add a to Mass Combat checks when the acting force commander is on board
this ship Mods, 1 Upgrade the ability of checks when determining initiative Lead by Example 59
once Mod

2 +1 Additional point of hull trauma threshold Mods Stay on Target 64

None Cyphers and Masks 63

1 Defender chooses ship component affected by Ion Weapon quality, as AoR Core 286, EotE Core 270,
opposed to the attacker Mod, 1 increase system strain threshold by 1 Mod FaD Core 270

AoR Core 286, EotE Core 271,


2 Reduce Hyperdrive class by 1 to a minimum of 1 Mods
FaD Core 270

None Fly Casual 63

None Special Modifications 65

None Desperate Allies 65

None Jewel of Yavin 47


1 Increase deployable range to medium range Mod, 3 Increase mine capacity
No Disintegrations 64
by 1 Mods

None Cyphers and Masks 63

1 Reduce the ship’s Silhouette by 1 in combat Mod Fly Casual 63

None Fly Casual 63

1 Innate Talent (Short Cut) Mod, 1 Innate Talent (Tricky Target) Mod Special Modifications 66

None Fully Operational 61

All models are customized to the ship and weapon used Dangerous Covenants 60

1 Add b to all Gunnery checks made using missiles, rockets, or torpedoes


targeting the starship Mod. 1 Increase difficulty by 1 when making checks Stay on Target 64
triggered by the Guided quality Mod

1 Increase Handling by 1 Mod Fully Operational 61

2 Add b to combat checks against the ship at Short range or further away once
Special Modifications 66
Mods

2 Treat defense as 1 higher when instigating a collision Mods Stay on Target 65

1 This attachment may be activated as an action without making a check Mod Fly Casual 63

2 Increase hull trauma threshold by 3 Mods Fully Operational 61

AoR Core 287, EotE Core 270,


2 additional points of defense to 1 defense zone of choice Mods
FaD Core 270

2 Increase duration by 1 round Mods Fully Operational 62


None Jewel of Yavin 47

None Cyphers and Masks 63

AoR Core 287, EotE Core 271,


5 Additional maximum Silhouette capacity Mods
FaD Core 270

1 Activate secondary transponder as a maneuver Mod, 3 add 1 additional ship


Special Modifications 67
identity Mods

2 Add b to Computers and Skullduggery checks made to gain unauthorized


Special Modifications 67
access to the ship Mods

2 Add b to Gunnery checks targeting the ship Mods Fully Operational 62

None Cyphers and Masks 63

None Dangerous Covenants 62

4 Decrease time taken to cut through hull by 1 Mods Dangerous Covenants 61

1 allows ship or vehicle to move to the owner’s location with an appropriate


piloting skill equal to the owner’s Mod. 1 Allows a ship or vehicle to use its Stay on Target 65
onboard weapons systems autonomously with a skill equal to the owner’s Mod

2 Innate Talent (Codebreaker) Mods, 1 Innate Talent (Defensive Slicing) Mod Special Modifications 67

2 Additional storage (25 Encumbrance) Mods EotE Core 270, FaD Core 271

1 Innate Talent (Situational Awareness) Mod, 1 Allies benefitting from


Lead by Example 59
Situational Awareness remove b on Perception and Vigilance checks Mod

2 Gain additional a on Mass Combat checks Mods, 1 Remove b from Mass


Lead by Example 59
Combat checks Mod
2 +1 Additional range band Mods AoR Core 287, FaD Core 271

None Jewel of Yavin 48

Fly Casual 63

Modification Options Source

None Endless Vigil 58

None Endless Vigil 58

None Endless Vigil 58

None Endless Vigil 58

2 Increase a podracer's Handling by 1 Mods Endless Vigil 59

3 Increase a podracer's maximum altitude by 50 meters Mods Endless Vigil 59

1 Reduce the Critical Hit result the podracer suffers by 20 Mod Endless Vigil 59

1 One additional point of defense to one defense zone of choice Mod Endless Vigil 59
Starship & Vehicle Wea
Starship & Vehicle Weapons

Name Dam Crit Range HP Price

Arakyd Mini-Missile Pack - - - 1 7,000

Arakyd Missile Pack - - - 1 10,000

Auto-Blaster 3 5 Close 1 3,000

AX-108 “Ground Buzzer” Surface Defense


- - - 1 2,000
Blaster Cannon

Blaster Cannon (Light) 4 4 Close 1 4,000

Blaster Cannon (Heavy) 5 4 Close 1 5,000

Concussion Missile Launcher 6 3 Short 1 7,500

Electromagnetic Tow
- - Close 1 2,000
Cable Launcher

Flak Cannon (Light) 4 3 Close 1 6,000

Flak Cannon (Medium) 4 3 Short 1 8,000

Flak Cannon (Heavy) 5 3 Short 1 10,000

Ion Cannon (Light) 5 4 Close 1 5,000

Ion Cannon (Medium) 6 4 Short 1 6,000


Ion Cannon (Heavy) 7 4 Medium 1 7,500

Ion Torpedo Launcher 10 3 Short 1 6,500

Laser Cannon (Light) 5 3 Close 1 5,500

Laser Cannon (Medium) 6 3 Close 1 7,000

Laser Cannon (Heavy) 6 3 Short 1 7,500

half cost of the


weapon
Linked - - - -
per extra
weapon

Proton Torpedo Launcher 8 2 Short 1 9,000

Quad Laser Cannon 5 3 Close 1 8,000

Repeating Ion Cannon 4 4 Close 1 6,000

Sienar MM-XT Mini Missile Tube - - - - 700

Termite Torpedo Launcher 3 5 Short 1 10,000

Tractor Beam (Light) - - Close 1 6,000

Tractor Beam (Medium) - - Short 1 8,000

Tractor Beam (Heavy) - - Short 1 10,000

Turboblaster (Light) 9 3 Medium 1 12,000

Turboblaster (Medium) 10 3 Long 1 15,000


Turboblaster (Heavy) 11 3 Long 1 20,000

Specialized Missiles & Rockets for Vehicles

Name Dam Crit Range HP Price

Concussion Missile (Mini) 4 4 Short - 400

Decoy - - Short - 400

Jammer - - Short - 300

Jammer (Mini) - - Close - 400

Unguided Rocket 5 3 Short - 300

Unguided Rocket (Mini) 3 4 Close - 250

Space Mines

Name Dam Crit Range HP Price

Concussion Mine 12 3 Short - 500

Connor Net 20 4 Short - 1,200

Firecracker Net 1 - Short - 400


Gravity Mine 2 6 Short - 1,000

Ion Mine 12 4 Short - 600

Seeker Mine 16 3 Short - 1,300


cle Weapons
Restricted Rarity Special Requirement

5 Limited Ammo 2 Sil 2

5 Limited Ammo 2 Sil 2-10

3 Auto-Fire Sil 2-10

5 - Sil 3-10

2 - Sil 2-10

3 - Sil 3-10

Blast 4, Breach 4, Guided 3,


5 Limited Ammo 3, Sil 3-10
Slow-Firing 1

2 Guided 3, Sil 2-10

5 Limited Ammo 3, Sil 4-10

6 Slow-Firing 1 Sil 5-10

7 Blast 5, Slow-Firing 2, Vicious 5 Sil 6-10

5 Ion Sil 3-10

6 Ion Sil 5-10


7 Ion, Slow-Firing 1 Sil 6-10

Blast 5, Breach 4,
Guided 2, Ion,
7 Sil 4-10
Limited Ammo 4,
Slow-Firing 1

4 Sil 3-10

4 Sil 3-10

5 Sil 4-10

Same as
- -
weapon

Blast 6, Breach 6,
Guided 2,
(R) 7 Sil 3-10
Limited Ammo 3,
Slow-Firing 1

6 Accurate, Linked 3 Sil 4-10

6 Ion, Linked 4 Sil 3-10

(R) 4 Limited Ammo 1 Sil 2-10

Guided 3,
(R) 8 Limited Ammo 3, Sil 4-10
Slow-Firing 1

4 Tractor 2 Sil 4-10

5 Tractor 4 Sil 5-10

6 Tractor 6 Sil 5-10

Breach 2,
(R) 7 Sil 5-10
Slow-Firing 1

Breach 3,
(R) 7 Sil 6-10
Slow-Firing 1
Breach 4,
(R) 8 Sil 6-10
Slow-Firing 2

Restricted Rarity Special Requirement

Blast 2, Breach 2,
5 Guided 3, Sil 2-3
Slow-Firing 1

6 Slow-Firing 1

Guided 4,
6
Slow-Firing 1

Guided 4,
6 Sil 2-3
Slow-Firing 1

Blast 3, Breach 3,
4
Slow-Firing 1

Blast 1, Breach 2,
4 Sil 2-3
Slow-Firing 1

Restricted Rarity Special Requirement

Blast 8, Breach 4,
(R) 5 -
Limited Ammo 1

(R) 7 Ion, Limited Ammo 1 -

Blast 8,
(R) 4 -
Limited Ammo 1
(R) 7 Limited Ammo 1 -

Blast 8, Ion,
(R) 5 -
Limited Ammo 1

Blast 4, Breach 2,
(R) 7 Vicious 2, -
Limited Ammo 1
Notes

Uses profile of the missile loaded within it. Add bb to all combat checks when using this
weapon. In addition, each s adds 2 damage to the total. Mod Option: 1 Change Fire Arc to All
Mod

Same as above.

N/A

Uses Personal scale. Fires automatically with a Ranged (Heavy) skill of 2 and Agility of 0. (if
unassited it rolls dd). Mod Options: 2 Increase weapon's automated Ranged (Heavy) skill by
1 Mods.

N/A

N/A

N/A

If Ensnare quality activates, pilot of the target vehicle must make an Average (dd) Piloting
(Space or Planetary depending on the vehicle) check to free the vehicle. If target is at least 1
silhouette smaller than the attacker and tt are generated on a failed check, the target is drawn 1
range band closer to the attacker

N/A

N/A

N/A

N/A

N/A
N/A

Additional torpedeos cost 400 credits per set of 4

N/A

N/A

N/A

Links 2 or more of the same weapon type (this adds the Linked quality to the weapon, with
value equal to the additional weapons added).

Additional proton torpedeos cost 750 credits each and are restricted.

N/A

N/A

Can fire a single concussion missile or warhead from Specialized Missiles & Rockets Table.
Mod Option: 1 Change Fire Arc to All Mod

Regardless of whether hull trauam was inflicted, for the remainder of the encounter, whenever
crew perform a check in the ship, the attacker may spend tt to have the vessel suffer 2 hull
trauma or system strain and spend y to inflict a Critical Hit. As an action, a character aboard
the ship may perform a Daunting (dddd) Mechanics check to repress the effects of the droids
for 1 round. At GM discretion other skills may be used instead.

N/A

N/A

N/A

N/A

N/A
N/A

Notes

N/A

To fire, make an Easy (d) Computers check. If successful, any attacks against the ship firing
the decoy using weapons with the Guided quality upgrade their difficulty once (plus an
additional upgrade per each additional aa) while decoy is active (1 round per s). If a weapon
with the Guided quality misses the target but generates aaa or x, they hit the decoy instead,
ending the effect.

If the initial combat check is successful, the missile follows the target at close range for 1 round
per s. The missile adds bb to the target's Gunnery, Piloting, and Computers checks (when pilot
is scanning with sensors). Missile self-destructs after 3 rounds. Can be shot down and is
Silhouette 1, any damage destroys it.

Same as above

Attacker adds b to Gunnery check when using unguided rockets.

Same as above

Notes

N/A

N/A

When a vessel is struck, each of its crew suffer the Disoriented condition for 3 rounds.
Creates a gravity bubble out to long range; ships cannot enter hyperspace until they use the
required maneuvers to leave the bubble.

N/A

If the pilot of a ship targeted by the mine succeeds on the Piloting check, the attacker may
spend tt from the check to force the pilot to repeat the check with the difficulty reduced by 1 (to
a minimum of -) at the beginning of his next turn.
Source

Dangerous Covenants 60

Dangerous Covenants 60

AoR Core 287, EotE Core 271, FaD Core 271

Fly Casual 62

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

Fully Operational 62

Stay on Target 49, Lead by Example 53, Rise of the


Separatists 78, Collapse of the Republic 77

Stay on Target 49, Lead by Example 53, Rise of the


Separatists 78, Collapse of the Republic 77

Stay on Target 49, Lead by Example 53, Rise of the


Separatists 78, Collapse of the Republic 77

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271


AoR Core 287, EotE Core 271, FaD Core 271

Fully Operational 62

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

Fully Operational 63

Dangerous Covenants 60

Fully Operational 63

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271

AoR Core 287, EotE Core 271, FaD Core 271


AoR Core 287, EotE Core 271, FaD Core 271

Source

Dangerous Covenants 61

Dangerous Covenants 61

Dangerous Covenants 61

Dangerous Covenants 61

Dangerous Covenants 61

Dangerous Covenants 61

Source

No Disintegrations 64

No Disintegrations 64

No Disintegrations 64
No Disintegrations 64

No Disintegrations 64

No Disintegrations 64
Starfighters

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
A-7 Hunter Interceptor 3 5 +2 0/-/-/0 2 6 7

A-Type Stiletto 3 4 0 1/-/-/1 2 10 12

A/SF-01 "B-Wing" Heavy Fast Attack


3 4 -1 2/-/-/1 3 15 6
Starfighter

AO-2 Cometstrike-Class Orbital


4 2 -5 0/-/-/0 5 12 6
Assault Pod

Alpha-3 Nimbus "V-Wing" Interceptor 3 4 +2 1/-/-/0 2 10 8

Alpha-class XG-1 "Star Wing" Assault


3 4 -2 1/-/-/1 3 12 8
Gunboat

ARC-170 Heavy Starfighter 3 4 0 2/-/-/1 4 18 10

Arc-40B Scout-Reconnaissance
3 4 -1 1/-/-/1 3 14 8
Fighter

ARX-T3 "Suncutter" Light Interceptor 3 5 +2 1/-/-/0 3 8 6

Belbullab-22 Heavy Starfighter 3 4 +1 1/-/-/1 3 15 12

Blade-32 Superiority Fighter 3 4 -2 0/-/-/0 4 12 8


BTL-A4 Y-Wing Attack Starfighter 3 4 0 1/-/-/1 3 12 10

BTL-S3 Y-Wing Attack Starfighter 3 4 0 1/-/-/1 3 12 10

BTS-A2 "H-Wing" Long-range Strike


3 3 -2 2/-/-/1 4 15 12
Starfighter

CL-1C Lancet Interceptor 3 5 +1 1/-/-/0 2 6 8

Cloakshape Fighter 3 4 0 0/-/-/0 3 10 8

Cutlass-9 Patrol Fighter 3 3 0 1/-/-/1 2 8 8

Delta-12 Skysprite 3 4 +1 1/-/-/1 3 10 8

Delta-6 System Defense Starfighter 3 4 +1 1/-/-/0 2 6 5

Delta-7 Aethersprite Interceptor 3 5 +2 1/-/-/0 2 7 7

Droid Tri-Fighter 3 5 +2 0/-/-/0 2 12 8

E-7 E-Wing Multi-Role Starfighter 3 5 1 1/-/-/1 3 14 8

Eta-2 Actis-Class Light Interceptor 3 6 +2 0/-/-/0 2 10 8


H-22A "D-Wing" Heavy Attack Boat 4 3 -2 2/-/-/1 4 20 14

H-60 Tempest Heavy Bomber 4 3 -1 1/-/-/1 4 22 12

HH-87 Starhopper Starfighter 3 4 1 1/-/-/0 4 10 8

HLAF-500 Starfighter 3 4 1 1/-/-/1 2 8 8

Hyena-Class Droid Bomber 3 4 0 0/-/-/0 3 14 12

IE-440 "Nighthawk" Multi-Role


3 5 +2 1/-/-/1 1 10 10
Starfighter

Kihraxz Light Starfighter 3 4 0 1/-/-/0 2 10 6

Koensayr AD-1S Modular Multi-role


3 3 0 0/-/-/0 2 5 8
Starfighter
LAF-250 Starfighter 3 4 0 1/-/-/0 2 8 8

M12-L Kimogila Heavy Starfighter 4 4 -1 2/-/-/0 3 16 14

Mandalorian Protectorate Starfighter 3 6 +3 0/-/-/0 2 12 10

Mandalorian Protectorate "Fang"


3 6 +3 1/-/-/1 2 10 10
Starfighter

M3-A Scyk Interceptor 3 5 +2 1/-/-/0 2 6 8

Miy'til Starfighter 2 4 +1 1/-/-/1 2 7 7

Modified Cloakshape Starfighter 3 4 0 0/-/-/0 3 10 8

Phantom II 4 3 0 1/-/-/1 4 14 13

Preybird-Class Starfighter 3 4 -1 1/-/-/1 3 10 9

Prototype B6 3 4 -1 1/-/-/1 3 18 4

Punworcca 116-Class interstellar


3 3 -3 2/-/-/2 1 20 15
Sloop
R-41 Starchaser 3 4 0 1/-/-/0 2 6 8

R60 "T-Wing" Interceptor 3 6 -1 1/-/-/0 2 8 7

RZ-1 "A-Wing" Light Interceptor 3 6 +3 1/-/-/0 2 6 6

Republic Z-95 Headhunter 3 4 +1 1/-/-/1 3 10 10

Starviper-Class Attack Platform 3 4 + 2/-/-/2 2 14 7

StarViper M-2 3 4 1 2/-/-/2 2 14 7

T-65B "X-WING"
3 5 +1 1/-/-/1 3 10 10
Multi-Role Starfighter

Tallanx-class Stealth Fighter 3 5 2 1/-/-/1 1 10 6

Tam Blackstar's TIE Hunter 3 6 3 1/-/-/1 1 6 10

TIE Advanced V1 3 5 +1 1/-/-/1 3 6 8

TIE Advanced X1 3 6 +3 1/-/-/1 3 8 10

TIE/AG "Aggressor" Starfighter 3 4 1 0/-/-/0 3 10 8


TIE/CA "Punisher" Starfighter 3 4 -2 1/-/-/1 3 18 12

TIE/D "Defender" Multi-Role


3 4 +2 1/-/-/1 3 10 10
Starfighter

TIE/HU "Hunter" Multi-role Starfighter 3 5 +2 1/-/-/1 2 9 12

TIE/IN Interceptor 3 6 3 0/-/-/1 0 6 10

TIE/IT Interdictor Starfighter 3 4 -2 1/-/-/1 3 18 12

TIE/LN Starfighter 3 5 3 0/-/-/0 2 6 8

TIE/MG Mining Guild Starfighter 3 4 +3 0/-/-/0 2 6 6

TIE/PH "Phantom" Multi-role Stealth


3 5 2 1/-/-/0 2 8 10
Starfighter

TIE/RB "Brute" Heavy Starfighter 3 4 0 0/-/-/0 3 14 8

TIE/RP "Reaper" Assault Transport 3 4 +1 1/-/-/1 3 18 10


TIE/SA Tactical Bomber 3 4 0 0/-/-/0 3 9 8

TIE/SK Striker Multi-Role Fighter 3 6 +3 1/-/-/0 2 7 9

V-19B Dart Personal Flyer 3 4 0 1/-/-/1 3 14 8

V-19 Torrent 3 4 +2 0/-/-/0 3 10 9

VCX-Series Auxiliary Starfighter 3 4 0 1/-/-/0 2 12 10

Vulture-Class Droid Starfighter 3 5 +2 0/-/-/0 2 8 6

Z-95-AF4 Headhunter 3 4 1 1/-/-/0 3 9 8

Z-95-AF4-H "Heavy-95" Multi-role


3 4 0 2/-/-/0 4 12 8
Starfighter

Escape Pod

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Escape Pod 2 3 -1

Life Boat 3 3 -2
Patrol Boat

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Aggressor Assault Fighter 4 5 -1 2/-/-/1 2 25 15

Auzituck-Class Gunship 4 3 0 2/-/-/1 3 20 18

Bloodblade 4 4 -1 2/-/-/1 4 18 10

Firespray-31 System Patrol Craft 4 4 0 1/-/-/1 4 15 12

G-1A Heavy Starfighter 3 4 -1 2/-/-/1 3 14 12

GAT-12H Skipray Blastboat 4 4 -1 2/-/-/1 4 20 15

Far*Reach Reconnaissance Ship 4 3 -1 2/-/-/1 3 20 18

IG-2000 4 6 -1 2/-/-/1 4 31 14

Imperial Customs Frigate 4 3 -2 2/-/-/1 4 28 18

Incom A-24 Sleuth-Class Scout Ship 3 4 1 1/-/-/0 2 10 10


Incom A-36 Pathfinder-Class Force
4 4 0 1/-/-/1 3 16 16
Reconnaissance Vessel

JM-5000 Jumpmaster Long Range


4 4 1 1/-/-/0 2 14 8
Scout

Loronar E-9 Explorer-Class Armed


4 3 -1 1/-/-/1 4 25 14
Long-Range Scout Vessel

M22-T Krayt Gunship 4 4 -1 2/-/-/2 4 24 18

Mist Hunter 3 4 0 2/-/-/1 4 15 11

PB-950 Patrol Boat 5 3 -2 2/1/1/1 4 34 22

PPB Pocket Patrol Boat 3 4 0 1/-/-/1 2 10 7

Punishing One 4 4 +2 1/-/-/1 3 14 8

Regulator-Class Patrol Vessel 4 4 0 2/-/-/1 3 18 14

Slave I 4 4 0 2/-/-/2 4 18 14

SS-54 Light Assault Gunship 3 3 +1 1/-/-/0 2 18 14


The Diligent 5 3 -2 2/1/1/1 4 34 22

YQ-400 Monitor-Class System Patrol


4 3 0 1/0/0/1 2 28 30
Ship

Shuttle

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Caisson-Class Engineering Troop


4 3 -1 1/-/-/1 5 25 15
Carrier

Curich-Class Shuttle 5 3 0 1/1/1/1 3 38 18

Delta-Class T-3 Shuttle 4 3 0 2/-/-/1 4 30 20

ETA-Class Shuttle 4 3 0 2/-/-/1 3 17 12

Kappa-Class Shuttle 4 3 0 1/-/-/1 4 25 15

Kappa-Class Shuttle 4 3 0 1/-/-/1 4 28 14

Lambda-Class T-4A Long Range


4 3 0 2/-/-/1 4 25 15
Shuttle

Nu-Class Transport 4 3 0 2/-/-/1 3 30 12


Sentinel-Class Landing Craft 4 3 -1 2/-/-/2 5 25 15

Sheathipede-Class Shuttle 4 3 +1 1/-/-/1 4 25 15

Shuttle Pod 2 4 0 0/-/-/0 1 4 6

T-6 Shuttle 4 3 +1 1/-/-/0 3 25 15

Scout Ship

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Ainik Class Scientific Survey Vessel 4 3 0 2/-/-/1 2 22 10

Alidade-Class Long Range Survey


5 2 -1 2/1/1/1 3 35 30
Ship

Kaminoan Observation Ship 6 2 -2 0/0/0/0 2 50 25

The Deep Dark 4 3 0 1/-/-/1 4 25 18

Vangaard Pathfinder Scout Ship 4 4 1 1/-/-/1 2 16 10

Transport

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Action VI Bulk Transport 5 2 -3 2/1/1/1 2 40 20

Ark Angel 5 3 -3 2/1/1/2 3 36 30

Armos Modular Transport 6 2 -2 2/1/1/1 4 65 45


CSS-1 Corellian Star Shuttle 5 3 -2 2/2/2/1 4 30 22

C-9979 Landing Craft 5 3 -1 2/1/1/2 5 65 45

Eta-Class Supply Barge 6 2 -3 2/1/1/2 2 35 28

Gozanti-Class Armed Transport 5 2 -3 2/2/2/1 5 50 36

GR-75 Medium Transport 5 3 -3 1/1/1/1 3 20 18

J-Type Diplomatic Barge 5 4 1 2/1/1/2 3 36 18

Jedi Sojourner 4 4 +1 2/-/-/2 3 24 14

Kom'rk-Class "Gauntlet" Fighter 4 4 +2 2/-/-/1 4 22 16

KST-100 Kestrel Light Executive


3 4 +1 1/-/-/1 2 25 250
Transport

Mobquet Medium Transport 5 1 -4 1/1/1/1 3 40 28

Space Master Medium Transport 5 2 -4 1/1/1/1 2 25 25

Star Galleon Armed Transport 6 1 -2 2/2/2/2 5 85 18

TL-18B Medium Transport 4 3 -1 2/-/-/0 4 22 16

Ubrikkian Industries Seltiss-2 Caravel 4 3 -1 2/-/-/2 4 30 18


UT-60D U-Wing Troop Transport 4 4 +1 2/-/-/1 2 20 18

Xiytiar-Class Heavy Transport 5 2 -3 1/1/1/1 2 35 20

Y164 Slave Transport 5 3 -2 1/1/1/1 4 35 20

YZ-775 Medium Transport 5 2 -3 1/1/1/1 4 34 25

Small Transport

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

KSE Rho-1 Limulus-Class Courier 3 4 0 1/-/-/1 1 15 14

Selonian Coneship 3 1 -5 0/-/-/0 1 8 3

Sienar Fleet Systems Legate-Class


4 4 0 1/-/-/1 2 18 13
Courier

S-Type Racing Sloop 3 6 1

YT-1760 Small Transport 4 4 1 1/-/-/0 1 17 15

Light Freighter

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

CEC HWK-1000 Light Freighter 4 5 1 1/-/-/1 3 18 15

CorelliSpace Gymsnor-3 Light


4 3 -3 1/-/-/1 1 26 14
Freighter

CorelliSpace Gymsnor-4 Light


4 3 -2 1/-/-/1 3 20 18
Freighter
D-Type Stealth Freighter 4 2 -3 2/-/-/2 3 22 24

Darvro-class Light Freighter 4 4 0 1/-/-/1 2 18 114

Ghtroc 720 Light Freighter 4 3 -2 1/-/-/1 5 28 15

G9 Rigger Light Freighter 4 2 -2 1/-/-/1 2 25 15

Ghost 5 3 -2 2/1/1/2 5 32 30

Hound's Tooth
4 3 -2 3/-/-/2 4 34 16
(Customized YV-666)

HWK-290 Light Freighter 3 4 1 1/-/-/1 2 18 18

ILH-KK Citadel-Class Light Freighter 4 3 -1 2/-/-/1 4 30 16

Kazellis Class Light Freighter 4 4 0 1/-/-/0 3 20 15

Lancer-class Pursuit Craft 4 5 -2 1/-/-/0 2 20 10

MC-18 Light Freighter 4 3 0 2/-/-/1 3 22 16


Millennium Falcon
4 5 +1 2/-/-/2 5 30 15
(Han Solo's)

Millennium Falcon
4 4 +1 2/-/-/1 4 26 22
(Lando Calrissian's)

Simiyiar Light Freighter 4 3 0 1/-/-/1 4 20 16

Starlight-class Light Freighter 4 3 -1 1/-/-/1 3 20 16

VCX-100 Light Freighter 5 3 -3 1/1/1/1 3 32 28

Wander Class Jump Freighter 3 3 0 1/-/-/1 2 17 17

YG-4210 Light Freighter 4 2 -2 2/-/-/1 3 30 10

YG-4400 Light Freighter 4 4 -1 1/-/-/2 3 21 14

YKL-37R Nova Courier 4 3 0 1/-/-/1 3 24 18

YT-1000 Light Freighter 4 3 -1 1/-/-/1 2 20 14

YT-1200 Light Freighter 4 2 -1 1/-/-/1 3 19 11

YT-1210 Light Freighter 4 4 -1 1/-/-/1 2 20 12

YT-1250 Light Freighter 4 4 -1 1/-/-/1 3 20 12

YT-1300 Light Freighter 4 3 -1 1/-/-/1 3 22 15

YT-2000 Light Freighter 4 3 0 1/-/-/1 3 24 14

YT-2400 Light Freighter 4 3 0 1/-/-/1 4 25 18


YT-Dart 3 2 0 0/-/-/0 2 10 8

YT-Dart (Lando Calrissian's) 3 3 0 0/-/-/0 2 12 9

YV-560 Light Freighter 4 3 0 1/-/-/1 3 20 20

YV-666 Light Freighter 4 3 -2 2/-/-/1 3 30 12

YV-929 Light Freighter 4 3 -1 2/-/-/1 4 23 15

ZH-25 Questor Light Freighter 4 3 -1 1/-/-/1 3 30 20

Freighter

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Action IV Bulk Freighter 5 2 -2 1/1/1/0 2 35 18

Aurore-Class Freighter 5 2 -3 2/2/2/1 2 50 36

Barloz-class Medium Freighter 4 3 -2 1/-/-/1 2 26 12

GX1 Short Hauler 4 2 -2 1/-/-/1 2 24 15

HT-2200 Medium Freighter 5 2 -2 1/1/1/0 5 35 14

ISO-One 5 2 -3 2/1/1/1 2 40 25

Jadthu-Class Landing Ship 5 3 -3 1/1/1/- 5 30 15

LH75 Specialty Live-Haul Freighter 5 2 -3 1/1/1/- 4 46 25


ND-47 Stalwart Bulk Freighter 5 2 -2 2/2/2/2 5 35 15

Nightflyer 4 3 1 2/-/-/1 4 25 18

Penumbra Stealth Freighter 5 3 -1 1/1/1/1 2 19 12

Starwind Pleasure Yacht 5 3 -2 2/1/1/1 3 25 20

Suwantek TL-1200 Transport 5 3 -3 1/1/1/1 3 26 15

Temple-Class Heavy Freighter 6 1 -3 2/1/1/1 3 75 24

Wayfarer-Class Medium Freighter 5 3 -2 1/1/1/2 4 32 20

Zeta Class Heavy Cargo Shuttle 4 2 -3 2/-/-/2 4 35 20

Yacht

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Baudo-class Star Yacht 4 4 1 1/-/-/1 1 26 10

CEC WUD-500 Star Yacht 4 4 -1 1/-/-/1 1 18 14

H-type Nubian Yacht 4 5 +1 2/-/-/2 3 30 20

Indulgent-Class Luxury Starliner 7 1 -1 2/1/1/2 2 85 40

J-Type Star Skiff 4 4 -1 2/-/-/2 4 28 18

Kalevalan Star Yacht 5 2 -4 1/2/2/1 4 38 24

Luxurious-class Yacht 4 4 1 1/-/-/1 1 25 22


Minstrel-Class Space Yacht 5 3 -1 2/1/1/2 6 45 28

SoroSuub Luxury 3000 Space Yacht 4 3 0 1/-/-/1 1 30 12

The Venture 4 3 2 1/-/-/0 3 20 20

Tireless Wanderer, Sorosuub Luxury


4 3 0 1/-/-/1 1 30 12
3000 Space yacht

Assault Ship

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

4R3 Light Assault Transport 4 3 -1 2/-/-/1 3 32 19

Barrage Gunship 5 3 -1 1/1/1/1 3 18 25

Droch-Class Boarding Ship 3 3 0 1/-/-/1 2 10 8

Surronian Conqueror-Class Assault


4 3 0 2/-/-/2 4 20 14
Ship

Trident-Class Assault Ship 4 4 +1 2/-/-/2 4 35 20

VT-49 Decimator 4 3 -3 2/-/-/2 4 30 20

Corvette

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Blockade Bandit 5 2 -2 2/1/1/2 5 50 15

Braha'Tok-Class Gunship 5 3 -1 2/1/1/1 4 46 25

CR90 Corvette 5 3 -1 2/1/1/2 5 50 25

CR92A Assassin-Class Corvette 5 3 -1 2/2/2/1 5 55 25

Cybershop Ship 5 3 -2 2/1/1/2 5 50 25

Hammerhead Class Corvette 5 3 -1 3/1/1/1 4 50 25

Marauder-Class Assault Corvette 5 3 0 2/1/1/1 5 65 35

Raider II-Class Corvette 5 4 -1 2/2/2/2 5 45 25

Savrip 5 3 0 1/1/1/1 5 62 35
Vigil-Class Corvette 5 3 -1 2/2/2/1 5 55 35

Frigate

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Assault Frigate Mark II 7 3 -1 4/3/3/2 5 84 42

DP20 Gunship 5 4 -1 2/2/2/1 5 55 30

EF76 Nebulon-B Escort Frigate 6 3 -1 2/2/2/2 6 71 40

Flatline and Brilliance 5 3 -1 3/2/2/2 2 40 20

Imperial System Patrol Craft IPV-1 5 3 -1 2/2/2/1 6 45 20

IR-3F-Class Light Frigate 5 4 -1 2/2/2/2 3 40 35

Lancer-Class Frigate 5 2 -1 2/1/1/1 5 52 34


MC30c Frigate 6 4 0 3/2/2/2 5 74 42

Munificent-class Command, Control,


7 2 0 3/2/2/2 5 60 55
and Communications Frigate

Munificent-class Heavy Frigate 7 2 0 3/2/2/2 5 60 55

Pelta-Class Frigate 6 3 0 2/2/2/1 4 65 55


Phoenix Home 6 3 0 3/2/2/1 4 65 55

Shadow Raptor 6 3 1 2/2/2/2 6 71 40

Starbolt Assault Carrier 6 3 -1 2/2/2/2 6 75 60

Surveyor-class Reconnaissance
6 3 -1 3/2/2/1 6 75 45
Frigate

Ubrikkian Industries Kossak-Class


6 3 -2 2/2/2/1 6 75 45
Frigate

Xanter-Class Deep-Space Exploration


6 1 -2 2/2/2/2 6 80 32
Frigate

Light Cruiser
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

ADZ-Class Destroyer 5 2 -2 2/2/2/1 6 50 35

Arquitens Class Light Cruiser 6 3 -2 2/2/2/2 5 60 45

Consular-Class Light Assault Cruiser 5 3 -2 2/1/1/1 5 46 24

Consular-Class Light Cruiser 5 3 -2 2/1/1/0 4 46 24

C-ROC Gozanti-Class Light Cruiser 5 3 -3 3/2/2/1 5 55 40

MC40a Light Cruiser 6 2 -1 3/2/2/3 6 92 56


Renegade's Blood 5 4 0 2/1/1/1 5 46 23

Cruiser

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Acclamator-Class Planetary Assault


7 2 -1 3/2/2/2 6 80 65
Ship

Cantwell-Class Arrestor Cruiser 7 2 -2 2/2/2/1 4 66 40

Deep Space Recovery Vessel L-2783 5 2 -4 2/1/1/1 4 55 35

Jedi Training Cruiser Crucible 5 3 -1 2/1/1/2 3 44 28


Keldabe-Class Battleship 7 3 -1 2/2/2/2 8 100 60

Neutron Star-Class Bulk Cruiser 7 1 -3 2/2/2/1 6 80 50

Heavy Cruiser

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Dreadnought-Class Heavy Cruiser 7 2 -2 1/1/1/1 7 100 40

Interdictor-Class Heavy Cruiser 7 2 -2 3/3/3/2 5 75 65

Vindicator-Class Heavy Cruiser 7 3 -1 3/2/2/2 6 85 55

Heavy Star Cruiser


Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Independence 8 2 -2 4/4/4/3 10 150 90

Ithorian Herd Ship 9 2 -2 3/3/3/3 9 150 80

MC75 Star Cruiser 8 3 -2 4/3/3/4 8 130 80

MC80 Liberty Type Star Cruiser 8 2 -2 3/4/4/3 9 140 80

MC80A Home One type Heavy Star


9 2 -2 4/4/4/4 10 155 90
Cruiser
Subjugator-Class Heavy Cruiser 9 2 -3 3/3/3/3 12 210 150

Star Destroyer

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Gladiator-Class Star Destroyer 7 3 -2 3/2/2/1 7 90 35

Imperial I-Class Star Destroyer 8 2 -3 3/3/3/2 10 145 60


Imperial-II Class Star Destroyer 8 2 -3 4/3/3/3 10 155 50

Onager-Class Star Destroyer 8 3 -2 4/2/2/1 7 100 45

The Eternal Wrath 8 2 -3 3/3/3/2 10 125 65

Venator-Class Star Destroyer 8 2 -3 2/2/2/2 8 115 55

Victory II-Class Star Destroyer 8 1 -3 2/2/2/2 9 120 50

Star Battlecruiser
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Lucrehulk-Class Battleship 9 2 -3 4/3/3/3 10 200 90

Maelstrom-class Battle Cruiser 8 1 -3 3/2/2/3 8 125 65

Praetor II-Class Star Battlecruiser 9 2 -3 3/3/3/3 11 185 95


Starhawk-Class Battleship 9 2 -3 3/4/4/2 10 175 65

Carrier

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Quasar Fire-class Escort Carrier 6 2 -2 2/2/2/1 5 62 45

Secutor-class Battlecarrier 8 2 -4 3/3/3/2 8 130 55

Ton-Falk-class Escort Carrier 7 2 -3 2/2/2/2 4 80 60

Dreadnought
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Assertor-class Command
9 2 -4 4/3/3/2 13 205 105
Dreadnought

Executor-Class Star Dreadnought 10 2 -4 4/4/4/3 12 330 120


Providence-Class Dreadnought 8 2 -3 2/3/3/2 12 160 125

Space Stations

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

DS-1 Death Star 20 1 -5 0/-/-/0 20 1,000 800


DS-2 Death Star
21 0 - 0/-/-/0 20 800 450
(Under Construction)

Golan I Space Defense Platform 8 0 0 2/2/2/2 6 300 150

Haven/Harbor-Class Mobile Space


7 2 -3 2/2/2/2 6 100 75
Dock

MK IX Orbital Maintenance Depot 8 0 -4 2/2/2/2 4 250 200


Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
A-series Kuat Drive Yards None None Close 1 Pilot 4

A-type Stiletto Nubia Star Drives, Inc. None None Medium 1 Pilot 8

A/SF-01 B- Primary; Class 2


Slayn & Korpil Yes Close 1 Pilot 15
Wing Backup; None

AO-2
Cygnus Spaceworks None None Short 1 Pilot (optional) 20
Cometstrike

Kuat Systems Astromech 1 Pilot,


A3-Nimbus None Close 5
Engineering Droid Socket 1 AstroMech

Primary: Class 3
Alpha-class Cygnus Spaceworks Yes Short 1 8
Backup: None

1 Pilot, 1 Co-Pilot,
Primary; Class 1.5
ARC-170 Incom/Subpro Yes Long 1 gunner, 30
Backup; None
1 astromech droid

1 Pilot,
Primary; Class 2 Astromech
ARC-40b Kuat Drive Yards Medium 1 Co-Pilot/sensor 10
Backup; Class 8 Droid Socket
operator, 1 Gunner

Koensayr Primary; Class 1 Astromech 1 Pilot,


ARX-T3 Short 5
Manufacturing Backup; None Droid Socket 1 AstroMech

Feethan Ottraw Primary; Class 6


Belbullab-22 Yes Close 1 Pilot 8
Scalable Assemblies Backup; Class 15

Primary; Class 3 1 Pilot,


Blade-32 Tarrvin-on-Kallik Yes Close 10
Backup; None 1 Aft Gunner
Koensayr Primary; Class 1 Astromech
BTL Y-Wing Close 1 Pilot 10
Manufacturing Backup; None Droid Socket

Koensayr Primary; Class 1 Astromech 1 Pilot,


BTL Y-Wing Close 10
Manufacturing Backup; None Droid Socket 1 Gunner

BTS-A2 H- Koensayr Primary; Class 1 1 Pilot,


Yes Short 15
wing Manuracturing Backup; None 2 System operators

Corellian Engineering Primary; Class 1


CL-1c Yes Short 1 Pilot 4
Corporation Backup; None

Kuat Systems
CloakShape None None Close 1 Pilot 12
Engineering

Primary; Class 2
Cutlass SoroSuub Corporation Yes Close 1 Pilot 12
Backup; None

Kuat Systems Astromech


D-12 None Short 1 Pilot 8
Engineering Droid Socket
Kuat Systems
Delta-6 None None Close 1 Pilot 8
Engineering
Kuat Systems Astromech 1 Pilot,
Delta-7 None Close 4
Engineering Droid Socket 1 AstroMech

Tri-Fighter Colla Designs None None Short Integrated Droid Brain 0

Primary; Class 1 Astromech 1 Pilot,


E-Wing FreiTek Incorporated Close 8
Backup; None Droid Socket 1 AstroMech

Eta-2 Actis Kuat Systems


None None Close 1 Pilot, 1 Astromech 5
Class Engineering
Primary; Class 2 1 Pilot
D-Wing Incom Corporation Yes Short 120
Backup; None 2 gunners

1 Pilot,
H-60 Tempest Slayn & Korpil None None Close 12
1 System operator

HH-87 Primary; Class 1


MandalMotors Yes Short 1 Pilot 6
Starhopper Backup; None

Corellian Engineering Primary; Class 2


HLAF-500 Yes Short 1 Pilot 6
Corporation Backup; None

Baktoid Armor
Hyena-Class None None Short Integrated Droid Brain 0
Workshop

IE-440 Primary; Class 2


Koensayr corporation Yes Short 1 Pilot 5
"Nighthawk" Backup; Class 12

Primary; Class 3
Kihraxz TransGalMeg, Inc Yes Close 1 Pilot 7
Backup; None

Koensayr
AD-1S None None None 1 Pilot 10
Manufacturing
Corellian Engineering
LAF-250 None None Short 1 Pilot 6
Corporation

M12-L Primary; Class 2


MandalMotors Yes Short 1 Pilot 20
Kimogila Backup; None

Primary; Class 2
Fang Fighter MandalMotors Yes Close 1 Pilot 2
Backup; None

Kuat Systems Primary; Class 1


Fang Fighter Yes Medium 1 Pilot 4
Engineering Backup; None

Primary; Class 2
M3-A Scyk MandalMotors Yes Short 1 Pilot 4
Backup; None

Primary; Class 1 Astromech


Miy'til Olanji/Charubah Close 1 Pilot 5
Backup; None Droid Socket

Kuat Systems
CloakShape None None Close 1 Pilot 12
Engineering

Sheathipede- Haor Chall Primary: Class 2 Astromech 1 Pilot, 1


Short 10
class Engineering Backup: Class 10 Droid Socket Co-pilot/engineer

Primary; Class 3 1 Pilot,


Preybird SoroSuub Yes Close 8
Backup; None 1 Gunner

Primary; Class 3 1 Pilot


Prototype B6 Hand Built Prototype Yes Close 10
Backup; None 1 gunner

Punworcca Huppla Pasa Tisc Primary; Class 1


Yes Short 1 Pilot 20
116 Shipwrights Collective Backup; Class 15
R-41 Hoersch-Kessel Drive, Primary; Class 2
Yes Close 1 Pilot 6
Starchaser Inc. Backup; None

Hoersch-Kessel Drive, Primary; Class 3


R-60 T-wing Yes Close 1 Pilot 5
Inc. Backup; None

Incom/Alliance
Primary; Class 1
RZ-1 "A-Wing" Underground Yes Medium 1 Pilot 4
Backup; None
Engineering

Z-95 Incom/Subpro None None Close 1 Pilot 9

Primary; Class 2
Starviper MandalMotors Yes Close 1 Pilot 12
Backup; None

Primary; Class 2
StarViper M-2 MandalMotors Yes Close 1 Pilot 12
Backup; None

Primary; Class 1 Astromech


T-65B X-wing Incom Corporation Close 1 Pilot 10
Backup; None Droid Socket

Primary; Class 1
Tallanx Gimmellian Shipworks Yes Close 1 Pilot 6
Backup; None

Primary; Class 1
TIE Series Sienar Fleet Systems Yes Close 1 Pilot 4
Backup; None

Primary; Class 1
TIE Advanced Sienar Fleet Systems Yes Medium 1 Pilot 8
Backup; None

Primary; Class 4
TIE Advanced Sienar Fleet Systems Yes Short 1 Pilot 10
Backup; None

1 Pilot,
TIE-series Sienar Fleet Systems None None Close 1 Weapon system 7
operator
TIE Series Sienar Fleet Systems None None Short 1 Pilot 10

Primary; Class 2
TIE Series Sienar Fleet Systems Yes Close 1 Pilot 5
Backup; None

Primary; Class 2
TIE-series Sienar Fleet Systems Yes Close 1 Pilot 6
Backup; None

TIE Series Sienar Fleet Systems None None Close 1 Pilot 4

TIE-series Sienar Fleet Systems None None Close 1 Pilot 10

TIE Series Sienar Fleet Systems None None Close 1 Pilot 4

TIE Series Sienar Fleet Systems None None Close 1 Pilot 2

Primary; Class 1 1 Pilot,


TIE-series Sienar Fleet Systems Yes Close 8
Backup; None 1 co-pilot

1 Pilot, 1 Droid Brain


TIE Series Sienar Fleet Systems None None Close 8
Assistant

1 Pilot
TIE Series Sienar Fleet Systems None None Medium 30
1 Comms Operator
TIE Series Sienar Fleet Systems None None Close 1 Pilot 10

TIE Series Sienar Fleet Systems None None Close 1 Pilot 4

Primary; Class 2 1 Pilot,


V-19B Dart Slayn & Korpil Yes Medium 30
Backup; None 1 co-pilot

Primary; Class 1
V-19 Torrent Slayn & Korpil Yes Short 1 Pilot 6
Backup; None

Corellian Engineering
VCX-Series None None Close 1 Pilot 5
Corporation

Haor Chall
Vulture-Class None None Close Integrated Droid Brain 0
Engineering

Primary; Class 1
Headhunter Incom/Subpro None Close 1 Pilot 8
Backup; None

Primary; Class 12 Astromech


Heavy-95 Incom/SubPro Close 1 Pilot 6
Backup; None Droid Socket

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
Escape Pod Faberstien-Lago None 1 10
Astromech
Life Boat Faberstien-Lago 1 50
Droid Socket
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Patrol Boat/ Primary; Class 2 1 Pilot,


Trilon Inc Yes Short 20
Aggressor Backup; Class 8 1 Co-pilot

1 Pilot,
Auzituck- Appazanna Primary; Class 2
Yes Short 1 Co-pilot, 10
Class Engineering Works Backup; Class 12
1 Gunner

Kuat Systems Primary; Class 3 1 Pilot,


Firespray Yes Short 40
Engineering Backup; Class 15 2 Guards

Kuat Systems Primary; Class 3 1 Pilot,


Firespray Yes Short 40
Engineering Backup; Class 15 2 Guards

Primary; Class 2 1 Pilot


G-1A Byblos Drive Yards Yes Short 25
Backup; Class 10 1 Co-pilot/gunner

1 Pilot,
1 Co-Pilot,
Primary; Class 2
Skipray Sienar Fleet Systems Yes Short 1 sensor / comms 20
Backup; Class 15
operator,
2 Gunners

1 Pilot, 1 co-pilot,
Far*Reach- Primary; Class 2
Loronar Corporation Yes Extreme 1 engineer, 65
Class Backup; Class 12
3 sensor operators.

1 Pilot, 1 Droid Brain


Primary; Class 2 autopilot, 1 Gunnery
Aggresspr Trilon Inc Yes Short 20
Backup; Class 15 droid brain, 1 Medical
droid

1 Customs inspector /
Captain,
1 Pilot,
Customs Primary; Class 2 1 Engineer,
Rendili StarDrive Yes Medium 140
Frigate Backup; Class 15 1 communications
officer,
5 Gunners,
2 Customs agents/staff

Primary; Class 1
Sleuth Incom Corporation Yes Medium 1 Pilot 20
Backup; Class 9
1 Pilot,
Primary; Class 2 1 Co-pilot,
Pathfinder Incom Corporation Yes Medium 40
Backup; Class 12 1 Sensor tech,
1 Gunner

Corellian Engineering Primary; Class 3


JumpMaster Yes Extreme 1 Pilot 30
Corporation Backup; Class 15

1 Pilot, 1 Co-pilot,
Primary; Class 1
Explorer Loronar Corporation Yes Medium 1 Engineer, 60
Backup; Class 12
1 Loadmaster

Primary; Class 1 1 Pilot,


M22-T Krayt MandalMotors Yes Short 20
Backup; Class 12 1 Gunner

Primary; Class 1
G-1A Byblos Drive Yards Yes Short 1 Pilot, 1 CoPilot/Gunner 25
Backup; Class 10

1 Pilot,
Corellian Engineering Primary; Class 3
PB-950 Yes Medium 1 Co-pilot/navigator, 150
Corporation Backup; Class 12
2 Gunners

Corellian Engineering 1 Pilot,


PPB None None Long 12
Corporation 1 Sensor officer/gunner

Corellian Engineering Primary; Class 1


JumpMaster Yes Extreme 1 Pilot 30
Corporation Backup; Class 10

Regulator- 1 Pilot,
Sienar Fleet Systems None None Medium 18
class 1 Co-pilot/engineer

Kuat Systems Primary; Class 1


Firespray Yes Short 1 Pilot, 2 Guards 30
Engineering Backup; Class 15

Primary; Class 2 1 Pilot,


SS-54 Botajef Shipyards Yes Short 30
Backup; Class 12 1 Co-pilot
1 Pilot,
Corellian Engineering Primary; Class 1
PB-950 Yes Medium 1 Co-pilot/navigator, 180
Corporation Backup; Class 12
2 Gunners

Monitor-class The Nerfworks None None Long Droid 0

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

1 Pilot,
Corellian Engineering Primary; Class 3
Caisson-Class Yes Short 1 Co-pilot, 110
Corporation Backup; 12
1 Comms operator,

1 Pilot,
Primary; Class 2
Curich Sienar Fleet Systems Yes Short 1 Co-pilot/engineer, 300
Backup; Class 12
1 Gunner

1 Pilot, 1 Co-pilot,
Primary; Class 1 1 Navigator, 1 Gunner,
Delta-Class Sinar Fleet Systems Yes Short 250
Backup; Class 10 1 Comms operator,
1 Engineer

Primary; Class 2 1 Pilot,


ETA-Class Cygnus Spaceworks Yes Short 100
Backup; 12 1 Co-pilot

1 Pilot,
Primary; Class 2
Kappa Sienar Fleet Systems Yes Short 1 Co-pilot, 150
Backup; Class 18
2 Gunners
1 Pilot,
Republic Sienar Primary; Class 2
Kappa Yes Short 1 Co-pilot, 250
Systems Backup; Class 18
2 Gunners

1 Pilot, 1 Co-pilot,
Sienar Fleet Systems
Primary; Class 1 1 Navigator, 1 Gunner,
Lambda and Cygnus Yes Short 200
Backup; Class 10 1 Comms operator,
Spaceworks
1 Engineer

Primary: Class 1 1 Pilot, 250 (without


Nu-Class Cygnus Spaceworks Yes Short
Backup: Class 12 1 Co-Pilot/Gunner passengers)
Sienar Fleet Systems
Primary; Class 1 1 Pilot, 1 Co-pilot,
Sentinel and Cygnus Yes Close 500
Backup; Class 10 3 Gunners
Spaceworks

1 Pilot, 1 Co-Pilot,
Sheathipede- Haor Chall Primary: Class 1
Yes Short 1 Comms Operator, 150
Class Engineering Backup: Class 10
1 Engineer

ISP-6 Cygnus Spaceworks None None Close 1 Pilot 8

Primary; Class 3 1 Pilot,


T-6 Slayn & Korpil Yes Medium 80
Backup; None 1 Co-pilot

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Survey 1 pilot
Primary: Class 3
Vessel/Ainik- SoroSuub Yes Extreme 1 co-pilot 150
Backup: Class 12
class. 2 engineers/scientists.

1 pilot
Primary: Class 3 1 co-pilot
Alidade Class Sienar Ships Yes Extreme 250
Backup: Class 14 2 engineers/ long range
sensor operators

Scout
Primary: Class 2
Ship/Observati Kamino Engineering Yes Extreme 6 2500
Backup: Class 14
on Platform

Skywatcher- Primary: Class 1


Sienar Fleet Systems Yes Medium 12 Crew 50
class Backup: Class 10
Primary: Class 3 1 Pilot
Pathfinder Vangaard Industries Yes Extreme 45
Backup: Class 15 1 Co-pilot

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Corellian Engineering Primary; Class 3


Action VI Yes Medium 20 10000
Corporation Backup: Class 20

Bellicose- Hoersch-Kessel Drive Primary; Class 2 1 Pilot, 1 Co-pilot, 1


Yes Long 250
Class Inc. Backup; Class 12 Engineer, 4 Gunners

Primary: Class 2 150 Officers and Enlisted


Armos SoroSuub Yes Extreme 10000
Backup: Class 15 Crew
1 pilot, 1 co-pilot
Corellian Engineering Primary: Class 2, 1 navigator
CCS-8 Yes Medium 1000
Corporation Backup: Class 12 2 comm officers
3 engineers

Haor Chall Primary: Class 2 88 B1 battle droids or


C-9979 Yes Long 5,500
Engineering Backup: Class 15 143 organic crew

Primary; Class 3 1 Pilot, 1 Co-pilot, 1


Eta-class Telgorn Corporation Yes Medium 12,000
Backup; Class 12 Loadmaster

Gallofree Yards, Inc.


and Corellian Primary: Class 3
Gozanti Yes Long 12 1000
Engineering Backup: Class 12
Corporation

1 pilot, 1 co-pilot
Primary: Class 4 1 engineer
GR-75 Gallofree Yards, Inc. Yes Medium 1000
Backup: Class 15 1 cargo master
3 mates/crew

Primary: Class 1
J-Type Nubia Star Drives Yes Short 5 180
Backup: Class 7

Kuat Systems Primary: Class 1


Sojourner Yes Long 1 Pilot 20
Engineering Backup: Class 12

Primary; Class 1 1 Pilot, 1 Co-pilot, 1


Kom'rk MandalMotors Yes Short 70
Backup; Class 10 Navigator, 1 Engineer

Corelian Engineering Primary: Class 3 1 Pilot


KST-100 Yes Short 70
Corperation Backup: Class 12 1 Co-pilot

1 Pilot
Mobquet Swoops and Primary: Class 2
MMT Yes Short 1 co-pilot/engineer 5000
Speeders Backup: Class 15
2 gunner/crew

1 Captain
1 Pilot, 1 co-pilot
Primary: Class 4
Space Master Kuat Drive Yards Yes Medium 2 engineers 800
Backup: Class 15
1 Cargo master
3 mates/crew

Primary: Class 2 150 Officers and Enlisted


Star Galleon Kuat Drive Yards Yes Medium 10000
Backup: Class 15 Crew

Primary: Class 2 1 Pilot, 1 Co-pilot


TL-18B Suwantek Systems Yes Medium 400
Backup: Class 10 1 Liaison officer

1 Pilot, 1 Co-pilot
Seltiss-2 Ubrikkian Industries None None Short 200
2 Gunners, 4 Servants
1 Pilot
Primary: Class 2
UT-60D Incom Corporation Yes Close 1 Co-pilot 25
Backup: Class 10
2 Door Gunners

1 Pilot, 1 Co-pilot
TransGalMeg Primary: Class 3 1 Loadmaster
Xiytiar Yes Short 2000
Industries Backup: Class 16 1 Engineer
6 Technicians

1 Pilot, 1 Co-pilot
Primary: Class 3
Y164 Rendili StarDrive Yes Short 1 Navigator, 120
Backup: Class 15
2 Gunners, 10 Guards

1 Captain,
1 Pilot,
Corellian Engineering Primary: Class 1 1 Co-pilot,
YZ-775 Yes Medium 850
Corporation Backup: Class 12 2 Engineers
1 Cargo Master
2 Gunners

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
Kuat Systems Primary: Class 2 1 Pilot
Limulus-class Yes Short 6
Engineering Backup: Class 10 1 Co-Pilot
Various Selonian 1 Pilot
Coneship None None None 2
Dens 1 Co-Pilot

Primary: Class 2 1 Pilot


Legate-class Sienar Fleet Systems Yes Short 15
Backup: Class 8 1 Co-Pilot

S-Type Racing
Nubia Star Drives, Inc. Yes 2 20
Sloop

Corellian Engineering Primary: Class 1 1 Pilot


YT-1760 Yes Short 70
Corporation Backup: Class 15 1 Co-Pilot

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Corellian Engineering Primary: Class 1 1 Pilot


HWK-1000 Yes Short 100
Corporation Backup: Class 12 1 Co-pilot/navigator

Primary: Class 2 1 Pilot


Gymsnor-3 CorelliSpace Yes Short 160
Backup: Class 15 1 Co-pilot/navigator

Primary: Class 2 1 Pilot


Gymsnor-4 CorelliSpace Yes Short 160
Backup: Class 15 1 Co-pilot/Engineer
D-Type
Primary: Class 3 1 Pilot
Stealth Nubia Star Drives, Inc. Yes Short 125
Backup: Class 25 1 System engineer
Freighter

1 Pilot
Primary: Class 1
Darvro Gimmellian Shipworks Yes Medium 1 Co-pilot 120
Backup: Class 12
1 Gunner

Primary: Class 2 1 Pilot


720 Ghtroc Industries Yes Medium 200
Backup: Class 15 1 Co-pilot

Corellian Engineering 1 Pilot


Rigger-class Primary: Class 3 Yes Medium 80
Corporation 1 Co-Pilot

1 Pilot, 1
Corellian Engineering Primary: Class 1 Co-pilot/engineer, 1
VCX-100 Yes Short 200
Corporation Backup: Class 14 Turret Gunner, 1 Aft
Gunner, 2 Crew

Corellian Engineering Primary: Class 1.5


YV-666 Yes Medium 1 Pilot 50
Corporation Backup: Class 6

Corellian Engineering Primary: Class 2 1 Pilot


HWK-290 Yes Short 75
Corporation Backup: None 1 Co-pilot

1 Pilot
Koensayr Primary: Class 2
Citadel Yes Medium 1 Co-pilot 95
Manufacturing Backup: Class 15
1 Engineer

Primary: Class 2 1 Pilot


Kezellis Class Kazellis Corporation Yes Medium 100
Backup: Class 12 1 Co-Pilot

Primary: Class 2 1 Pilot


Lancer-class MandalMotors Yes Short 60
Backup: Class 12 1 Co-Pilot

Mon Calamari Primary: Class 2 1 Pilot


MC-18 Yes Short 150
Shipyards Backup: Class 10 1 Co-Pilot
1 Pilot, 1
Corellian Engineering Primary: Class 0.5
YT-1300f Yes Long Co-pilot/engineer, 2 165
Corporation Backup: Class 10
Gunners

1 Pilot, 1
Corellian Engineering Primary: Class 1
YT-1300f Yes Medium Co-pilot/engineer, 2 165
Corporation Backup: Class 10
Gunners

Mon Calamari Primary: Class 2 1 Pilot


Simiyiar Yes Medium 90
Shipyards Backup: Class 15 1 Co-pilot

Rendili StarDrive and Primary: Class 2 1 Pilot


Starlight-class Yes Short 85
Surron StarTech Backup: Class 15 1 Co-pilot/navigator

1 Pilot
1 co-pilot/engineer
Corellian Engineering Primary: Class 2
VCX-100 Yes Short 1 turret gunner 200
Corporation Backup: Class 14
1 aft gunner
2 crew

1 Pilot
Wanderer Mon Calamari Primary: Class 2
Yes Medium 1 Co-Pilot 50
Class Shipyards Backup: Class 10
1 Engineer

Corellian Engineering Primary: Class 3 1 Pilot


YG-4210 Yes Medium 120
Corporation Backup: Class 13 1 Co-pilot

Corellian Engineering Primary: Class 2 1 Pilot


YG-4400 Yes Short 75
Corporation Backup: Class 16 1 Co-pilot/Gunner

YKL-37R Primary: Class 2 1 Pilot


Gallofree Yards, Inc. Yes Short 100
Nova Courier Backup: Class 12 1 Co-pilot/engineer

Corellian Engineering Primary: Class 3 1 Pilot


YT-1000 Yes Short 150
Corporation Backup: Class 16 1 Co-pilot/engineer

Corellian Engineering Primary: Class 3 1 Pilot


YT-1200 Yes Medium 150
Corporation Backup: Class 15 1 Co-pilot

Corellian Engineering Primary: Class 2 1 Pilot


YT-1210 Yes Short 100
Corporation Backup: Class 16 1 Gunner

Corellian Engineering Primary: Class 2 1 Pilot


YT-1210 Yes Short 80
Corporation Backup: Class 16 1 Gunner

Corellian Engineering Primary: Class 2 1 Pilot


YT-1300 Yes Short 165
Corporation Backup: Class 12 1 Co-pilot/engineer

Corellian Engineering Primary: Class 2 1 Pilot


YT-2000 Yes Short 170
Corporation Backup: Class 12 1 Co-pilot/engineer

Corellian Engineering Primary: Class 2 1 Pilot


YT-2400 Yes Short 140
Corporation Backup: Class 12 1 Co-pilot/engineer
Corellian Engineering
YT-Dart None None Short 1 Pilot 10
Corporation

Corellian Engineering
YT-Dart Class 4 Yes Short 1 Pilot 10
Corporation

Corellian Engineering Primary: Class 2 1 Pilot


YV-560 Yes Long 80
Corporation Backup: Class 12 1 Co-pilot/engineer

Corellian Engineering Primary: Class 3 1 Pilot


YV-666 Yes Short 200
Corporation Backup: Class 14 1 Co-Pilot

1 Pilot
Corellian Engineering Primary: Class 2
YV-929 Yes Short 1 Co-pilot 80
Corporation Backup: Class 12
2 Gunners

Primary: Class 2 1 Pilot


Questor Starfield Industries Yes Medium 100
Backup: Class 15 1 Co-pilot

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Corellian Engineering
Action IV Primary: Class 3 Yes Medium 26 Crew 8500
Corporation

1 Pilot,1 Co-pilot
Corellian Engineering Primary; Class 2 1 Engineer
Aurore-class Yes Medium 800
Corporation Backup; Class 12 2 Loadmasters, 4
Gunners

Corellian Engineering Primary: Class 2 1 Pilot


Barloz-class Yes Short 170
Corporation Backup: Class 12 1 Co-pilot/navigator

1 Pilot
GX1 Short Primary: Class 2
Lantillian ShipWrights Yes Short 1 Co-pilot/engineer 200
Hauler Backup: Class 12
2 Steward/cargo hand

1 Pilot
Corellian Engineering Primary: Class 3 1 Co-pilot
HT-2200 Yes Short 800
Corporation Backup: Class 15 1 Engineer
1 Loadmaster

Primary: Class 3
BFF-1 series Phylon Freight Yes Medium 15 Crew 1000
Backup: Class 12

1 Pilot
1 Co-pilot
Republic Sienar
Jadthu Class None None Short 1 loadmaster 800
Systems
1 load-assistant
1 Engineer

1 Pilot
1 Co-pilot
Rothana Heavy Primary: Class 3 1 loadmaster
LH75 Yes Medium 1000
Engineering Backup: Class 15 3 load-assistants
5 cargo tenders
1 Engineer
1 Pilot,
Primary: Class 3 1 Co-pilot
Stalwart-class Nova-Drive Yes Medium 200
Backup: Class 12 1 Engineer
1 Loadmaster

Corellian Engineering Primary: Class 2


YT-2400 Yes Medium 1 Pilot 95
Corporation Backup: Class 12

1 Pilot
Penumbra- Primary: Class 4
Brennkeyes Syndicate Yes Short 1 Co-pilot 90
class Backup: Class 20
1 Gunner

1 Pilot
Primary: Class 1 1 Co-pilot
Starwind Kuat Drive Yards Yes Medium 85
Backup: Class 15 1 Engineer
2 Gunners

1 Pilot
Primary: Class 2 1 Co-pilot
TL-1200 Suwantek Systems Yes Short 600
Backup: Class 12 1 Engineer
3 Crew

Primary: Class 2
Temple Kuat Drive Yards Yes Close 50 30000
Backup: Class 18

1 Pilot
1 Co-pilot
Kuat Systems Primary: Class 2
Wayfarer Yes Short 1 Engineer 850
Engineering Backup: Class 14
1 Cargomaster
6 Crew

Primary: Class 3 1 Pilot


Zeta-Class Telgorn Corporation Yes Short 750
Backup: Class 12 1 Co-pilot

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
Mendel Baudo Primary: Class 2 1 Pilot
Baudo-class Yes Short 60
Shipyards Backup: Class 12 1 Co-pilot/engineer

Corellian Engineering Primary: Class 1 1 Pilot,


WUD-500 Yes Short 65
Corporation Backup: Class 8 1 Co-pilot/navigator

Nubia Star Drives, Primary: Class 1 1 Pilot


H-Type Yes Short 75
Incorporated Backup: Class 7 1 Co-pilot
Indulgent- Leonore Luxury Liners Primary: Class 3
Yes Long 850 3200
class Incorporated Backup: Class 12
1 Pilot,
J-Type Star Primary: Class 1
Nubia Star Drives, Inc. Yes Medium 1 Co-pilot/navigator, 90
Skiff Backup: Class 12
1 Gunner

1 Pilot, 1 Co-pilot, 1
Engineer, 2 Gunners,
Primary; Class 2
Nau'ur-class Kalevala Spaceworks Yes Medium numerous service crew 350
Backup; Class 15
including stewards,
chefs, and bodyguards

1 Pilot
Luxurious- Primary: Class 2
Ghtroc Industries Yes Short 1 Co-pilot/engineer 80
class Backup: Class 12
1 Steward
Minstrel-Class Primary: Class 2
Ubrikkian Industries Yes Medium 37 Crew 800
Space Yacht Backup: Class 12

Primary: Class 2 1 Pilot


Luxury 3000 SoroSuub Corporation Yes Short 100
Backup: Class 14 1 Co-pilot/engineer

1 Pilot,
1 Co-pilot
Primary: Class 2
Courier-class Nubia Star Drives, Inc. Yes Medium 1 Engineer 50
Backup: Class 14
5 Gunners
11 Crew

Primary: Class 2 1 Pilot


Luxury 3000 SoroSuub Corporation Yes Short 100
Backup: Class 14 1 Co-pilot/engineer

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

1 Pilot,
Primary: Class 2 1 Co-pilot
4R3 Telgorn Corporation Yes Medium 80
Backup: Class 15 1 Engineer
2 Gunners

Primary: Class 3
Barrage-class Alto Systems Yes Long 7 90
Backup: Class 12

Droch-Class Colicoid Creation Nest None None Close 1 Pilot 10

1 Pilot,
Primary: Class 1
Conqueror Surronian Yes Medium 1 Engineer 80
Backup: Class 10
1 Gunner

1 Droid Pilot,
Trident-Class Colicoid Creation Nest None None Short 1 Droid Co-Pilot, 350
2 Droid Gunners

VT-49 Primary: Class 1


Kuat Drive Yards Yes Short 4 60
Decimator Backup: Class 12

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
Corellian Engineering
CR90 Primary: Class 2 Yes Long 40 Crew 750
Corporation

Dornean Braha'ket
Primary: Class 3
Braha'tok Fleetworks Yes Long 70 Officers and Crew 300
Backup: Class 15
Conglomerate

Corellian Engineering
CR90 Primary: Class 2 Yes Long 165 Crew 2500
Corporation

Corellian Engineering Primary: Class 2


CR92a Yes Long 150 Crew 1000
Corporation Backup: Class 16

Corellian Engineering Primary: Class 2


Modified CR90 Yes Long 135 Officers and Crew 1000
Corporation Backup: Class 15

Primary: Class 3
Hammerhead Rendilli Stardrive Yes Medium 35 officers and crew 2000
Backup: Class 15

Republic Sienar
Marauder Primary: Class 2 Yes Medium 177 Officers and Crew 175
Systems

Primary: Class 2 15 Officers, 77 enlisted


Raider I Kuat Drive Yards Yes Long 300
Backup: Class 15 crew

Republic Sienar 120 Officers, Pilots and


Marauder Primary: Class 2 Yes Medium 175
Systems Crew
Primary: Class 2 200 Officers, Crew and
Vigil Kuat Drive Yards Yes Long 1800
Backup: Class 10 Troops

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Assault Primary: Class 2


Rendili Star Drive Yes Medium 4,820 Officers and crew 5,800
Frigate Mk 2 Backup: Class 12

Corellian Engineering Primary: Class 2


DP20 Yes Long 91 Officers and Crew 300
Corporation Backup: Class 16

Primary: Class 2 920 Officers, Pilots and


Nebulon-B Kuat Drive Yards Yes Long 4000
Backup: Class 12 Crew

Corellian Engineering Primary: Class 3


Interceptor IV Yes Medium 20 Crew 10000
Corporation Backup: Class 20

IPV-1 Sienar Fleet Systems None None Long 12 Crew 20

Republic Sienar
IR-3F None None Extreme 20 Officers and Crew 1800
Systems

Primary: Class 1
Lancer Kuat Drive Yards Yes Long 800 Officers and Crew 200
Backup: Class 15
Mon Calamari Primary: Class 1
MC30c Yes Long 820 Officers and Crew 3500
Shipyards Backup: Class 15

Munificent- Hoersch-Kessel Drive, Primary: Class 1 1100 Officers, Pilots and


Yes Long 10000
class Inc Backup: Class 10 Crew

Munificent- Hoersch-Kessel Drive, Primary: Class 1


YEs Long 200 10,000
class Inc Backup: Class 10

Primary: Class 2
Pelta-Class Kuat Drive Yards Yes Long 900 Officers and Crew 6,000
Backup: Class 16
Primary: Class 2
Pelta-Class Kuat Drive Yards Yes Long 900 Officers and Crew 5,400
Backup: Class 16

Primary: Class 2 683 Officers, Pilots and


Nebulon-B Kuat Drive Yards Yes Extreme 3500
Backup: Class 12 Crew

Corellian Engineering Primary: Class 2


Starbolt Yes Long 800 Crew 4000
Corporation Backup: Class 10

Surveyor- Primary: Class 1 900 Officers Pilots and


Kuat Drive Yards Yes Extreme 3700
class Backup: Class 11 Crew

Primary: Class 2 975 Officers, Pilots and


Kossak-Class Ubrikkian Industries Yes Long 3500
Backup: Class 12 Crew

Primary: Class 3
150 Officers, Pilots and
Xanter Rendili Star Drive Backup: Class 9 Yes Long 2000
Crew
Tertiary: Class 18
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Primary; 2
Adz Kuat Drive Yards Yes Extreme 30 250
Backup; 12

Arquitens Primary: Class 2


Kuat Drive Yards Yes Medium 100 1200
Class Backup: Class 12

Corellian Engineering Primary: Class 2


Consular Yes Long 9 3200
Corporation Backup: Class 14

1 Captain, 1 Pilot,
Corellian Engineering Primary: Class 2 1 Co-Pilot, 1 Navigator,
Consular Yes Extreme 4000
Corporation Backup: Class 14 1 Comms Operator,
4 Engineers

Gozanti-
Corellian Engineering Primary: Class 3
Class/C-ROC Yes Medium 12 1800
Corporation Backup: Class 12
Type

ROFL, Not
Mon Calamari Primary: Class 1
MC40a Yes specified… 3770 5000
Shipyards Backup: Class 15
assume Long
Corellian Engineering Primary: Class 2
Consular Yes Long 9 3200
Corporation Backup: Class 14

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Acclamator- Rothana Heavy Primary: Class 0.6


Yes Long 700 officers and crew 10,000
Class Engineering Backup: Class 10

Primary: Class 2 2,770 officers, pilots, and


Cantwell-class Kuat Drive Yards Yes Medium 4,050
Backup: Class 12 enlisted crew

Corellian Engineering Primary: Class 4


L-2783 Yes Long 100 Officers and Crew 5000
Corporation Backup: Class 15

Unknown believed to be Rendili 1 Pilot


Primary: Class 3 Yes Extreme 300
Class Vehicle Corporation 1 Engineer
Mandal Motors / Zann Primary: Class 2
Keldabe Yes Long 6000 Crew 8000
Consortium Backup: Class 10

Primary: Class 3
Neutron Star Rendili Star Drive Yes Long 2200 Crew 5000
Backup: Class 20

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Primary: Class 4
Dreadnought Rendili Star Drive Yes Medium 16000 7500
Backup: Class 18

Interdictor- Primary: Class 2


Sienar Fleet Systems Yes Long 2807 6500
class Backup: Class 12

Primary: Class 2
Vindicator Sienar Fleet Systems Yes Long 2551 7500
Backup: Class 12
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Mon Calamari Primary: Class 1


Home One Yes Long 5400 20000
Shipyards Backup: Class 9

Primary: Class 1
Herd Ship Ithorian Skyyards Yes Long 3000 75,000
Backup: Class 9

Mon Calamari Primary: Class 1 3,225 officers, pilots, and


MC73 Yes Long 65,000
Shipyards Backup: Class 9 crew

Mon Calamari Primary: Class 1


Liberty Yes Long 5400 70000
Shipyards Backup: Class 9

Home One Mon Calamari Primary: Class 1


Yes Long 5480 85000
type Shipyards Backup: Class 9
Subjugator- Free Dac Volunteers / Primary: Class 2
Yes Long 23,350 85,000
Class Pammant Docks Backup: Class 12

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Primary: Class 1
Gladiator Kuat Drive Yards Yes Long 1255 5000
Backup: Class 8

Primary: Class 2
Imperial I Kuat Drive Yards Yes Long 37,085 15000
Backup: Class 8
Primary: Class 2
Imperial II Kuat Drive Yards Yes Long 37,085 15000
Backup: Class 8

Rothana Heavy
Engineering, under Primary: Class 1.75
Onager Yes Extreme 25,200 14000
license from Kuat Backup: Class 6
Drive Yards

Primary: Class 2
Interdictor Sienar Fleet Systems Yes Long 37085 12500
Backup: Class 8

Primary: Class 1
Venator-Class Kuat Drive Yards Yes Long 7,400 7,000
Backup: Class 15

Primary: Class 1
Victory II Kuat Drive Yards Yes Long 6107 6500
Backup: Class 15
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Lucrehulk- Hoersch-Kessel Drive Primary: Class 2 150 droids, 25 command


Yes Long 95,000
Class Inc. Backup: Class 10 staff

Maelstrom- Primary: 3
Kuat Drive Yards Yes Long 45000 12500
classs Backup: 15

Primary: Class 2
Praetor II Kuat Drive Yards Yes Long 109,000 78,000
Backup: Class 16
Primary: Class 1.5
Starkhawk Nadiri Dockyards Yes Long 33,650 25,000
Backup: Class 5

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Primary: Class 2
Quasar Fire SoroSuub Corporation Yes Long 250 5000
Backup: Class 12

Primary: Class 2
Secutor Kuat Drive Yards Yes Long 40000 28000
Backup: Class 14

Primary: Class 2
Ton-Falk Kuat Drive Yards Yes Long 4000 9000
Backup: Class 12
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Primary: 2
Assertor-class Kuat Drive Yards Yes Long 125000 145000
Backup: 12

Primary: Class 1 280,734 officers, pilots,


Executor-class Kuat Drive Yards Yes Long 105,000
Backup: Class 10 and enlisted crew
Providence- Rendili Stardrive / Primary: Class 1.5 900 officers, droids, and
Yes Long 18,000
class Free Dac Volunteers Backup: Class 10 enlisted crew

Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range

Kuat Drive Yards /


Sienar Fleet Systems /
Imperial Military Primary: Class 4
DS-1 Yes Extreme 1,200,000 500,000
Department of Backup: Class 20
Advanced Weapons
Research
Kuat Drive Yards /
Sienar Fleet Systems /
Imperial Military
DS-2 Not yet enabled Yes Extreme 1,200,000 100,000
Department of
Advanced Weapons
Research

Golan I Golan Arms None None Long 5000 20,000

Primary: Class 3 4500 Officers, Engineers


Haven-Class Rendili StarDrive Yes Long 30,000
Backup: Class 16 and Enlisted Crew

Space
Core Worlds 20,000 officers, enlisted
Station/MK IX None None Long 35,000
Engineering crew and technicians
OMD
Passengers Cost Restricted Rarity HP

0 80,000 6 1

0 90,000 7 0

0 150,000 6 1

14 30,000 5 1

0 70,000 7 2

0 135,000 (R) 7 2

0 180,000 (R) 5 2

0 85,000 7 2

0 110,000 6 1

0 168,000 6 3

1 60,000 7 1
0 80,000 4 1

0 80,000 4 1

1 225,000 6 1

1 55,000 5 0

0 38,000 4 3

0 40,000 4 3

1 85,000 8 3

0 30,000 4 2

0 78,000 6 2

0 40,000 (R) 8 2

0 160,000 8 1

0 290,000 (R) 8 1
12 145,000 6 1

0 172,000 5 2

0 50,000 4 2

0 70,000 5 1

0 120,000 (R) 7 1

1 124,800 7 4

0 65,000 6 5

2 25,000 7 8
0 60,000 4 1

0 150,000 5 2

0 120,000 9 1

0 175,000 8 1

0 55,000 4 2

0 210,000 8 1

0 38,000 4 0

8 114,000 7 1

0 84,000 8 1

Not for
0 Not for sale 1
Sale

2 240,000 9 2
0 55,000 7 2

0 95,000 7 1

0 150,000 6 1

0 75,000 5 2

0 160,000 7 0

0 160,000 7 0

0 120,000 5 1

0 120,000 (R) 9 2

0 100,000 (R) 7 0

0 150,000 (R) 6 0

0 180,000 (R) 8 1

0 75,000 (R) 9 0
0 253,000 (R) 7 0

0 300,000 (R) 8 0

0 275,000 (R) 9 0

0 75,000 (R) 5 0

0 253,000 (R) 7 0

0 50,000 (R) 4 0

0 40,000 (R) 6 0

0 365,000 (R) 9 0

0 188,000 (R) 4 0

10 100,000 (R) 6 0
0 110,000 (R) 5 0

0 50,000 (R) 6 0

2 60,000 7 1

0 75,000 4 1

8 22,000 6 3

0 40,000 5 0

0 55,000 4 2

0 85,000 5 1

Passengers Cost Restricted Rarity HP

5 5,000 7 1

25 15,000 7 2
Passengers Cost Restricted Rarity HP

8 160,000 6 3

8 95,000 7 3

6 80,000 4 0

6 80,000 4 4

3 130,000 7 4

0 150,000 6 2

2 60,000 7 3

8 prisoners 203,100 10 3 (0)

10 140,000 (R) 6 2

1 45,000 6 3
4 135,000 7 2

1 55,000 5 2

4 120,000 6 4

2 185,000 6 2

3 (prisoners) 162,900 10 4 (0)

8 150,000 5 3

0 70,000 5 2

1 380,000 (R) 10 2 (0)

6 110,000 6 2

6 (prisoners) 125,650 10 4 (0)

6 to 10 110,000 6 2
8 125,000 5 3

0 200,000 8 0

Passengers Cost Restricted Rarity HP

40 190,000 6 2

50 130,000 (R) 5 2

30 160,000 (R) 6 2

10 100,000 6 2

40 80,000 (R) 6 2

40 110,000 (R) 5 2

20 140,000 (R) 6 2

30 85,000 5 2
54 240,000 (R) 7 0

8 120,000 6 2

0 15,000 (R) 6 1

4 100,000 7 2

Passengers Cost Restricted Rarity HP

6 12,000 7 3

5 150,000 6 3

20 750,000 7 6

6 120,000 (R) 5 3

2 45,000 6 2

Passengers Cost Restricted Rarity HP

5 200,000 5 4

5 525,000 (R) 10 4 (0)

1000 780,000 8 4
200 325,000 6 4

2,500 battle droids


12,000,000 (R) 6 2
and droidekas

2 750,000 (R) 7 2

12 200,000 6 4

100 180,000 4 2

10 1,000,000 7 0

6 120,000 8 3

24 190,000 (R) 9 2

4 120,000 7 4

90 275,000 5 5

0 150,000 4 2

300 1,500,000 (R) 7 2

4 157,000 7 5

12 550,000 6 4
8 65,000 6 3

12 200,000 5 4

1200 245,000 6 3

0 500,000 3 2

Passengers Cost Restricted Rarity HP

1 55,000 8 2

0 5,000 7 0

4 65,000 6 3

2 160,000 7 0

8 80,000 5 5

Passengers Cost Restricted Rarity HP

4 120,000 10 5

4 80,000 6 4

4 95,000 6 5
3 200,000 7 0

4 250,000 (R) 9 4

10 112,000 8 4

6 55,000 5 4

6 155,000 10 5 (0)

4 (prisoners) 415,000 (R) 10 6 (3)

2 70,000 7 5

14 200,000 6 4

4 70,000 6 2

4 120,000 8 3

5 140,000 6 2
6 425,000 (R) 10 6 (1)

6 265,000 10 6 (2)

5 165,000 6 4

6 69,995 5 4

6 155,000 8 5

1 65,000 6 4

12 85,000 7 4

2 110,000 5 2

6 130,000 6 5

4 75,000 5 5

6 90,000 5 5

4 120,000 5 3

4 120,000 5 3

6 100,000 4 6

7 120,000 5 5

6 130,000 5 5
3 9,000 5 2

3 16,000 5 2 (0)

5 120,000 7 4

6 132,000 6 6

6 380,000 6 1

6 115,000 6 4

Passengers Cost Restricted Rarity HP

6 150,000 4 4

15 passengers and
240,000 6 3
100 prisoners

4 70,000 5 4

6 85,000 5 5

8 140,000 5 5

25 150,000 4 5

60 200,000 5 2

90 126,000 5 3
10 70,000 6 2

6 160,000 5 0

4 100,000 9 0

10 210,000 6 2

8 170,000 6 4

150 950,000 6 6

6 120,000 5 5

50 95,000 (R) 7 1

Passengers Cost Restricted Rarity HP

8 250,000 9 6

6 98,500 6 5

8 800,000 7 0

1500 25,500,000 7 1

3 260,000 7 0

40 850,000 8 4

12 210,000 6 4
75 1,750,000 7 3

10 120,000 6 4

25 185,000 5 3

10 120,000 6 4

Passengers Cost Restricted Rarity HP

16 300,000 7 4

5 145,000 8 3

6 43,000 7 2

1 100,500 9 4

30 battle or aqua
120,000 8 2
droids

6 160,000 6 1

Passengers Cost Restricted Rarity HP


50 700,000 5 2

15 1,400,000 (R) 6 3

600 1,200,000 5 4

60 2,500,000 (R) 6 2

220 1,300,000 7 6

125 3,000,000 8 4

80 3,000,000 (R) 5 1

30 3,000,000 (R) 7 2 (0)

40 0 (R) 5 0
200 3,500,000 (R) 5 0

Passengers Cost Restricted Rarity HP

100 12,250,000 6 2

0 3,200,000 6 1

75 8,500,000 (R) 7 2

5 300,000 7 4

10 4,000,000 (R) 5 2

10 1,000,000 6 2

40 4,760,000 (R) 7 0
95 9,500,000 (R) 6 3

850 12,300,000 9 1

150,000 battle droids


of various types kept 12,000,000 7 1
in stasis

300 7,250,000 (R) 6 4


200 troops 7,265,000 (R) 9 2

225 8,500,000 (R) 7 0

250 10,000,000 (R) 8 2

80 9,600,000 (R) 8 2

90 8,300,000 7 3

50 3,750,000 7 2
Passengers Cost Restricted Rarity HP

8 4,450,000 (R) 7 1

100 4,000,000 (R) 5 2

16 3,400,000 5 4

25 3,000,000 5 6

20 190,000 8 6

650 15,500,000 (R) 6 4


16 3,400,000 5 3

Passengers Cost Restricted Rarity HP

9,000 fighting troops


and 6,000 HQ and 110,000,000 (R) 8 2
support troops

144 troops 2,200,000 (R) 8 1

100 6,500,000 6 7

10 2,000,000 (R) 10 6
1000 200,000,000 (R) 8 4

250 2,800,000 4 6

Passengers Cost Restricted Rarity HP

3000 7,200,000 6 4

80 15,400,000 (R) 8 0

400 10,400,000 (R) 8 0


Passengers Cost Restricted Rarity HP

1200 150,000,000 7 2

10,000 600,000,000 9 4

1,000 troops and


88,000,000 8 4
support staff

1200 104,000,000 7 4

1200 112,000,000 8 4
60,000 battle droids 875,500,000 (R) 9 1

Passengers Cost Restricted Rarity HP

1,200 34,000,000 (R) 7 2

9700 150,000,000 (R) 7 2


9700 150,000,000 (R) 7 2

240 376,500,00 8 2

5,000 175,000,000 (R) 8 0

2,000 troops 59,000,000 (R) 7 3

1,600 50,000,000 (R) 6 4


Passengers Cost Restricted Rarity HP

139,000 battle droids 500,000,000 (R) 8 1

15,000 158,000,000 (R) 8 2

14,000 700,000,000 (R) 9 1


7,200 troops 60,000,000 (R) 8 3

Passengers Cost Restricted Rarity HP

150 1,750,000 6 4

14,000 200,000,000 (R) 7 2

800 3,500,000 (R) 7 3


Passengers Cost Restricted Rarity HP

20,000 1,100,000,000 ( R) 10 3

38,000 325,000,000,000 9 2
48,247 and 1.5
million deactivated 400,585,000 (R) 9 2
battle droids

Passengers Cost Restricted Rarity HP

750,000 Priceless (R) Unique 0


Estimated to be in
640,000 Unique 0
the trillion

10,000 26,000,000 (R) 9 4

8,000 38,000,000 9 10

22,000 22,000,000 7 9
Weapons

Forward Mounted Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1 ).

Forward Mounted Long-Nosed Laser Cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Accurate 1).

Forward Mounted Hunter Killer Concussion Missile Launcher (Fire Arc Forward; Damage 7; Critical 3; Range [Short]; Accurate 1, Blast 4,
Breach 4, Guided 4, Limited Ammo 1).

Hardpoint-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 2).

Hardpoint-mounted heavy laser canon (Fire Arc Forward; Damage 6; Critical 3; Range [Short]).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 8; Linked 1, Slow- Firing 1).

Cockpit hardpoint-mounted autoblasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-fire).

Forward and aft pintle-mounted heavy repeating blasters- these weapons use personal scale (Fire Arc Forward or Aft; Damage 15;
Critical 2; Range [Long]; Auto-fire, Pierce 2, Vicious 1).

Port and starboard wing-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 3).

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Limited Ammo 4, Slow-Firing 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward-mounted ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1),

Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Limited Ammo 1 6, Linked 1, Slow-Firing 1).

2 wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

1 dorsal and 1 ventral aft-mounted light laser cannon (Fire Arc Aft; Damage 5; Critical 3; Range [Close]; Linked 1)

2 forward-mounted proton torpedo launchers (Firce Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6; Breach 6; Guided 2, Limited
Ammo 6; Slow-firing 1)

Two forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Two forward mounted concussion missile launchers (Fire arc forward; Damage 6; Critical 3; Range [Short]; Blast 4; Breach 4; Guided 3;
Limited Ammo 4; Linked 1; Slow Firing 1)

Aft turret mounted twin light blaster cannons (Fire Arc Aft, Port Starboard; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; linked 1).

Forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Cntical 2; Range [Short]; Blast 6, Breach 6, Guided 2; limited
Ammo 3; Slow-Firing 1).

1 port and 1 starboard wing-mounted triple light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 5)

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3: Range [Close]; Linked 1).

Aft-mounted twin light laser cannons (Fire Arc Aft; Damage 5; Critical 3: Range [Close]: Linked 1 ).

Forward mounted twin concussion missile launchers (Fire Arc Forward; Damage 6: Critical 3; Range [Short]; Blast 4. Breach 4, Guided 3,
Limited Ammo 10, Linked 1, Slow-Firing 1).
Turret-mounted twin light ion cannons (Fire Arc Forward (Fire Arc All for S3 Variants]; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range (Close); Linked 1).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 8, Linked 1, Slow- Firing 1).

Turret-mounted twin light ion cannons (Fire Arc Forward (Fire Arc All for S3 Variants]; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range (Close); Linked 1).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6,
Breach 6, Guided 2, Limited Ammo 8, Linked 1, Slow-Firing 1).

Turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).

Forward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 12, Linked 1, Slow-Firing 1).

Forward-mounted linked medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward Mounted Light Laser Cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1),

Forward Mounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Linked 1, Limited Ammo 6, Slow-Firing 1 ).

Two forward mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Limited Ammo 8, Linked 1, Slow-Firing 1).

None

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

1 forward-mounted heavy laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short])

3 forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 2)

2 hull-mounted flex ordnance launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited
Ammo 3, Linked 1, Slow-firing 1)

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 2).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 8, Linked 1, Slow-Firing 1

Forward-mounted dual medium laser cannons (Firce Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

2 wing-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)
Dorsal turret-mounted twin heavy laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).
Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; linked 1).

Wing-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range (Short); Blast 6, Breach 6, Guided 2. Limited
Ammo 6. Linked 1. Slow-Firing 1.

Ventral turret-mounted auto-blasters (Fire Arc Aft. Port. and Starboard; Damage 3: Critical 5; Range [Close]; Autoblaster, Linked 3).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3).

Forward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 1 2, Slow-Firing 1).

Ventral-mounted proton bomb bay—can only be used against surface targets or capital ships (Fire Arc Down; Damage 7; Critical 2; Range
[Close]; Blast 7, Breach 8, Limited Ammo 12).

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [Close]; Linked 1).

Forward-mounted linked light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted linked proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2,
Limited Ammo 4, Linked 1, Slow-Firing 1).

Wing-mounted quad laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 3)

Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Linked 1, Limited Ammo 6, Slow-Firing 1)

Forward-mounted proton torpedo launcher (Fire Arc For ward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2. Limited
Ammo 8, Slow-Firing 1)

Ventral-mounted proton bomb mechanism—can only be used against surface targets (Fire Arc Down; Damage 8; Critical 2; Range [Close];
Blast 8, Breach 10, Limited Ammo 4).

Concealed forward mounted proton torpedo launcher (Fire arc forward, Damage 8; Critical 2; Range[Short], Blast 6, Breach 6, Guided 2,
Limited Ammo 2, Slow-Firing 1)

Forward mounted twin light laser cannon (Fire arc forward; Damage 5, Critical 3, Range [Close]; Linked 1)

Twin Wing-Mounted light blaster cannons (Fire arc forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted concussion missile launcher (Fire arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 2, Slow Firing 1)

Forward mounted light ion cannon (Fire arc forward; Damage 5; Critical 4; Range [Close]; Ion)

None
Forward-mounted linked light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted triple heavy laser cannons (Fire Arc Forward; Damage 6; Critical 3: Range [Short); Linked 2).

Forward-mounted proton torpedo launcher (Fire Arc For ward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2. Limited
Ammo 8, Slow-Firing 1)
OR
Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6: Critical 3; Range [Short]: Blast 4, Breach 4, Guided 3 ,
Limited Ammo 12, Slow-Firing 1).

Forward mounted twin light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward mounted retractable proton torpedo launcher (Fire arc forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2,
Limited ammo 1, Slow-Firing 1)

Wing-mounted medium laser cannons (Fire Arc Forward; Damage 6 ; Critical 3; Range [Close]; Linked 3)

Forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6; Breach 6; Guided 2; Limited
Ammo 6; Linked 1; Slow-Firing 1) .

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [Close]; Linked 1)
OR
forward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)
OR
forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited
Ammo 4, Slow- Firing 1)
OR
forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 5; Range [Short]; Breach 4, Blast 4, Guided 5,
Limited Ammo 6, Slow-Firing 1).

Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3: Range [Close]; Linked 1)

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3: Range [Short]: Blast 4, Breach 4. Guided 3.
Limited Ammo 1. Slow-Firing 1) .

Forward mounted light laser cannons (Fire Arc Forward; Range Close; Damage 5; Critical Hit 3; Linked 1).

Forward mounted ion cannons (Fire Arc Forward; Range Close; Damage 5; Critical Hit 4; Ion, Linked 1).
Forward-mounted twin light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Aft-mounted twin light laser cannon (Fire Arc Forward and Aft; Damage 5; Critical 3; Range [Close]; Linked 1)

Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

One forward mounted and one aft mounted concussion missile launcher (Fire Arc Forward or Aft. Damage 6, Critical 3; Breach 4. Blast
4. Guided 3. Limited Ammo 6, Slow-Firing 1 ).

S-foil mounted auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Autofire; Linked 1)

Cockpit mounted medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close])

Forward mounted proton torpedo launcher (Fire Arc forward; Damage 8; Critical 2; Range [Short]; Blast 6; Breach 6; Guided 2; Limited
Ammo 2; Slow Firing 1)

Forward mounted light ion cannon (Fire arc forward; Damage 5; Critical 4; Range [Close]; Ion)

composite laser weapon (Fire Arc forward; Damage 10; Critical 3; Range [Short]; Breach 3; Slow-Firing 2; Vicious 3)

84 miniature tractor beam projectors, collectively forming a light tractor beam (Fire Arc All; Damage: - ; Range close]: Tractor 2).
Wingtip-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion).

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 8, Slow-Firing 1).

Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited
Ammo 2, Slow-Firing 1).

Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4 ; Breach 4, Guided 3,
Limited Ammo 6, Linked 1, Slow-Firing 1).

Wingtip-mounted twin light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted twin proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2;; Range [Short]; Blast 6, Breach 6, Guided 2,
Limited Ammo 8, Linked 1, Slow-Firing 1)

Arm-mounted heavy laser cannons (Fire Arc Forward and Aft; Damage 6; Critical 3; Range [Short]; Linked 1)

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 6, Linked 1, Slow-Firing 1)

Quad arm-mounted light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 3).

Forward-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion).

S-Foil-Mounted Medium Laser Cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)

Forward-Mounted Proton Torpedo Launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 6, Linked 1, Slow-Firing 1).

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [Close]; Linked 1).

Turret-mounted twin light ion cannons (Fire Arc All; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6,
Breach 6, Guided 2, Limited Ammo 8, Linked 1, Slowfiring 1).

Twin-forward mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

XX-23 S-Thread Tracer (Fire Arc Forward; Damage -; -; Range [Close]; Guided 3, Limited Ammo 1)

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 12, Linked 1, Slow-Firing 1)

Turret-mounted twin light laser cannons (Fire Arc Port, Starboard, Rear; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).
Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted launchers firing either concussion missiles (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4,
Guided 3, Limited Ammo 12, Linked 3, Slow-Firing 1) or Proton Torpedoes (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6,
Breach 6, Guided 2, Limited Ammo 12, Linked 3, Slow-Firing 1)

Ventral-mounted proton bomb release chutes - can only be used against surface targets (Fire Arc Down; Damage 7; Critical 2; Range
[Close]; Blast 7, Breach 8, Limited Ammo 16, Linked 1)

Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3).

Cockpit-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Cockpit-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 6, Linked 1, Slow-Firing 1).

Forward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6,
Breach 6, Guided 2, Limited Ammo 4, Linked 1, Slowfiring 1).

Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3).

Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted launchers firing either concussion missiles (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4,
Guided 3, Limited Ammo 12, Linked 3, Slow-Firing 1)
or proton torpedoes (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 12; Linked 3, Slow-
Firing 1).

Ventral-mounted proton bomb release chute—can only be used against surface targets (Fire Arc Down;
Damage 7; Critical 2; Range [Close]; Blast 7, Breach 8, Limited Ammo 16, Linked 1).

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 4).

Outrigger-mounted heavy laser cannons (Fire Arc Forward and Aft; Damage 6; Critical 3; Range [Short]; Linked 1)

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; linked 1).
Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted launchers firing either concussion missiles (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4,
Guided 3, Limited Ammo 12, Linked 1, Slow-Firing 1)
orProton torpedoes (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited Ammo 12; Linked 1, Slow-
Firing 1).

Ventral-mounted proton bomb release chute—can only be used against surface targets (Fire Arc Down; Damage 7; Critical 2; Range
[Close]; Blast 7, Breach 8, Limited Ammo 16)

Twin Forward mounted light laser cannon (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Hull and wingtip mounted heavy blaster cannons (Fire arc forward; Damage 5; Critical 4; Range [Close]; Linked 3)

None

Two forward mounted laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward mounted concussion missile launcher (Fire arc forward; damage 6; Critical 3; Range [Short]; Blast 4; Breach 4; Guided 3; Limited
Ammo 12; Slow-Firing 1)

Forward-mounted twin light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Dorsal turret-mounted light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close])

Forward-mounted twin heavy blaster cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)

Forward-mounted twin concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 12, Linked 1, Slow-Firing 1)

Wingtip Mounted Light Laser Cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Mounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited
Ammo 6, Linked 1, Slow-Firing 1 ) .

Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward-mounted alternating-fire concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast
4, Guided 3, Limited Ammo 8).

Weapons

None

None
Weapons

Forward mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close] Linked 1)

Forward mounted twin medium ion cannon (Fire arc forward; Damage 6; Critical 4; Range [Short]; Ion, linked 1)

Forward mounted light tractor beam projector (Fire arc forward; Damage -; Critical -; Range [Close]; Tractor 2)

Dorsal twin medium laser cannon (Fire Arc forward; Damage 6; Critical 3, Range [Close]; Linked 1)

Pod-mounted twin medium laser cannons (Fire arc forward and starboard or forward and port; Damage 6; Critical 3; Range [Close]; Linked
1)

Forward mounted auto-blasters (Fire Arc Forward; Range Close; Damage 3; Critical Hit 5; Auto-fire)

Forward mounted light tractor beam projector (Fire Arc Forward; Range Close; Damage --; Critical Hit --; Tractor 2)
Forward Mounted Auto-Blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; AutoFire),

Forward Mounted Light Tractor Beam Projector (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)

Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward mounted twin Concussion missile launchers (Fire arc forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 4, Linked 1, Slow Firing 1

Triple Forward Mounted Light ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 2)

Dorsal Turret Mounted Twin Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1)

Forward Mounted Proton Torpedo Launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited
Ammo 5, Slow-Firing 1)

Forward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Limited Ammo 8, Slow-Firing 1).

Dorsal turret mounted twin light laser cannons (Fire arc all; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted twin heavy laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Linked 1)

Forward-mounted twin medium ion cannon (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion, Linked 1)

Two forward-mounted light tractor beam projectors (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)

Two forward, two aft, one starboard, and one port heavy laser cannons (Fire Arc Fore or Aft or Starboard or Port; Damage 6; Critical 3;
Range [Short]).

Forward-mounted light tractor beam emitter (Fire Arc Forward; Damage —, Critical -; Range [Short]; Tractor 3).

Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1 ) .
Forward-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1 ).

Dorsal turret-mounted light ion cannon (Fire Arc All; Damage 8; Critical 4; Range [Close]; Ion).

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Limited Ammo 8).

Forward Mounted Light Laser Cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close])

One Dorsal and one ventral turret mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3, Range [Close]; Linked 1)

Dorsal turret-mounted twin heavy laser cannons (Fire Arc All; Damage 6; Critical 5; Range [Short]; Linked 1)

Forward-mounted triple medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion, Linked 2)

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 5; Range [Short]; Breach 4, Blast 4, Guided 5,
Limited Ammo 16, Slow-Firing 1)

Forward-mounted assault laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Accurate 1; Auto-fire, Linked 1, Vicious 1)

Forward-mounted light tractor beam projector (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)

Aft turret-mounted quad laser cannon (Fire Arc Aft, Port, and Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

Port and starboard turret-mounted medium ion cannons (Fire Arc Fore and Port or Fore and Starboard; Damage 6; Critical 4; Range
[Short]; Ion)

Forward concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo
8, Slow-firing 1)

Dorsal turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]; Slow-Firing 1)

Dorsal turret-mounted quad laser cannon (Fire Arc Dorsal All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

Forward-mounted light ion cannon (Fire Arc Forward; Damage 5; Critcal 4; Range [Close]; Ion)

Forward-mounted proton torpedo launcher (Fire ARc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 3, Slow-Firing 1)

Forward Mounted Twin Linked Light Ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)

Dorsal Turret Mounted Quad Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3).

Forward-mounted auto-blasters (Fire Arc Forward or Aft; Damage 3; Critical 5; Range [Close]; Auto-fire)

Concealed concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited
Ammo 4, Slow-Firing 1)

Forward-mounted light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion)

Rear-mounted seismic charge launcher (Fire Arc Aft; Damage 10; Critical 2; Range [Close]; Blast 10, Breach 6, Inaccurate 1, Limited
Ammo 4)

Forward-mounted light tractor beam projector (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6: Critical 3; Range [Close]; Linked 3)

Dorsal turret-mounted light laser cannons (Fire Arc Aft; Damage 5; Critical 3; Range [Close]; Linked 1)
Aft turret-mounted quad laser cannon (Fire Arc Aft, Port, and Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).

Port and starboard turret-mounted medium ion cannons (Fire Arc Fore and Port or Fore and Starboard; Damage 6; Critical 4; Range
[Short]; Ion).

Forward concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited Ammo
8, Slow-firing 1).

Dorsal Turret Mounted Twin Linked Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward Mounted Twin Linked Heavy Ion Cannons (Fire Arc Forward; Damage 7; Critical 4; Range [Medium]; Ion, Linked 1, Slow-firing 1).

Weapons

1port and 1 starboard ventral turret-mounted twin medium laser cannons (Fire Arc Port, Forward, and Aft or Starboard, Forward, and Aft:
Damage 6: Critical 3: Range [Close]: Linked 1)

Aft-mounted twin auto-blaster (Fire Arc Aft: Damage 3: Critical 5: Range [Close]: Auto-fire, Linked 1)

Dorsal turret-mounted heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close], Linked 1).

Forward mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close], Linked 1).

Wing mounted heavy laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Short]; Linked 2)

Triple forward mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 2)

1 top and 1 bottom turret-mounted heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close], Linked 1),

2 wing-mounted auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-fire).
Dorsal turret-mounted heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close], Linked 1),

2 wing-mounted auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-fire).

2 forward-mounted twin light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1).

2 forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1).

Aft retractable twin light blaster cannons (Fire Arc Aft; Damage 4; Critical 4; Range [Close]; Linked 1).

2 forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted twin heavy laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Linked 1)
Forward-mounted retractable medium laser cannon battery (Fire Arc Forward; Damage 6; Critical 3; Range [Close];
Linked 3).

Retractable dorsal twin light ion cannon turret (Fire Arc All; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

Retractable ventral heavy repeating blaster turret - uses personal scale (Fire Arc All; Damage 15; Critical 2; Range [Long]; Auto-Fire,
Pierce 2, Vicious 1).

Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 8, Linked 1, Slow-Firing 1).

None

2 light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

None

Weapons

Dorsal and ventral turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range (Close(; Accurate 1 , linked 3).

Forward-mounted light tractor beam emitter (Fire Arc Forward; Damage -; Critical -; Range (Close(; Tractor 2) .

Forward mounted twin medium laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Close]; Linked 1)

Dorsal turret mounted twin light ion cannons (Fire arc all; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)

None

Dorsal and Ventral Turret Mounted Twin Medium Laser cannons (Fire Arc All; Range [Close]; Damage 6; Critical 3; Linked 1)

Dorsal turret-mounted light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]).

Weapons

None

2 Port and 2 Starboard turret-mounted twin heavy laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1)

Forward-mounted twin concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Limited
Ammo 8, Linked 1)

None
None

Wing-mounted twin heavy laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Linked 1)

Dorsal turret-mounted twin light turbolaser cannon (Fire Arc All Dorsal; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-
Firing 1)

None

1 dorsal and 1 ventral retractable turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1,
Linked 3).

2 port and 2 starboard retractable twin heavy laser cannons (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]; Linked 1).

Forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 6, Slow-Firing 1).

None

None

Forward-mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; linked 1)

Dorsal turret-mounted light laser cannon (Fire Arc All; Damage 5, Critical 3, Range [Close])

Forward-mounted and aft-mounted medium laser cannons (Fire Arc Forward or Aft; Damage 6; Critical 3; Range [Close]; Linked 1)

Forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Retractable fore and aft turret-mounted medium laser cannons (Fire Arc Forward, Port, and Starboard or Aft, Port, and Starboard;
Damage 6; Critical 3; Range [Close]),
or
Retractable fore and aft light turbolasers (Fire Arc Forward, Port, and Starboard or Aft, Port, and Starboard; Damage 9; Critical 3; Range
[Medium]; Breach 2, Slow-Firing 1).

1 Dorsal and 1 Ventral Turret Mounted Dual Light Laser Cannon Turret (Fire Arc All; Damage 5; Critical 3, Range [Close]; Linked 1)

5 Port and 5 Starboard Mounted Retractable Medium Turbolasers (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Long]; Slow
Firing 1, Breach 4)

Forward Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Slow-Firing 1).

Two Forward turret mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]

1 port and 1 starboard retractable turret-mounted medium laser cannon (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard;
Damage 6; Critical 5; Range [Close]).
Forward mounted twin medium laser cannon (Fire arc forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Port and Starboard hatches can be fitted with one pintle mounted weapon this mounted weapons profile uses personal scale: Heavy ion
blaster (Fire Arc All; Damage 13; Critical 5; Range [Medium]; Ion)
or
Light repeating blaster (Fire Arc All; Damage 20; Critical 2; Range [Long]; Auto-fire, Pierce 1)

None

Dorsal and ventral turret-mounted quad light laser cannons (Fire Arc All; Damage 5; Critical 5; Range [Close]; Accurate, Linked 5).

1 dorsal turret-mounted twin light turbolaser (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1,Slow-Firing 1).

1 port and 1 starboard turret-mounted twin medium laser cannon (Fire Arc Forward, Port and Aft or Forward, Starboard, and Aft; Damage
6, Critical 3; Range [Close]; Linked 1).

2 forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited
Ammo 8, Slow-Firing 1).

Weapons

Twin forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

None

Twin forward mounted light laser cannons (Fire arc forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Dorsal turret mounted light ion cannon (Fire arc All; Damage 5; Critical 4; Range [Close]; Ion)

None

Dorsal Turret Mounted Light Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]).

Weapons

None

Turret-mounted medium laser cannon (Fire Arc Forward, Port, and Starboard; Damage 6; Critical 3; Range [Close]).

Turret-mounted medium laser cannon (Fire Arc Forward, Port, and Starboard; Damage 6; Critical 3; Range [Close]).
None

Forward-mounted medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]).

Dorsal turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).

Rear-mounted light tractor beam (Fire Arc Rear; Damage -; Critical -; Range [Close]; Tractor 2).

Dorsal turret mounted twin light laser cannon (Fire arc All; Damage 5; Critical 3; Range [Close] Linked 1)

Dorsal auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-fire).

Outrigger turret-mounted light blaster cannon (Fire Arc Forward, Starboard, and Aft; Damage 4; Critical 4; Range [Close]).

Ventral wing-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]).

Turret-mounted twin light laser cannon (Fire Arc All; Damage 5, Critical 3. Range [Close]; Linked 1).

Aft-mounted twin light laser cannon (Fire Arc Aft; Damage 5; Critical 3; Range [Close]; Linked 1 ).

Forward-mounted twin medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 5, Linked 1, Slow-Firing 1)

Dorsal retractable quad laser cannon turret (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

Forward-mounted medium ion cannon (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion)

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Blast 4, Breach 4, GUided 3,
Limited Ammo 6, Slow-Firing 1)

None

Forward Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical3; Range [Close]; Linked 1)

Port and Starboard Turret Mounted Twin Light Ion Cannons (Fire Arc forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)

Forward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short] Breach 4, Blast 4, Guided 3,
Limited Ammo 6, Slow-Firing 1)

Forward Mounted Medium Tractor Beam Projector (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 4)

Dorsal turret mounted quad laser cannon (fire arc all; Damage 5; critical 3; Range [Close]; Accurate 1; Linked 3)

Dorsal turret mounted triple light laser cannon (Fire Arc All Dorsal; Damage 5; Critical 3; Range [Close]; Linked 2)

Forward-mounted twin light laser cannon (Fire Arc Forward; Damage 5; Critical'3; Range [Close]; Linked 1)

Ventral-mounted light tractor beam projector (Fire Arc All Ventral; Damage —; Critical —; Range [Close]; Tractor 2).

Dorsal turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).
1 Dorsal and 1 Ventral turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

Forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Blast 4, Breach 4, Guided 3,
Limited Ammo 8, Linked 1, Slow-Firing 1)

Ventral-mounted Ax-108 "Ground Buzzer" blast cannon - fired using ship's computer with GUnnery 3 and Aiglity 0, and its profile uses
personal scale (Fire Arc All; Damage 12; Critical 3; Range [Medium]; Auto-fire, Pierce 2)

1 Dorsal and 1 ventral turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short])

Dorsal turret-mounted twin light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1).

Forward-mounted light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion).

Turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 5; Range [Close]).

Turret-mounted twin light laser cannon (Fire Arc All; Damage 5, Critical 3. Range [Close]; Linked 1).

Aft-mounted twin light laser cannon (Fire Arc Aft; Damage 5; Critical 3; Range [Close]; Linked 1 ).

Forward-mounted twin medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1).

Forward mounted light ion cannon (fire arc forward; Damage 5; Critical 4; Range [Close]; Ion)

Dorsal-mounted twin light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1 ).

Aft Concussion Missile Launcher (Fire arc Aft; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 5, Slow-
Firing 1)

1 dorsal and 1 ventral turret- mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).

1 forward and 1 aft concussion missile launcher (Fire Arc Forward or Aft; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3,
Limited Ammo 6, Slow-Firing 1).

Dorsal turret-mounted twin light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close] ; Linked 1 ).

1 Ventral Turret Mounted Twin Light Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range (Close]; Linked 1).

Dorsal-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).

Dorsal-mounted twin medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1 ).

1 Dorsal and 1 Ventral Turret Mounted Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).

1 Dorsal and 1 ventral turret-mounted twin medium laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1).

1 Dorsal and 1 Ventral Turret Mounted Twin Medium Laser Cannons (Fire Arc All; Damage 6; Cnttcal 3; Range [Close]; Linked 1 ).
None

None

Dorsal-mounted twin medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close!; Linked 1 ).

Dorsal retractable quad laser turret (Fire Arc All Dorsal; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3),

Forward mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 5; Range [close]; Linked 1).

2 triple light blaster cannons (Fire Arc Forward and Port, or Forward and Starboard; Damage 4; Critical 4; Range [Close]; Linked 2).

Turret-mounted twin light ion cannon (Fire Arc Forward; Port and Starboard; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).

2 forward and 1 rear-mounted concussion missile launchers (Fire Arc Forward or Rear; Damage 6; Critical 3; Range [Short]; Breach 4,
Blast 4, Guided 3, Linked 1, Limited Ammo 10)

Ventral turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).

Weapons

2 medium hull-mounted tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 4)

Forward-mounted twin medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

Aft-mounted grappling turrets - uses personal scale (Fire Arc Aft; Damage 1; Critical 4; Range [Long]; Ensnare 4 [Ensared victims are
reeled into the cargo bay after four combat rounds], SLow-Firing 2)

Dorsal-mounted light laser cannon (Fire Arc Forward: Damage 5; Critical 3; Range [Close]).

Dorsal turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]).

1 dorsal and 1 ventral turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]).

Dorsal, Ventral, Port and Starboard Turret Mounted Twin Medium Laser Cannons (Fire Arc All: Damage 6,
Critical 3, Range [Close] Linked 1)

1 dorsal and1 ventral turret-mounted twin heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).

1 ventral turret·mounted twin medium laser cannon (Fire Arc All; Damage 6: Critical 3: Range [Close]; Linked 1)
None

Dorsal and Ventral Turret-Mounted Twin Medium Laser Cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1 ).

Forward-mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion. Linked 1)

1 Dorsal and 1 Ventral Turret Mounted Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; Range [Close])

1 port and 1 starboard turret mounted medium laser cannon (Fire Arc Forward Aft, and Port or Forward, Aft, and Starboard; Dam age 6;
Critical 3; Range [Close]).

None

Dorsal Quad Laser Cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3).

Forward mounted twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)

Weapons

Turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 5; Range [Close]).

Forward-mounted twin blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1).

None

2 Dorsal and 2 Ventral Turret Mounted Twin Heavy Ion Cannons (Fire Arc All; Damage 7; Critical 4; Range [Medium); Ion, Linked 1, Slow-
Firing 1).

2 dorsal turret-mounted retractable dual laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1).

1 port and 1 starboard retractable turret-mounted quad laser cannon (Fire Arc Forward and Port and Aft or Forward and Starboard and
Aft; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

None
3 port and 3 starboard concealed turret-mounted light turbolaser batteries (Fire Arc Forward, Aft, and Port or Forward, Aft, and
Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow-Firing 1).

3 port and 3 starboard medium ion cannons (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 6; Critical 4; Range
[Short]; Ion),

Forward Mounted Heavy Tractor Beam Emitter (Fire Arc Forward; Damage Critical -; Range [Medium]; Tractor 6).

None

Forward-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical Hit 4; Range [Close); Linked 1),

Starboard- or port-mounted light blaster cannons (Fire Arc Starboard or Port; Damage 4; Critical Hit 4; Range [Close); Linked 1 ) .

Forward mounted light laser cannon (Fire arc forward; Damage 5; Critical 3; Range [Close])

Weapons

Retractable forward mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close];
Linked 1)

2 retractable forward mounted twin light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion. Linked 1 ).

2 forward mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]: Breach 6. Blast 6, Guided 2. Limited
Ammo 7. Slow Firing 1).

2 forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short];
Blast 4. Breach 4. Guided 3. Linked 1. Limited Ammo 4, Slow- Firing 1).

2 starboard and 2 port-mounted proton torpedo launchers (Fire Arc Starboard or Port: Damage 8: Critical 2; Range (Short]; Blast 6.
Breach 6. Guided 2. Limited Ammo 1. Linked 1 . Slow-Firing 1]).

4 turret-mounted twin light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1)

Dorsal turret-mounted twin heavy laser cannon (Fire Arc Forward; Damage 6: Critical 3; Range [Short]; Linked 1 ).

Forward mounted twin light ion cannons (Fire Arc Forward; Damage 5: Critical 4; Range [Close]; Ion. Linked 1 ).

4 ventral-mounted articulated tentacles (Fire Arc All; Damage 4; Critical 4; Range [Engaged]; Linked 3, Tractor 2)

8 hull-mounted light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close])

Ventral-mounted high speed boarding drill (Fire Arc Ventral; Damage 10; Critical 2; Range [Engaged]; Breach 6, Sunder, Vicious 3)

1 dorsal and 1 ventral turret- mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).

Twin forward concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided 3, Limited
Ammo 20, Linked 1, Slow-Firing 1).

Weapons
Dorsal and Ventral Turret-Mounted Twin Medium Turbolaser Batteries (Fire Arc All; Damage 11 ; Critical 3; Range [Long]; Breach 3.
Linked 1. Slow-firing 1. only one on each side is functional).

2 Port and 2 Starboard Turret-Mounted Light Turbolasers (Fire Arc Port and Starboard; Damage 1 O; Critical 3; Range [Medium]; Breach
2. Slow-firing 1 ).

2 forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 3, Slow-Firing 1).

4 forward-mounted concussion missile launchers (Fire Arc Forward: Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 3, Slow-Firing 1].

1 port and 1 starboard twin light turbolaser (Fire Arc Forward: Damage 9; Critical 3: Range [Medium]; Breach 2, linked 1, Slow-Firing 1).

4 dorsal and 4 ventral turret-mounted quad laser cannons (Fire Arc All; Damage 5: Critical 3; Range [Close];
Accurate 1; Linked 3)

1 dorsal and 1 ventral turret-mounted twin medium turbolaser battery (Fire Arc All; Damage 10; Critical 3; Range [Long]; Breach 3,
Linked 1, Slow-Firing 1).

2 port and 2 starboard turret-mounted light turbolasers (Fire Arc Port and Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2,
Slow-Firing 1]

3 port and 3 starboard turret mounted twin medium turbolaser batteries (Fire Arc Fire Arc Forward, Aft, and Port or Forward, Aft, and
Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1, Slow-firing 1).

Dorsal and ventral turret mounted quad laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3).

Forward proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited Ammo 10,
Slow-firing 1).

Forward medium tractor beam emitter (Fire Arc Forward; Damage - ; Critical -.; Range [Medium]; Tractor 4).

1 dorsal and 1 ventral turret mounted twin medium Turbolaser battery (Fire Arc All; Damage 10; Critical 3: Range (Long!; Breach 3,
Linked 1. Slow-Firing 1 ).

Forward mounted Heavy laser cannons (Fire arc forward; Damage 6; Critical 3; Range [Short]; Linked 1)

Dorsal turret mounted twin light turbolaser battery (Fire arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow firing 1)

4 Forward Mounted and 4 Turret mounted Light Double Turbolasers (Fire Arc Forward or All; Damage 9; Critical 3; Range [Medium];
Breach 2, Linked 1, Slow-Firing 1),

3 Forward Mounted Light Tractor Beam Emitters (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)

Chin-mounted Twin light turbolasers (Fire arc forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1)

3 port and 3 starboard retractable turret- mounted twin heavy laser cannons (Fire arc forward and port or forward and starboard;
Damage 6; Critical 3; Range [Short]; Accurate 2, Linked 1)

Chin-Mounted Ion Cannon (fire arc forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-Firing 2)

Hull-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Linked 1,
Slow-Firing 1)

4 forward-mounted and 4 turret mounted light double turbolasers (Fire Arc Forward or All; Damage 9; Critical 3, Range [Medium]; Breach
2, Linked 1, Slow-Firing 1).

Forward-mounted light tractor beam emitter (Fire Arc Forward; Damage Critical -; Range [Close]; Tractor 2).

2 forward mounted medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion).
3 dorsal turret-mounted twin light turbolaser batteries (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-
Firing 1).

3 dorsal twin heavy laser cannon turrets (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).

Forward-mounted medium tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 4).

Weapons

5 Forward, 5 port, and 5 starboard mounted medium turbolaser batteries (Fire Arc Forward, Port, and Starboard; Damage 10; Critical 3;
Range [Long]; Breach 3, Linked 1, Slow-Firing 1)

5 Forward and 5 aft mounted light quad turbolasers (Fire Arc Forward, Port, and Starboard or Aft; Damage 9; Critical 3; Range [Medium];
Breach 2, Linked 3, Slow-Firing 1)

5 Forward, 5 port, and 5 starboard mounted heavy laser cannons (Fire Arc Forward or Port or Starboard; Damage 6; Critical 3; Range
[Short])

8 Turret Mounted Light Twin Turbolaser Batteries (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 4, Linked 1, Slow-firing 1),

6 Retractable Turret Mounted Quad Laser Cannons (Fire Arc All; Damage 5; Critical 3; Range [Close], Accurate, Linked 3),

2 Port and 2 Starboard Concussion Missile Launchers (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4,
Guided 3)

6 port and 6 starboard retractable turret mounted medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard;
Damage 10; Critical 3; Range [Long); Breach 3, Slow-Firing 1).

3 starboard, 3 port, 3 forward, and 3 aft retractable turret-mounted light laser cannons (Fire Port or Starboard or Forward or Aft;
Damage 5; Critical 3; Range [Close)).

3 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Medium]; Tractor 6).

1 port and 1 starboard turbolaser cannon batteries (Fire Arc Port or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4; Slow-Firing
2).

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,
Limited Ammo 3, Slow- Firing 2).

Dorsal, Ventral, Port, Starboard turret-mounted point defense turbolaser batteries (Fire Arc All; Damage 11; Critical 3; Range [Long];
Breach 3, Linked 1, Slow-Firing 1)

Forward-mounted concussion missile launcher (Fire Arc Forward; Damage 7; Critical 3; Rage [Short]; Blast 4, Breach 4, Guided 3, Slow-
Firing 1)

1 ventral turret-mounted twin light turbolaser battery (Fire Arc Forward; Damage 9; Critical 5; Range [Medium]; Breach 2, Linked 1, Slow-
Firing 1).

1 dorsal turret-mounted twin light turbolaser battery (Fire Arc All; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing).

1 port and 1 starboard turret-mounted twin medium laser cannon (Fire Arc Port and Starboard; Damage 6; Critical 3; Range [Close];
Linked 1).

4 dorsal, 4 ventral, 4 port, 4 starboard, and 4 forward turret-mounted quad laser cannons (Fire Arc All or Port or Starboard or Forward;
Damage 5; Critical 3; Range (Close]; Accurate 1, Linked 3).
2 forward-mounted heavy proton torpedo launchers (Fire Arc Forward; Damage 10; Critical 2; Range [Medium]; Blast 8, Breach 8, Guided
2, Slow-Firing 1).

8 port and 8 starboard turret-mounted medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10;
Critical 3; Range [Long]; Breach 3, Slow-Firing 1).

5 starboard, 5 port, 3 forward, and 3 aft twin medium laser cannons (Fire Arc Starboard or Port or Forward or Aft; Damage 6; Critical 3;
Range [Short]; Linked 1).

2 starboard, 2 port, 1 forward, and 1 aft cluster bomb launchers (Fire Arc Starboard or Port or Forward or Aft; Damage 6; Critical 3;
Range [Close]; Blast 6, Limited Ammo 6).

2 forward-mounted heavy turbolasers (Fire Arc Forward; Damage 11; Critical 5; Range [Long]; Breach 4, Slow-Firing 2).

2 forward-mounted long-barrelled ion cannons (Fire Arc Forward; Damage 9; Critical 4; Range [Long]; Breach 5, Ion, Slow-Firing 1).

13 port and 13 starboard twin light turbolasers (Fire Arc Port or Fire Arc Starboard; Damage 9; Critical 5; Range [Medium]; Breach 2,
Linked 1, Slow-Firing 1).

10 port and 10 starboard turret-mounted light turbolasers (Fire Arc All Port or All Starboard; Damage 9; Critical 3; Range [Medium];
Breach 2, Slow-Firing 1).

4 port and 4 starboard medium flak cannons (Fire Arc Port or Starboard; Damage 5; Critical 3; Range [Short]; Blast 4, Slow-Firing 1,
Vicious 4).

10 dorsal, 10 ventral, ten starboard, and 10 port turret-mounted retractable light laser cannons (Fire Arc All; Damage 5; Critical 3;
Range [Close]).

2 forward-mounted heavy turbolasers (Fire Arc Forward; Damage 11; Critical 5; Range [Long]; Breach 4, Slow-Firing 2).

2 forward-mounted heavy ion cannons (Fire Arc Forward; Damage 7; Critical 4; Range [Medium]; Ion, Slow-Firing 1).

13 port and 13 starboard twin light turbolasers (Fire Arc Port or Fire Arc Starboard; Damage 9; Critical 5; Range [Medium]; Breach 2,
Linked 1, Slow-Firing 1).

10 port and 10 starboard turret-mounted light turbolasers (Fire Arc All Port or All Starboard; Damage 9; Critical 3; Range [Medium];
Breach 2, Slow-Firing 1).

6 port and 6 starboard medium flak cannons (Fire Arc Port or Starboard; Damage 4; Critical 3; Range [Short]; Blast 4, Slow-Firing 1,
Vicious 4).

10 dorsal, 10 ventral, ten starboard, and 10 port turret-mounted retractable twin light laser cannons (Fire Arc All; Damage 5; Critical 3;
Range [Close]; Linked 1).

2 Forward-mounted twin light turbolaser batteries (Fire Arc Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-
Firing 1)

1 port and 1 starboard twin heavy laser cannon (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]; Linked 1)

1 dorsal turret-mounted heavy laser cannon (Fire Arc All Dorsal; Damage 6; Critical 3; Range [Short]; Linked 1)

1 port and 1 starboard light tractor beam emitters (Fire Arc Port or Starboard; Damage -; Critical -; Range [Close]; Tractor 2)

1 Forward-mounted light tractor beam emitter (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)
2 forward-mounted twin light turbolaser batteries (Fire Arc Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-
Firing 1)

1 port, 1 starboard, and 1 dorsal turret-mounted twin heavy laser cannon (Fire Arc Port or Starboard or All; Damage 6; Critical 3; Range
[Short]; Linked 1)

1 forward, 1 port, and 1 starboard light tractor beam emitter (Fire Arc Forward or Port or Starboard; Damage -; Critical -; Range [Close;
Tractor 2)

6 port and 6 starboard turret-mounted retractable medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard;
Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1)

3 port, 3 starboard, 3 forward, and 3 aft turret-mounted retractable light laser cannons (Fire Arc Port or Starboard or Forward or Aft;
Damage 5; Critical 3; Range [Close])

3 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 6).

2 dorsal turret-mounted heavy turbolasers (Fire Arc All; Range [Long]; Damage 11 ; Critical 3; Breach 4; Slow Firing 2).

2 port and 2 starboard light turbolasers (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2; Slow Firing 1)

2 ventral turret-mounted heavy ion cannons (Fire Arc All; Range Medium; Damage 8; Critical 4; Ion).

Forward mounted twin proton torpedo launcher (Fire Arc Forward; Range [Short], Damage 8; Critical 2; Blast 6, Breach 6, Guided 2,
Linked 1, Limited Ammo 8, Slow-Firing 1 ).

Forward-mounted heavy tractor beam emitter (Fire Arc Forward; Damage-; Critical-; Range [Short]; Tractor 6).

3 dorsal and 3 ventral turret-mounted light turbolasers (Fire Arc All Dorsal or All Ventral; Damage 9; Critical 5; Range [Medium]; Breach 2,
Slow-Firing 1).

2 port and 2 starboard turret-mounted medium turbolasers (Fire Arc All Port or All Starboard; Damage 10; Critical 5; Range [Long];
Breach 3, Slow-Firing 1).

3 port and 3 starboard turret-mounted twin light laser cannons (Fire Arc All Port or All Starboard; Damage 5; Critical 3; Range [Close];
Linked 1).

4 forward-mounted medium ion cannons (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion).

2 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 6).

6 port and 6 starboard turret-mounted medium turbolaser batteries (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard;
Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).

4 port, 4 starboard, and 4 aft turret-mounted twin light laser cannons (Fire Arc Port or Starboard or Aft; Damage 5; Critical 3; Range
[Close]; Linked 1).

4 forward-mounted twin medium ion cannons (Fire Arc Forward, Starboard, and Port; Damage 6; Critical 4; Range [Short]; Ion, Linked 1).

2 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Medium]; Tractor 6).

2 forward, 3 port and 3 starboard-mounted heavy laser cannons (Fire Arc Forward or Port or Starboard; Damage 6; Critical 3; Range
[Short]) .

1 port and 1 starboard turret-mounted twin light turbolasers (Fire Arc Forward and Port or Forward and Starboard; Damage 9; Critical 3;
Range [Medium]; Breach 2, Linked 1. Slow-Firing 1 ).

1 ventral turret-mounted twin ion cannon (Fire Arc All; Damage 7; Critical 4; Range [Medium]; Ion, Slow-Firing 1 ).
Weapons

2 forward and 1 aft dorsal turret- mounted quad laser cannons (Fire Arc All; Damage 5; Critical 5; Range [Close]; Accurate 1, Linked 5).

2 port and 2 starboard turret-mounted light ion cannons (Fire Arc All; Damage 5; Critical 4; Range [Close]; Ion).

2 dorsal and 2 ventral turret mounted twin light turbolaser batteries (fire arc all; Damage 9; Critical 3; Range [Medium; Breach 2, Linked
1, Slow firing 1)

4 port and 4 starboard quad laser batteries (Fire arc port or starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

4 forward mounted concussion missile launchers (Fire arc forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Slow
firing 1)

Forward mounted medium tractor beam emitter (Fire arc Forward: Damage -; Critical -; Range [Short]; Tractor 4)

Forward turret-mounted twin heavy ion cannon (Fire Arc Forward, Port, and Starboard: Damage 7; Critical Hit 4; Range [Medium]; Ion,
Linked 1, Slow-Firing 1).

1 port dorsal and 1 port ventral twin light turbolaser (Fire Arc Port; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing
1).

1 starboard dorsal and 1 starboard ventral twin light turbolaser (Fire Arc Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2,
Linked 1, Slow-Firing 1).

None

1 Dorsal and 1 ventral retractable quad laser turrets (Fire Arc All; Range Close; Damage 5; Critical 5; Accurate 1; Linked 3),

2 port and 2 starboard retractable twin heavy laser cannons (Fire Arc Port and Starboard; Range Short; Damage 6; Critical 3; Linked 1],

7 port and 7 starboard turret-mounted medium turbolasers (Fire Arc Forward, Aft, and Port, or Forward, Aft, and Starboard; Damage 10;
Critical 3; Range [Long]; Breach 3, Slow-Firing 1).

2 forward-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Burst 4, Breach 4, Guided 3,
Slow-Firing 1).

5 starboard, 5 port, 4 forward, and 4 aft medium ion cannons (Fire Arc Starboard or Port or Forward or Aft; Damage 6; Critical 4; Range
[Short]; Ion).

2 starboard, 2 port, 1 forward, and 1 aft heavy tractor beams (Fire Arc Starboard or Port or Forward or Aft;
Damage -; Critical -; Range [Short]; Tractor 4).
2 forward turret-mounted twin heavy ion cannons (Fire Arc Forward, Port, and Starboard; Damage 7; Critical 4; Range [Medium]; ion,
Linked 1, Slow-Firing 1).

1 port dorsal and 1 port ventral twin light turbolaser (Fire Arc Port; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing
1).

1 starboard dorsal and 1 starboard ventral twin light turbolaser (Fire Arc Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2,
Linked 1, Slow- Firing 1).

1 dorsal turret-mounted heavy tractor beam projector (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).

Weapons

3 port and 3 starboard quad light turbolaser batteries (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked
3, Slow-Firing 1)

6 Forward-mounted quad light turbolaser batteries (Fire Arc Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 3, Slow-
Firing 1)

12 port and 12 starboard heavy laser cannons (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short])

4 Forward-mounted assult proton torpedo launchers (Fire Arc Forward; Damage 12; Critical 2; Range [Short]; Blast 10, Breach 8, Guided
1, Slow-Firing 2)

1 port, 1 starboard, and 1 ventral turret-mounted twin heavy ion cannon (Fire Arc Forward and Port or Forward and Starboard or All;
Damage 7; Critical 4; Range [Medium]; Ion, Linked 1, Slow-Firing 1

3 forward, 3 port, 3 starboard, and 3 aft-mounted light laser cannons (Fire Arc Forward or Port or Starboard or Aft; Damage 5; Critical 3;
Range [Close])

1 forward, 1 port, and 1 starboard-mounted RT-17 repulsor-tractor beam emitter (Fire Arc Forward or Forward and Port or Forward and
Starboard; Damage -; Critical -; Range [Long]; Tractor 6

Dorsal turret mounted light turbolaser cannon (Fire Arc Dorsal; Damage 9: Critical 3; Range [Medium]; Breach 2,
Slow-firing 1 ).

Port and starboard turret-mounted medium laser cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Breach 2. Slow-firing 1 )

Ventral heavy tractor beam (Fire Arc Forward; Range [Short]: Tractor 6).

None
5 dorsal, 10 port, and 10 starboard turret-mounted heavy turbolasers (Fire Arc All or Port or Starboard; Damage 11; Critical 3; Range
[Long]; Breach 4; Slow Firing 2).

5 ventral, 5 port and 5 starboard heavy ion cannons (Fire Arc All; Range Medium; Damage 8; Critical 4; Ion).

2 forward mounted mass driver missile launchers (Fire Arc Forward; Damage 14; Critical 3. Range [Extreme];
Blast 4, Breach 4, Inaccurate 1. Limited Ammo 10, Slow-Firing 2).

5 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage-; Critical -; Range [Short]; Tractor 6).

10 port, 10 starboard and 4 forward heavy bulk cruiser turbolasers (Fire Arc Port or Starboard or Fore; Damage 11; Critical 3; Range
[Long]; Breach 3; Slow Firing 2).

10 port, 10 starboard and 5 dorsal heavy laser cannons (Fire Arc Port or Starboard or All; Damage 6; Critical 3; Range [Short]).

2 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage-; Critical -; Range [Short]; Tractor 6)

Weapons

5 forward and 5 aft medium Dreadnought turbolaser batteries (Fire Arc Forward, Port, and Starboard or Aft; Damage 10; Critical 3; Range
[Long]; Breach 3, Linked 1, Slow-Firing 2).

10 port and 10 starboard light Dreadnought quad turbolasers (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Medium]; Breach
2, Linked 3, Slow-Firing 2).

5 port and 5 starboard heavy laser cannons (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]).

5 dorsal, 5 ventral, 4 port, 4 starboard, and 2 aft turret-mounted quad laser cannons (Fire Arc Forward or Port and Forward or Port and
Starboard or Aft; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3).

5 dorsal, 5 port, and 5 starboard medium turbolasers (Fire Arc Forward, Port, and Starboard, or Forward and Port, or Forward and
tarboard; Damage 10; Critical 3; Range (Long); Breach 3, Slow-Firing 1).

5 port and 5 starboard quad light turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard;
Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 3, Slow-Firing 1).

6 forward, 8 port, 8 starboard, and 8 aft point defense laser cannons (Fire Arc Forward or Port or Starboard or Aft;
Damage 5; Critical 3; Range [Close]; Accurate 1).

1 forward, 1 port, and 1 starboard heavy tractor beam emitters (Fire Arc Forward or Starboard or Port; Damage -; Critical Hit -; Range
[Short]; Tractor 6).
Weapons

6 forward, 12 port, 12 starboard, and 6 aft twin heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and
Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 11; Critical 5; Range [Long]; Breach 4, Linked 1, Slow-Firing 2),

6 forward, 12 port, 12 starboard, and 6 aft twin battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard or Forward, Port,
and Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 9; Critical 4;
Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).

6 hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).

10 dorsal and 10 ventral turret-mounted medium turbolaser batteries (Fire Arc All; Damage 10; Critical 3;
Range [Long[; Breach 3; linked I, Slow-Firing 1).

4 hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical - , Range [Short]; Tractor 6).

6 port and 6 starboard medium turbolasers (Fire Arc Port or Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1)

2 port and 2 starboard battleship ion cannons (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 9; Critical 4; Range
[Medium]; Breach 3, Ion, Slow-Firing 2)

5 forward, 5 port, 5 starboard, and 5 aft point defense twin heavy laser cannons (Fire Arc Forward, Port, and Starboard or Forward, Port,
and Aft or Forward, Starboard, and Aft or Aft, Port, and Starboard; Damage 6; Critical 3; Range [Short]; Linked 1)

3 forward, 3 port, 3 starboard, and 3 aft proton torpedo launchers (Fire Arc Forward or Port or Starboard or Aft; Damage 8; Critical 2;
Range [Short]; Blsat 6, Breach 6, Guided 2, Slow-Firing 1)

6 hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6)

12 forward, 12 port, 12 starboard, and 12 aft twin heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and
Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).

5 forward, 5 port, 5 starboard, and 5 aft twin battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard or Forward, Port, and
Aft or Forward, Starboard, and Aft, or Aft, Port, and Starboard; Damage 9; Critical 4;
Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).

6 hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).

9 forward, 10 port, 10 starboard, and 7 aft quad heavy turbolaser batteries (Fire Arc Forward, Port, or Starboard; Damage 11; Critical 3;
Range [Long]; Breach 4, Linked 3, Slow-Firing 2).

12 forward, 12 port, and 12 starboard twin battleship ion cannon batteries (Fire Arc Forward, Port and Starboard; Damage 9; Critical 4;
Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).

20 forward, 30 port, and 30 starboard quad laser cannon batteries (Fire Arc Forward, Port, or Starboard; Damage 5; Critical 3; Range
[Close]; Accurate 1, Linked 3).

6 hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).
1 port and 1 starboard ion pulse weapon (Fire Arc Port or Starboard; Damage 20; Critical 5; Range [Extreme]; Blast 15, Breach 8,
Inaccurate 3, Ion, Slow-Firing 5)

20 forward turret-mounted twin heavy turbolaser batteries (Fire Arc Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1,
Slow-Firing 2)

20 forward turret-mounted twin medium turbolaser batteries (Fire Arc Forward; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1,
Slow-Firing 1)

100 dorsal turret-mounted twin light turbolaser batteries (Fire Arc All Dorsal; Damage 9; Critical 3; Range [Medium]; Beach 2, Linked 1,
Slow-Firing 1)

50 port and 50 starboard turret-mounted twin light turbolaser batteries (Fire Arc Port or Starboard; Damage 9; Critical 3; Range
[Medium]; Beach 2, Linked 1, Slow-Firing 1)

400 turret-mounted twin light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1)

10 forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 3; Range [Short]; Blast 6, Breach 6, Limited Ammo 3,
Guided 2, Slow-Firing 1)

2 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 6).

Weapons

12 dual turret-mounted light turbo-lasers (Fire Arc Forward, Port and Aft or Forward, Starboard and Aft; Damage 9; Critical 3; Range
[Medium]; Breach 2, Linked 1, Slow Firing 1)

3 Port, 3 Starboard, and 4 aft turret-mounted Medium laser cannons (Fire Arc All; Damage 6; Critical 3; Ranged [Close])

10 assult concussion missile launchers (Fire Arc All; Damage 7; Critical 3; Range [Short]; Blast 4, Breach 5, Guided 2, Inaccurate 1, Slow
Firing 1)

4 forward, 2 Port and 2 starboard medium tractor beams (Fire Arc Forward, Port and Starboard; Damage -; Critical -; Range [Short]
Tractor 4)

10 port and 10 starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward;
Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2).

10 dorsal heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1,
Slow-Firing 2).

10 port, ten starboard, and 10 forward light Turbolasers (Fire Arc Port, Starboard, or Forward; Damage 9; Critical 3; Range [Medium];
Breach 2, Slow-Firing 1).

10 port and 10 starboard battleship ion cannon turrets (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 4; Range
[Medium]; Breach 3, Ion, Slow-Firing 2).

10 ventral battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion,
Linked 1, Slow-Firing 2).

15 port and 15 starboard medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion].

10 heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 6).
4 port and 4 starboard octuple turoblaser barbettes (Fire Arc Port or Starboard: Damage 11; Critical 3; Range [Long]; Breach 4, Linked 3,
Slow-Fring 1)

20 port and 20 starboard light turbolaser batteries (Fire Arc Port and Forward or Starboard nad Forward; Damage 9; Critical 3; Range
[Medium]; Breach 2, Linked 1, Slow-Firing 1)

20 dorsal medium turbolaser batteries (Fire Arc Forward, Port, and Starboard; Damage 10; Critical 3; Range [Long]; Breach 3, Linked 1,
Slow-Firing 1)

10 ventral battleship ion cannon batteries (Fire Arc Forward, port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion,
Linked 1, Slow-Firing 2)

10 heavy tractor beam emitters (Fire Arc Forward, port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 6)

Forward-mounted heavy mass drivers (Fire Arc Forward; Damage 20; Critical 3; Range [Extreme]; Blast 15, Breach 10, Linked 1, Slow-
Firing 3) or Forward mounted composite beam turbolasers (Fire Arc Forward; Damage 15; Critical 2; Range [Long]; Accurate 2, Auto-fire,
Breach 5, Slow-Firing 2, Vicious 2)

3 port and 3 starboard twin heavy turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard; Damage 11; Critical 3;
Range [Long]; Breach 4, Linked 1, Slow-Firing 2)

12 port and 12 starboard heavy turbolasers (Fire Arc Forward and Port or Forward and Starboard; Damage 11; Critical 3; Range [Long];
Breach 4, Slow-Firing 2)

5 forward, 5 port, 5 starboard, and 5 aft point-defense twin laser cannons (Fire Arc Forward or Port or Starboard or Aft; Damage 6;
Critical 3; Range [Short]; Linked 1)

5 dorsal, 5 port, and 5 starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3;
Range [Long]; Breach 4, Linked 1, Slow-Firing 2).

5 port, 5 starboard, and 5 ventral battleship ion cannon turrets (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical
4; Range [Medium]; Breach 3, Ion, Slow-Firing 2).

2 heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage - ; Critical —, Range [Short]; Tractor 6).

4 port and 4 starboard turret-mounted twin heavy turbolaser batteries (Fire Arc Forward, Port, and Aft, or Forward, Starboard, and Aft;
Damage 11; Critical 3; Range [Long]; Beach 4, Linked 1, Slow-Firing 2)

1 port and 1 starboard twin medium turbolaser battery (Fire Arc Port or Fire Arc Starboard; Damage 10; Critical 3; Range [Long]; Breach
3, Linked 1, Slow-Firing 1)

15 port ,15 starboard, 15 ventral, and 15 dorsal turret-mounted laser cannons (Fire Arc Forward and Port, Forward and Starboard, or
Forward and Port and Starboard); Damage 5; Critical 3; Range [Close])

4 forward-mounted heavy proton torpedo launchers (Fire Arc Forward; Damage 12; Critical 3; Range [Short]; Blast 8, Breach 6, Guided 3,
Slow-Firing 2)

6 forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage - ; Critical —, Range [Short]; Tractor 6).

5 port and 5 starboard light quad turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 3; Range
[Medium]; Breach 2, Linked 3, Slow-Firing 1).

10 forward-mounted twin medium turbolasers (Fire Arc Forward; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).

10 dorsal twin medium turbolasers (Fire Arc Forward; Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing 1).

20 assault concussion missile launchers (Fire Arc Forward; Damage 7; Critical 3; Range [Short]; Blast 4, Breach 5, Guided 2, Inaccurate 1,
Slow-Firing 1)

10 hull-mounted heavy tractor beams (Fire Arc All; Damage -; Critical Hit -; Range [Short]; Tractor 6).
Weapons

12 port and 12 starboard heavy turbolaser quad batteries (Fire Arc Port or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4,
Linked 3, Slow-Firing 2)

4 forward-mounted twin heavy turbolaser batteries (Fire Arc Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-
Firing 2)

40 port, 40 starboard, 40 ventral, and 40 dorsal turret-mounted point defense quad laser cannons (Fire Arc Forward and Port, Forward
and Starboard, or Forward and Port and Starboard; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

100 port, 100 starboard, 100 dorsal, and 100 ventral twin heavy laser cannons (Fire Arc Forward and Port, Forward and Starboard or
Forward and Port and Starboard; Damage 6; Critical 3; Range [Short]; Linked 1)

10 port and 10 starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range
[Long]; Breach 4, Linked 1, Slow-Firing 2),

10 ventral battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion,
Linked 1, Slow-Firing 2).

10 port and 10 starboard medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion).

10 forward, 10 port, and 10 starboard proton torpedo launchers (Fire Arc Forward, Port, or Starboard; Damage 8; Critical 2; Range
[Short]; Blast 6, Breach 6, Guided 2, Slow-Firing 1).

10 ventral retractable quad-barrel assault concussion missile launcher batteries (Fire Arc Forward; Damage 10; Critical 3; Range
[Short]; Blast 10, Breach 10, Inaccurate 4, Linked 3, Slow-Firing 4).

20 ventral medium tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 4).

10 ventral heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 6).

30 port and thirty starboard turretmounted quad heavy turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard;
Damage 11; Critical 3; Range [Long]; Breach 4, Linked 3, Slow-Firing 2).

20 dorsal and 20 ventral turret-mounted twin medium turbolaser batteries (Fire Arc All; Damage 10; Critical 3; Range [Long]; Breach 3,
Linked 1, Slow-Firing 1).

10 forward twin long ranged battleship ion cannon batteries (Fire Arc Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion,
Linked 1, Slow-Firing 2)

15 port and 15 starboard turret-mounted twin battleship ion cannons (Fire Arc Forward and Port or Forward and Starboard; Damage 9;
Critical 4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2).

10 hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).
Magnite crystal tractor beam projector array (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 6, upgrade difficulty of Piloting
checks to escape three times)

5 port and 5 starboard octuple turbolaser barbettes (Fire Arc Port or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 3,
Slow-Firing 1)

24 forward-mounted heavy turbolaser batteries (Fire Arc Forward; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-Firing 2)

24 port and 24 starboard battleship ion cannon turrets (Fire Arc Forward and Port or Forward and Starboard; Damage 9; Critical 4; Range
[Medium]; Breach 3, Ion, Slow-Firing 2)

4 forward-mounted battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach
3, Ion, Linked 1, Slow-Firing 1)

32 hull-mounted concussion missile launchers (Fire Arc Forward, Port, and Starboard; Damage 6; Critical 3; Range [Short]; Blast 4,
Breach 4, Guided 3, Slow-Firing 1)

36 point defense heavy laser cannon turrets (Fire ARc Port, Forward, and Starboard; Damage 6; Critical 3; Range [Short]; Linked 3)

Weapons

2 forward-mounted light turbolaser batteries (Fire Arc Forward; Damage 9; Critical 3; Range [Medium]; Breach 2, Slow Firing 1).

2 hull-mounted medium tractor beam emitters (Fire Arc All; Damage —, Critical - ; Range [Short]; Tractor 4).

5 port and 5 starboard heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3; Range
[Long]; Breach 4, Linked 1, Slow-Firing 2).

5 dorsal heavy turbolaser batteries (Fire Arc Forward, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-
Firing 2).

5 port, 5 starboard, and 5 forward light Turbolasers (Fire Arc Port, Starboard, or Forward; Damage 9; Critical 3; Range [Medium]; Breach
2, Slow-Firing 1).

5 port and 5 starboard battleship ion cannon turrets (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical 4; Range
[Medium]; Breach 3, Ion, Slow-Firing 2).

5 ventral battleship ion cannon batteries (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion,
Linked 1, Slow-Firing 2).

8 port and 8 starboard medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion).

12 hull-mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).

5 port and 5 starboard twin light laser cannons (Fire Arc Port and Forward or Starboard and Forward; Damage 5; Critical 3; Range [Short];
Linked 1).

VL-6 warhead launcher system (Fire Arc All; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 4, Linked 1 Slow-Firing 1).

4 hull-mounted medium tractor beam emitters (Fire Arc All; Damage - ; Critical - ; Range [Short]; Tractor 4].
Weapons

20 port and 20 starboard quad heavy turbolaser batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 11; Critical 3;
Range [Long]; Breach 4, Linked 3, Slow-Firing 2)

15 port and 15 starboard quad battleship ion cannon batteries (Fire Arc Port and Forward or Starboard and Forward; Damage 9; Critical
4; Range [Medium]; Breach 3, Ion, Linked 3, Slow-Firing 2)

10 dorsal twin heavy turbolasers (Fire Arc Forward, Port, and Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked 1, Slow-
Firing 2)

10 forward, 10 port, and 10 starboard quad light turbolaser batteries (Fire Arc Forward, Port, or Starboard; Damage 9; Critical 3; Range
[Medium]; Breach 2, Linked 3, Slow-Firing 1)

20 ventral twin battleship ion cannons (Fire Arc Forward, Port, and Starboard; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Linked
1, Slow-Firing 2)

10 port and 10 starboard dorsal medium ion cannons (Fire Arc Port or Starboard; Damage 6; Critical 4; Range [Short]; Ion)

20 forward, 20 port, and 20 starboard turret-mounted quad laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1,
Linked 3)

30 forward, 30 port, and 30 starboard Concussion missile launchers (Fire Arc Forward, Port, or Starboard; Damage 6; Critical 3; Range
[Short]; Accurate 1, Blast 4, Breach 4, Guided 3, Slow-Firing 1)

20 heavy tractor beam emitters (Fire Arc Forward, Port, and Starboard; Damage -; Critical -; Range [Short]; Tractor 6).

250 forward, 250 port, and 250 starboard twin heavy turbolaser batteries (Fire Arc Forward or Port or Starboard; Damage 11; Critical 3;
Range [Long]; Breach 4, Linked 1, Slow-Firing 2)

200 forward, 300 port, 300 starboard, and 200 aft turret-mounted twin light turbolaser batteries (Fire Arc Forward or Port or Starboard
or Aft; Damage 9; Critical 3; Range [Medium; Breach 2, Linked 1, Slow-Firing 1)

30 forward, 30 port, 30 starboard, and 30 aft twin battleship ion cannons (Fire Arc Forward or Port or Starboard or Aft; Damage 9; Critical
4; Range [Medium]; Breach 3, Ion, Linked 1, Slow-Firing 2)

40 forward, 35 port, 35 starboard, and 15 aft assault concussion missile launchers (Fire Arc Forward or Port or Starboard or Aft;
Damage 7; Critical 3; Range [Short]; Blast 4, Breach 5, Guided 2, Inaccurate 1, Slow-Firing 1)

50 forward, 75 port, 75 starboard, and 50 aft turret-mounted quad laser cannons (Fire Arc Forward or Port or Starboard or Aft; Damage
5; Critical 3; Range [Close]; Accurate 1, Linked 3)

40 heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6).
7 port and 7 starboard quad heavy turbolaser batteries (Fire Arc Port or Starboard; Damage 11; Critical 3; Range [Long]; Breach 4, Linked
3, Slow-Firing 2)

17 dorsal and 17 ventral turret-mounted dual heavy laser cannons (Fire Arc All Dorsal or All Ventral; Damage 6; Critical 3; Range [Short];
Linked 1)

2 forward-mounted battleship ion cannons (Fire Arc Forward; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-Firing 2)

6 port and 6 starboard twin light ion cannons (Fire Arc Port or Starboard; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)

6 port and 6 starboard heavy flak cannons (Fire Arc Port or Starboard; Damage 5; Critical 3; Range [Short]; Blast 5, Slow-Firing 2, Vicious
5)

25 port and 25 starboard proton torpedo launchers (Fire Arc Port or Starboard; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6,
Guided 2, Limited Ammo 3, Slow-Firing 1)

52 forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2,
Limited Ammo 3, Slow-Firing 1)

5 port and 5 starboard heavy tractor beam emitters (Fire Arc Port or Starboard; Damage -; Critical -; Range [Short]; Tractor 6)

Weapons

Superlaser (Fire Arc Forward; Damage -; Critical -; Range [Long]; Slow-Firing 8)

12,000 heavy turbolaser batteries (Fire Arc -; Damage 11; Critical 3; Range [Long]; Breach 4, Slow-Firing 2)

15,000 turret-mounted twin light turbolaser batteries (Fire Arc -; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1)

10,000 battleship ion cannons (Fire Arc -; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-FIring 2)

10,000 turret-mounted twin medium ion cannons (Fire Arc -; Damage 6; Critical 4; Range [Short]; Ion, Linked 1)

10,000 turret-mounted light ion cannons (Fire Arc -; Damage 5; Critical 4; Range [Close]; Ion)

20,000 turret-mounted point defense concussion missile launchers (Fire Arc -; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4,
Guided 3, Linked 3, Slow-Firing 1)

50,000 turret-mounted twin heavy laser cannons (Fire Arc -; Damage 6; Critical 3; Range [Short]; Linked 1)

50,000 turret-mounted quad laser cannons (Fire Arc -; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

1,000 heavy tractor beam emitters (Fire Arc -; Damage -; Critical -; Range [Short]; Tractor 6)
Superlaser (Fire Arc Forward; Damage -; Critical -; Range [Long]; Slow-Firing 8)

10,000 heavy turbolaser batteries (Fire Arc -; Damage 11; Critical 3; Range [Long]; Breach 4, Slow-Firing 2)

10,000 turret-mounted twin light turbolaser batteries (Fire Arc -; Damage 9; Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1)

3,500 battleship ion cannons (Fire Arc -; Damage 9; Critical 4; Range [Medium]; Breach 3, Ion, Slow-FIring 2)

7,500 turret-mounted twin medium ion cannons (Fire Arc -; Damage 6; Critical 4; Range [Short]; Ion, Linked 1)

7,000 turret-mounted light ion cannons (Fire Arc -; Damage 5; Critical 4; Range [Close]; Ion)

13,000 turret-mounted point defense concussion missile launchers (Fire Arc -; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4,
Guided 3, Linked 3, Slow-Firing 1)

32,000 turret-mounted twin heavy laser cannons (Fire Arc -; Damage 6; Critical 3; Range [Short]; Linked 1)

33,500 turret-mounted quad laser cannons (Fire Arc -; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3)

440 heavy tractor beam emitters (Fire Arc -; Damage -; Critical -; Range [Short]; Tractor 6)

14 port and 14 starboard turret-mounted medium turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 10;
Critical 3; Range [Long]; Breach 3, Slow-Firing 1).

3 dorsal and 2 ventral turret-mounted proton torpedo launchers (Fire Arc All; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6,
Guided 2, Limited Ammo 16, Slow-Firing 1).

3 port-and 3 starboard-mounted heavy tractor beam emitters (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage -;
Critical -; Range [Medium]; Tractor 6).

6 port and 6 starboard turret-mounted twin light turbolaser batteries (Fire Arc Forward and Port or Forward and Starboard; Damage 9;
Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1]

30 port and 30 starboard turret-mounted quad laser cannons (Fire Arc All port or All Starboard; Damage 5; Critical 3; Range [Close];
Accurate 1, Linked 3)

10 Hull Mounted heavy tractor beam emitters (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 6)

8 port and 8 starboard turretmounted light turbolasers (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard; Damage 9; Critical
3; Range [Medium]; Breach 2, Slow-Firing 1).

4 port and 4 starboard turret-mounted twin medium laser cannons (Fire Arc Forward, Aft, and Port or Forward, Aft, and Starboard;
Damage 6; Critical 3; Range [Close]; Linked 1).

4 port and 4 starboard turret-mounted twin light ion cannons (Fire Arc Forward, Aft, and Port or
Forward, Aft, and Starboard; Damage 5; Cri tical 4; Range [Close]; lon, Linked 1)

10 hull-mounted heavy tractor beam emitters (Fire Arc All; Damage - ; Critica l - ; Range [Short]; Tractor 6).
Notes

Orbital Assault: The assault pod's profile represents the use of its repulsor engine after its
initial descent. During the initial descent the pod is speed 8, but it cannot significantly alter its
trajectory.

During Clone Wars price changes to 120,000 and is restricted


Already equiped with a "Cruich Engineering Stabilizer Conversion Kit", If it is removed the ships
handling becomes -1 and customization hard points increase to a total of 4.

High-Output Ion Turbine: +1 speed, -1 system strain threshold (this has already been
factored into the Cutlass-9’s profile and cost, and occupies one of the ship’s hard points).

Compatible with a Syliure-31 Hyperspace Docking Ring which consists of 2 ion engines and a
medium-range Class 1 hyperdrive

Discord Missile Launcher: Some are equipped with missiles containing a payload of buzz
droids with the following profile (Fire Arc Forward; Damage -; Critical 6; Range [Short]; Guided
3, Limited Ammo 3, Linked 1, Slow-firing 1). It inflicts no damage, but on a successful hit
deploys 1 buzz droid engaged with the target per s on the combat check

A droid vehicle has a rating of 1 in all characteristics and the following skills: Astrogation 2.
Computers 2. Gunnery 3, Perception 2. Piloting (Planetary) 3, Piloting (Space) 3 , Ranged
[Heavy) 3, and Vigilance 2. Droid vehicles can be rivals or minions, a minion vehicle droid only
receives skill ranks when operating in a group. A rival or nemesis vehicle can attack with a
weapon and perform a pilot-only action, or attack with 2 weapons on the same turn, but
upgrades the difficulty of both checks once
Variable Geometry: May change between starfighter and walker configurations as a
maneuver. In walker configuration, the speed becomes 2, and it can cling to starship hulls or
scale sheer surfaces. A hyena droid in its walker configuration may attack with its legs with the
following profile using personal scale (Brawl; Damage 9; Critical 4; Range [Engaged]; Ensnare
1, Knockdown)

A droid vehicle has a rating of 1 in all characteristics and the following skills: Astrogation 2.
Computers 2. Gunnery 3, Perception 2. Piloting (Planetary) 3, Piloting (Space) 3 , Ranged
[Heavy) 3, and Vigilance 2. Droid vehicles can be rivals or minions, a minion vehicle droid only
receives skill ranks when operating in a group. A rival or nemesis vehicle can attack with a
weapon and perform a pilot-only action, or attack with 2 weapons on the same turn, but
upgrades the difficulty of both checks once

Custom Attachment: Vaksai Modification Package: Changes armor to 3, Handling to +1 and


aft Defence to 1 -. Mod Options; 1 Replace twin wing mounted light blaster cannons with twin
light laser cannons mod, 1 increase fore defense by 1 mod, 3 increase system strain threshold
by 1 mod
REQUIRED HARDPOINTS: 2
COST FOR MOD: 45,000 credits, Rarity 7

Magnetic Module Rails: Adding or removing an


attachment from the vehicle takes 10 minutes and requires a successful Average (dd)
Mechanics check. Each s reduces the time required by 1 minute (to a minimum of 1
minute),and each t inflicts 1 system strain on the vehicle.

Custom Attachment List:


-Cargo Pod
-Fine-Tuned Microthrusters
-Hyperdrive Module
-Shield Generator Module
-Sublight Boost Thrusters
Narrow Attack Profile: When an enemy ship at close range targets a protectorate starfighter,
it counts this ships silhouette as 1 lower (to a minimum of 1) for the attack purposes of
determining the difficulty of the attack

Narrow Attack Profile: When an enemy ship at close range targets a protectorate starfighter,
it counts this ships silhouette as 1 lower (to a minimum of 1) for the attack purposes of
determining the difficulty of the attack

Unique starfighter, cannot be bought

Let Out The Sail: When the Punworcca 116 has its massive sail unfurled, its silhouette is
increased from 3 to 5, port and starboard defenses are lowered from 2 to 0. Without the sail
unfurled, the primary hyperdrive cannot be used, If the sail is damaged the primary hyperdrive
is inoperable, forclng the use of a class 15 backup drive.
Special Equipment: Sensor Jammer. Blocks all sensors within range, counting its ship or
vehicle's silhouette as one smaller when being fired at. Immediately notifies all ships in a star
system, or within one hundred kilometers if planetside, to the ship or vehicle's existence.

Maneuvering Mode: As a maneuver, the pilot may switch into or out of maneuvering mode.
When in maneuvering mode, the StarViper increases its speed and handling by 1. However, its
arm-mounted light laser cannons change their Fire Arc to “Forward.”.

Maneuvering Mode: As a maneuver, the pilot may switch into or out of maneuvering mode.
When in maneuvering mode, the StarViper M-2 increases its speed and handling by 1.
However, its arm-mounted light laser cannons change their Fire Arc to “Forward.”.

CUSTOMIZATIONS
Gimmellian Stealth Device: Reduces the range band of enemy ships’ passive sensors by 1
(to a minimum of close range) for detecting the Tallanx. In order to function, all power from
shields and weapons must be channeled into the cloaking device. Rerouting power takes one
action.
Electronic Countermeasures Suite: Blocks sensors within range when active, counting the
Tallanx’s silhouette as 2. Immediately notifies all ships in a star system, or within 100
kilometers if planetside, to the Tollonx’s existence.

XX-23 S-Thread Treacer: Contains a device allowing target's movements to be tracked


regardless of where it travels, including hyperspace. After a successful check with an XX-23
tracer, pilot may make an Average (dd) Astrogation check to determine the target's location
anywhere in the galaxy until tracer is removed

On Darth Vader's TIE Advanced X1, the following unique attachment takes up the vehicle's
hard point:

Life-Support Suit Integration: When piloted by Darth Vader, increase handling by 1 and
systram strain threshold by 2, and all mounted weapons gain Accurate 1.
Cloaking Device: Activating the cloaking device on a TIE phantom requires the pilot to spend
an action. A Daunting (dddd) Perception or Vigilance check is required to detect the ship,
Once detected any attacks made agains the phantom while the cloaking device remains active
counts its silhouette as 0.

Using the cloaking device reduces its speed by 3 and it cannot use any scanners, comms or
weapons while active. Deactivating the device requires a maneuver.

MGX-300 Droid Brain: The droid brain can make checks and provide assistance to the pilot. It
has an Agility of 0, a Gunnery skill of 3, and a Piloting (Space) skill of 3. During structured
gameplay, the droid brain takes a turn directly following the pilot's turn.

Electronic Countermeasures: Sophisticated comm systems add bb to checks to spoof


missiles or jam enemy Communications. In addition, upgrade the difficulty of Computers
checks to bypass a TIE Reaper's jamming once.
Optimized for Atmosphere: While in space, the handling of the TIE/sk switches to (+0) and
speed to (4)

Multi-role fighter: The TIE/sk can also be fitted to deploy proton bombs in a ground assault
role from a ventral-mounted ejector, These explode with the following profile: (Fire Arc All;
Damage 8; Critical 2; Range [Close]; Blast 6, breach 6)

Discord Missile Launcher: Some are equipped with missiles containing a payload of buzz
droids with the following profile (Fire Arc Forward; Damage -; Critical 6; Range [Short]; Guided
3, Limited Ammo 3, Linked 1, Slow-firing 1). It inflicts no damage, but on a successful hit
deploys 1 buzz droid engaged with the target per s on the combat check

Variable Geometry: May change between starfighter and walker configurations as a


maneuver. In walker configuration, the speed becomes 2, and it can cling to starship hulls or
scale sheer surfaces. A hyena droid in its walker configuration may attack with its legs with the
following profile using personal scale (Brawl; Damage 9; Critical 4; Range [Engaged]; Ensnare
1, Knockdown)

A droid vehicle has a rating of 1 in all characteristics and the following skills: Astrogation 2.
Computers 2. Gunnery 3, Perception 2. Piloting (Planetary) 3, Piloting (Space) 3 , Ranged
[Heavy) 3, and Vigilance 2. Droid vehicles can be rivals or minions, a minion vehicle droid only
receives skill ranks when operating in a group. A rival or nemesis vehicle can attack with a
weapon and perform a pilot-only action, or attack with 2 weapons on the same turn, but
upgrades the difficulty of both checks once

Notes
Notes

Safety Limiters: As a maneuver, the pilot of an Aggressor Starfighter can shut off the
automatic safety limiters and additional inertial dampers. This changes the crafts Handling to
+3, but whenever the pilot performs a piloting maneuver, each character aboard suffers 3
strain. Droids and, at the GMs discretion, characters with 4 or more cybernetic enhancements
suffer only 1 strain each time instead.

Predictive Targeting Array: When making an autofire attack with the ship's auto-blasters, do
not increase the difficulty of the attack by one.

IG-2000 Droid Brain: IG-2000 can perform vehicle actions and maneuvers and provide
assistance on checks. It has characteristics of 0 and the following skills: Astrogation 4,
Computers 4, Gunnery 4, and Piloting (Space) 4. In structured gameplay, IG-2000 receives a
full turn immediately following its pilot each round.

Safety Limiters: As a maneuver, the pilot may shut off the automatic safety limiters and inertial
dampers. This changes the crafts Handling to +3, but whenever the pilot performs a piloting
maneuver, each character aboard suffers 3 strain. Droids and, at the GMs discretion,
characters with 4 or more cybernetic enhancements suffer only 1 strain each time instead.
Tracking Computer: Make an Average (dd) Computers check, if successful all combat
checks made by ships weapons against a pre designated target upgrades the ability of their
checks once, if the computers check rolls 3 Successes or a Triumph, an additional target may
be designated

Engineering Access: Grants b to any Mechanics or Computers skill checks to those working
on internal systems like hyperdrive, computers, sensors and so on.

Astrogation Droid Brain: Mist Hunter's astrogationd roid brain can make Astrogation checks,
or provide assistance, with an Astrogation skill of 3 and an intellect of 0.

Integrated R2 Droid Gunner: The integrated R2 droid can fire the quad laser cannon with a
Gunnery skill of 4 and Agility of 0. During structured gameplay, the droid gunner takes a single
action directly following the pilot's turn.
Comes with a droid pilot BR:1, AGI:3, INT:2. CUN:3, WIL:1, PRS: 1,
Skills: Cool 2, Gunnery 2, Piloting (Space) 3, Vigilance 2.
Ability: Multi-tasking Control (on its turn, the Monitor Droid may perform one Pilot-only
Maneuver and one Pilot-only action, then perform a number of additional actions needed to fire
each of its functioning weapons once).

Notes

Undicurs Aboard: Can carry up to four Undicur jumpspeeders in addition to its listed
encumbrance and passenger capacities, Two of these speeder bikes are included as part of
the ships standard purchase price.
Undicur Jumpspeeder (Sill 2; Speed 2; Hand;0, Def; 0/-/-/0; Armor 0; HT 2; ST 2; Crew 1;
Passenger 0; Price 3000/6; Weapons 0).

Some are equipped with a modular cargo pod slung beneath the hull. Shuttles so equipped
have an encumbrance capacity of 400, but speed is reduced to 2 and handling to -1. If the
cargo pod is used to carry troops, the shuttle's passenger capacity is increased to 75
Modular Cargo Module: Can be fitted with a large cargo module, allowing it to transport larger
payloads, including ground vehicles. While this module is attached, change Handling to -2 and
Encumbrance Capacity to 1,500.
(Profile was changed in Errata and Starships & Speeders)

Notes

Research Labs: Add b to Knowledge [Education] and [Xenology] checks made in this vessel

Errata changed port/starboard defense from - to 1

Notes

Archaeological Tech Bay: Characters using this facility downgrade the difficulty of Computers
or Mechanics checks related to ancient technology once.
Starfighter Complement: 144 in carrier configuration

Vehicle Complement: 153 combat vehicles, including AATs, platoon attack craft, MTTs, 1
shuttle, and 1 CIS moble command center

Built to Impress: Count as having a Luxury Passenger Compartments attachment (Add b to


all Charm, Deception, and Negotiation checks made against passengers within the vehicle.
Checks made against passengers who are accustomed to opulence and luxury have up to bb
removed instead.) at no additional cost. This attachment cannot be removed, and it does not
count against the vehicle’s total hard points.
Errata added Linked 1 to the twin light turbolaser and twin medium laser cannons.

Notes

Notes

Modular Cockpit: As an action, pilot may disconnect the cockpit, abandoning the rest of the
vessel. The craft’s silhouette becomes 2 and its encumbrance capacity becomes 10. Anything
in the back of the ship is left behind.
Modular Cockpit: As an action, pilot may disconnect the cockpit, abandoning the rest of the
vessel. The craft’s silhouette becomes 2 and its encumbrance capacity becomes 10. Anything
in the back of the shipis left behind.
Stealth Systems: Has stealth systems that render it almost invisible to passive and active
scanners. The ship will not register on passive scanners that are short range or further away
from it (only passive scanners at close range can pick it up). In addition, increase the difficulty
of any checks made to detect the vessel by 2.

CUSTOMIZATIONS
Gimmellian Stealth Device: Reduces the range band of enemy ships’ passive sensors by 1
(to a minimum of close range) for detecting the Darvro. In order to function, all power from
shields and weapons must be channeled into the cloaking device. Rerouting power takes one
action.
Electronic Countermeasures Suite: Blocks sensors within range when active, counting the
Darvro’s silhouette as 3. Immediately notifies all ships in a star system, or within 100 kilometers
if planetside, to the Darvro's existence.

Starfighter Complement: One (Phantom II)

Sensor Jammer: Upgrade the difficulty of checks from incoming scans to verify identification
of this ship as the Ghost once.

Starfighter Complement: 1 two-seater Z-95-AF4

X10-D Droid Brain: Can perform Piloting checks for the Hound's Tooth with a Piloting (Space)
skill of 3 and an Agility of 0. It may be commanded via comlink with an authorized voiceprint.

MK.IV Fire Control System: As a maneuver, the pilot may activate or , deactivate the WW
FCS. While the system is active, the ship's forward-mounted twin light laser cannon’s Linked
quality increases to 4 and it gains the Tractor 2 quality, but only this weapon system can be
fired. If the system is knocked, offline from damage or ion attacks, all weapon systems also
immediately go offline.

Custom Construction: When acquiring an MC-18 light freighter, choose one attachment that
requires a single hard point and add it to the ship at no additional cost. This attachment cannot
be removed, and does not count against the ship’s total hard points.
Hunk of Junk: Once per session, a character may remove a y from a Piloting or Mechanics
check they make using the Millennium Falcon. The GM may then add a y to a subsequent roll
any character makes using the Millennium Falcon that session.

Calrissian Chronicles: A character may add bb to Charm and Deception checks they made to
leverage the Falcon's reputationm as the transport of famous adventurer Lando Calrissian, but
their targets add an automatic Success to checks they make to subsequently identify or track
down the character.

Comes with Lando Calrissian's YT-Dart

Starfighter Complement: One (VCX-series auxiliary starfighter only)

Can be paired with the YT-Dart (sold separately), an auxiliary tug that fits between the cargo
mandibles.
Comes with Lando Calrissian's Millennium Falcon

Lore Wise, this ship draws a lot of attention from Imperial customs due to the large amount of
weapons and armor this "light freighter" has

Notes

Arakyd industries Caltrop-5 Chaff Gun: Upgrade the difficulty of all Gunnery checks and
checks triggered by the Guided quality made using missiles, rockets or torpedoes targeting the
starship once. Also upgrades the difficulty of Piloting checks for other ships within close range
once, a y on a piloting check may be spent to inflict a Critical Hit on that pilot's Ship.
Fragile Stealth Systems: Has stealth systems that render it difficult to detect. Reduce the
range band of enemy ships passive sensors by one (to a minimum of close). Increase the
difficulty of checks to detect this vessel with active scanners by one while it is traveling at
speed 2 or lower. These benefits are lost if the Penumbra·s current hull trauma is 5 or higher

Notes
Starfighter Complement: Six starfighters (HH-87s, M3-As, or Z-95s), two shuttles.

Notes

Stinger Assault Boarding Tube: If the 4R3 manages to dock with a target. it can cut through
the hull of the ship in three rounds.

Interior Ordnance: Unlike most ship-mounted weapons, a Barrage's torpedo tubes can be
manually reloaded from internal reserves. As an action, anyone aboard may make an Average
(dd) Athletics check to reload one proton torpedo launcher.

Notes
Add b to all attacks due to poor condition.
Junk Starship: Any y result on a Computers, Gunnery, or Mechanics check result shuts down
the associated system or weapon for 1 round and adds b to all subsequent checks until
repaired with a Hard (ddd) Computers or Mechanics check. A y on a Piloting check reduces
the handling, adding b until repaired with a Hard (ddd) Mechanics check

Designed to Ram: when ramming treat the ramming as a minor collision for this vessel and
subtract 30 from the roll to resolves its Critical Hit, The enemy vessel always treats this as a
major collision and also adds 30 to its critical hit roll.

Starfighter Complement: None (2 with hangar bay modification [reduces available hard
points to 0])

Starfighter Complement: 12 Cutlass-9 patrol fighters.


Notes

Starfighter Complement: 3 starfighters or 1 shuttle/landing craft

Vehicle Complement: Assorted landspeeders, small shuttles, and ship's boats

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Starfighter Complement: 24
Cluster Bombs: Whenever a ship enters close range with an MC30c frigate that has
dispersed its cluster bombs, it is exposed to the devices. The pilot of such a ship must succeed
on a Hard (ddd) Piloting check or suffer a hit for 6 damage. If the pilot generates tt on the
check, the GM can have another friendly ship nearby suffer 6 damage as well.

Errata changed Sensor Range to Long

Starfighter Complement: 12 - 36 Starfighters

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Command, Control and Communications Suite: While active upgrade the ability of all Mass
Combat checks made once

Starship Complement: 48 vulture droid starfighters

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Starfighter Complement: None


Starfighter Complement: 8 starfighters

Starfighter Complement: 24 starfighters, six assault speeders, four troop speeders, two
command speeders and two shuttles.

Starfighter Complement: 12 Starfighters

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Sensor Suite: Upgrade the ability of any Perception or Computers checks made while using
the sensors

Run Silent: Add bb to any skill checks made to detect a Surveyor class ship

Starfighter Complement: 8 starfighters (HH- 87s, M3-As, or Gl-M4-Cs), 4 heavy starfighters/


bombers (Ml 2-Ls), 3 shuttles.

Starfighter Complement: 6 starfighters.


Notes

Starfighter Complement: 12

Starfighter Complement: 3 TIE-Series fighters, 2 Tie series bombers or 1 sentinel class


landing craft

Vehicle Complement: Assorted landspeeders, small shuttles and ships boats.

Can be equiped with modular bow pods where there are many variations but most common are
the Salon pod for comfort and privacy, the Command pod with powerful sensors and computer
systems and a Boarding Pod which is heavily reinforced and designed to deliver a squad of
troops to an enemy ship by ramming and then exploding/cutting its way through a hull.

Can be equiped with modular bow pods where there are many variations but most common are
the Salon pod for comfort and privacy, the Command pod with powerful sensors and computer
systems and a Boarding Pod which is heavily reinforced and designed to deliver a squad of
troops to an enemy ship by ramming and then exploding/cutting its way through a hull.

Starfighter Complement: 12 starfighters.


Engine Ring Stabilizer: +2 handling (this has already been factored into the Renegade’s
Blood’s profile above). This occupies one of the ship’s hard points.

High-Output Ion Turbine: +1 speed, -1 system strain threshold (this has already been
factored into the Renegade's Blood’s profile above). This occupies one of the ship’s hard
points.

Modified Advanced Targeting Array: When a char acter fires one of the Renegade’s Blood’s
weapons, that character upgrades the ability of the Gunnery check twice. All mounted weapons
have the innate talents Sniper Shot (before making a non-thrown ranged attack, may perform a
Sniper Shot maneuver to increase the weapon’s range by one range band per rank in Sniper
Shot, upgrade the difficulty of the attack by one per range band increase). This occupies one of
the ship’s hard points.

Notes

Starfighter Complement: None

Vehicle Complement: 320 speeder bikes, 66 LAAT/i, 14 LAAT/c, 48 AT-TE, 36 SPHA


Walkers

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Starfighter Complement: 24 starfighters

Vehicle Complement: Various shuttles, landing craft, and utility vehicles

RT-17 Repulsor-Tractor Beam Emitters: Has 3 powerful RT-17 repulsor-tractor beams. On


the tractor beam gunner's turn, they may move a captured target one range band toward or
away from the Arrestor cruiser, to a maximum of long range. Upgrade the difficulty of Piloting
checks to escape the tractor beam for each additional RT-17 locked on after the first.

Workshops: When making Mechanics checks aboard the Crucible, the PCs always count as
having the right tools for the job, In addition, once per session each character aboard the ship
may make a Hard (ddd) Perception check, if successful, they find one part for constructing a
lightsaber worth 1,000 credits or less (the description of the part is up to the GM, but it should
be exotic, antique or otherwise distictive).

Ancient Databanks: the databanks aboard the Crucible have accumulated a great deal of
esoteric information over the years. Characters aboard the ship add an automatic sa to any
Knowledge (Lore) or Astrogation checks they make.
Shield Energy Absorbers: Has a set of shield absorption devices built into the hull. The
absorbers may be activated as a maneuver by one of the Keldabe's crew. Once activated, 1
ship in medium range reduces its defense rating on all facings to 0. The system can remain on
indefinitely, but at the end of each round it has been operational. the Keldabe takes 4 system
strain.

Starfighter Complement: 36 starfighters.

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Notes

Starfighter Complement: 12

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Starfighter Complement: 24

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Gravity Well Projectors: Can generate a gravity bubble centered on the ship out to extreme
range. Nothing within the bubble can enter hyperspace until it spends the maneuvers to travel
past extreme range. As for ships being pulled from hyperspace, the actual effects are left to the
GM discretion. The GM may let the players attempt to avoid a gravity well bubble, but the
characters should have a very good reason for it!

Starfighter Complement: 24

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.
Notes

Starfighter Complement: 120 starfighters

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Starfighter Complement: 36 starfighters

Vehicle Complement: CR90 corvette or comparable in launch bay, numerous shuttles,


landing raft, and utility vehicles

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Inspiring Presence 2: When this starship is engaged with the enemy, all allies gain bb to any
Cool or Discipline checks to resist fear caused by combat.

Starfighter Complement: 36

Vehicle Complement: Numerous shuttles, landing craft, and utility vehicles

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Starfighter Complement: 120

Vehicle Complement: Numerous shuttles, landing craft, gunboats, assault craft, planetary
vehicles, and landing barges

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.

Inspiring Presence 3: When this starship is engaged with the enemy, all allies gain bbb to any
Cool or Discipline checks to resist fear caused by combat.
Starship Complement: 144 vulture droid starfighters, 48 Hyena droid bombers

Vehicle Complement: Numerous landing craft, ground combat vehicles, shuttles, ship's boats,
and utility vehicles

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3higher.

Notes

Starfighter Complement: 24

Vehicle Complement: Numerous shuttles, landing craft, and utility vehicles

Starfighter Complement: 72

Vehicle Complement: Numerous shuttles, landing craft, utility vehicles, landing barges, and
AT-series walkers

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.
Starfighter Complement: 72

Vehicle Complement: Numerous shuttles, landing craft, utility vehicles, landing barges, and
AT-series walkers

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Starfighter Complement: 36 TIE-series starfighters

Vehicle Complement: 6 Lambda-class shuttles

Overload Vulnerability: When a Critical Hit damages the Onager's primary weapon systme,
the Onager suffers an additional Critical Hit

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Starfighter Complement: 16 starfighters.

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Starfighter Complement: 228 starfighters

Vehicle Complements: Numerous shuttles, walkers, landing craft, LAAT/I assault craft

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Starfighter Complement: 24

Vehicle Complement: Numerous shuttles, landing craft, utility vehicles, and AT-Series
walkers

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.
Notes

Starfighter Complement: 1,500 droid starfighters of various models

Vehicle Complement: Thousands of Armored Assault Tanks, Multi-Troop Transports, troop


carries, C-9979 landing craft, shuttles, boarding vessels, landing ships, and ship's boats

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.

Starfighter Complement: 96 starfighters

Vehicle Complement: Numerous shuttles, landing


craft, gunboats, assault craft, and landing barges.

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 4 higher.

Inspiring Presence 2: When this starship is engaged with the enemy, all allies gain bb to any
Cool or Discipline checks to resist fear caused by combat.

Starfighter Complement: 120

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.
Starfighter Complement: 36 T-65 X-wings, 24 Rz-1 A-wings, 12 A/SF-01 B-wings

Vehicle Complement: Numerous shuttles, landing craft, and utility vehicles

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.

Notes

Starfighter Complement:48

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.

Starfighter Complement: 144

Vehicle Complement: Numerous shuttles, landing craft, utility vehicles, AT-series walkers,
and ground assault vehicles

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Starfighter Complement: 72

Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.
Notes

Starfighter Complement: 120 starfighters

Vehicle Complement: Numerous shuttles, landing craft, gunboats, assault craft, landing
barges, ground combat vehicles, and AT-series walkers.

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.

Inspiring Presence 3: When this starship is engaged with the enemy, all allies gain bbb to any
Cool or Discipline checks to resist fear caused by combat.

Starfighter Complement: 144 TIE-Series starfighters (12 squadrons)

Vehicle Complement: 200 assault shuttles, transport shuttles, and support craft, 24 AT-Ats,
50 AT-STs, 2 prefrabricated garrison bases

Massive 5: When making an attack targeting this starship, the critical rating of any weapons
used counts as 5 higher.

Inspiring Presence 3: When this starship is engaged with the enemy, all allies gain bbb to any
Cool or Discipline checks to resist fear caused by combat.
Starfighter Complement: 120 droid tri-fighters, 120 vulture droids

Vehicle Complement: Hundreds of assorted droid armored vehicles, landing craft, shuttles,
and ship's boats

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Notes

Starfighter Complement: 7,000 Starfighters

Vehicle Complement: 3,600 shuttles, 2,800 AT-series walkers, 1,860 landing craft

Superlaser: The superlaser deals damage on such a scale that it is beyond mere numbers.
When fired, everything in its path is utterly destroyed

Massive 8: When making an attack targeting this starship, the critical rating of any weapons
used counts as 8 higher.
Starfighter Complement: 4,200 starfighters

Vehicle Complement: 2,400 shuttles, 200 AT-series walkers, 75 landing craft

Superlaser: The superlaser deals damage on such a scale that it is beyond mere numbers.
When fired, everything in its path is utterly destroyed

Massive 8: When making an attack targeting this starship, the critical rating of any weapons
used counts as 8 higher.

Shield Generator: Is protected by a powerful shield generator projected from a ground-based


installation on the surface of Endor. This planetary-class shield completely envelops the DS-2
and prevents any ship, object, or projectile from reaching its surface. Ships must wait for the
shield to be lowered to approach or depart safely; a ship that collides with the shield barrier
suffers a major collision and adds +50 to the result (the DS-2 is unaffected). A character
engaged with the shield generator controls on Endor may activate or deactivate the shield as a
maneuver.

Starfighter Complement: 24 TIE series starfighters, four patrol boats, and four shuttles.

Vehicle Complement: 4 patrol boats and 4 shutles

Massive 4: When making an attack targeting this starship, the critical rating of any weapons
used counts as 4 higher.

Starfighter Complement: None

Vehicle Complement: Numerous shuttlescraft and short-range runabouts

Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.

Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.

Depot Resources: Reduce difficulty of repair and construction checks performed using this
station by one
Source

Dangerous Covenants 65

Suns of Fortune 107

AoR Core 268,


Starships and Speeders 44

Knights of Fate 56

Stay on Target 57,


Collapse of the Republic 69

Fly Casual 54,


Starships and Speeders 41

Collapse of the Republic 70

Savage Spirits 57

Knights of Fate 58

Collapse of the Republic 70

Keeping the Peace 60


AoR Core 268, EotE Core 257, FaD Core 257,
Starships and Speeders 72

AoR Core 268, EotE Core 257, FaD Core 257,


Starships and Speeders 72

Stay on Target 54

Suns of Fortune 108

EotE Core 254

Mask of the Pirate Queen 78

FaD Core 259

FaD Core 258

FaD Core 259,


Rise of the Separatists 71

Collapse of the Republic 71

Stay on Target 52

Collapse of the Republic 71


Knights of Fate 58

Stay on Target 53

Lords of Nal Hutta 114,


Starships and Speeders 57

Suns of Fortune 108

Collapse of the Republic 72

Cyphers and Masks:62

No Disintegrations 60,
Starships and Speeders 51

Special Modifications 62
Suns of Fortune 108

Keeping the Peace 60,


Starships and Speeders 52

No Disintegrations 59

Unlimited Power 62,


Starships and Speeders 46

Lords of Nal Hutta 113,


Starships and Speeders 55

Keeping the Peace 61

Suns of Fortune 144

Starships and Speeders 92

Dangerous Covenants 66

Dawn of Rebellion 125

Unlimited Power 62
Stay on Target 55

Stay on Target 56

AoR Core 266,


Starships and Speeders 43

Rise of the Separatists 74

Starships and Speeders 58

Mask of the Pirate Queen 81,

AoR Core 267, FaD Core 261,


Starships and Speeders 71

Strongholds of Resistance 117

Onslaught at Arda I 42

Starships and Speeders 59

Starships and Speeders 60

Stay on Target 57,


Starships and Speeders 61
Starships and Speeders 66

AoR Core 271,


Starships and Vehicles 63

Stay on Target 58

AoR Core 270, Onslaught at Arda I 43,


Starships and Speeders 64

Stay on Target 59

AoR Core 270, Onslaught at Arda I 44, EotE Core 257, Beyond
the Rim 78, FaD Core 261,
Starships and Speeders 61
Dawn of Rebellion 125,
Starships and Speeders 65

Stay on Target 60,


Strongholds of Resistance 127,
Starships and Speeders 65

Starships and Speeders 62

Knights of Fate 59,


TIE/RP "Reaper" Assault Transport
AoR Core 272,
Starships and Speeders 62

Dawn of Rebellion 125,


Starships and Speeders 68

Disciples of Harmony 60

Savage Spirits 58,


Collapse of the Republic 73

Starships and Speeders 91

Rise of the Separatists 74

Onslaught at Arda I, EotE Core 258, Beyond the Rim 35,


Starships and Speeders 73

Stay on Target 56

Source

Dead in the Water:14

Dead in the Water:14


Source

No Disintegrations 58,
Starships and Speeders 39

Dawn of Rebellion 123,


Starships and Speeders 42

Suns of Fortune 143*

EotE Core 255,


Starships and Speeders 47

No Disintegrations 59,
Starships and Speeders 49

EotE Core 259

Savage Spirits 57

Starships and Speeders 39

Fly Casual 54

Enter the Unknown 59


Enter the Unknown 60

Onslaught at Arda I 71, EotE Core 256,


Starships and Speeders 86

Enter the Unknown 61

Lords of Nal Hutta 114

Starships and Speeders 49

Suns of Fortune 110

Suns of Fortune 109

Starships and Speeders 87

Far Horizons 55

Starships and Speeders 47

Savage Spirits 58
Suns of Fortune 127

Far Horizons 55

Source

Fully Operational 58

Desperate Allies 61

Dawn of Rebellion 124,


Starships and Speeders 45

Endless Vigil 62,


Rise of the Separatists 72

Dead in the Water:20

Desperate Allies 63

A-BGR:43*, AoR Core 273, EotE Core 256, FaD Core 260,
Starships and Speeders 55

Rise of the Separatists 73


AoR Core 273,
Starships and Speeders 56

Unlimited Power 63,


Rise of the Separatists 73

Dead in the Water:20

Disciples of Harmony 60

Source

Fully Operational 57

Savage Spirits 58

Disciples of Harmony 65

Beyond the Rim 70

FaD Core 260

Source

EotE Core 260,


Starships and Speeders 76

Starships and Speeders 77

Far Horizons 59
Suns of Fortune 110

Rise of the Separatists 70

Starships and Speeders 81

AoR Core 277,


Fly Casual 58,
Starships and Speeders 115

EotE Core 261,


Starships and Speeders 83

Desperate Allies 62

Unlimited Power 62

Starships and Speeders 53

Dawn of Rebellion 124

Fly Casual 57

EotE Core 262

AoR Core 442, EotE Core 265

Disciples of Harmony 61

Lords of Nal Hutta 115


Dawn of Rebellion 127,
Starships and Speeders 69

Enter the Unknown 63,


Starships and Speeders 94

Lords of Nal Hutta 115

Dangerous Convenants 68

Source

Endless Vigil 63

Suns of Fortune 107

Endless Vigil 63

Suns of Fortune 111

Far Horizons 58

Source

Fly Casual 59

Fly Casual 58

Fly Casual 59
Suns of Fortune 110

Strongholds of Resistance 118

Enter the Unknown 62,


Starships and Speeders 82

FaD Core 262

Starships and Speeders 92

Starships an Speeders 102

Far Horizons 56,


FaD Core 263, Starships and Speeders 85

EotE Core 260

Savage Spirits 59

No Disintegrations 61,
Starships and Speeders 89

Desperate Allies 62
Starships and Speeders 99

Starships and Speeders 99

FaD Core 264

Fly Casual 56

Keeping the Peace 63,


Starships and Speeders 91

Savage Spirits 59

Enter the Unknown 64

Suns of Fortune 112

Fly Casual 56

Enter the Unknown 64,


Starships and Speeders 95

Far Horizons 57

Suns of Fortune 112,


Starships and Speeders 96

Starships and Speeders 96

EotE Core 264,


Starships and Speeders 97

Fly Casual 60

EotE Core 265,


Starships and Speeders 100
Starships and Speeders 97

Starships and Speeders 99

Enter the Unknown 66,


Starships and Speeders 101

No Disintegrations 62,
Starships and Speeders 102

AoR Core 275*, Dangerous Convenants 68,


Starships and Speeders 104

FaD Core 265

Source

Disciples of Harmony 61

Starships and Speeders 78

Keeping the Peace 61,


Starships and Speeders 79

Fly Casual 56,


Starships and Speeders 84

Far Horizons 56,


FaD Core 264

Beyond the Rim 96

Knights of Fate 60

Knights of Fate 61
Keeping the Peace 62

Beyond the Rim 30

Keeping the Peace 62

EotE Core 263

Lords of Nal Hutta 115

AoR Core 443

EotE Core 263,


Starships and Speeders 93

Dawn of Rebellion 126,


Starships and Speeders 74

Source

Fly Casual 57
Desperate Allies 60

Fly Casual 55

Unlimited Power 60

Far Horizons 59,


Starships and Speeders 117

Suns of Fortune 111

Starships and Speeders 88

Far Horizons 58
Lords of Nal Hutta 116,
Starships and Speeders 90

EotE Core 262

Jewel of Yavin 91

Ghosts of Dathomir56

Source

Dangerous Convenants 67

Keeping the Peace 62

Rise of the Separatists 72

Dangerous Convenants 67

Collapse of the Republic 72

Fly Casual 55,


Starships and Speeders 70

Source
Beyond the Rim 93

Knights of Fate 61,


Starships and Speeders 108

AoR Core 274, EotE Core 266, FaD Core 266,


Starships and Speeders 110

Suns of Fortune 113

Special Modifications 63

Dawn of Rebellion 178,


Starships and Speeders 116

EotE Core 267,


Starships and Speeders 118

Friends Like These 79,


Starships and Speeders 123

Masks of the Pirate Queen 83


AoR Core 274

Source

Starships and Speeders 107

EotE Core 266,


Starships and Speeders 112

AoR Core 278*, EotE Core 268,


Starships and Speeders 114

Masks of the Pirate Queen 81

Beyond the Rim 93

FaD Core 267

AoR Core 278,


Starships and Speeders 119
Strongholds of Resistance 118

Lead by Example:52

Rise of the Separatists 77

Collapse of the Republic 75


Starships and Speeders 121

Dead in the Water:13

Dangerous Convenants 70

Lead by Example:53

Lords of Nal Hutta 117

Enter the Unknown 67


Source

FaD Core 266

Dawn of Rebellion 128,


Rise of the Separatists 75,
Starships and Speeders 106

AoR Core 276,


Rise of the Separatists 77

Disciples of Harmony 62,


Rise of the Separatists 76

No Disintegrations 63,
Starships and Speeders 111

Strongds of Resistance119,
Starships and Speeders 120
Mask of the Pirate Queen 82

Source

Collapse of the Republic 74

Starships and Speeders 109

Special Modifications 64,


Starships and Speeders 80

Disciples of Harmony 64
Mask of the Pirate Queen 80,
Dangerous Convenants 69

Dangerous Convenants 69,


Starships and Speeders 124

Source

AoR Core 279,


Starships and Speeders 113

AoR Core 280,


Fly Casual 60,
Starships and Speeders 137

AoR Core 280


Source

Strongholds of Resistance 60

Unlimited Power: 61

Starships and Speeders 138

AoR Core 284,


Starships and Speeders 139

Lead by Example 54,


Starships and Speeders 140
Collapse of the Republic 76

Source

Friends Like These 78,


Starships and Speeders 132

AoR Core 281,


Starships and Speeders 135
Starships and Speeders 136

Starships and Speeders 141

Onslaught at Arda I 75

Rise of the Separatists 79

AoR Core 284, FaD Core 267,


Starships and Speeders 144
Source

Rise of the Separatists 78

Lead by Example 57

AoR Core 283


Starships and Speeders 143

Source

Stay on Target 61,


Starships and Speeders 122

Stay on Target 62,


Starships and Speeders 142

Stay on Target 61
Source

Lead by Example 56,


Starships and Speeders 126

Starships and Speeders 130


Collapse of the Republic 75

Source

Dawn of Rebellion 32,


Starships and Speeders 127
Starships and Speeders 128

Fly Casual 61,


Starships and Speeders 133

Fully Operational 59,


Starships and Speeders 134

Fully Operational 60
Airspeeders

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

Alliance T-47 Airspeeder (Military) 2 4 0 0/-/-/0 1 4 6

Alliance T-47 Airspeeder 2 4 +2 0/-/-/0 0 4 6

Arrow-7 Airspeeder, Customized 2 2 0 0/-/-/0 0 2 4

Ascendant Personal Stealth Flyer 2 3 0 0-/-/0 0 5 5

Br. 549 FasTrak High-Altitutde Scout


2 3 +1 0/-/-/0 1 5 10
Speeder

Cargohopper 102 Cargo Lifter 2 3 -1 0/-/-/0 0 5 6

CAV-11 "Condor" Airspeeder 2 3 +1 0/-/-/0 1 6 6

Civilian Airspeeder 2 3 0 0/-/-/0 0 5 5

G35 "Silver Cloud" Airspeeder 3 4 -1 1/-/-/0 0 10 8

Guardian 5E Personal Defense


3 3 0 0/-/-/0 2 10 8
Speeder

HA-5 Aerial Retreat 5 1 -5 -/-/-/- 3 55 28

Hauler Air Skiff 2 3 0 0/-/-/0 0 6 8

High-Altitude Entry Transport-221 3 4 0 0/-/-/0 2 8 10

HMP Droid Gunship 3 3 0 2/-/-/1 4 20 16

HSP-10 Pursuit Airspeeder 2 4 -1 0/-/-/0 2 5 6

Hyperfoil 1000-XTC 2 3 0 -/-/-/- 0 9 6

Imperial Dropship Transport 3 4 -1 2/-/-/0 2 10 9

T-16 Skyhopper 2 4 +3 0/-/-/0 1 4 6


T-47 Airspeeder (Civilian) 2 4 0 0/-/-/0 1 4 6

Invader AA-9 Assault Airspeeder 3 3 0 0/-/-/0 2 11 9

Low Altitude Assault Transport


3 4 -2 1/-/-/1 2 20 15
LAAT/c (carrier)

Low Altitude Assault Transport


3 4 -1 1/-/-/1 3 20 15
LAAT/I (Infantry)

LAAT/I (Clone Wars) 3 4 -1 1/-/-/1 3 20 15

LAAT/LE Patrol Gunship 3 3 0 1/-/-/0 2 15 12

Mauler Tactical Responder 4 2 0 0/-/-/0 2 20 15

MSP100 Pteropter Hover Pod 2 3 -1 0/-/-/0 1 3 5

Needle NE-4 Cloud Car Interceptor 2 5 +1 0/-/-/0 0 6 5

Nen-Carvon R-444 Imperial Sky


1 2 +3 0/-/-/0 0 1 3
Swooper
NN-01 Imperail Enforcement
3 2 -1 0/-/-/0 2 10 5
Airspeeder
Overwatch MC-2 Mobile Command
3 2 -2 0/-/-/0 3 15 12
Speeder

PTB-625 Heavy Bomber 4 2 -2 0/-/-/0 3 15 15

Rapid Service Speeder J-15 3 2 -3 0/-/-/0 0 10 8

Rush Troop Transport Speeder 3 3 -1 0/-/-/0 2 12 10

SK-2 "Skywing" Personal Speeder 2 3 +2 0/-/-/0 0 3 3

Storm IV Cloud Car 2 4 +1 0/-/-/0 1 5 7

SU-40 High Performance Airspeeder 2 5 +2 0/-/-/0 0 4 5

SU-42RS Flashblind Aerial Recon


2 6 0 0/-/-/0 1 6 4
Airspeeder

T-13 Airspeeder 2 4 +1 0/-/-/0 2 5 6

Talon-I Combat Cloud Car 2 4 +2 0/-/-/0 3 6 7

Tetan Guard Airspeeder 2 3 0 0/-/-/0 2 10 10

TRL-03 Skyclaw 5 1 -2 0/-/-/0 2 28 30

XL-3c Guardsman Patrol Airspeeder 3 2 -1 1/-/-/0 2 5 8

Landspeeders

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

1-L Imperial-Series
3 2 +1 0/-/-/0 3 12 10
Repulsor Tank

8880 Luxury Landspeeder 3 2 -1 -/-/-/- 1 10 8

9400 Grand Wanderer 4 2 -3 0/-/-/0 3 30 15

AA-70 Observation and


3 1 -2 0/-/-/0 1 11 7
Command Speeder
A-A3 Dray Light Speeder Truck 3 1 0 0/-/-/0 0 8 8

A-A4B Speeder Truck 3 2 -2 0/-/-/0 1 10 8

A-A5 Heavy Speeder Truck 3 1 -2 0/-/-/0 0 10 8

A-A5m Emergency Response Vehicles 3 3 -1 0/-/-/0 0 10 8

A-A8 Back Country Speeder Truck 3 1 -1 0/-/-/0 0 12 8

AAT-1 Hover Tank 3 2 -1 0/-/-/0 4 15 8

Arrow-23 Landspeeder 3 2 -1 0/-/-/0 1 6 5

AV-21 Landspeeder 2 3 0 0/-/-/0 0 4 6

CB-7 Interceptor 2 4 +2 0/-/-/0 1 4 8

D-4 Mobile Defense Platform 4 2 -2 3/-/-/3 1 10 12

D-4S Projection Platform 4 2 -2 0/-/-/0 0 9 10

UH-XH Heavy Work Platform 4 1 -3 0/-/-/0 2 25 10

HAVr A9 Floating Fortress 3 1 -1 2/-/-/0 4 22 20

Hyperfoil 1000-XTC 2 2 0 0/-/-/0 0 4 8

Imperial Floating Fortress 4 1 +1 0/-/-/0 3 35 30

K79-S80 Imperial
3 2 -2 0/-/-/0 2 15 7
Troop Transport

LAVr QH-7 Chariot Command


3 4 +1 1/-/-/0 2 10 10
Speeder

LM002 Bloodhound Survey Vehicle 2 2 -1 0/-/-/0 2 15 12

M-68 Landspeeder 2 3 +1 0/-/-/0 0 5 4


Model 90 Ranger 3 3 +1 0/-/-/0 1 14 10

Multi Troop Transport 3 2 -2 4/-/-/0 4 20 20

Oduran Luxury Landspeeder 2 2 0 0/-/-/0 0 4 6

Ord Radama Landspeeder 2 2 -1 0/-/-/0 0 5 5

Panther Police Interceptor 2 4 0 0/-/-/0 0 8 8

Passenger Landspeeder 2 2 0 0/-/-/0 0 4 5

Portable Store KRI-80 4 1 -4 0/-/-/0 1 20 8

RTT-04 Armored Troop Transport 3 3 0 0/-/-/0 2 18 14

RX-200 "Falchion" Ion Tank 3 3 0 2/-/-/1 2 30 25

SC2-M Repulsor Tank 3 2 0 1/-/-/1 1 8 4

SCS-19 "Sentinel" Armored


3 3 -1 0/-/-/0 3 8 8
Landspeeder

Seraph "Flash Speeder" 2 3 0 0/-/-/0 0 5 5

STAP Assault Platform 2 3 0 0/-/-/0 0 2 3

Sunrunner ZX Landspeeder 2 2 0 0/-/-/0 2 5 5

Pongeeta-Class Swamp Speeder 2 2 +1 0/-/-/0 1 4 5

T2-E Petard Class Combat


3 2 -1 1/-/-/0 3 14 12
Engineering Vehicle

TX-130 Saber-Class Fighter Tank 3 4 +1 1/-/-/1 2 20 17


UEV-M1 Marauder Engineer Squad
3 2 0 2/-/-/0 5 15 8
Carrier

V-35 Courier 2 1 0 -/-/-/- 0 5 5

V-35 Courier Landspeeder 2 3 0 0/-/-/0 0 5 4

WLO-5 Light Speeder Tank 3 3 0 0/-/-/0 2 12 10

X-34 Landspeeder 2 2 0 0/-/-/0 0 4 5

XP-40 Luxury Coach 3 3 0 0/-/-/0 1 10 8

Speeder Bikes and Swoops

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

580-AVA "Dash" Speeder Bike 2 2 0 0/-/-/0 1 4 6

610-AVA "Dart" Speeder Bike 2 2 +1 0/-/-/0 0 2 5

614-AVA Speeder Bole 2 2 +1 0/-/-/0 0 2 5

85-XS Odyssey Heavy Speeder Bike 2 2 0 0/-/-/0 1 3 4

88-R "Nightscreamer" Speeder Bike 2 4 +1 0/-/-/0 1 3 4

57-D Speeder Bike 2 3 +1 0/-/-/0 0 3 3

74-Z Military Speeder Bike 2 3 +1 0/-/-/0 0 2 4

BARC Speeder 2 3 +1 0/-/-/0 1 6 4

CK-6 Swoop 2 2 0 0/-/-/0 0 2 3

C-PH Speeder Bike 2 3 0 0/-/-/0 1 3 4

Flare-S Swoop 2 3 +2 0/-/-/0 0 2 3

Flare-V Swoop 2 4 -2 0/-/-/0 0 2 3

Guardian E2 Escape Speeder Bike 2 2 0 0/-/-/0 0 2 3

Joben T-85 2 2 0 0/-/-/0 0 4 6

Nebulon-Q Racing Swoop 2 3 +2 0/-/-/0 0 3 2

KV Swoop 2 3 +1 0/-/-/0 0 3 3
S-5 "Flashfury" Swoop 2 5 +1 0/-/-/0 0 2 2

Skyblade-330 Swoop 2 4 +0 0/-/-/0 0 3 3

Starhawk Speeder Bike 2 3 0 0/-/-/0 0 3 3

Superflare (Modified Flare-S Swoop) 3 4 +2 0/-/-/0 0 2 3

Undicur Jumpspeeder 2 2 0 0/-/-/0 0 2 2

Zephyr-G Swoop 2 2 0 0/-/-/0 0 4 7

Podracers

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

BT310 Quadra 3 6 -2 0/-/-/0 0 4 5

Collor Pondrat Plug-F Mammoth 3 5 -1 0/-/-/0 0 6 9

CR-17 Incendia III 3 5 -2 0/-/-/0 0 3 6

FG 8T8-T 3 4 0 0/-/-/0 0 4 8

GPE-3130 3 6 -3 0/-/-/0 0 3 4

KV 9T9-B Wasp 3 5 -1 0/-/-/0 0 4 7

Walkers

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
All Terrain Armored Cargo Transport
4 1 -3 0/-/-/0 3 30 30
(AT-ACT)

All Terrain Armored Transport


4 1 -3 0/-/-/0 5 40 35
(AT-AT)

All Terrain Combat Excavator


3 2 -2 1/-/-/0 3 18 15
(AT-CE)
All Terrain Attack Pod
3 2 0 0/-/-/0 2 15 10
(AT-AP)

All Terrain Defense Pod


3 2 0 0/-/-/0 2 13 10
(AT-DP)

All Terrain Exploration Transport


3 1 0 0/-/-/0 1 15 10
(AT-ET)

All Terrain Personal Transport


2 2 0 0/-/-/0 3 6 5
(AT-PT)

All Terrain Recon Transport


2 3 +1 1/-/-/0 0 4 8
(AT-RT)

All Terrain Riot Control Transport


3 2 0 0/-/-/0 3 8 8
(AT-RCT)

All Terrain Anti-Aircraft


4 1 -2 0/-/-/0 4 20 18
(AT-AA)

All Terrain Defense Turret


3 1 -1 1/-/-/0 1 12 10
(AT-DT)

All Terrain Exploration and Survey


4 1 -2 0/-/-/0 2 20 12
Transport (AT-EST)

All Terrain Force Recon Walker


2 2 +1 0/-/-/0 2 5 8
(AT-FRC)

All Terrain Heavy Civilian Transport


3 1 -1 0/-/-/0 0 15 15
(AT-HCT)

All Terrain Scout Transport


3 2 0 0/-/-/0 3 15 12
(AT-ST)

All Terrain Tactical Enforcer


4 1 -2 0/-/-/0 4 40 35
(AT-TE)

Hunchback Construction Strider 2 1 0 0/-/-/0 0 7 6

MEV2 "Dug Digger" 3 2 -1 0/-/-/0 2 10 8

Rufescent Cargo Loader 2 1 -2 0/-/-/0 0 6 5


Versatile-Athletic
2 3 -2 0/-/-/0 0 5 5
"Zalaaca" Walker

Whelik All-Terrain Explorer 4 1 -1 0/-/-/0 2 20 12

Wheeled and Tracked Vehicles

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

20-T Railcrawler Conveyx Transport 4 2 -5 0/-/-/0 4 35 28

A-11 Model III "Burrower" 3 1 -3 0/-/-/0 1 18 12

A-19 "Iron Crawler" Armored


5 1 -3 0/-/-/0 4 20 15
Transport

Digger Crawler 4 1 -3 0/-/-/0 4 40 30

Dustcrawler 4 2 -3 0/-/-/0 4 35 30

48 Roller Wheel Bike 2 3 -2 0/-/-/0 0 3 3


Groundcar 2 2 -1 0/-/-/0 0 5 3

HAVW A6 Juggernaught Heavy


4 3 -1 0/-/-/0 5 55 50
Armored Fighting Vehicle

HCVW A9 Turbo Tank 4 3 -1 1/-/-/1 4 45 28

I-C2 Civil-Industrial Droid 4 1 -2 0/-/-/0 3 38 30


I-C4A Combat Construction Droid 3 1 -2 0/-/-/0 2 25 15

IG-227 Hailfire Tank 3 3 +2 0/-/-/0 1 6 8

Personnel Carrier 3 2 -2 0/-/-/0 0 8 4

NR-N99 Persuader Heavy Droid Tank 3 2 -1 0/-/-/0 4 25 18

Tsmeu-6 Personal Wheel Bike 2 3 -1 0/-/-/0 1 3 8

TX-225 GAVW "Occupier" Combat


3 2 -1 0/-/-/0 3 20 22
Assault Tank

Skiffs and Repulsorsleds

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain

64-Y Swift 3 Repulsorsled 2 3 0 0/-/-/0 1 4 6

Bantha-II Cargo Skiff 2 3 0 0/-/-/0 0 6 8

Dewback 2 Repulsorsled 2 1 0 0/-/-/0 0 4 6

Hutt Repulsorsled 2 1 0 0/-/-/0 1 3 4

Jawa Salvage Skiff 2 1 -1 0/-/-/0 0 2 2

Luxury-Class Sail Barge 4 2 -2 0/-/-/0 3 35 25

"Shiphand" Cargo Skiff 3 2 -1 0/-/-/0 0 12 10

Superhaul Model II Cargo Skiff 2 2 -1 0/-/-/0 0 5 3


V5 Medium Cargo Floater 2 1 -2 0/-/-/0 0 6 4

Aquatic Craft

Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Aquaspeeder 3 2 0 0/-/-/0 0 8 6

Explorer Submersible 3 2 0 0/-/-/0 3 8 6

Flasherfish Personal Watercraft 1 4 +2 0-/-/-0 0 3 4

Gungan Bongo Submarine 3 3 +2 1/-/-/1 3 10 5

IML-2C Aquatic Scout Ship 3 3 +1 0/-/-/0 1 5 7

Keelkana-class Attack Submerisble 2 4 +1 0/-/-/0 2 8 8


Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range

1 Pilot, 1 Co-Pilot / Rear


T-47 Incom Corporation 175 m Close 6 0
Gunner

1 Pilot, 1 Co-Pilot /
T-47 Incom Corporation 175 m Close 6 0
Rear Gunner

Aratech Repulsor
Civilian - - 1 Pilot 20 6
Company

Sienar Design
Ascendant 6 km Long 1 Pilot, 1 Observer 20 0
Systems

Br. 549 1 Pilot, 1 Co-Pilot,


Bespin Motors 150 km Long 15 0
FasTrak 2 Sensor Operators
Cargohopper
TaggeCo 300 km Short 1 Pilot 75 0
102

Corellian Engineering
CAV-11 300 km Short 1 Pilot 12 2
Corporation

Civilian Various 1 km Short 1 Pilot 10 - 30 1-6


Corellian
1 Pilot, 1 Co-Pilot /
G35 Engineering 300 km Short 25 10
Navigator, 1 Steward
Corporation

Guardian 5E Ubrikkian Industries 300 km Short 1 Pilot 10 5

1 helsman, 3 engineers,
HA-5 Hyrotii Engineering 10 km Short 250 16
up to 12 wait staff

Hauler Ubrikkian Industries 100 km Short 1 Pilot 100 20

1 Pilot, 1 Co-Pilot,
HAET-221 Mekuun Corporation 100 km Long 20 5
1 Gunner

Baktoid Fleet 12 super battle


HMP Ordnance/ Haor Chall 100 km Short Integrated Droid Brain 0 droids or droid
Engineering commandos

HSP-10 Dromor Motors 100 km Short 1 Pilot 12 2

XTC Tion Industries 50 km Short 1 Pilot 15 2

Rothana Heavy
IDT 100 km Short 1 Pilot, 1 Gunner 16 18
Engineering

T-16 Incom Corporation 300 km Short 1 Pilot 12 1


1 Pilot, 1 Co-Pilot /
T-47 Incom Corporation 175 m Close 6 0
Cargo Handler

Invader AA-9 Mekuun Corporation 200 km Close 1 Pilot, 1 Gunner 5 10

Rothana Heavy
LAAT 100 km Medium 1 Pilot 15 2
Engineering

1 Pilot, 1 Co-Pilot /
Rothana Heavy
LAAT 100 km Medium Gunner, up to 4 other 30 30
Engineering
Gunners

1 Pilot, 1 Co-Pilot /
Rothana Heavy
LAAT 100 km Medium Gunner, up to 4 other 30 30
Engineering
Gunners

Santhe/Rothana
LAAT 30 km Short 1 Pilot, 1 Gunner 40 12
Heavy Engineering

Sienar Fleet 1 Pilot, 1 Co-Pilot /


Mauler TR 200 km Short 12 24
Systems Engineer

Gallofree Aerial
MSP100 2 km Short 1 Pilot, 2 Gunners 8 3
Products

Needle NE-4 Bespin Motors 120 km Short 1 Pilot 3 0

Paraglider Nen-Carvon 10 km Short 1 Pilot 2 0

Rothana Heavy 10, and 10


NN-01 300 km Medium 1 Pilot 40
Engineering secure holding
1 Pilot, 1 Gunner,
2 Comm Techs,
Overwatch
Mekuun Corporation 200 km Short 2 Sensor Techs, 4 2
MC-2
1 Tactical Officer,
1 Commander

1 Pilot, 1 Co-Pilot,
PTB-625 Incom/Subpro 100 km Medium 1 Engineer, 100 1
2 Weapon Operators

SoroSuub
J-15 3 km Short 1 Pilot 230 3
Corporation

Rush Mekuun Corporation 200 km Short 1 Pilot, 2 Gunners 8 20

S-K2 Ubrikkian Industries 500 m None 1 Pilot 5 0

Storm IV Bespin Motors 100 km Short 1 Pilot, 1 Gunner 8 0

SoroSuub
SU-40 100 km Close 1 Pilot 6 1
Corporation
SoroSuub 1 Pilot, 1 Sensor/
SU-42RS 130 km Long 5 0
Corporation Comms Officer

T-13 Incom Corporation 200 km Short 1 Pilot, 1 Gunner 8 0

Talon I Ubrikkian Industries 100 km Short 1 Pilot 10 0

SEC-22m Kodoos Repulsor Ltd 1 km Close 1 Pilot, 1 Co-Pilot 15 2

1 Pilot, 1 Tractor
TRL-03 Ubrikkian Industries 1 km Medium 1000 2
Beam Operator

1 Pilot, 1 Co-Pilot,
XL-3c Tion mil/Sci
150 km Long 1 Comms Officer, 30 12
Guardsman Industries
1 Security Tech

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range

1L Light
Ubrikkian Industries 3m Close 1 Pilot, 1 Gunner 12 4
Repulsor Tank

8880 Ubrikkian Industries 2m None 1 Chauffeur 30 6

9400 Ubrikkian Industries Short 1 Pilot 60 8

1 Commander/Gunner,
Trast Heavy
AA-70 3m Medium 1 Driver, 2 Comms/ 40 10
Transports
Sensor Officers
Trast Heavy 2 in cab,
A-A3 Close 1 Pilot 135
Transports up to 8 in bed
Trast Heavy
A-A4B 3m Close 1 Pilot 300 6
Transports
Trast Heavy
A-A5 3m None 1 Pilot, 2 Co-Pilots 220 25
Transports
Trast Heavy 1 Pilot, 1 Medic,
A-A5m Long 100 6
Transports 1 Liason Officer
Trast Heavy
A-A8 5m Close 1 Pilot 40 5
Transports

Baktoid Armor 1 Pilot, 2 Gunners,


AAT-1 Close 10 6 on exterior
Workshop 1 Commander

Aratech Repulsor 1 Pilot,


Arrow-23 5m Short 20 4
Company 1 Co-Pilot/Gunner

Mobquet Swoops
AV-21 3m Close 1 Pilot 10 1
and Speeders
Arlen-Dempler Luxury
C-B7 2m Close 1 Pilot 10 4
Speeders

1 Driver, 1 Operator,
D-4 Incom Corporation 5m Short 20 10
1 Gunner

1 Driver, 1 Operator,
D-4S Incom Corporation 5m Short 20 10
1 Gunner

Baktoid Armor 1 Pilot,


UH-XH 500 m Short 350 24
Workshop 1 Crane Operator
1 Pilot, 2 Gunners,
HAVr A9 Ubrikkian Industries 20 m Medium 40 10
1 Sensor Operator
1000-XTC Tion Industries 50 m Short 1 Pilot 25 2

1 Pilot, 1 Co-Pilot,
HAVr-A9 Ubrikkian Industries 20 m Medium 100 10
2 Gunners

10
Imperial Troop 1 Pilot, 1 Co-Pilot,
Ubrikkian Industries 5m Close 55 (and 6 prisoners on
Transport 1 Commander
the sides)

1 Commander, 1 Driver,
LAVr QH-7 Uulshos
5m Long 1 Gunner/Guard, 20 3
Chariot Manufacturing
4 Comms Droids

LM002 SoroSuub 1 Pilot, 1 Co-Pilot,


10 m Long 35 2
Bloodhound Corporation 2 Sensor Operators

Mobquet Swoops
M-68 2m Close 1 Driver 10 1
and Speeders
Cryospac
M90 Ranger Repulsorlift 10 m Close 1 Pilot 20 6
Corporation

1 Pilot, 1 Co-Pilot, 112 B1 Battle


Multi Troop Baktoid Armor
Close 1 Rack Operator, 100 Droids or 12 B2
Transport Workshop
1 Commander Super battle droids

Oduran
Ubrikkian Industries Close 1 Pilot 25 5
Model 25
Civilian Various 1m None 1 Pilot 10 - 30 1-6
SoroSuub 1 passenger,
Panther 10 m Short 1 Pilot 20
Corporation 2 suspects
Various Various Close 1 Pilot 10 4
SoroSuub
KRI-80 10 m Short 1 Pilot 400 5
Corporation

Rothana Heavy 1 Pilot,


Landspeeder 3m Short 85 12 combat troops
Engineering 1 Co-Pilot/Gunner

Rothana Heavy 1 Pilot, 1 Gunner,


RX-200 25 m Long 25 2
Engineering 1 Commander

Rothana Heavy
SC2-M 3m Short 1 Pilot, 1 Gunner 25 1
Engineering

Landspeeder TaggeCo 20 m Short 1 Pilot 15 4

Corellian
Seraph-Class Engineering 2m Close 1 Pilot 18 3
Corporation
Baktoid Armor
STAP 75 m Close 1 Pilot 4 0
Workshop
Sunrunner
Ikas-Adno 2m Close 1 Pilot, 1 Gunner 12 1
zX
Pongeeta-
Ubrikkian Industries 2m Close 1 Pilot 15 2
Class

1 Pilot, 1 Commander,
Repulsor Tank Yutrane-Trackata 3m Short 20 0
1 Gunner

1 Pilot, 1 Co-Pilot,
1 Gunner,
Rothana Heavy
Repulsor Tank 10 m Medium 1 Commander, 20 2
Engineering
1 astromech droid
(optional)
Armored SoroSuub 1 Pilot,
3m Close 60 12
Troop Carrier Corporation 1 Co-Pilot

SoroSuub
V-35 0.5 m Medium 1 Pilot 20 2
Corporation
V-35 SoroSuub
1m Close 1 Pilot 20 3
Courier Corporation

WLO-5 Ubrikkian Industries - Close 1 Pilot, 2 Gunners 18 4

SoroSuub
X-34 1m Close 1 Pilot 15 1
Corporation
SoroSuub
XP-40 None 1 Chauffeur 25 6
Corporation

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range
Aratech Repulsor
580-AVA 20 m Close 1 Pilot 7 1
Company
Aratech Repulsor
610-AVA 20 m Close 1 Pilot 9 1
Company
Aratech Repulsor
614-AVA 20 m Close 1 Pilot 6 1
Company
Aratech Repulsor
85-XS Close 1 Pilot 15 1
Company

88-R Ikas-Adno 25 m Close 1 Pilot 5 1

Aratech Repulsor
57-D 20 m None 1 Pilot 10 1
Company
Aratech Repulsor
74-Z 25 m Close 1 Pilot 5 1
Company

Aratech Repulsor
BARC 25 m Close 1 Pilot 5 0
Company

CK-6 Bespin Motors Close 1 Pilot 5 1

Aratech Repulsor
C-PH 10 m Short 1 Pilot 4 1
Company
Mobquet Swoops and
Flare-S 350 m None 1 Pilot 4 1
Speeders
Mobquet Swoops and
Flare-V 400 m None 1 Pilot 3 1
Speeders

Guardian E2 Ubrikkian Industries 350 m Close 1 Pilot 0 1

Zebulon Dark Speeder


Joben T-85 25 m Close 1 Pilot 5 1
Corporation

Mobquet Swoops and


Nebulon-Q 350 m None 1 Pilot 3 0
Speeders
KV Kuat Vehicles 50 m None 1 Pilot 3 0
Mobquet Swoops and
S-5 50 m None 1 Pilot 0 0
Speeders
Caelli-Merced
Skyblade-330 350 m Close 1 Pilot 5 1
Repulsorcraft

Starhawk Ikas-Adno 15 m Close 1 Pilot 5 1

Mobquet Swoops and


Flare-S 350 m None 1 Pilot 4 0
Speeders

Undicur Kuat Vehicles 150 m None 1 Pilot 2 0

Mobquet Swoops and


Zephyr-G 6m None 1 Pilot 4 1
Speeders

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range

BT310 Quadra Balta-Tribaat 50 m Close 1 Pilot 1 0

Plug-F
Collor Pondrat 60 m Close 1 Pilot 1 0
Mammoth
CR-17
Czerka Arms 30 m Close 1 Pilot 1 0
Incendia III

8T8-T Farwan & Glott 45 m Close 1 Pilot 2 0

Galactic Power
GPE-3130 50 m Close 1 Pilot 1 0
Engineering
9T9-Wasp Keizar-Volvec 40 m Close 1 Pilot 2 0

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range
1 Pilot, 1 Commander /
AT-ACT Kuat Drive Yards 0 Short 500 10
Gunner / Loadmaster

1 Pilot, 1 Co-Pilot /
Gunner, 1 Commander,
AT-AT Kuat Drive Yards 0 Short 100 40
1 Engineer, 1
Loadmaster

Rothana Heavy 1 Pilot,


AT-CE 0 Close 15 1
Engineering 1 Systems Operator
1 Pilot,
AT-AP Kuat Drive Yards 0 Medium 12 0
2 Gunners

AT-DP Kuat Drive Yards 0 Short 1 Pilot, 1 Gunner 15 0

Rothana Heavy 1 Pilot, 1 Navigation/


AT-ET 0 Medium 25 4
Engineering Comms Operator

Rothana Heavy
AT-PT 0 Close 1 Pilot 15 1
Engineering

AT-RT Kuat Drive Yards 0 Medium 1 Pilot 7 0

1 Pilot, 1 Co-Pilot /
AT-RCT Kuat Drive Yards 0 Close 10 0
Engineer

Rothana Heavy 1 Pilot, 1 Gunner,


AT-AA 0 Medium 25 2
Engineering 1 Commander

AT-DT Kuat Drive Yards 0 Short 1 Pilot/Gunner 10 0

Rothana Heavy 1 Pilot, 1 Co-Pilot,


AT-EST 0 Long 50 8
Engineering 1 Comms Operator

1 Driver/Gunner,
AT-FRC Kuat Drive Yards 0 Medium 1 Recon Systems 5 0
Operator

Rothana Heavy
AT-HCT 0 Medium 1 Pilot 200 6
Engineering

AT-ST Kuat Drive Yards 0 Short 1 Pilot, 1 Gunner 18 0

1 Pilot, 1 Co-Pilot /
AT-TE Kuat Drive Yards 0 Short Spotter, 1 Commander, 40 20
up to 5 Gunners

All Terrain
1 Pilot, 1 Co-Pilot /
Construction Kuat Drive Yards 0 Close 12 0
Engineer
Transport
Corellia Mining 1 Pilot, 1 Co-Pilot /
MEV2 0 Close 100 0
Corporation Mining Operator
Rufescent-
TaggeCo 0 Short 1 Operator 50 0
class
Versatile
Baktoid Industrial
Athletic 0 Short 1 Pilot 9 1
Systems
Walker
Corellia Mining 1 Pilot, 1 Co-Pilot,
Whelik ATE 0 Long 100 2
Corporation 1 Comms Operator

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range

20-T 1 Drive, 1
Kuat Drive Yards 0 Medium 75 2
Railcrawler Co-Driver/Engineer

Corellian Mining 1 Pilot, 1 Co-Pilot /


TBV Model III 0 Close 12 3
Corporation Engineer

Corellian Mining 1 Pilot, 1 Co-Pilot /


A-19 0 Short 40 8
Corporation Engineer, 2 Gunners

Digger Corellian Mining 50 miners & engineers


0 Medium 400 30 (or 60 Jawas)
Crawler Corporation (or 100 Jawas)

Dustcrawler TaggeCo 0 Close 1 Pilot, 1 Co-Pilot 300 30

48 Roller Gallis-Tech 0 None 1 Pilot 5 0


Various Various 0 None 1 Pilot 20 3

1 Pilot, 1 Co-Pilot,
1 Engineer, 1
Commander,
HAVw-A6 Kuat Drive Yards 0 Short 200 up to 300 troops
1 Navigator, 1 Comms
Operator, 6 Technicians,
8 Gunners

1 Pilot, 1 Co-Pilot, 1
Commander, 1 Comms
HCVw-A9 Kuat Drive Yards 0 Short 200 up to 125 troops
Operator, 4 Gunners, 4
Technicians

I-C2 Veril Line Systems 0 Close Droid Operated 200 6 engineers


I-C4A Veril Line Systems 0 Close Droid Operated 150 2

Haor Chall
Droid Tank 0 Long Droid Operated 0 0
Engineering

Personnel
Various 0 None 1 Pilot, 1 Co-Pilot 100 15
Carrier

4 on each outer tread


Tank Droid Techno Union 0 Short Integrated Droid Brain 0
cover

Z-Gomot Ternbuell
Tsmeu-6 0 None 1 Pilot 5 0
Guppat Corporation

Rothana Heavy 1 Driver, 1 Gunner,


Tank 0 Close 35 0
Engineering 1 Commander

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range

Aratech Repulsor
Swift 3 25 m Close 1 Pilot 20 0
Company

Bantha-II Ubrikkian Industries 50 m Short 1 Pilot 250 16

Aratech Repulsor
Dewback 2 5m None 1 Pilot 30 4
Company
HF-2 SakTek Inc. 5m None 1 Pilot 20 2
Cargo Floater
Ubrikkian Industries 15 m None 1 Pilot 60 15
3Z
Luxury-
Ubrikkian Industries 10 m Short 26 1000 300
Class
Aratech Repulsor
Shiphand 2m None 1 Pilot 250 6
Company
Superhaul II Ubrikkian Industries 50 m Close 1 Pilot 80 8 (without cargo)
V5-Series TaggeCo 1m None 1 Pilot 55 6

Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range
Various Various 1m Close 1 Pilot 20 4

Exploer Hydrosphere Max Depth 1 Pilot, 1 Co-Pilot,


Short 10 2
Submersible Corporation 5,000 m 2 Gunners

Flasherfish Kuat Vehicles 20 m Medium 1 Pilot 5 1

Individually Max Depth


Bongo None 1 Pilot 20 2
Handcrafted 500 m
1 Pilot, 1 Co-Pilot,
IML-2c Imperial Mining Ltd Medium 20 2
1 Comms Operator

Attack Mon Calamari Max Depth


Medium 1 Pilot 4 0
Submersible Subworks 2,500 m
Cost Restricted Rarity HP

18,000 3 2

18,000 5 2

12,000 2 2

35,000 9 2

25,000 6 1

14,500 3 0

30,000 4 2

10,000 3 1

45,000 4 2

20,000 4 1

750,000 6 3

10,000 4 3

50,000 4 1

60,000 (R) 8 1

40,000 6 1

12,500 4 1

42,500 (R) 5 1

7,500 2 3
18,000 3 3

45,000 (R) 6 2

75,000 (R) 4 1

85,000 (R) 4 2

85,000 4 2

62,000 5 2

76,000 (R) 6 2

30,000 5 2

28,000 4 2

1,000 (R) 5 1

31,500 7 1
80,000 6 2

130,000 6 2

25,000 5 5

60,000 5 2

1,000 4 0

30,000 5 2

15,000 5 2

32,000 7 0

10,000 4 2

36,000 5 2

25,000 (R) 5 1

60,000 6 5

39,000 7 1

Cost Restricted Rarity HP

50,000 (R) 5 1

40,000 7 2

35,000 6 3

16,000 4 2
7,000 2 3

15,000 3 4

10,000 2 3

10,000 5 4

8,500 4 6

75,000 (R) 6 2

10,800 3 4

6,500 7 3

21,500 5 5

20,000 6 4

10,000 6 4

30,000 5 3

130,000 (R) 5 1

7,000 5 3

90,000 (R) 6 2

70,000 (R) 4 0

40,000 (R) 5 2

13,500 7 2

9,200 5 2
19,500 4 4

120,000 (R) 5 1

25,000 4 0

10,000 2 1

11,000 (R) 4 3

3,500 3 4

60,000 6 5

42,000 5 2

75,000 (R) 6 2

65,000 (R) 5 2

60,000 6 2

5,200 4 2

2,500 4 1

8,500 5 3

6,000 3 2

88,000 (R) 7 2

85,000 (R) 6 2
98,000 (R) 8 2

5,500 2 2

7,500 2 3

115,000 7 2

4,500 2 2

45,000 7 2

Cost Restricted Rarity HP

1,800 6 1

2,400 6 4

4,200 (R) 6 1

4,500 5 4

5,500 6 2

2,800 4 3

3,000 4 2

9,500 (R) 7 1

4,500 5 1

5,200 (R) 5 1

6,000 3 2

5,000 4 1

Included with
- 0
Guardian 5E

1,500 4 5

5,500 5 3

4,800 5 0
5,500 3 3

4,800 4 3

2,000 3 2

9,500 6 0

3,000 6 0

5,700 4 2

Cost Restricted Rarity HP

14,200 8 2

15,600 8 3

11,000 5 4

16,200 7 2

11,500 6 3

13,450 5 4

Cost Restricted Rarity HP

125,000 (R) 7 2

150,000 (R) 5 3

95,000 6 3
100,000 (R) 6 2

50,000 (R) 7 2

5,000 4 6

30,000 7 1

8,000 (R) 8 2

35,000 (R) 7 2

135,000 (R) 7 0

44,000 (R) 7 1

12,000 5 4

75,000 8 1

3,000 3 2

75,000 (R) 5 1

100,000 (R) 4 2

28,000 4 3

30,000 5 2

4,000 3 6
14,500 8 1

50,000 6 4

Cost Restricted Rarity HP

140,000 7 2

45,000 7 2

12,500 6 4

50,000 7 5

60,000 5 6

750 5 0
1,500 2 2

180,000 (R) 7 3

180,000 (R) 6 2

1,700,00 6 1
750,000 (R) 6 1

25,000 (R) 6 1

3,000 2 3

120,000 (R) 5 4

15,000 7 2

45,000 (R) 6 2

Cost Restricted Rarity HP

8,000 7 4

8,000 4 2

4,000 2 2

8,000 3 3

4,000 2 1

300,000 6 2

12,000 3 1

8,000 3 2
1,225 2 0

Cost Restricted Rarity HP

7,000 2 2

55,000 (R) 5 2

5,000 5 2

10,000 7 0

10,000 5 4

32,000 (R) 6 3
Weapons

Forward-mounted twin heavy blaster cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)

Aft turret-mounted electric harpoon (Fire Arc Rear; Damage -; Critical -; Range [Close]; Tractor 3, Knockdown, Limited Ammo 1)

Forward-mounted twin heavy blaster cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)

Aft light repeating blaster cannon (Fire Arc Rear; Damage 3; Critical 4; Range [Close]; Auto-Fire)

Aft-mounted light repeating blaster - uses personal scale (Fire Arc Aft; Damage 11; Critical 3; Range [Extreme]; Auto-Fire, Pierce 1)

None

None

Light tractor beam emitter (Fire Arc All; Damage -; Critical -; Range [Short]; Tractor 2)

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Top-mounted light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion)
None

None

Retractable turret-mounted auto-blaster (Fire Arc All; Damage 3; Critical 5; Range [Close]; Auto-Fire)

None

None
Dorsal-mounted laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short])

2 light blaster cannons (Fire Arc All; Damage 4; Critical 4; Range [Close])

1 forward-mounted heavy laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short])

Wingtip-mounted dual medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

2 forward-mounted twin light laser cannon turrets (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

2 wing-mounted flex ordnance launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
Ammo 14, Slow-Firing 1)

Forward-mounted twin blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close] Linked 1)

Forward-mounted light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion)
None
Wing-mounted twin blaser laser cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Nose-mounted twin blaser cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)
None
Aft turret-mounted electric harpoon (Fire Arc Rear; Damage -; Critical -; Range [Close]; Knockdown, Ensnare 5, Limited Ammo 1)

Forward-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Forward-mounted mini-rocket launcher (Fire Arc All; Damage 3; Critical 4; Range [Close]; Blast 1, Breach 2, Limited Ammo 5, add b to
attacks)

2 turret-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close])

4 turret-mounted light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close])

Twin forward-mounted mass driver missile launchers (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Blast 4, Guided 3, Limited
Ammo 10, Linked 1)

Forward-mounted anti-air rockets (Fire Arc Forward; Damage 4; Critical 3; Range [Close]; Blast 2, Breach 1, Limited Ammo 4, Linked 3)

3 anti-personnel laser turrets (Fire Arc Starboard or Port or Rear; Damage 1; Critical 4; Range [Close]; Auto-Fire; Blast 1)

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Dorsal-mounted twin mass-driver missile launchers (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Blast 4, Guided 3, Limited
Ammo 10, Linked 1)

Wing-mounted air to air rockets (Fire Arc Forward; Damage 4; Critical 3; Range [Close]; Blast 2, Breach 1, Limited Ammo 4, Linked 3)

2 port and 2 starboard anti-personnel laser turrets (Fire Arc Forward, Starboard, and Rear, or Forward, Port, and Rear; Damage 1; Critical
4; Range [Close]; Auto-Fire, Blast 1)

1 aft-mounted light laser cannon (Fire Arc Aft; Damage 5; Critical 3; Range [Close])

1 door-mounted heavy repeating blaster - uses personal scale (Fire Arc Port; Damage 15; Critical 2; Range [Long]; Auto-Fire, Pierce 2,
Vicious 1)

Ball turret-mounted light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted missile launchers (Fire Arc Forward; Damage 4; Critical 3; Range [Close]; Blast 2, Breach 1, Guided 2, Limited Ammo 4,
Linked 1)
2 Forward-mounted Light Blaster Cannons (Fire Arc Forward and Port or Forward and Starboard; Damage 5; Critical 3;
Range [Close])

Rotary repeating blaster cannon - uses personal scale (Fire Arc Forward; Damage 15; Critical 2; Range [Extreme]; Auto-Fire, Inaccurate 1)

Forward-mounted laser cannons - uses personal scale (Fire Arc Forward; Damage 9; Critical 3; Range [Extreme]; Inaccurate 1, Linked 1)

Forward-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Forward-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Forward-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])
Turret-mounted mini-concussion missile launcher (Fire Arc All; Damage 4; Critical 4; Range [Short]; Blast 2, Breach 2, Guided 3, Limited
Ammo 8, Slow-Firing 1)

Turret-mounted light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close])

Forward turret-mounted twin light laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked )

Dorsal and Ventral-mounted twin auto-blasters (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire, Linked 1)

Ventral-mounted proton bomb bay - can only be used against surface targets (Fire Arc Down; Damage 7; Critical 2; Range [Close]; Blast 7,
Breach 8, Limited Ammo 24)

None

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Turret-mounted auto-blaster (Fire Arc All; Damage 3; Critical 5; Range [Close]; Auto-Fire)

None

Forward-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

None

Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

Forward-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted twin heavy blaster cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)

Forward-mounted suppressor cannon - uses personal scale (Fire Arc Forward; Damage 10; Critical 5; Range [Long]; Auto-fire, Stun
Damage).

Turret-mounted light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Short]; Ion).

Turret-mounted light tractor beam (Fire Arc All; Damage -; Critical -; Range [Close]; Tractor 2)

Ventral light tractor beam (Fire Arc Down; Damage -; Critical -; Range [Close]; Tractor 2)

Forward-mounted heavy blaster cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1).

Weapons

Turret-mounted light blaster cannon (Fire Arc All; Damage 4; Critical 4; Range [Close])

None

None

Turret-mounted auto-blaster (Fire Arc All; Damage 3; Critical 5; Range [Close]; Auto-Fire)
None

None

None

None

Turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short])

One port and one starboard medium laser cannon (Fire Arc Forward; Damage 6; Critical 3: Range [Close]: Linked 1)

One port and one starboard heavy repeating blaster - uses personal scale (Fire Arc Forward; Damage 15: Critical 2 : Range |Long|; Auto-
Fire, Pierce 2, Vicious 1)

Hull-mounted energized projectile launchers (antipersonnel rounds) (Fire Arc Forward; Damage 5; Critical 3; Range [Short]; Blast 5,
Breach 1, Linked 1, Slow-Firing 1 ) or armor piercing rounds (Fire Arc Forward, Damage 9; Critical 2; Range [Short ]; Blast 6, Breach 4,
Linked 1, Slow Firing 1) or bunker buster rounds (Fire Arc Forward; Damage 12; Critical 3; Range [Short]; Blast 12, Breach 2, Concussive 3,
Inaccurate 1, Linked 1. Slow-Firing 1)

Sometimes outfitted with military weaponry by the Rebel Alliance, using 1 or both of the weapons below
Turret-mounted auto-blaster (Fire Arc All; Damage 3; Critical 5; Range [Close]; Auto-Fire)
and/or
Forward-mounted concussion grenade launcher - uses personal scale (Fire Arc Forward; Damage 10; Critical 4; Range [Close]; Blast 8,
Limited Ammo 3)

None

None

Two turret-mounted heavy repeating blasters - use personal scale (Fire Arc All; Damage 15; Critical 2: Range [Long];
Auto-Fire, Cumbersome 2, Pierce 2, Vicious 1)

None

None

Twin turret laser cannons (Fire Arc All; Damage 6; Crit 3; Range [Short])

None

2 turret-mounted twin heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close])

2 front-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Turret-mounted twin light blaster cannon (Fire Arc All; Damage 4; Critical 4; Range [Close]; Linked 1)

Ventral-mounted light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close])

None

None
None

Forward-mounted twin light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted twin heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close]; Linked 1)

None

None

None

None

None

Forward-mounted light laser cannons (Fire Arc Forward; Damage 5: Critical 3: Range [Close]; Linked 1)

Dorsal turret-mounted mass-driver missile launchers (Fire Arc Forward: Damage 6; Critical 3; Range [Short]; Blast
4, Breach 2, Guided 3, Limited Ammo 4, Linked 1, Slow-Firing 1)

Turret-mounted heavy ion cannon (Fire Arc All ; Damage 7; Critical 4; Range [Medium]; lon, Slow-Firing 1)

One port and one starboard turret-mounted auto-blaster (Fire Arc Port or Fire Arc Starboard: Damage 3; Critical 5;
Range [Close]; Auto-Fire).

Twin front-mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 2)

Forward-mounted heavy blaster cannons (Fire Arc Forward: Damage 5: Critical 4: Range [Close]; Linked 1)

Top-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Forward-mounted light repeating blaster - uses personal scale (Fire Arc Forward; Damage 11; Critical 3; Range [Long];
Auto-Fire, Linked 1, Pierce 1)

Turret-mounted light blaster cannon (Fire Arc All; Damage 4; Critical 4; Range [Close])

None

Turret-mounted demolition gun (Fire Arc All; Damage 8; Critical 3; Range [Short]; Blast 8, Inaccurate 2, Slow-Firing 3, Vicious 2)

Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)
Or
Forward-mounted heavy flame projector (Fire Arc Forward; Damage 4; Critical 2; Range [Close]; Blast 4, Burn 5, Slow-Firing 1, Vicious 2)

Forward-mounted light tractor beam emitter (Fire Arc Forward; Damage -; Critical -; Range [Close]; Tractor 2)

Turret-mounted twin medium laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1)

Hull-mounted heavy laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Linked 1)

Sponson-mounted concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach
4, Guided 3. Limited Ammo 6, Linked 1, Slow-Firing 1)
Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

Dorsal-mounted heavy repeating blaster - uses personal scale (Fire Arc All; Damage 15; Critical 2; Range [Long]; Auto-Fire, Pierce 2,
Vicious 1)

Dorsal turret-mounted concussion grenade launcher - uses personal scale (Fire Arc All; Damage 10; Critical 4; Range [Close]; Blast 8,
Breach 1)

None

None

Dorsal turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short]).

Forward-mounted twin light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [CIose]; Linked 1)

None

None

Weapons

None

None

Forward-mounted blasters - uses personal scale (Fire Arc Forward; Damage 12; Critical 2; Range [Long]; Linked 1, Pierce 1)

None

Forward-mounted twin light repeating blasters - uses personal scale (Fire Arc Forward; Damage 11; Critical 3; Range [Long]; Auto-fire,
Linked 1, Pierce 1)

None

Forward-mounted light repeating blaster - uses personal scale (Fire Arc Forward; Damage 11; Critial 3; Range [Extreme]; Auto-Fire, Pierce
1)

Forward-mounted twin light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted twin light laser cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted heavy repeating blaster - uses personal scale (Fire Arc Forward; Damage 15; Critical 2; Range [Long]; Auto-fire, Pierce
1, Vicious 10

None

None

None

None

None

None
None

None

Light tractor beam coupler (Fire Arc Aft; Damage -; Critical -; Range [Close]; Tractor 1)

Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

None

None

Weapons

None

None

None

None

None

None

Weapons

Forward-mounted heavy laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Linked 1)

Forward-mounted twin heavy laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Linked 1)

Forward-mounted twin heavy blaster cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)

Dorsal heavy repeating blaster - uses personal scale (Fire Arc All ; Damage 15; Cntical 2; Range [Long]; Auto-fire, Pierce 2, Vicious 1).

Two hull-mounted light tractor beam emitters (Fire Arc All; Damage - ; Critical - ; Range [Close]; Tractor 2).

Beamdrill (Fire Arc All; Damage 10; Critical 4;Range [Close]; Breach 3, Inaccurate 3, Slow-Firing 1,Vicious 1)

Aft-mounted articulated excavator arm - uses personal scale (Fire Arc Aft; Damage 8; Critical 5; Range [Short]; Breach 2, Inaccurate 3,
Knockdown, Slow-Firing 1).
Forward-mounted heavy mass driver (Fire Arc Forward; Damage 8; Critical 3; Range [Extreme]; Breach 4, Slow-Firing 1)

Dorsal turret-mounted medium laser cannon (Fire Arc All; Damage 6; Critical 3: Range ([Close])

Ventral turret-mounted heavy repeating blaster - uses personal scale (Fire Arc Forward; Damage 15; Critical 2; Range [Long]; Auto-Fire,
Pierce 2, Vicious 1)

Forward-mounted heavy laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Short])

None

Forward-mounted twin light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted concussion grenade launcher - uses personal scale (Fire Arc Forward; Damage 10; Critical 4; Range [Extreme; Blast 8,
Breach 1, Limited Ammo 20)

Forward-mounted heavy repeating blaster - uses personal scale (Fire Arc Forward; Damage 15; Critical 2; Range [Long];
Auto-fire, Cumbersome 5, Pierce 2, Vicious 1).

Forward-mounted twin light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

1 Port and 1 Starboard turret-mounted twin light suppression cannons - uses personal scale (Fire Arc All; Damage 10; Critical -; Range
[Close]; Blast 5, Disorient 4, Linked 1, Stun Damage)

Turret-mounted twin light flak cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Blast 4, Linked 1, Slow-Firing 1, Vicious 3)
or
Turret-mounted concussion missile tubes (Fire Arc Up; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo
36, Slow-Firing 1)

Forward-mounted self-loading artillery cannon (Fire Arc; Forward; Damage 5; Critical 3; Range [Medium] Blast 3, Breach 2, Inaccurate 2,
Slow-Firing 1, Vicious 2)

Forward-mounted twin light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Forward-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

Forward-mounted concussion grenade launcher - uses personal scale (Fire Arc Forward; Damage 10; Critical 4; Range [Extreme; Blast 8,
Breach 1, Limited Ammo 20)

None

Port-mounted light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close])

Starboard-mounted concussion grenade launcher - uses personal scale (Fire Arc Forward; Damage 10; Critical 4; Range [Close]; Blast 8,
Breach 1, Limited Ammo 15)

Chin-mounted twin heavy blaster cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)

Turret-mounted mass driver cannon (Fire Arc All; Damage 7; Critical 3; Range [Short]; Breach 2, Slow-Firing 1)

2 front-mounted twin light blaster cannons (Fire Arc Forward; Damage 4; Critical 3; Range [Close]; Linked 1)

2 aft-mounted light blaster cannons (Fire Arc Rear; Damage 4; Critical 3; Range [Close])

1 Forward-mounted medium tractor beam emitter (Fire Arc Forward; Damage -; Critical -; Range [Short]; Tractor 4)

Arm-mounted beamdrill - this weapon has a range of a few meters, and thus its range, and only its range uses personal scale (Fire Arc
Forward; Damage 5; Critcal 3; Range [Short]; Breach 1)

None
Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

None

Weapons

Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)

Dorsal turret-mounted twin light laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1)

Forward-mounted heavy beamdrill - this weapon has a range of a few meters, thus its range and only its range uses personal scale (Fire
Arc Forward; Damage 5; Critical 3; Range [Short] ; Breach 3, Inaccurate 3)

Dorsal turret-mounted heavy blaster cannon (Fire Arc all; Damage 5; Critical 4; Range [Close])

Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

Top-mounted concussion grenade launcher - uses personal scale (Fire Arc All; Damage 10; Critical 4; Range [Extreme]; Breach 1, Blast 8,
Limited Ammo 10)

None

None

None
None

Dorsal turret-mounted rapid-fire rotary laser cannon (Fire Arc All; Damage 7; Critical 3; Range [Short]; Auto-Fire, Breach 1, Vicious 1)

Dorsal turret-mounted heavy laser cannon (Fire Arc All; Damage 6; Critical 3; Range [Short])

1 port and 1 starboard medium laser cannon (Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Close])

Forward-mounted light blaster cannons (Fire Arc Forwward; Damage 4; Critical 4; Range [Close]; Linked 3)

2 retractable hull-mounted anti-personnel flex ordnance launchers - uses personal scale (Fire Arc All; Damage 6; Critical 3; Range
[Short]; Blast 4; Breach 4, Guided 2)

Dorsal turret-mounted rapid-fire rotary laser cannon (Fire Arc All; Damage 7; Critical 3; Range [Short]; Auto-Fire, Breach 1, Vicious 1)

2 Turret-mounted twin heavy repeating blasters - uses personal scale (Fire Arc Forward; Damage 15; Critical 2; Range [Long]; Auto-fire,
Linked 1, Pierce 2, Vicious 1)

None
Dorsal-mounted heavy repeating blaster - uses personal scale (Fire Arc All; Damage 15; Critical 2; Range [Long];
Auto-Fire, Pierce 2, Vicious 1)

1 port and 1 starboard-mounted long-range "Hailfire" missile launcher (Fire Arc Forward; Damage 8; Critical 3; Range [Medium]; Blast
6, Breach 1, Guided 2, Limited Ammo 15, Linked 2)

Forward-mounted twin auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire, Linked 1)

None

1 port and 1 starboard light ion cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)

1 port and 1 starboard shock cannon (Fire Arc Forward; Damage 8; Critical 3; Range [Close]; Blast 6, Linked 1; Slow-Firing 1, Vicious 2)

2 forward-mounted heavy repeating blasters - uses personal scale (Fire Arc All; Damage 15; Critical 2; Range [Long];
Auto-Fire, Pierce 2, Vicious 1)

2 forward-mounted flex ordnance launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3,, Limited
Ammo 6, Linked 1, Slow-Firing 1)

Nd-53 double laser cannon (Fire Arc Forward; Damage 2; Critical 4; Range [Close]; Linked 1, Inaccurate 1)

Crushing wheel - uses personal scale checks to operate this weapon are made with Piloting (Planetary) instead of Gunnery (Fire Arc
Forward, Damage 12; Critical 2; Range [Engaged]; Concussive 1

2 sponson-mounted elevating twin medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)

Forward-mounted twin light blaster cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)

Dorsal pintle-mounted light repeating blaster can also be installed - uses personal scale (Fire Arc All; Damage 11; Critical 3; Range
[Long]; Auto-Fire, Pierce 1)

Weapons

Forward-mounted auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

Forward-mounted magnetic grapnel launcher (Fire Arc Forward; Damage -; Critical -; Range [Close]; Knockdown, Limited Ammo 1, Tractor
3)

None

None

Concealed auto-blaster (Fire Arc Forward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

None

Deck-mounted twin heavy blaster cannons (Fire Arc All; Damage 5; Critical 4; Range [Close]; Linked 1)

None

None
None

Weapons

None
Forward-mounted heavy blaster cannon (Fire Arc Forward; Damage 5; Critical 4; Range [Close])

Dorsal turret-mounted light blaster cannon (Fire Arc All; Damage 4; Critical 4; Range [Close])

None

None

None

Forward-mounted twin torpedo launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Medium]; Blast 4, Breach 4, Guided 2, Limited
Ammo 4, Linked 1, Slow-Firing 1)

Forward-mounted twin heavy blaster cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Linked 1)
Notes

Entire chassis has been painted a reddish-orange, add b to Stealth checks made to blend in to
desert surroundings

Stealth Systems: Has stealth systems that render it almost invisible to passive and active
scanners. The ship will not register on passive scanners that are short range or further away
from it (only passive scanners at close range can pick it up). In addition, increase the difficulty
of any checks made to detect the vessel by 2.

Comes with a built-in escape speeder bike that can drop out of the bottom or launch out of the
back of the Guardian. See "Guardian E2 Escape Speeder Bike" for profile

Flex Ordnance Launchers: Has 7 mounting points per wing for a total of 14. Each point can
carry a single round of ordnance or other piece of gear

A droid vehicle has a rating of 1 in all characteristics and the following skills: Astrogation 2.
Computers 2. Gunnery 3, Perception 2. Piloting (Planetary) 3, Piloting (Space) 3 , Ranged
[Heavy) 3, and Vigilance 2. Droid vehicles can be rivals or minions, a minion vehicle droid only
receives skill ranks when operating in a group. A rival or nemesis vehicle can attack with a
weapon and perform a pilot-only action, or attack with 2 weapons on the same turn, but
upgrades the difficulty of both checks once

Armored Boarding Ramp: The boarding ramp provides cover to all characters who are in the
midst of embarking or disembarking from the dropship
During Clone Wars, price changes to 175,000, rarity 6

Vehicle Complement: 1 AT-TE, 4 AT-RT walkers, or comparable vehicle load

Rapid Walker Deployment: Designed to be able to drop walkers without coming to a full stop.
As an action, pilot may make a Hard (ddd) Piloting (Planetary) check, upgraded a number of
times equal to the LAAT/c's current speed. On success the walker deploys safely. On failure
the walker still deploys, but suffers a Critical Hit as if it had suffered a Collision

Vehicle Complement: 4 speeder bikes

Instead of twin mass-driver missile launchers, some LAAT/I's are equipped with "droidbuster"
EMP Missiles with the following profile: (Damage 10; Critical 4; Range [Short]; Breach 2, Blast
8, Disorient 2, Guided 2, Ion, Linked 1, Slow-Firing 1)

Fragile Frame: Whenever this vehicle suffers a Critical Hit, add +10 to the result
Turbine Booster: Once per session as an incidental, may active booster to increase Speed by
1 and decrease Handling by 1 for the remainder of the encounter or until pilot deactivates it

Rapid Debarkation: The pilot of the Skywing can choose to dismount as an out-of-turn
incidental.

Custom built to each customer's specifications

Back Seat Piloting: The rear seat may also pilot the craft. When piloted from the rear, reduce
Handling from +1 to -1

Notes

Can be sealed to protect crew from temperature, radiation, or biological agents and
has supplies for 72 hours

Built to Impress: Count as having a Luxury Passenger Compartments attachment (Add b to


all Charm, Deception, and Negotiation checks made against passengers within the vehicle.
Checks made against passengers who are accustomed to opulence and luxury have up to bb
removed instead.) at no additional cost. This attachment cannot be removed, and it does not
count against the vehicle’s total hard points.

Smooth Ride: The Grand Wanderer is relatively comfortable. A character who lives in one
gains b on any checks to recover strain while in the vehicle
Equipped with a wide array of medical equipment, as well as a medical droid
(for a small price increase)

A character with access to a fully loaded A-A8 adds b to Survival checks

Defensive Platform: As a maneuver, driver may use shields to creative a defensive dome (or
with draw them). If so, reduce the D-4's defense in all zones to 0, but the D-4 and each vehicle
and character in short range on personal scale counts as having Defense 3 against attacks
made from outside the shield

Holographic Camouflage: As a maneuver, the driver may extend the craft's holographic field
to display a preprogrammed structure or other object of silhouette 4. If the vehicle moves, the
illusory facade persists, but it is obvious to any onlookers that it is a hologram.

Add b to Computers checks to use the onboard sensors. Also equipped with comm jammers
that require a successful Formidable (ddddd) Computers check to bypass within long range

Equipped with SoroSuub's LRTS, a powerful scanning suite designed to render three-
dimensional maps of surrounding terrain. Using the LRTS requires the operator to make an
Average (dd) Computers check. Maps produced with the LRTS add an automatic s to any
Survival checks made to navigate using the map plus an additional automatic s for every aa
generated by the Computers check.

Starships and Speeders 16


Droid Deployment: As a maneuver, a crew member may begin deployment of the MTT's
battle droids, which will be deployed and active at the end of the following round

Ram Prow: An MTT traveling at top speed may ram a stationary target of silhouette 2 or
greater by using a maneuver to engage it. If the target is mobile, this requires a Hard (ddd)
Piloting (Planetary) check. Add +20 to any Critical Hit the MTT inflicts on its target

Equipped with a pod-mounted searchlight, long-range comlinks, and integrated datapads


permanently synched to police databases

Salvo Fire: As a maneuver, if the SC2-M's current speed is 0, the pilot may prime the guns for
salvo fire. Until the vehicle moves, increase the Linked quality of its light blaster cannon's to 4

Used by CorSec as a pursuit vehicle, equipped with a light blaster cannon on a rotating swivel
atop the rear spoiler

Some Sabers are equipped with a beam cannon instead of the standard twin medium laser
cannon. A turret-mounted KB-50a Beam Cannon has the following profile:
(Fire Arc All; Damage 7; Critical 3: Range [Medium]: Breach 2, Burn 2, Slow-Firing 2, Vicious
1).
Notes

Collapsible: As a maneuver can be collapsed or expanded. When collapsed it becomes


silhouette 1, but cannot be used

Collapsible: As a maneuver can be collapsed or expanded. When collapsed it becomes


silhouette 1, but cannot be used

Includes a simple ground-following radar, inertial mapping system, collision warning system,
and short-range comlink

Sidecar: Addition of a Mk1 Sidecar increases passenger capacity to 1, encumbrance capacity


to 10, and reduces handling to +0. The Sidecar can mount a light repeating blaster - uses
personal scale (Fire Arc Forward; Damage 11; Critical 3; Range [Long]; Auto-Fire, Pierce 1)

Winterized: Reduce any system strain caused by cold weather, ice, or snow by 1 (to a
minimum of 1)
Optional Sidecar Attachment: for 500 credits, increase passenger capacity by 1 and
encumbrance capacity by 10

Oversized Weapons: When the pilot rolls tt on a Gunnery check, the bike's speed drops by 1
(to a minimum of 1) and the pilot must make a Hard (ddd) Piloting (Planetary) check to keep
the swoop from going out of control in a random direction. On a y result, the swoop loses all
power and the pilot must spend the next round making a Hard (ddd) Mechanics check to
restart the swoop before it crashes at the end of the following round (or longer at GM
discretion)

Notes

Integrated Ejection System: Comes with an ejection system as described on page 233 of the
FaD Core rulebook

Easy to Maintain: Decrease the difficulty of checks to repair or maintain by 1

Notes
During Clone Wars price changes to 90,000 and rarity 5

During Clone Wars price changes to 20,000 and rarity 4

Long-Range Support: Upgrade the difficulty of ranged combat checks using the
AT-DT's artillery cannon once if the target is within medium range in personal scale,

Sound-Dampening Camoflage System: Skill tests made to detect the AT-FRC are upgraded
once

Dynamic Actuator Pistons: Reduce any Critical Hits suffered due to a collision by 30 (to a
minimum of 1)

Has 2 powerful floodlights flanking viewport and is equipped with a multi-spectrum sensor suite
that includes thermal imaging, nightvision, and surface penetrating radar
Notes

Cargo Containers: Can tow any number of intermodal cargo containers (Each is Silhouette 4,
Armor 4, Hull Trauam 20, Encumbrance Capcity 400). These do not count against its
encumbrance capacity or affect its speed and handling.

Trackbound: Can only move along its track, but it can change to a different track if one is
available. In order to reverse direction, a Railcrawler must first reduce its current speed to 0.

Expandable A standard dustcrawler is 3 cars long, but the vehicle is modular, with extra cars
being connected easily. Each extra car increases the silhouette by 1, an extra crew member (a
conductor who coordinates the car with the others), and an extra 100 encumbrance capacity.
Passenger capacity increases by 10 for each extra car, and 2 extra hard points are added as
well. Each car increases the price by 20,000

Anti-Personnel Ordnance: Ordnance launchers can fire any standard grenade. After each
combat encounter, launchers must be replenished from on-board magazines with an Easy (d)
Gunnery check

Droid Profile: Br 1, Ag 1, Int 3, Cun 1, Wil 2, Pr 2. Computers 2, Knowledge (Education) 3,


Knowledge (Civil Engineering) 3, Piloting (Planetary) 2
I-C4A Combat Construction Droid (Rival): Br 1, Ag 1, Int 3, Cun 1, Wil 2, Pr 2. Computers
2, Gunnery 2, Education 3, Mechanics 2, Piloting (Planetary) 2
Construction in the Field: May construct crude structures with a Hard (ddd) Mechanics
check. Up to 2 characters may assist, but may do nothing else each round until complete or
the effort is called off. The structure provides cover for up to 20 characters that adds bb to
Ranged combat checks made against them

A droid vehicle has a rating of 1 in all characteristics and the following skills: Astrogation 2.
Computers 2. Gunnery 3, Perception 2. Piloting (Planetary) 3, Piloting (Space) 3 , Ranged
[Heavy) 3, and Vigilance 2. Droid vehicles can be rivals or minions, a minion vehicle droid only
receives skill ranks when operating in a group. A rival or nemesis vehicle can attack with a
weapon and perform a pilot-only action, or attack with 2 weapons on the same turn, but
upgrades the difficulty of both checks once

A droid vehicle has a rating of 1 in all characteristics and the following skills: Astrogation 2.
Computers 2. Gunnery 3, Perception 2. Piloting (Planetary) 3, Piloting (Space) 3 , Ranged
[Heavy) 3, and Vigilance 2. Droid vehicles can be rivals or minions, a minion vehicle droid only
receives skill ranks when operating in a group. A rival or nemesis vehicle can attack with a
weapon and perform a pilot-only action, or attack with 2 weapons on the same turn, but
upgrades the difficulty of both checks once

All-Terrain Mode: The Tsmeu-6's legs can take over the vehicle's locomotion to allow it to
cross over rough terrain. As long as it is moving at speed 2 or lower. the Tsmeu-6
removes bbb applied to Piloting (Planetary) checks by navigational hazards

Notes

Using the Magnetic Grapnel Launcher to control or tow a piloted vehicle requires a Hard (ddd)
Piloting (Planetary) check.
Notes

Walker: Ignore penalties from light terrain, and ignore penalties from difficult terrain comprising
hazards lower than half the vehicle's height (6 meters tall)

Not capable of diving, but uses hydrojet technology to skim along the surface. Can use
generators for brief periods of actual flight before needing to recharge

As each bongo is handcrafted, GMs may modify this profile for individual examples
Source

AoR Core 263,


Starships and Speeders 21

Onslaught at Arda I 26

Jewel of Yavin 87

Disciples of Harmony 57

Savage Spirits 53

Fly Casual 52

Suns of Fortune 104

EotE Core 248, FaD Core 254

Suns of Fortune 104

Dangerous Convenants 62

Desperate Allies 60

Knights of Fate 57

Forged in Battle 63

Collapse of the Republic 64

Fly Casual 52

Desperate Allies 60

Forged in Battle 63

EotE Core 248, Starships and Speeders 20


EotE Core 249

Dangerous Convenants 63

Forged in Battle 62,


Collapse of the Republic 65

Forged in Battle 62

Rise of the Separatists 67

Starships and Speeders 14

Far Horizons 51

Onslaught at Arda I 54

Dangerous Covenants 64

Strongholds of Resistance 116

Ghosts of Dathomir 58
Dangerous Covenants 64

Stay on Target 51

Special Modifications 61

Dangerous Convenants 64

Knights of Fate 53

AoR Core 262, EotE Core 248,


Jewel of Yavin 44/95, Starships and Speeders 19

Stay on Target 51

Lead by Example 59

Unlimited Power 56

FaD Core 254

Nexus of Power 124

Special Modifications 61

No Disintegrations 56

Source

Stay on Target 50

Desperate Allies 59

Unlimited Power 57

Lead by Example 50
FaD Core 255

Starships and Speeders 0

EotE Core 250

Disciples of Harmony 58

Savage Spirits 54

Rise of the Separatists 66

Forged in Battle 59

Stay on Target 50

Cyphers and Masks 61

Keeping the Peace 58

Keeping the Peace 58

Special Modifications 60

Forged in Battle 59

Fly Casual 52

Friends like These 85

Forged in Battle 59,


Starships and Speeders 13

Lead by Example 51

Savage Spirits 55
No Disintegrations 56

Disciples of Harmony 59

Onslaught at Arda I 86

Far Horizons 52

FaD Core 254

Special Modifications 60

Knights of Fate 55

Knights of Fate 53

Forged in Battle 60,


Starships and Speeders 17

Knights of Fate 54

Suns of Fortune 105

Collapse of the Republic 65

Fly Casual 53

Lords of Nal Hutta 113

Fully Operational 54

Knights of Fate 54
Fully Operational 55

Desperate Allies 59

Far Horizons 52

Collapse of the Republic 66

EotE Core 251, Starships and Speeders 22

Unlimited Power 57

Source

Ghosts of Dathomir 41

Savage Spirits 53

Starships and Speeders 7

FaD Core 255

Knights of Fate 53

Enter the Unknown 58

AoR Core 263, EotE Core 250,


Beyond the Rim 70, Starships and Speeders 8

Collapse of the Republic 65

Rise of the Separatists 67

Starships and Speeders 11

EotE Core 250,


Starships and Speeders 12

Chronicles of the Gatekeeper 58

Dangerous Convenants 62

Savage Spirits 54

Stay on Target 51

Enter the Unknown 58


Suns of Fortune 105

Starships and Speeders 18

Fly Casual 53

Dangerous Covenants 65

Endless Vigil 62,


Rise of the Separatists 72
Onslaught at Arda I 90,
Enter the Uknown 59

Source

Endless Vigil 54

Endless Vigil 55

Endless Vigil 56

Endless Vigil 56

Endless Vigil 56

Endless Vigil 57

Source

Dawn of Rebellion 121,


Starships and Speeders 27

AoR Core 264,


Starships and Speeders 28

Fully Operational 56
Knights of Fate 55,
Collapse of the Republic 68

Dawn of Rebellion 121,


Starships and Speeders 29

Savage Spirits 56

EotE Core 252

Savage Spirits 56,


Collapse of the Republic 69,
Starships and Speeders 31

Far Horizons 53

Stay on Target 49,


Starships and Speeders 26

Starships and Speeders 30

EotE Core 253

Lead by Example 51

FaD Core 256

AoR Core 265, Onslaught at Arda I 34, 93,


Starships and Speeders 32

Forged in Battle 57,


Rise of the Separatists 69

Far Horizons 54

Suns of Fortune 107

Keeping the Peace 59


Forged in Battle 58

Disciples of Harmony 59

Source

Starships and Speeders 21

Suns of Fortune 106

Suns of Fortune 106

EotE Core 251,


Starships and Speeders 34

Unlimited Power 60

FaD Core 256, Starships and Speeders 25


FaD Core 256

Collapse of the Republic 66

Starships and Speeders 35

Far Horizons 53
Fully Operational 56

Rise of the Separatists 68

EotE Core 252

Collapse of the Republic 67

Keeping the Peace 59

Dawn of Rebellion 122,


Starships and Speeders 37

Source

Savage Spirits 53

Lords of Nal Hutta 112,


Starships and Speeders 10

Ghosts of Dathomir 94

Lords of Nal Hutta 113

Beyond the Rim 87

Lords of Nal Hutta 112,


Starships and Speeders 15

AoR Core 447

Far Horizons 52
Beyond the Rim 33

Source

Unlimited Power 58

Strongholds of Resistance 116

Disciples of Harmony 57

Unlimited Power 59,


Starships and Speeders 33

Disciples of Harmony 58

Strongholds of Resistance 117,


Starships and Speeders 36
Talents
Force
Talent Activation Rank
Talent

A Step Ahead Active (Incidental) No

Acklay's Scything Strike Passive No (F)

Adaptable Active (Incidental) No (F)

Adversary Passive Yes

Adversary (Starship) Passive Yes

Against all Odds Active (Action) No (F)

Aggressive Negotiations Active (Action) No (F)

Alchemical Arts Active (Incidental) Yes (F)

All-Terrain Driver Passive No

Altered Deal Active (Action) No

Ambush Active (Maneuver) No

Analyze Data Active (Action) No

Anatomy Lessons Active (Incidental) No


Animal Bond Passive No (F)

Animal Bond (Improved) Passive No (F)

Animal Empathy Passive No (F)

Another's Treasure Passive No

Armor Master Passive No

Armor Master (Improved) Passive No

Armor Master (Supreme) Active (Incidental, Out of Turn) No

As the Force Wills It Passive No

Assault Drop Active (Incidental) No

At Any Cost Active (Incidental) No

Ataru Technique Passive No (F)

Backroom Deal Active (Action) No

Bacta Specialist Passive Yes

Bad Cop Passive Yes


Bad Motivator Active (Action) No

Bad Press Active (Action) No

Balance Active (Maneuver) No (F)

Baleful Gaze Active (Incidental, Out of Turn) No (F)

Barrage Passive Yes

Barrel Roll Active (Incidental, Out of Turn) No

Barrel Roll (Improved) Passive No

Barrel Roll (Supreme) Active No

Basic Combat Training Passive No

Beast Wrangler Passive Yes

Beginner's Luck Active (Incidental) No (F)

Better Luck Next Time Active (Action) No

Biggest Fan Active (Action) No

Black Market Contacts Active (Incidental) Yes

Blackmail Active (Incidental, Out of Turn) No


Blather Active (Action) No

Blind Spot Passive No

Blooded Passive Yes

Blooded (Improved) Active (Action) No

Body Guard Active (Maneuver) Yes

Body Guard (Improved) Active (Incidental, Out of Turn) No

Body Guard (Supreme) Passive No

Bolstered Armor Passive Yes

Bought Info Active (Action) No

Bound Together Active (Maneuver) No (F)

Brace Active (Maneuver) Yes

Brace (Improved) Passive No

Brace (Supreme) Passive No

Brilliant Evasion Active (Action) No

Bring it Down Active (Incidental) No

Burly Passive Yes

By the Book Active (Incidental) Yes


Bypass Security Passive Yes

Call 'em Passive No

Calm Commander Passive No

Calming Aura Passive No (F)

Calming Aura (Improved) Active (Maneuver) No (F)

Careful Planning Active (Action) No

Center of Being Active (Maneuver) Yes (F)

Center of Being (Improved) Passive No (F)

Center of Being (Supreme) Passive No (F)

Channel Agony Active (Incidental) Yes (F)

Circle of Shelter Passive No (F)

Clanker Killer Active (Incidental) Yes

Clanker Killer (Improved) Passive No

Clever Commander Passive No

Clever Solution Active (Incidental) No

Codebreaker Passive Yes

Combat Programming Active (Action) No


Combat Veteran Passive Yes

Command Passive Yes

Commanding Presence Passive Yes

Commanding Presence (Improved) Active (Action) No

Comprehend Technology Active (Action) No (F)

Comrades in Arms Active (Action) No

Comrades in Arms (Improved) Passive No

Conditioned Passive Yes

Confidence Passive Yes

Confidence (Improved) Passive No

Congenial Active (Incidental, Out of Turn) Yes

Consider Our Options Active (Action) No

Consider Our Options (Improved) Active (Incidental) No

Constant Vigilance Passive No

Construction Specialist Passive Yes


Contingency Plan Active (Incidental, Out of Turn) No

Contraption Active (Action) No

Convincing Demeanor Passive Yes

Coordinated Assault Active (Maneuver) Yes

Coordination Dodge Active (Incidental, Out of Turn) No

Corellian Sendoff Active (Action) No

Corellian Sendoff (Improved) Passive No

Counterstrike Passive No (F)

Coven Active (Maneuver) No (F)

Creative Design Passive Yes

Creative Killer Passive No

Crippling Blow Active (Incidental) No

Crucial Point Active (Incidental) Yes

Cruel Commander Passive No

Cunning Persona Active (Incidental) No


Cunning Snare Active (Action) No

Custom Loadout Passive No

Customized Cooling Unit Passive Yes

Cutting Question Active (Incidental) No

Cyberneticist Passive Yes

Dead to Rights Active (Incidental) No

Dead to Rights (Improved) Active (Incidental) No

Deadly Accuracy Passive Yes

Death From Above Active (Action) Yes

Deathblow Passive No

Debilitating Shot Active (Incidental) No

Deceptive Taunt Active No

Dedication Passive Yes

Defensive Circle Active (Action) No (F)


Defensive Driving Passive Yes

Defensive Slicing Passive Yes

Defensive Slicing (Improved) Passive No

Defensive Stance Active (Maneuver) Yes

Defensive Training Passive Yes

Design Flaw Active (Incidental) Yes

Desperate Repairs Active (Incidental) No

Deft Maker Passive Yes

Diplomatic Immunity Active (Incidental, Out of Turn) No

Disarming Smile Active (Action) Yes

Discredit Active (Action) No

Disciple of Lore Active (Incidental) Yes

Disciplined Soul Active (Incidental) No

Disorient Passive Yes

Disorienting Strike Passive No

Disruptive Strike Active (Action) No (F)


Distracting Behavior Active (Maneuver) Yes

Distracting Behavior (Improved) Passive No

Djem So Deflection Active (Incidental, Out of Turn) No (F)

Dockyard Expertise Active (Action) Yes

Dodge Active (Incidental, Out of Turn) Yes

Dodge (Improved) Active (Incidental) No

Don't Shoot! Active (Action) No

Double or Nothing Active (Incidental) No

Double or Nothing (Improved) Passive No

Double or Nothing (Supreme) Passive No

Double Talk Passive No

Draw Closer Active (Action) No (F)

Drive Back Passive No

Droid Commander Active (Incidental) No

Duelist's Training Passive No

Durable Passive Yes


Dynamic Fire Active (Incidental) No

Embrace Your Hate Active (Incidental) Yes

Empty Soul Passive No (F)

Encoded Communique Passive No

Encouraging Words Active (Incidental, Out of Turn) No

Enduring Passive Yes

Enduring Presence Passive No

Energy Transfer Active (Maneuver) No

Engineered Redundancies Passive No

Enhanced Leader Passive No (F)

Essential Kill Passive No (F)

Exceed Specifications Active (Incidental) No

Exceed Specifications (Improved) Passive No

Exceed Specifications (Supreme) Active (Incidental) No

Exhaust Port Active (Incidental) No

Exemplar of the Republic Active (Incidental) No (F)


Exhaustive Questioning Active (Incidental) No

Expert Handler Passive Yes

Expert Tracker Passive Yes

Extended Reach Active (Incidental) No

Eye for Detail Active (Incidental) Yes

Fall Back! Active (Incidental) No

Falling Avalanche Active (Incidental) No (F)

Familiar Suns Active (Maneuver) No

Fancy Paint Job Passive No

Far Strike Active (Action) No (F)

Fear is My Ally Passive No

Fear the Shadows Active (Action) No (F)

Fearsome Passive Yes

Fearsome Rep Passive Yes

Feint Passive Yes

Feral Strength Passive Yes

Field Commander Active (Action) No


Field Commander (Improved) Passive No

Fine Tuning Passive Yes

Fire Control Passive Yes

Fire Support Passive Yes

Fire When Ready Active (Action) No

First Among Brothers Passive Yes

Flows Through All Things Active (Maneuver) No (F)

Font of Power Active (Action) No (F)

For the Republic! Active (Incidental, Out of Turn) No

Forager Passive No

Force Assault Passive No (F)

Force Connection Passive No (F)

Force of Will Active (Incidental) No

Force Protection Active (Maneuver) Yes (F)

Force Rating Passive Yes (F)

Forewarning Active (Action) No (F)

Form on Me Passive No
Formation Tactics Active (Action) No

Formation Tactics (Improved) Passive No

Fortified Vacuum Seal Passive Yes

Fortune Favors the Bold Active (Incidental, Out of Turn) No

Freerunning Active (Incidental) No

Freerunning (Improved) Active (Incidental) No

Frenzied Attack Active (Incidental) Yes

Full Stop Active (Maneuver) No

Full Throttle Active (Action) No

Full Throttle (Improved) Active (Maneuver) No

Full Throttle (Supreme) Passive No

Galaxy Mapper Passive Yes

Gearhead Passive Yes

Get the Drop Active (Incidental) No

Go Without Active (Incidental) No

Good Cop Passive Yes

Grapple Active (Maneuver) No


Greased Palms Active (Maneuver) No

Grit Passive Yes

Guardian of the Republic Passive No (F)

Guns Blazing Active (Incidental) No

Harass Active (Incidental) No (F)

Hard-Boiled Passive Yes

Hard Headed Active (Action) Yes

Hard Headed (Improved) Active (Action) No

Hawk Bat Swoop Active (Action) No (F)

Headbutt Active (Incidental) No

Healing Trance Active (Action) Yes (F)

Healing Trance (Improved) Passive No (F)

Heavy Hitter Active (Incidental) No

Heightened Awareness Passive No

Heroic Fortitude Active (Incidental) No

Heroic Resilience Active (Incidental, Out of Turn) No


Hidden Storage Passive Yes

Hidden Storage (Improved) Passive No

Hindering Shot Active (Incidental) No

High-G Training Active (Incidental, Out of Turn) Yes

Hit and Run Active (Incidental) No

Hold Together Active (Incidental, Out of Turn) No

Holistic Navigation Active (Incidental) No (F)

Hunter Passive Yes

Hunter's Quarry Active (Action) No

Hunter's Quarry (Improved) Passive No

Hyperspace Assault Passive No

Ichor Blade Passive No

Ichor Blade (Improved) Passive No

Ichor Reserve Active (Maneuver) No (F)

Ichor Transfusion Active (Maneuver) No

Idealist Active (Incidental) Yes


Identify Ingredients Active (Incidental, Out of Turn) No (F)

Imbue Item Active (Maneuver) No (F)

Impossible Fall Active (Incidental, Out of Turn) No (F)

Improvised Concoction Active (Action) No (F)

Improvised Defenses Active (Action) No

Improvised Detonation Active (Action) No

Improvised Detonation (Improved) Passive No

Improvised Position Active (Action) No

In the Know Passive Yes

In the Know (Improved) Active (Action) No

Incite Distraction Active (Action) No

Incite Rebellion Active (Action) No

Indistinguishable Passive Yes

Indistinguishable (Improved) Active (Action) No

Indomitable Will Active (Maneuver) No (F)

Informant Active (Incidental) No


Ingrained Loyalty Active (Incidental) No

Inner Peace Active (Incidental) Yes

Inside Knowledge Active (Action) No

Inside Person Active (Incidental) No

Insight Passive No (F)

Inspiring Kill Active (Maneuver) No (F)

Inspiring Leadership Active (Action) No

Inspiring Rhetoric Active (Action) No

Inspiring Rhetoric (Improved) Passive No

Inspiring Rhetoric (Supreme) Active (Incidental) No

Intense Focus Active (Maneuver) No

Intense Presence Active (Incidental, Out of Turn) No

Interjection Active (Incidental, Out of Turn) No

Intimidating Active (Incidental, Out of Turn) Yes

Intuitive Evasion Active (Maneuver) Yes (F)

Intuitive Improvements Passive No (F)


Intuitive Navigation Passive No (F)

Intuitive Shot Passive No (F)

Intuitive Strike Passive No (F)

Inventor Passive Yes

Invigorate Active (Incidental, Out of Turn) No (F)

Iron Body Passive Yes

Iron Soul Passive No

It's Not That Bad Active (Incidental, Out of Turn) No

Jetpack Expertise Active (Incidental) No

Jump Up Active (Incidental) No

Jury Rigged Passive Yes

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

Just Kidding! (Improved) Active (Incidental) No

Juyo Savagery Passive No (F)

Keen Eyed Passive Yes

Kill with Kindness Passive Yes

Knockdown Passive No
Know Somebody Active (Incidental) Yes

Know the Enemy Passive No

Know Their Weakness Active (Action) Yes

Know Their Weakness (Improved) Passive No

Know-It-All Active (Incidental) No

Knowledge is Power Active (Incidental) No (F)

Knowledge is Strength Active (Incidental) No (F)

Knowledge Specialization Passive Yes

Knowledgeable Healing Passive No

Known Programming Active (Action) No

Known Programming (Improved) Passive No

Known Schematic Active (Maneuver) No

Knows the Ropes Passive No

Koiogran Turn Active (Maneuver) No

Larger Project Passive Yes

Lateral Thinking Active (Incidental, Out of Turn) No

Lead From the Back Active (Incidental, Out of Turn) Yes


Lead From the Front Active (Incidental) Yes

Learning Opportunity Active (Incidental) No

Lethal Blows Passive Yes

Let's Ride Active (Incidental) No

Leverage Passive Yes

Lightsaber Mastery Passive No

Loom Passive No

Lose Them Active (Action) No

Machine Mender Passive Yes

Made You Talk Active (Action) No

Makashi Finish Active (Action) No (F)

Makashi Flourish Active (Action) No (F)

Makashi Technique Active (Incidental) No (F)

Marked for Death Active (Maneuver) No (F)

Martial Grace Active (Incidental) No

Master Artisan Active (Incidental) No


Master Demolitionist Active (Incidental) No

Master Doctor Active (Incidental) No

Master Driver Active (Incidental) No

Master Grenadier Passive No

Master Instructor Active (Incidental, Out of Turn) No

Master Leader Active (Incidental) No

Master Merchant Active (Incidental) No

Master of the Order Active (Incidental) No (F)

Master of Shadows Active (Incidental) No

Master Pilot Active (Incidental) No

Master Slicer Active (Incidental) No

Master Starhopper Active (Incidental) No

Master Strategist Active (Incidental, Out of Turn) No

Meditative Trance Passive No (F)

Menace Active (Maneuver) No

Mental Bond Active (Action) No (F)

Mental Fortress Active (Incidental) No


Mental Tools Passive No (F)

Mind Bleed Active (Incidental, Out of Turn) No (F)

Mind Over Matter Active (Incidental, Out of Turn) No

Mission Critical Active (Incidental) No

Momentum Passive Yes

More Machine than Man Passive Yes

Most Impressive Active (Incidental) No

Moving Target Passive Yes

Multiple Opponents Passive No

Museum Worthy Active (Action) No

Natural Athlete Active (Incidental) No

Natural Blademaster Active (Incidental) No

Natural Brawler Active (Incidental) No

Natural Champion Active (Incidental) No

Natural Charmer Active (Incidental) No

Natural Commando Active (Incidental) No

Natural Doctor Active (Incidental) No


Natural Driver Active (Incidental) No

Natural Enforcer Active (Incidental) No

Natural Hunter Active (Incidental) No

Natural Instructor Active (Incidental) No

Natural Leader Active (Incidental) No

Natural Marksman Active (Incidental) No

Natural Merchant Active (Incidental) No

Natural Mystic Active (Incidental) No (F)

Natural Negotiator Active (Incidental) No

Natural Operator Active (Incidental) No

Natural Outdoorsman Active (Incidental) No

Natural Pilot Active (Incidental) No

Natural Programmer Active (Incidental) No

Natural Rogue Active (Incidental) No

Natural Scholar Active (Incidental) No

Natural Tinkerer Active (Incidental) No

Niman Technique Passive No (F)


Natural Trooper Active (Incidental) No

No Escape Passive No (F)

Nobody's Fool Passive Yes

Nobody's Fool (Improved) Active (Incidental, Out of Turn) No

Not Today Active (Incidental, Out of Turn) No

Now the Master Active (Incidental) No (F)

Now You See Me Active (Action) No (F)

Offensive Driving Active (Maneuver) No

On My Order Active (Action) No

Once a Learner Active (Action) No (F)

One Person's Trash Active (Action) No

One with Nature Passive No

One With the Universe Active (Action) No (F)

Ordnance Saturation Passive No

Outdoorsman Passive Yes

Outmaneuver Active (Action) No

Overbalance Passive No
Overcharge Active (Action) No

Overcharge (Improved) Passive No

Overcharge (Supreme) Active (Action) No

Overstocked Ammo Passive Yes

Overwhelm Defenses Active (Incidental) Yes

Overwhelm Emotions Passive No

Overwhelming Aura Active (Maneuver) No (F)

Overwhelming Aura (Improved) Passive No (F)

Parry Active (Incidental, Out of Turn) Yes

Parry (Improved) Active (Incidental, Out of Turn) No

Parry (Supreme) Passive No (F)

Persistent Targeting Passive No

Physical Training Passive Yes

Physician Passive Yes

Pilot Training Passive No


Pin Active (Action) No

Pistols Blazing Active (Incidental) No

Planet Mapper Passive Yes

Plausible Deniability Passive Yes

Plausible Deniability (Improved) Active (Action) No

Point Blank Passive Yes

Positive Spin Passive Yes

Positive Spin (Improved) Active (Action) No

Power From Pain Active (Incidental) No (F)

Power of Darkness Active (Maneuver) No (F)

Powerful Ally Active (Incidental) No (F)

Powerful Blast Passive Yes

Practiced Strategist Active (Action) No

Precise Aim Active (Maneuver) Yes

Precision Strike Active (Incidental, Out of Turn) No

Precision Strike (Improved) Active (Incidental, Out of Turn) No


Precision Strike (Supreme) Active (Incidental, Out of Turn) No

Preemptive Avoidance Active (Incidental, Out of Turn) No (F)

Preemptive Intervention Active (Incidental, Out of Turn) No (F)

Prepare to be Boarded! Action (Action) No

Prescient Shot Passive No (F)

Pressure Point Active (Incidental) No

Prey on the Weak Passive Yes

Pride and Joy Passive No

Pride and Joy (Improved) Passive No

Pride and Joy (Supreme) Active (incidental) No

Prime Positions Passive Yes

Prophetic Aim Passive No (F)

Push Aside Active (Incidental) No

Push the Specs Active (Action) No

Quick Draw Active (Incidental) No

Quick Draw (Improved) Passive No

Quick Fix Active (Incidental) No


Quick Movement Active (Incidental) No (F)

Quick Strike Passive Yes

Rain of Death Active (Maneuver) No

Rapid Fire Active (Incidental) No

Rapid Reaction Active (Incidental, Out of Turn) Yes

Rapid Recovery Passive Yes

Ravage Active (Incidental) No (F)

Ready for Anything Passive Yes

Ready for Anything (Improved) Passive No

Reconstruct the Scene Active (Action) No

Redundant Systems Active (Action) No

Reflect Active (Incidental, Out of Turn) Yes (F)

Reflect (Improved) Active (Incidental, Out of Turn) No (F)

Reflect (Supreme) Passive No (F)

Reinforce Item Active (Maneuver) No (F)

Reinforced Frame Passive No


Renegade Form Passive No (F)

Repair Patch Specialization Passive Yes

Reroute Processors Active (Action) No

Researcher Passive Yes

Researcher (Improved) Passive No

Resist Disarm Active (Incidental, Out of Turn) No

Resist Questioning Active (Incidental, Out of Turn) No

Resist Questioning (Improved) Passive No

Resolve Passive Yes

Resource Allocation Active (Action) No

Resourceful Refit Active (Action) No

Respected Delegate Passive Yes

Respected Scholar Passive Yes

Ritual Caster Active No

Saber Swarm Active (Maneuver) No (F)

Saber Throw Active (Action) No (F)


Saber Throw (Improved) Passive No (F)

Sapith Sundering Active (Incidental) No (F)

Sarlacc Sweep Active (Action) No (F)

Savvy Passive Yes

Savvy Negotiator Passive No

Savvy Negotiator (Improved) Active (Action) No

Scathing Tirade Active (Action) No

Scathing Tirade (Improved) Passive No

Scathing Tirade (Supreme) Active (Incidental) No

Scrap Em'! Active (Incidental) No

Scrap Em'! (Improved) Passive No

Second Chances Active (Incidental) Yes

Second Wind Active (Incidental) Yes

Secret Lore Passive Yes

Secrets of the Force Passive No


Secrets of the Jedi Passive No

Secrets of the Jedi (Improved) Passive No

Seen a Lot of Things Passive No

Seize the Initiative Active (Maneuver) No

Selective Detonation Active (Incidental) Yes

Sense Advantage Active (Incidental, Out of Turn) No (F)

Sense Danger Active (Incidental) No (F)

Sense Emotions Passive No (F)

Sense the Scene Active (Action) No (F)

Share Pain Active (Incidental, Out of Turn) No (F)

Shein Technique Passive No (F)

Shortcut Passive Yes

Shortcut (Improved) Active (Incidental) No

Showboat Active (Incidental) No

Shroud Active (Incidental) No (F)

Side by Side Passive No (F)

Side Step Active (Maneuver) Yes


Side Step (Improved) Active (Maneuver) No

Signature Vehicle Passive No

Sincerest Flattery Active (Incidental) No

Situational Awareness Passive No

Sixth Sense Passive No

Skilled Jockey Passive Yes

Skilled Slicer Active (Incidental) No

Skilled Teacher Active (Incidental, Out of Turn) Yes

Sleight of Mind Passive No (F)

Slippery Minded Active (Action) No (F)

Smart Handling Active (Action) No

Smooth Talker Active (Incidental) Yes

Sniper Shot Active (Maneuver) Yes

Soft Spot Active (Incidental) No

Solid Repairs Passive Yes

Something to Prove Active (Incidental) No

Soothing Tone Active (Action) No


Soresu Technique Passive No (F)

Sorry About the Mess Passive No

Sound Investments Passive Yes

Spare Clip Passive No

Speaks Binary Passive Yes

Speaks Binary (Improved) Passive No

Speaks Binary (Supreme) Active (Maneuver) No

Spitfire Passive No

Spur Active (Action) No

Spur (Improved) Active (Maneuver) No

Spur (Supreme) Passive No

Stalker Passive Yes

Stand Firm! Active (Action) No

Stand Firm (Improved) Active (Action) No

Steady Aim Passive No

Steady Nerves Passive Yes

Steely Nerves Active (Incidental) No


Stim Application Active (Action) No

Stim Application (Improved) Active (Incidental) No

Stim Application (Supreme) Passive No

Stimpack Specialization Passive Yes

Strategic Form Active (Action) No (F)

Street Smarts Passive Yes

Street Smarts (Improved) Active (Action) No

Stroke of Genius Active (Incidental) No

Strong Arm Passive No

Studious Plotting Passive No

Stunning Blow Active (Incidental) No

Stunning Blow (Improved) Active (Incidental) No

Sum Djem Passive No (F)

Summon Item Active (Maneuver) No

Sunder (Improved) Passive No

Superhuman Reflexes Active (Incidental) No (F)


Superior Reflexes Passive No

Supporting Evidence Passive Yes

Suppressing Fire Passive Yes

Surgeon Passive Yes

Surefooted Passive No

Survival of the Fittest Active (Incidental) No (F)

Survivor's Instincts Active (Incidental, Out of Turn) No

Swift Passive No

Tactical Advance Active (Incidental) No

Tactical Advance (Improved) Active (Incidental, Out of Turn) No

Tactical Combat Training Passive No

Tactical Evasion Passive No

Tactical Planning Active (Incidental) No

Talk the Talk Active (Incidental) No

Targeted Blow Active (Incidental) No

Targeted Firepower Active (Action) No

Technical Aptitude Passive Yes


Temple Training Active (Incidental) No (F)

Terrify Active (Action) No (F)

Terrify (Improved) Passive No (F)

Terrifying Kill Active (Maneuver) No (F)

That's How It's Done Active (Incidental) Yes

The Force is my Ally Active (Incidental) No (F)

There is No Try Active (Incidental, Out of Turn) No (F)

Thorough Assesment Active (Action) No

Throwing Credits Active No

Time to Go Active (Incidental, Out of Turn) No

Time to Go (Improved) Active (Incidental, Out of Turn) No

Tinkerer Passive Yes

To the Death! Active (Maneuver) No

Touch of Fate Active (Incidental) No (F)

Toughened Passive Yes

Toughened (Improved) Active (Incidental) No

Translation Error Active (Incidental) No


Transmorgrify Active (Incidental) No (F)

Tricky Target Passive No

True Aim Active (Maneuver) Yes

Trust No One Active (Incidental, Out of Turn) No

Trust the Captain Active (Action) Yes

Tuned Maneuvering Thrusters Passive Yes

Twisted Words Active (Incidental, Out of Turn) No

Unarmed Parry Passive No

Uncanny Reactions Passive Yes (F)

Uncanny Senses Passive Yes (F)

Unity Assault Active (Maneuver) No (F)

Unrelenting Skeptic Passive No

Unrelenting Skeptic (Improved) Active (Incidental, Out of Turn) No

Unstoppable Passive No

Up the Ante Passive Yes

Utility Belt Active (Incidental) No

Utility Belt (Improved) Passive No


Utinni! Passive Yes

Vaapad Control Active (Incidental) No (F)

Valuable Facts Active (Action) No

Vehicle Combat Training Passive No

Walk the Walk Active (Incidental) No

Weak Foundation Active (Action) No

Well Read Passive Yes

Well Rounded Passive Yes

Well Traveled Passive No

Wheel and Deal Passive Yes

Will of the Force Active (Incidental) No (F)

Wise Warrior Active (Incidental) No

Wise Warrior (Improved) Active (Incidental) No

Witchcraft Passive No

Works Like a Charm Active (Incidental) No


Description

Once per session, the character may suffer two Strain in order to count his Cunning as one higher than normal for the remainder of the encounter.

The character's Brawl attacks gain the Pierce quality with a rating equal to their Force rating, or increase their existing Pierce rating by that amount.

When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove y from the check or to remove t equ

Upgrade the difficulty of any combat check targeting this character once per rank of Adversary.

Upgrade the difficulty of all combat checks against a ship this character is commanding once.

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 perform
when incapacitated). The character makes a Hard (ddd) Resilience check, rolling a number of c equal to his Force rating as part of the check. If successful, the
to add s to the result.

Once per session, the character may perform the Aggressive Negotiations action; making a Hard (ddd) Lightsaber check. If the character succeeds, the charac
remainder of the encounter by two, to a minimum of 0.

After making a crafting check to create a potion or talisman, the character may choose to suffer strain no greater than twice their ranks in Alchemical Arts. For ev
also suffer 1 Conflict per z.

When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the penalties for driving through difficult terrain.

Once per session the character may take the Altered Deal action and make a Hard (ddd) Coercion check to radically change a previousl agreed upon deal or b
must narratively explain what happened, including the details of how the character arranged for the deal to be changed as well as the specifics of the new deal.

Once per round while benefiting from cover, the character may perform the Ambush maneuver. The character may add additional damage equal to his ranks in t
starship/vehicle weapon he makes against a target within short range before the end of his turn.

Once per session, after capturing or stealing data about an opponent, the character may perform the Analyze Data action to makle an Average (dd) Knowledge
the session the character may add automatic s equal to his ranks in Knowledge (Warfare) to one check related to that captured data. The GM has the final say o

After a successful attack with a personal (non-starship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one h
Through the Force, the character creates a bond with a single animal he is currently interacting. This cannot be done during structured encounters. This animal m
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 lon
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
inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, the character may spend
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 t

When spending a maneuver to direct a bonded animal, the character may suffer 1 strain to add b to the animal's next check.

When making checks to handle, tame, or control animals, the character may add a number of c no greater than his Force rating to the check. The character may

The condition of an item does not affect the price the character receives when selling it. In addition, the character can always find a buyer for an item, no matter
transaction are subject to the GM's discretion, as always, and a buyer mght not be immediately (or easily) available.

When wearing armor, the character increases his total soak value by one.

When wearing armor with a soak value of two or higher, the character increases his defense by one.

Once per round, when the character suffers a Critical lnjury, he may suffer 3 strain to take the Armor Master incidental. If he does, he reduces the Critical lnjury r

The character may make an Easy (d) Knowledge (Lore) check (instead of Discipline or Cool) to heal strain at the end of an encounter. x can be spent to heal a

Once per session while piloting a vehicle or ship, the character may perform the Assault Drop incidental. All passengers aboard or allies engaged with the vehicl

The character may suffer a Critical Injury to force a Mass Combat check to be rerolled. At the GM's discretion, the character may be required to sacrifice an item

When making a Lightsaber skill check, the character may use Agility instead of Brawn.

Once per encounter, the character may take the Backroom Deal action, making a Hard (ddd) Negotiation check. If the check succeeds, the character (or playe
on the current scene or encounter. The nature of the revelation and its impact on the scene are ultimately subjec to te GM's discretion, but they should give a sig
the GM may decide that the character's disasterously failed deal has negative reprecussions.

Patients under the character's supervision heal one additional wound per rank of Bacta Specialist each time they recover a wound while recovering in a Bacta ta

The character may spend aa from a Deception or Coercion check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the sam
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 (ddd) Mechanics check. If successful, one device (subject to GM appro
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 (ddd) Deception check. If he succeeds,
1 per additional sss (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 nar
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 H
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. He recovers additional strain equal to the F gen

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 num
this talent automatically gains 1 Conflict at the beginning of each session.

Add one damage per rank of Barrage to Ranged (Heavy) or Gunnery checks at medium or long range.

When a vehicle or starship the character is piloting suffers a hit from a combat check, after damage is calculated, but before armor is applied, the character may
damage of that hit is reduced by an amount equal to their ranks in the Piloting skill used for that vehicle. This talent may only be used once per attack and only w

When the character takes the Barrel Roll incidental, reduce the damage of all hits (instead of only one hit) of the attack by the character's ranks in the relevant P

When the character uses Barrel Roll to reduce the damage from a weapon with the Auto-fire, Blast, or Guided item qualities, they may spend y or ttt to inflicto ne
after the initial attack resolves. The hit deals the base damage of the original attack.

Brawl and Ranged (Light) become career skills.

The character adds b per rank of Beast Wrangler to all his checks made to tame or wrangle creatures.

Once per session when the character makes a check, the character may add s equal to the number of light side Destiny Points in the Destiny Pool to the results.

Once per session during a race or chase, the character may perform the Better Luck Next Time action. The character makes a Hard (ddd) Cool Check. If the ch
could be a high speed collision, having to dodge into a dead end to avoid an obsticle or even an attack by enranged fans or spectators, as long as the GM appro
obstacle.

Once per session, the character may take a Biggest Fan action to make a Hard (ddd) Charm check. If successful, one NPC of the character's choice in the curr
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
minor or even significant favors for the character, or the character even becoming a reoccurring ally in the narrative. At the GM's discretion, this talent may not b
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
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 immediate
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
obviously suicidal or otherwise betray the NPC’s most core principles. Any task a character attempts to cpmpel this way is ultimately subject to the GM's discreti
The character may take the Blather action, making a Hard (ddd) Charm or Deception check. If the check is successful, one adversary per s within medium rang
rating. The character may spend x from the check to stagger one affected target for one round.

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

Add b per rank to all checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effetts or dam
minimum of one.

The character may take the Improved Blooded action, making a Hard (ddd) Resilience check. If they succeed, they immediately recover from the effects of all p
the check once per rank of Blooded, to a minimum of Simple (-).

Once per round on the character’s turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a num
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 t

When the character uses the Body Guard maneuver, he may protect a number of engaged characters up to his ranks in Resilience instead of just one

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 diffic
uncanceled s . 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
planet with no access to the HoloNet).

The character may perform the Bound Together maneuver. Until the start of the character's next turn, when the character or an ally within short range suffers str
side Destiny Points in the destiny pool.

As a maneuver, the character may Brace themself. This allows the character to remove b per rank of Brace based on changing conditions, inclement weather, u
obstacles that would make a skill check more difficult.

When the character performs the Brace maneuver, they may choose one environmental circumstance. The benefits of Brace apply to that circumstance until the
Brace maneuver.

When the character performs the Brace maneuver, the benefits apply to all allies within short range.

The character may make the Brilliant Evasion action when piloting a vehicle or starship. The character selects one opponent and makes an Opposed Piloting (
starship may not make any attacks against the character's vehicle for a number of rounds equal to the character's Agility. Brilliant Evasion may be performed onc

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 .

Once per encounter, before making a combat check, the character may suffer two strain to add automatic a to the results equal to their ranks in By the Book.
Remove a number of b equal to the character's ranks in Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open

This character does not add any b to his combat checks due the use of the Aim maneuver

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 diffic
may use ranks in Cool instead of in Leadership.

When an opponent targets the character with a Force power, after the opponent generates F, reduce the total F generated by one, to a minimum of zero.

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. Th

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.

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 make
weapon counts as one higher per rank of Center of Being.

The character may voluntarily suffer 1 strain to perform Center of Being as an incidental instead of a maneuver.

When the character performs the Center of Being Maneuver, until the beginning of their next turn, ranged weapons also treat their critical rating as one higher pe

After rolling c, the character may choose to suffer wounds no greater than twice their ranks in Channel Agony. For every two wounds, they add z to the results. A
rank purchashed at the beginning of a game session.

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 dea

Before rolling a combat check that targets a droid (including a droid vehicle or a vehicle piloted by a droid), the character may remove b up to their ranks in Clank
to the results.

When making a Brawl or Melee combat check targeting a droid, the character treats their attack's critical rating as being 1 lower per rank of Clanker Killer (to a m

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 diffic
may use ranks of Knowledge (Warfare) instead of ranks in the 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, h
overcome this challenge.

The character removes b from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In addition, the character decreases th
communications by one. This does not increase with additional ranks of Codebreaker.

Once per encounter when working on a droid, the character may make a Hard (ddd) Computers check. If successful, for the remainder of the encounter the dro
different existing combat skills (to a maximum of 5), as chosen by the character. If the character is a droid, it may perform this action on itself.
The character adds b to their Brawl and Discipline checks equal to their ranks in Combat Veteran.

The character gains b per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add b
twenty-four hours. This does not increase with additional ranks of Command.

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

Once per session, the character can take the Commanding Presence action to choose a target minion, minion group, or rival and make a Cool check opposed b
group removes itself from the encounter for the duration of the encounter. The target will not attack or otherwise engage the PCs, nor perform any hostile or over
effect. The Commanding Presence action can be used in narrative encounters. The specific details of its effect are at the GM’s discretion, but could include com
themselves from a debate.

Once per session, the character may take the Comprehend Technology action, making an Average (dd) Knowledge (Education) check to intuitively understan
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 equ
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 equa

Once per encounter, the character may take a Comrades in Arms action to make a Hard (ddd) Discipline check. If successful, the character plus one ally per s
Should an ally move outside of medium range, that ally loses this benefit.

Whenever the character takes the Comrades in Arms action, he may spend aaa or x to also gain +1 soak or to give one affected ally +1 soak.

The character removes b per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by 1 per ra
changed this).

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

May spend x 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 t
the results of the check.

When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the check a number of times equal to the strain suffe
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 st

The character may take the Consider Our Options action, making a Hard (ddd) Negotiation check. If the check succeeds, until the start of the character's next
additional ss on the character's check, before resolving the attack. (If this strain causes an adversary to become incapacitated, the GM may determine that adver
character inflicts damage on an enemy.

When the character takes the Consider Our Options action, the character may choose to have the effects also apply to attacks that target the character's allies w
an affected ally inflict damage on an enemy.

The Character may always choose to use the Vigilance skill when making checks to determine initiative.

The character removes b per rank of Construction Specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers, and
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 (ddd) Mechanics check, the character can fashion a device to sol
approved by the GM and functions for the duration of the encounter only. Those tools are destroyed in the process. x may be spent to allow the tools to be recov

Remove b 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 a on comba
of this maneuver increases by one band per additional rank of Coordinated Assault.

When targeted by a combat check, the character may spend one Destiny Point to add f equal to their 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 e
(ddd) Cool check; if it succeeds, the targeted ships immediately suffer a minor collision with each other

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

Whenever an attack misses the character, the character may spend tt or y to upgrade the next Lightsaber (Cunning) combat check he makes against the attacke

The character may perform the coven maneuver. On their next Force power check, they may reroll on c for each ally within short range who also possesses the

As part of resolving a successful crafitng check, the character may also apply a result equivalent to spending a number of a equal to his ranks in Creative Design
of t.

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 th
the encounter.

Once per session during ongoing negotiations, the character may perform the Crucial Point incidental to introduce one potential concession that an opponent wil
featuring the Negotiation skill. Such encounters can range from a high level diplomatic conference to the negotiation of payment for a job, but should not include
Deception.

What the concession is should be up to the player and GM. It should be somehting concrete (such as a new trade deal or the offer of a used speeder to get a de
on the scenario, and may range from offering a drastic decrease in price to agreeing to an immediate cease-fire in an ongoing conflict. At minimum, the difficulty
there may be some things that no reasonable sentient will do. Killing onself to obtain a concession, selling a planet into slavery, and surrending the Rebel Allianc

When upgrading the ability of a Mass Combaqt check in a mass combat in which the character is the commander of the acting force (or when upgrading the diffi
may use ranks in Coercion instead of ranks in Leadership.

The character may suffer two Strain to make a Charm check using Cunning instead of Presence.
Once per encounter, the character may take the Cunning Snare action to use materials in his environment to assemble a trap within short range. Each time anot
Opposed Vigilance vs. Survival check against the character who placed the trap. If the character who triggers the trap fails, that character suffers wounds (the
additional wound per f. The trapper may spend t generated by the check to disorient the character for 1 round per t spent, ttt or y to immobilize the character for

Once a character springs the trap, it is expended; at the GM's discretion, the trapper may spend y from the chec to have it remain functional for one extra use. T
aware of the trap may spend several minutes to attempt to disarm it with a Hard (ddd) Survival check. If he fails, he suffers the damage and negative effects in

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 c
Question incidental, the player must explain how, in this particular instance, his Deception skill is helping to erode his foe's resolve.

The character removes b per rank of Cyberneticist from their checks to build, repair, and install cybernetic implants. In addition, cybernetics and any materials us
with additional ranks of Cyberneticist).

The character may spend a 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

The character may spend a Destiny Point to add additional damage equal to his Agility rating (rounded up) to a successful attack made by ship or vehicle-mount

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 a
non-starship/vehicle weapons. He cannot choose the same combat skill twice.

Once per encounter while using a jetpack, the character may take the Death from Above action, inflicting 1 system strain on their jetpack and making a hard (dd
adversary of silhouette 0 or 1 within short range is knocked prone. The character may spend x from the check to stagger one affected adversary until the end of

After making a successful attack when using a non-starship weapon. the character may spend one Destiny Point to add damage equal to the character's Willpow

Upon making a successful attack with a starship or vehicle weapon, may spend aa to reduce the maximum speed of the target by 1 (to a minimum of 1) until the
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 rang
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
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 GM's discretion the NPC can choose to perform a non-lethal attack if the situation warrants it. If the encounter takes place at a p
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.

While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard (ddd) Lightsaber (Intellect) check. If successful, the character p
the beginning of the character’s next turn. X equals 1, plus 1 for every aa.
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), th

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 r
Slicing.

Once per round on the character’s turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks
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

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’
weapon already has).

When making a combat check with a personal scale weapon against a droid, the character adds a equal to his ranks in Design Flaw.

Once per session, the character may make a Hard (ddd) Mechanics check targeting one engaged droid. If the character succeeds, the droid becomes staggere
droid heals all strain and one Critical Injury with a severity rating no greater than Hard (ddd). If the character is a droid, it may perform this action on itself.

The character removes b per rank of Deft Maker from their checks to repair. modify, construct. and program droids. In addition, materials to craft droids cost the
Maker).

Once per encounter, the character may perform the Diplomatic Immunity incidental. The character spends one Destiny Point, and adversaries cannot chose the
next turn. This effect ends of the character makes a combat check.

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’
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 (ddd) Deception check If he succeeds, one chosen character upgrades the d
Deception check, until the end of the encounter.

Once per round, the character may suffer one strain to decrease the difficulty of his next Knowledge (Lore) check a number of times equal to ranks in Disciple of

The character may spend one Destiny Point after making a Discipline check to spend a number of t not exceeding the character's ranks in Knowledge (Lore) as

After hitting with a combat check, the character may spend aa to disorient his foe. Disoriented targets add b to all skill checks. The target is disoriented for a num

After missing an opponent with a Lightsaber combat check, the character may choose to spend aa or x to disorient his foe for three rounds. Disoriented opponen

The character may take a Disruptive Strike action, making a Lightsaber (Cunning) combat check against one engaged target and adding c no greater than Force
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 they do so, an equal number of
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 affe
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 tt when making checks targeting the character's allies, instead of t.

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 enga

The character may make an Average (dd) Knowledge (Education) check when at a dry dock with suitable personnel and equipment to conduct repairs to a sta
and time for repairs is reduced by 20% for each rank of Dockyard Expertise, to a minimum of 100 credits and one day.

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 upg
suffered cannot exceed his ranks in Dodge.

When the character performs the Dodge incidental, the character may make a Move maneuver as an out-of-turn incidental after the triggering attack has been re

Once per session, the character can take the Don’t Shoot! action to make a Hard (ddd) Charm check. If he succeeds, he cannot be the target of a combat chec
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 numb

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

When performing the Double or Nothing incidental, the character also doubles the number of x and y.

The character may spend aa or x from a successful Charm or Deception check to disorient a number of opponents within short range equal to his rating in Prese

The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium r
character may spend F before resolving the success or failure of the check to move the target one range band closer to the character (including from short to en
cannot move his target to engage him, the combat check automatically misses.

May spend x or aaa on a missed Brawl, Lightsaber, or Melee combat check to force the targe to make a move maneuver in a direction of the
character's choice.

Once per encounter, the character may perform Field Commander as a maneuver instead of an action. All affected allies must be droids.

The character adds b to his Melee and Lightsaber checks when engaged with 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 fo
increases the difficulty by 1 when engaged, and when firing a Ranged (Light) weapon, he doesn't increase the difficulty at all.

After making a successful Brawl, Lightsaber, or Melee combat check, the character may spend one Destiny Point and then gain Conflict equal to the number of d
damage to one hit of the attack. The character may use this ability once per encounter for each rank of Embrace Your Hate. A character who has purchased one
a game session.

If a character is carrying items that total 2 encumbrance or less (after factoring in reductions such as for armor being worn), whenever they make a Force power
total more than 2 encumbrance but discard or otherwise loses those items temporarily, the GM can rule that the character still does not gain the benefits of Emp

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 Compu

When an ally within short range fials a check, the character may suffer 1 strain. If so, the character may assist the next check that an ally makes as an out-of-tur
actions can benefit from such assistance if the character is farther than engaged range. *Note: This talent was buffed in Dawn of Rebellion, originally only worke

The character gains +1 soak value per rank of Enduring.

Once per session, the character may upgrade the ability of a Mass Combat check (if they are the commander of the acting force) or the difficulty of a Mass Com
character is not present or is prevented from communicating with their troops.

The character may suffer 1 strain to perform the Energy Transfer maneuver; when the character does, they can power up an appropriate unpowered device (suc
Alternatively, they can restore ammunition to an energy-based weapon, allowing a character to ignore an "out of ammo" y result. The character must have at lea

The character benefits from emergency repair patches as if they were a droid. The character still benefits from stim packs as usual, but can only benefit from a to
the character can be healed with the Mechanics skill in the same manner as a droid.

When making a Leadership check, the character may add C equal to Force rating to the check. The character may spend F to add s or a (character’s choice) to t

When making a combat check that does not involve either using the Gunnery skill or operating a non-starship weapon the character may add c no greater than t
add x (character's choice) to the result. a gained in this way cannot be used to recover strain

Before making a check using an item, the character may take the Exceed Specifications incidental, adding b to the check. The GM may spend tt on the check to
additional consequences depending on the nature of the item, at the GM's discretion.

When the character takes the Exceed Specifications incidental, upgrade the ability of the check once instead of adding b.

If the character's check benefiting from the Exceed Specifications incidental generates x, they may damage the item one step to roll one additional c and add it to
results.

Before attacking a starship or vehicle, the character may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.

When making a Mass Combat check for which the character is the acting commander or takes a prominent role on the battlefield, the character may add c no gr
or a (character's choice) to the result.
Whenever the character makes a successful social skill check against a captured enemy within short range, they may reduce the enemy's strain threshold by 2 f

The character removes b per rank of Expert Handler from his Survival checks made to ride beasts.

The character removes b per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal.

While armed with a two-handed melee weapon, the character may suffer 1 strain to make a Melee combat check wit htaht weapon targeting an enemy at up to s
Average (dd).

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 grea
a (The character must stilt have at least s in the results at the end to succeed on the check.)

While engaged with an opponent, the character may suffer a number of strain up to their ranks in Leadership to allow an equal number of allies to immediately d

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 (ddd) Knowledge (Outer Rim) or Knowledge (Core Worlds) check. If success
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.

The character can upgrade the ability of all of his Charm, Deception, and Negotiation checks made in the presence of his Signature Vehicle once.

The character may take the Far Strike action, making a Brawl combat check as a ranged attack at once target at short range or futher, adding c no greater than t
increase the range of the attack by one range band per F spent, to a maximum of long. If the target is at medium range or further, the character must sufficiently

Spend t on an opposed social skill check against this character for them to recover 1 strain

The character may perform the Fear the Shadows action. They make a Hard (ddd) Deception check targeting a single minion group or rival within long range, i
GM's Discretion, these NPCs may not flee due to extenuating circumstances (such as if there is no realistic path or means to leave the encounter or if the only w
lethal atmosphere). A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session.

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
immune to this talent based on the type of adversary or the ongoing circumstances.

The character adds automatic a to the results of his Coercion checks equal to his ranks in Fearsome Rep.

Upon missing an opponent with a Lightsaber, Brawl, or Melee combat check, the character may spend x or aaa to upgrade the difficulty of the opponent’s next co
ranks in Feint.

The character deals + 1 damage 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 (dd) Leadership check, a number of allies equal to his Presence may
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 Comman
When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend x generated on his Leadership ch
maneuver.

Whenever the character repairs system strain on a starship or vehicle, he repairs one additional system 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
next turn. This effect does not stack with multiple uses of the Fire Control maneuver.

After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds b equal to the character's ranks in Fire Suppo

The character may take the Fire When Ready action, making a Hard (ddd) Leadership check. If the check succeeds, the character chooses a number of crew
the difficulty of their next Gunnery check once, plus one time for every additional ss on the check.

When the character makes a check that does not result in any uncanceled t, add a equal to the character's ranks in First Among Brothers to check results. The c

Once per round, the character may perform the Flows Through All Things maneuver to recover strain equal to their Force rating.

Once per game session, the character may perform the Font of Power action. For the remainder of the encounter, if the character is a light side Force user, whe
results. If the character is a dark side Force user, whenever another Force user within medium range rolls c, add automatic z to the results.

Once per encounter when an ally is incapacitated or killed, the character makes a Daunting (dddd) Leadership check. If the check succeeds, the ally is not inc
character's wounds or strain are reduced below their threshold before the end of the next round, they are not incapacitated.

The character removes up to bb from his skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Upon missing an opponent with a Lightsaber (Willpower) attack, the character may spend x or aaa to perform a Move Force power action as a maneuver this turn
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.

When the character performs a Survival or Knowledge (Xenology) skill check, they may roll a number of c no greater than their Force rating. The character may

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,
overcome this challenge.

The character may take the Force Protection maneuver, suffering 1 strain and committing a number of c no greater than Force rating or ranks of Force Protectio
character suffers 1 strain at the beginning of each of his turns in which he keeps these dice committed.

Each rank permanently increases the character’s Force rating by one.

The character may take the Forewarning action. All allies within medium range increase their melee and ranged defense by a number equal to the character’s Fo
already taken their first turn, Forewarning has no effect.

When the character performs the Gain the Advantage action, a number of allied vehicles equal to his ranks in Leadership and within close range also gain the be
until they leave close range with the character or the character loses the benefits of Gain the Advantage.
The character may take the Formation Tactics action by making a Hard (ddd) Leadership check. If successful, they may choose a number of allies within short
upgraded once until the end of the character's next turn. The effects of this action do not stack.

The difficulty of taking the Formation Tactics action is reduced to Average (dd) instead of Hard (ddd). The character may spend x or aaaaaa to have the effect las

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 cann

Once per round, before performing a Move maneuver the character may suffer 1 strain. If they do so, they may use the Move maneuver to move to any location
move across or a path to move along.

Once per round before performing a Move maneuver, the character may suffer 4 strain. If they do so he may use the Move maneuver to move to any location wi
move across or path to move along.

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 nu

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 vehic
stopping.

The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard (ddd) Piloting check. With success
Cunning. The ship still cannot perform actions or maneuvers it could not perform normally (e.g., 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 (dd).

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 b per rank of Galaxy Mapper from all Astrogation checks. In addition, Astrogation checks take 50% less time. This does not decrease with additional ran

Remove b per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase w

Once per session, the character and any number of allies in the current encounter may add s equal to the character's ranks in Stealth to a check to determine Ini
helps the PCs to get the drop on their opponents.

Once per session, the character may perform the Go Without incidental. If they do so, they count as having the right tools for the job when performing the next sk

The character may spend aa from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the sam
to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.

Once per round. the character may perform the Grapple maneuver. Until the beginning of the character's next turn, enemies must spend two maneuvers instead
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 ev
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

Each rank of Grit increases a character’s strain threshold by one.

After the character uses Parry or Reflect to reduce damage to an ally, that ally cannot be targeted by combat checks for the remainder of the round.

When making a combined combat check with two Ranged (Light) weapons, the character may suffer 2 strain in order to refrain from increasing the difficulty of th

Whenever the character's bonded animal makes a succssful combat check, the character may choose to have the attack deal no damage, if so the target upgra
charcters perform this action on the same target

When making a check to recover strain at the end of an encounter, the character may spend a to recover 1 wound. a spend this way cannot exceed the characte

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 (th
from performing actions when staggered). He makes a Daunting (dddd) Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficul
minimum of Easy (d).

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 incapacita
Headed action (this action may specifically be performed even though he is normally barred from performing actions). If he succeeds, decrease his strain to one
Hard Headed. to a minimum of Easy (d).

The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding c no g
resolving the success or failure of the check to engage the target immediately as an incidental, and may spend F to add a to the check. If the character cannot m

Once per encounter, the character may perform the Headbutt incidental. The character suffers 2 wounds and selects one engaged non-vehicle target with a silho
and is disoriented until the end of the next round.

The character may commit c. For every full encounter c remains committed, the character heals 1 wound he is suffering per rank of Healing Trance. This is in ad
without defined encounters, the GM can have Healing Trance take effect every 12 hours.

Whenever the character heals wounds as a result of Healing Trance, if the character is suffering from a Critical Injury, he makes a Resilience check with the diffi
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 x on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existin

Allies within short range of the character add b to their Perception and Vigilance checks. Allies engaged with him add bb 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

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
Any large equipment. vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of com
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
one-handed weapon. whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Form

The character may use Hidden Storage to store an item within his own suitably modified body (such as through cybernetics, surgery, or prosthetic replacements

The character may voluntarily increase the difficulty of a Gunnery combat check once to inflict a hindering shot on a vehicle. If the character succeeds and deals
system strain equal to its current speed whenever it moves until the end of the encounter.

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 str
the starship or vehicle suffers is reduced by that amount (to a minimum of 0).

While the character is using a jetpack, after they complete an attack targeting an opponent they are engaged with, the character may immediately disengage as

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 dam
superficial, and the damage from the attack becomes system strain instead.

When making an Astrogation skill check the character may spend one Destiny Point to remove y, or to remove t equal to his ranks in Perception.

The character adds b per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. Add +10 per rank to all Critic

The character may take the Hunter's Quarry action against an opponent within long range, making a Hard (ddd) Survival Check. If the check succeeds, upgrade
characters turn.

The character can choose to suffer 2 strain to perform the Hunter's Quarry action as a maneuver instead.

The character may use Astrogation or Knowledge (Warfare) to determine their Initiative during an encounter in which they are piloting or commanding a starship
locations of all allied ships in the encounter.

When the character purchases this talent, choose one Melee or Brawl weapon they possess that does not feature electronic or other high-tech parts. (For examp
The weapon gains the Cortosis and Pierce 2 item qualities and reduces its critical rating by one to a minimum of 1. In addition, any other character adds b to che
character can apply ichor Blade to a new weapon. If the weapon leaves the character's possession for longer than a single scene or encounter, it loses all effects

The weapon affected by the character's Ichor Blade talent also gains the Sunder and Defensive 1 item qualities, and increases its damage by 2.

Once per session, the character may suffer 2 strain to perform the Ichor Reserve maneuver. Their Force rating increases by 1 until the end of the scene or enco
Dathomir to replenish their supply of magickal ichor.

Once per encounter, the character may perform the Ichor Transfusion maneuver. The character may heal any number of their current wounds by suffering that n
current strain by suffering that number of wounds +1.

Spend 1 strain to add a on a skill check


After being exposed to any unknown substance, as an out of turn incidental, the character may roll c no greater than their Force rating. They may spend FF to m
GM's discretion, this might provide b to the character's later attempts to recreate this substance.

The character may take the Imbue Item maneuver, suffering 1 strain and committing c. He then grants one weapon or item within short range a temporary enhan
decrease the a cost for its Critical 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 suffers 1 strain at the beginning of each of his turns in which he keeps this die committed.

Once per session, when the character is falling, that character may perform the Impossible Fall incidental. The character makes a Force Power Check and may
or a muddy spot in the middle of a lava field. The character may then spend additional F to reduce the effects of the fall by one range band, and may do so multip

Once per encounter, as an action, the character may make a Hard (ddd) Knowledge (Xenology) check, adding c no greater than their Force rating. If the chara
available materials. The rarity of this item must be lower than or equal to the character's Intellect + s + F spent.

The character may attempt an Average (dd) Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can p
character may spend aa or x from the check to increase the ranged defense the structure provides to 2.

Once per session, the character may make a Hard (ddd) Mechanics check to perform the Improvised Detonation action and build an explosive device out of av
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 s on the in
can spend x to increase the damage by an additional 2. A y causes the device to detonate immediately in the owner's face. If the check would have been otherw
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

Reduce the difficulty of Improvised Detonation's check to Average (dd) and increase the damage dealt by the explosive to ranks in Intellect plus twice the charac
dealt on a premature detonation triggered by y).

The character may make a Hard (ddd) Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The su
and can have additional narrative benefits at the GM's discretion. The character may spend aa or x from the check to increase the ranged defense the position pr

The character removes b per rank of In the Know from checks to get information from people or disseminate news to others. Further, if the character does not st
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
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
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
to the NPC who has come to believe it.

While in a crowd or populated area, the character may perform the Incite Distraction action to make an Average (dd) Deception check. If successful, enemies t
character may spend x to make the location impassible to them instead.

Once per game session, the character can take an Incite Rebellion action to make a Hard (ddd) Coercion check. If successful, a number of beings up to his ran
or authority with power over them until the end of the encounter. This could be due to something the character did or said, or just because the beings were alrea

The character’s appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks

The character may extend the effects of Indistinguishable to a number of allies within short range equal to his ranks in Deception.

Once per encounter, the character may perform the Indomitable Will maneuver, suffering 3 strain to commit a number of c up to their Force rating. While c remai
the committed c, and the character suffers 1 strain at the beginning of each of their turns.

Once per game session, the character may reveal a contact who possesses information on a particular subject of their choice. When the character does this, the
light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact’s expertise might cost.
When the character makes a Leadership check targeting one or more clones and no other characters, they may change the result of one c to any nonblank face

Once per encounter, the character may convert a number of dark side Destiny Points equal to the character's ranks in Inner Peace to light side Destiny Points. T
session by 1 plus 1 per Destiny Point converted.

Once per session, the character may perform the Inside Knowledge action to make a Hard (ddd) Skulduggery check while within an enemy facility or vessel. T
stashed here with a rarity no greater than their Cunning plus 2. Alternatively, they can gain a narrative benefit such as knowing the codes to open sealed doors,
amongst personnel, which security cameras have been deactivated or broken, secret or concealed rooms, or some other equivalent type of information.

Once per session, the character may spend a Destiny Point to establish the have previously been undercover gathering information in an identified enemy base
they or allies make that are associated with that location (such as checks to attack it or social skill checks targeting personal in it).

Perception and Discipline become career skills.

The character may spend one Destiny point to perform an Inspiring Kill maneuver immediately after conducting a successful attack in which the target is incapac
Force rating and may spend F to heal 2 strian from allies within medium range (and may do so multiple times). If the rules for Morality in Force and Destiny are i
beginning of each game session.

The character may take the Inspiring Leadership action by making an Average (dd) Leadership check. If successful, a number of allies not exceeding his rating

The character may take the Inspiring Rhetoric action, making an Average (dd) Leadership check. For each s. one ally within short range recovers 1 strain. For

Each any affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to the character's ranks in Leadership; this does not stack with its

The character may voluntarily suffer one 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, suffering 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 (dd) Vigilance check. The character may add s or f to the
to a 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 su
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 strai

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 c no gre
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 re

When making a check to repair or craft a non-starship or vehicle item, the character may add c no greater than Force rating to the check. The character may spe
to a maximum of 2 additional hard points. An item may only be improved in this way once.
When Performing an Astrogation or Knowledge (Outer Rim) skill check, the character may roll a number of c no greater than their Force rating. The character m

When making a Ranged (Heavy) or Ranged (Light) combat check, the character may add c no greater than Force rating to the check. The character may spend

When making a combat check with a vehicle weapon, the character may add c no greater than Force rating to the check. The character may spend FF to add s o

When constructing new items or modifying existing attachments, the character may choose to add b or remove b from the check per rank of Inventor.

Once per encounter, when an ally within short range attempts a skill check using the Brawn or Agility characteristic, the character may roll c. Each z adds s to the

The Character removes b per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced b

If a character is carrying items that total 2 encumbrance or less (after factoring in reductions such as for armor being worn), at the end of the encounter they hea
items that total more than 2 encumbrance but discard or otherwise loses those items temporarily, the GM can rule that the character still does not gain the benef

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 (ddd) Medicine ch
any of its normal effects (although the attack that caused the Critical Injury still deals its damage as normal).

The character may spend a from checks they make to remove 1 system strain from a jetpack they are equipped with. (They may choose this effect multiple times

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. They may increase the damage of the weapon by one, decrease the a c
increase armor's ranged or melee defense by one. Alternatively, they can decrease the encumbrance of the item by two, to a minimum of one. The bonus only a
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 y on a social skill check, the character may spend one Destiny
must explain what he says or does to smooth things over after the verbal misstep.

Once per round, may spend one Destiny Point to convert a single y on one social check to a, but must explain how the verbal misstep became advantageous.

When the character inflicts a Critical Injury with a Lightsaber combat check, add +5 to the Critical Injury roll for each dark side Destiny Point in the Destiny Pool.
the beginning of each game session.

The character removes b per rank of Keen Eyed from his Perception and Vigilance checks. Checks made to search a specific area take 50% less time than norm

The character removes b per rank of Kill with Kindness from his Charm and Leadership checks.

After hitting with a melee attack, the character may knock the target prone by spending a x. If the target is larger than the acting character, it requires one additio
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.

The character may choose to use the Knowledge (Warfare) skill when making checks to determine initiatve.

Once per session, the character may choose one target within short range and perform the Know Their Weakness action to make a Hard (ddd) Perception che
they make against that target once per rank of Know Their Weakness.

The character may extend the effects of Know Their Weakness to a number of enemy characters within short range equal to their rating in Presence.

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 pl
the character recall, the Game Master should remind him of the relevant facts (provided the character has actually encountered the information).

Once per session, when making a single check, the character may treat his Force rating as being equal to his ranks in Knowledge (Lore).

Once per session, when making a check, the character may increase their Force rating by their ranks in Knowledge (Warfare) for the duration of the check. If the
purchased this talent gains 1 Conflict at the beginning of each game session.

When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend x to gain additional s equal

When the character performs a successful Medicine check to heal an ally, the character may spend 1 Destiny Point to allow the target to heal additional wounds

Once per session, the character may choose a single model of droid that they have encounter before and make a Hard (ddd) Vigilance check. If the check is su
checks targeting the character, plus one ally per s after the fist, once for the rest of the encounter.

Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once.

Once per game session. the character may spend a maneuver to make a Hard (ddd) Education check. Success means they are familiar with a building or capi
facilities within the ship or vehicle, as well as their own location. They can also plan unconventional routes around obstacles. Additional s, a, or x results can reve

Whenever the character is in binders or other personal restraints, he adds b to checks made to free himself equal to his ranks in Knowledge (Underowrld). x on t

When the character is piloting a starship or vehicle on which an opponent has gained the advantage, the character may suffer 2 strain to perform a Koiogran Tur
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 encounter after an enemy succeeds on a check targeting the character, the character may spend one Destiny Point to force the enemy to reroll the che
use this talent.

Once per round when an enemy makes a successful combat check targeting the character, the character may spend 1 Destiny Point to perform the Lead from th
short range, who becomes the target of the attack instead. At the GM's discretion, the character may select an allied NPC at a greater distance if they are betwe
After succeeding on a Leadership check or other check to inspire, lead, or rally an audience, the character may spend 1 Desitny Point to upgrade the ability of th

Once per round, the character may spend aaa from a check they fail to upgrade the ability of their next check once.

The character adds + 10 per rank of Lethal Blows to any Critical Hit rolls inflicted on opponents.

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 starsh

The character removes b per rank of Leverage from their Cool and Negotiation checks.

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 a per rank in Coercion to the ally's ch

When being followed or chased, the character may take the Lose Them action and make a Hard (ddd) Stealth check. If successful, they add bb to checks to foll
to lose their pursuers completely.

When this character makes a Mechanics check to help a character heal wounds, the target heals one additional wound per rank of Machine Mender. (Typically,

Once per session, the character may make an opposed social skill check against a captured enemy character within short range, adding b for every two strain th
is a minion, the PCs add b to their checks to determine Initiative when next fighting that enemy's organization. If the enemy is a rival, then the PCs add b to all ch
encounter. If the enemy is a nemesis, during the next session, each PC gains one personal Light Side Destiny Point that once spent is discarded from play (inste

The character may take the Makashi Finish action, making a Lightsaber (Presence) combat check, adding c no greater than Force rating to the check. The chara
check.

Once per encounter, the character may take the Makashi Flourish action, making an Average (dd) Lightsaber (Presence) check. If it is successful, one engage
recovers an equal amount of strain. The character may also spend aaa or x generated on the check to stagger the opponent until the end of the target’s next turn

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

The character may take the Marked for Death Maneuver, selecting one target and commiting c. The character adds automatic aa to combat checks against that t
again until the character uncommits c, the original target is incapacitated, or the session ends. a gained in this way cannot be used to recover strain

Once per round, the character may suffer 2 strain to add additional damage equal to the character's ranks in Coordination to one hit of a succesful Brawl combat

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
When resolving an attack from a personal (non starship/vehicle) explosive or ordnance weapon, the character may spend a or x to have the weapon's Blast qual
weapon normally affects all targets within short range, then the range of effect is increased to medium instead.

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 (d)·

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 in

The character decreases the a 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 quali

Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally within short range to count as having the same number of ranks in t
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 (d).

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 succeed
off an additional one Obligalion, or undertakes one less Obligation.

The character may spend 2 Destiny Points during a single action.

Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (d

Once per round when piloting a starship or vehicle. the character may voluntarily suffer two strain to perform any action as a maneuver instead.

Once per round, the character may suffer two strain to 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 (d).

Once per phase during a mass combat, the character may suffer 2 strain to decrease the difficulty of the next Mass Combat check once.

When suffocating, the character suffers 1 strain each round instead of 3. When exposed to vacuum, the character suffers 1 wound each round instead of 3.

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 an
creature is at short range with an enemy. The enemy suffers b on his next combat check against the character in the encounter. Enemy characters who are imm
determination as to if a creature can threaten an enemy based on relative sizes and natures.

The character may take the Mental Bond action, committing c. As long as c remains committed, he may communicate mentally with an animal bonded to him via
structured encounters, he may direct his animal (see the Animal Bond talent) 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 encou
The character always counts as having the right tools for the job when performing Mechanics checks.

If a character is carrying items that total 2 encumbrance or less (after factoring in reductions such as for armor being worn), he may choose to perform the Mind
resolved. The character suffers a number of strain equal to the number of wounds suffered from the attack. If the character does so, the attacker suffers a numbe
talent automatically gains 1 Conflcit at the beginning of a game session.

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

Once per session after rolling a Piloting (Planetary) or Piloting (Space) check but before resolving it, the character may spend a Destiny Point to add s or a to the
between s and a, in any combination.)

When making a melee attack, the character deals additional damage equal to the number of range bands they moved during the current round.

Each rank of More Machine than Man increases the character's cybernetic implant cap by 1

The character may spend x from any skill check to allow a number of allies not exceeding his rating in Presence within short range to add automatic a to their ne

If the character has already acted this round, increase his ranged defense by 1 per rank of Moving Target

The character adds b 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 (ddd) Knowledge (Education) check regarding a single relic, ruin, or piece of galact
an amount of information about the item based on the number of s 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 Leadership or Lightsaber check.

Once per game session, the character may reroll any one Charm or Deception check.

Once per game session, the character may reroll one Ranged (Light) or Stealth check.

Once per game session, the character may reroll any one Medicine check.
Once per game session, the character may reroll any one Piloting (Planetary) or Gunnery check.

Once per game session. the character may reroll any one Coerce or Streetwise check.

Once per game session, the character may reroll any one Perception or Vigilance check.

Once per game session, the character may reroll any one Discipline or Leadership check.

Once per game session, the character may reroll anyone Cool or Leadership check.

Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.

Once per game session, the character may reroll any one Streetwise or Negotiation check.

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 Piloting (Planetary) or Piloting (Space) 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 Pilot 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, Stealth. or Surveillance 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.

When making a Lightsaber skill check, the character may use Willpower instead of Brawn.
Once per game session, the character may reroll any one Gunnery or Ranged (Heavy) check.

When making a Coercion check. the character may spend aa to cause one enemy within short range to lose their free maneuver during their next turn. When a fo
that check to cause that enemy to lose their free maneuver during his next turn.

The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool.

When targeted by a Charm, Coercion, or Deception check, the character may spend y or ttt from the check to inflict strain on the opponent equal to the characte

Once per session, if the character's Signature Vehicle would be destroyed, the character may spend a Destiny Point to save it. If it would be destroyed by a Criti
destroyed by some other event, the details of how the starship or vehicle survives the near-destruction are up to the player and the GM.

Once per session, the character may choose any one character in the current encounter and one talent or Force power that the target character possesses. For
Force power. If the character selects a ranked talent, they count as having ranks in that talent equal to the number of ranks in that talent that the target possesse
number and type of upgrades that the target possesses.

Once per session, the character may take the Now You See Me action, making a Hard (ddd) Deception check. If successful, a number of NPCs equal to his Cu
character during the last thirty minutes. At the GM’s discretion, multiple t or y may give the NPCs in question unpleasant side effects, such as confusion, nightma
something important.

As a Maneuver, the character may inflict a number of system strain on the characters vehicle no greater then its highest defense value and choose a vehicle with
Piloting (Planetary) or Piloting (Space) check that vehicle's pilot makes before the end of the encounter once for each system strain inflicted on their craft this wa

The character may take the On My Order action, making a Hard (ddd) Leadership check. If the check succeeds, the character chooses a number of crew aboa
of their next Gunnery check once, plus one time for each additional ss on the check.

The character may perform the Once a Learner action. The characte suffers 4 strain, increases the Force rating of one ally within short range by an amount equa
turn. The character may not make any Force power checks until after his next turn.

The character may make a Perception in order to locate a particular item amid a battlefield, shipwreck, junkyard, or other location with potential salvage. The diff
cost to acquire an item this way, but the item is in need of moderate repairs when found. (See Table 5-4: Repairing Gear in any of the core rulebooks).

When in the wilderness the character may make a Simple (-) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter.

Once per session, the character may spend several minutes meditating, then take the One with the Universe action, making an Average (dd) Astrogation chec
checks. However, if he succeeded with t, he adds z to all Force power checks instead.

When the character or an ally who is currently benefiting from On My Order or Fire When Ready activates the Blast quality of a planetary-scale weapon, all ships
weapon's Blast quality (plus 1 per additional s, as usual).

The character removes b per rank of Outdoorsman from his checks to move through terrain or to manage terrain or environmental effects. Decrease overland tra
Outdoorsman).

The character may take the Outmaneuver action, making a Hard (ddd) Knowledge (Warfare) check. If the check succeeds, the character chooses one enemy
character's next turn, the chosen ships must perform one extra maneuver in order to move or change range bands relative to the character's ship or allies.

Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend y or ttt to stagger the attacker unt
Once per encounter. the character may take the Overcharge action by making a Hard (ddd) Mechanics check and choosing one of his cybernetic implants that
to a skill, or +1 rank of a ranked talent. If he succeeds, until the end of the encounter the chosen cybernetic provides an additional +1 to any characteristic ratings
and an additional +1 rank of any ranked talents that it provides. The GM may spend y from the check to have the overcharged cybernetic short out at the end of
making an Average (dd) Mechanics check to repair it.

Once per round when using the Overcharge action, the character may spend aa or x from the Mechanics check to immediately take one additional action.

When performing the Overcharge action, the character may choose any number of cybernetic implants to attempt to overcharge instead of just one. If they do, u
cybernetic beyond the first. The GM may spend y from the check to have any one overcharged cybernetic short out at the end of the encounter; each cybernetic
making an Average (dd) Mechanics check to repair it.

The character increases the value of the Limited Ammo quality of any weapons mounted on his Signature Vehicle by 1 per rank of Overstocked Ammo.

Upon making an unsuccessful attack with a starship or vehicle weapon, the character may spend aa per rank of Overwhelm Defenses. Reduce the defense ratin
encounter by 1 for every aa spent.

When the character performs a Charm. Coerce, or Deception check, he may include a number of c equal to his Force rating. Each z adds s to Charm checks. Ea
to Coercion or Deception checks, and every z z add f to Charm checks. This does not apply to targets immune to Force powers.

The character may take the Overwhelming Aura maneuver, suffering 1 strain and commiting a number of c no greater than their Force rating or ranks of Overwh
social checks. Opponents within short range add automatic t equal to C committed to their social check.

While Overwhelming Aura is active, characters affected by this character's Overwhelming Aura talent add automatic f to fear checks the characte causes and au
purchased this talent automatically gains 1 Conflict at the beginning of a game session.

When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after s
incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to 2 plus his ranks in Parry. This talent may only be us
weapon.

When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check and uses the Parry incidental to reduce damage from that hit, after the attack
once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon’s base damage plus any damage from applicable talents. This ability may no

If the user did not make a combat check during his previous turn, he suffers 1 strain when taking the Parry incidental, instead of 3.

After making one or more successful combat checks against a target, the character adds b to all combat checks against that same target for the remainder of the

The character adds b per rank of Physical Training to his Athletics and Resilience checks.

When this character makes a Medicine check to help a character heal wounds, the target heals one additional strain per rank of Physician.

Piloting (Planetary) and Piloting (Space) become career skills.


The character may take the Pin action. By successfully passing an Opposed Athletics check against an engaged opponent. the character immobilizes that opp
spend x generated on the check to increase the duration of the immobilization by one round.

As an incidental, suffer 1 strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two pistol weapons

The character removes b per rank of Planet Mapper from their Streetwise or Survival checks used to navigate on a world. In addition, such checks take 50% less

The character removes b per rank of Plausible Deniability from his Coercion and Deception checks.

The character may make a Hard (ddd) Coercion check to perform the Improved Plausible Deniability action. If successful, they convince one uninvolved bystan
questions. If interrogated about the matter later, these NPCs deny having seen anything or have forgotten anything of importance.

The character adds 1 damage per rank of Point Blank to one hit of their successful Ranged (Heavy) or Ranged (Light) combat checks made while at short range

When any character’s Duty would increase by 1 or more, it increases by that amount plus 1 per rank of Positive Spin instead.

Once per session, if no PCs Duty has triggered, the character may perform the Improved Positive Spin action by making a Daunting (dddd) Charm check with t
succeeds, one other chosen PC’s Duty counts as having triggered this session. When the Propagandist does this, the player must explain what event he engine
triggers the mechanical effects of Duty, and the GM decides what narrative impact this has, if any.

Once per session, the character may spend a Destiny Point to gain +1 Force rating for each Critical Injury they are suffering, until the end of the encounter. A ch
beginning of each game session.

Once per session, the character may perform the Power of Darkness manuever. If they do so, they incease their wound threshold and strain threshold by 1 per D
encounter. A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session.

The character may spend a Destiny Point to use the basic version of a Force Power they have not purchased or to apply the effects of a single unpurchased con

The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.

Once per session during a mass combat or combat encounter, the character may take the Practiced Strategist action, making an opposed Knowledge (Warfar
force. If the check succeeds, the character (or player) reveals a narrative advantage provided by their strategic planning, such as the timely arrival of reinforceme
ranks. The exact nature of the revelation is ultimately at the GM's discretion, but it should provide the character and their allies with a significant advantage in the

Once per round on the character's turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. Th
decreases the target's defense (ranged and melee) by one per strain suffered for that combat check.

When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, they may suffer 1 strain to change the result to any Easy (d) Critical Inju
they may always choose to do so by non-lethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossib

Once per round, when the character inflicts a Critical Injury with a Brawl or Melee weapon, the character may suffer 2 strain to change the result to any Average
Once per game session, when the character inflicts a Critical Injury with an unarmed attack, the character may suffer 3 strain to change the result to any Hard (d
made with any weapons.

Immediately after an opponent moves to engage the character, the character may spend one Destiny Point to disengage from that opponent as an out of turn inc

Immediately after an opponent moves to engage an ally within short range of the character, the character may spend one Destiny Point to engage that opponent

Once per encounter the character may take the Prepare to be Boarded! action by making an opposed Coercion vs Discipline check targeting an enemy ship c
need to be face to face). If successful, the enemy suffers 1 strain per uncanceled s. The character may also spend x or aaaa to inflict additional strain equal to his

The character adds b to all Ranged (Light) combat checks unless the target is immune to Force powers

When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage a
cannot be made with any weapons, but this strain damage is not reduced by soak.

The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of Prey on the Weak

The character chooses one starship or vehicle with a silhouette of 4 or higher that he owns. This vessel is the character's "Pride and Joy" vessel. He upgrades th
once. If the vessel is ever lost or destroyed, the character may apply Pride and Joy to a new starship or vehicle that meets the requirements. The process of mod
discretion. No two characters can have the same vessel as their Pride and Joy.

While inside his Pride and Joy vessel, the character recovers one additional strain whenever he recovers strain and may spend a on checks made to recover str

While inside his Pride and Joy vessel, once per session the character may reduce this vessel's silhouette by 2 (to a minimum of 0) for the remainder of the round
combat and movement; it does not physically reduce the size of the vessel.

When the character or an ally within short range takes cover, that character increases his soak by one per rank of Prime Positions against ranged attacks until h

While the character is benefiting from an Aim maneuver, y from his Ranged (Heavy) and Ranged (Light) checks cannot be spent to cause his attacks to hit any o

After making a successful Melee, Brawl, or Lightsaber combat check against an engaged foe, the character may force the opponent to move to short range as a
character may spend x to cause the opponent to fall prone after moving.

The character may perform the Push the Specs action when in a starship or vehicle, attempting an Average (dd) Knowledge (Education) check. If the charact
equal to the character's Intellect. The character may spend a and have the ship suffer 2 system strain to extend this effect for an additional round, and may do so
perform normally (e.g., actions that have a minimum speed requirement).

Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also red
than one maneuver to properly prepare or stow, by one maneuver.

The character may activate the Quick Draw talent twice per round (instead of just once per round).

Once per game session, the character can choose to make one skill check using Agility, rather than the characteristic linked to that skill. When he does this, he m
overcome this challenge.
Before making a non–Force power check during structured gameplay, the character may suffer 2 strain to add c no greater than Force rating to the check. The c
maneuver after the check is finished. This Move maneuver may be in addition to any other maneuvers performed this turn and can allow the character to perform

The character adds b per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.

The character may perform the Rain of Death maneuver. If he does so. when he makes an attack in the same turn he does not increase the difficulty of the attac

Before making a Ranged (Light) combat check using a weapon that does not have the Limited Ammo item quality, the characte may perform the Rapid Fire incid
the wepaon runs out of ammo.

The character may suffer a number of strain to add an equal number of s to any Vigilance or Cool checks to determine Initiative order. The number may not exce

When the character recovers strain after an encounter has concluded, he recovers 1 additional strain per rank in Rapid Recovery.

Once per encounter, the character may suffer 3 strain to add c up to their current Force rating to a combat check targeting an engaged opponent. The character
are in use, a character who has purchased this talent gains 1 Conflict at the beginning of each game session.

Remove b per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character’s Cool or Vigila

When making Cool or Vigilance checks to determine Initative order, the character may spend x to add additional s equal to ranks in Ready for Anything.

Once per session, the character may perform the Reconstruct the Scene action. The character makes a Hard (ddd) Perception Check when present at a single
prominent physical characteristics of one person who was at the crime scene when the crime was committed (if the crime occured within the last 24 hours). This
may identify all the physical characteristics of one additional person similarly tied to the crime scene per additional s. Note that the version of this talent in No Dis
here.

With an Easy (d) Mechanics check. the character may harvest components from a functioning device to repair a broken one. without breaking the functioning d
required spare parts, raw materials. or repair kits (the initial check does not suffer penalties for lacking repair kits either). This only works, however, if the function
being repaired (it is impossible to repair a starship with a blaster pistol, or a lightsaber with parts from a water wheel) .

When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied,
Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to 2 plus his ranks in Reflect. This talent may o
weapon.

When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from t
automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack’s hit must be one that is a
category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character.

If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3.

The character may take the Reinforce Item maneuver, committing cc. They then grant one weapon or piece of armor they are engaged with the Cortosis quality
each of their turns in which they keep these dice committed.

The character add the Massive 1 rule to his Signature Vehicle (when making an attack targeting the starship or vehicle, the Critical rating of any weapon used co
When the character purchases this talent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks.

Whenever the character uses an emergency repair patch, the target heals an additional wound per rank of Repair Patch Specialization. The sixth emergency rep
it may use this talent when using a patch on itself.

Once per encounter, the character may perform the Reroute processors action on a droid he is engaged with by making an Average (dd) Computers check. If
(to a minimum of 0) until the end of the encounter and increase another of its characteristics by 1 (to a maximum of 7) until the end of the encounter. If the chara

The character removes b per rank of Researcher from his Knowledge checks. Researching takes 50% less time (this does not decrease with additional ranks of

When the character makes a successful Knowledge check to gain information, they and their allies gain automatic a per rank of Researcher to checks they make

If the character would be disarmed or his weapon would be damaged or destroyed, he may choose to suffer 2 strain to ignore the effect.

When targeted by an opposed social skill check, the character may suffer 2 strain to perform the Resist Questioning out-of-turn incidental, adding b to the check
misleading information that the target believes to be truthful.

When one ally within short range is targeted by an opposed social skill check, the character may perform Resist Questioning to affect this check instead. If the ch
information that the target believes to be truthful.

When the character suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1. This does not apply to voluntary strain loss.

At the beginning of a mass combat, the character may make a Hard (ddd) Charm or Negotiation check to increase their force's strength by one step for the du
the ability of their force's first Mass Combat check once.

Instead of removing an attachment to make room for a new one, the character may upgrade an old attachment into a new one. They can take the Resourceful R
starships, or vehicles and making an Average (dd) Mechanics check. If successful, they may destroy the chosen attachment and reduce the price of the next a
they destroyed (to a minimum of 0 credits). (They must still acquire the new attachment, with an appropriate check based on its rarity, their location, and other re

The character downgrades the difficulty of social skill checks made to interact with government institutions outside of their homeworld a number of times equal to

The character may downgrade the difficulty of checks to interact with institutions of learning equal to ranks in Respected Scholar.

Must spend a maneuver before using any Force powers. In addition, may only use the Foresee power outdoors and at night.

The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ra

The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding c no greater t
on the check to hit his target; he may spend F to have his weapon return to his hand after resolving the attack.
When performing the Saber Throw action, the character can choose a target within long range, If the character does so they must spend F F to have the weapon

When making a Brawl combat check, the character may include c up to the character's Force rating. The Brawl attack gains the Sunder quality, and the characte

The character may take the Sarlacc Sweep action, making a Lightsaber combat check with +1 difficulty against one engaged target. The character may spend aa
with. He may do this once per engaged target, paying aa for each additional hit. When performing a Sarlacc Sweep action, the character must always target the o
have the same difficulty and defense, the GM chooses which target is the initial target).

The character adds b to Charm and Negotiation checks they make per rank of Savvy.

The character removes b per rank of Savvy Negotiatior from all Negotiation and Streetwise checks.

While engaged in a debate or argument, the character may take a Savvy Negotiator action to make a Hard (ddd) Negotiation check. If the check is successful,
opponent's points (chosen by the character) as maliciously unreasonable.

The GM has the final say as to whether bystanders could see a point as unreasonable, based on who those bystanders are and what the point is (for example, a
needs to be defeated militarily as unreasonable). In these cases, the GM can suggest a modified version of that argument that would be more believable (said Im
weapons like the Death Star is barbaric).

The character may take the Scathing Tirade action by making an Average (dd) Coercion check. For each s, one enemy within short range suffers 1 strain. The
suffers 1 additional strain.

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to the character's ranks in Coercion; this does not stack with i

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

After making a successful combat check, the character may suffer 2 strain to perform the Scrap 'em! Incidental. The character selects a number of allies no grea
against the character's target until the start of the character's next turn.

When the character takes the Scrap 'em! Incidental, they affect a number of allies no greater than twice their ranks in Leadership, and affected allies add bb to c

Once per encounter, after the character has rolled a skill check (but before resolving the result), he may choose a number of positive dice from his dice pool up t
must accept the second result. This talent cannot be used to re-roll any c.

Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.

The character removes b per rank of Secret Lore from their Knowledge (Lore) checks. The character reduces the difficulty of all Knowledge (Lore) checks they m

Knowledge (Lore) and Lightsaber become career skills for the character.
Lightsaber becomes a career skill. The character may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal t
This does not include checks made to install mods.

Discipline becomes a career skill. Secrets of the Jedi can also be used when installing mods to lightsabers.

Whenever the character fails a Knowledge check, he may spend aaa to roll the check again during his next turn.

Once per game session, the character may leap forward to create a daring distraction on the battlefield by performing the Seize the Initiative maneuver. The cha
number of other PCs who have yet not acted this round may immediately take their turns as if it were that many PC slots at that point in the Initiative order. Each
act again this round). The initiative order returns to its previous order at the beginning of the next round.

When using weapons with the Blast quality or explosive devices, the character may spend a to exclude one target that would normally be affected by the explosi
not exceed his ranks in Selective Detonation. The character may also spend x to exclude multiple targets, as long as the total number of targets excluded does n

Once per game session, the character may add bb to the skill check of one NPC within extreme range.

Once per game session, the character may remove bb from any one skill check.

The character adds b to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.

Once per session the character may perform the Sense the Scene action, They make a Hard (ddd) Perception check while present at a single crime scene (or
check. If they succeed and generate F, the character may identify the emotional state of one person involved in the crime (such as the perpetrator or victim), the
additional person involved in the crime and may do so multipe times

When an animal bonded to the character by the Animal Empathy talent suffers wounds, the character may take the Share Pain incidental. He reduces the wound
equal to the number reduced.

When making a Lightsaber skill check, the character may use Cunning instead of Brawn.

During a chase, the character may add b equal to his ranks in Shortcut to any checks made to catch or escape an opponent

When engaging in a chase or race the character may suffer two strain to add s equal to ranks in Shortcut to the check

Once per round while piloting a starship or vehicle, the character may suffer 2 strain to showboat during his next check. If the check succeeds, the character add
added this way do not include the s or f that are usually a part of them, only the beneficial or negative effects of the symbol.

Once per session, the character may spend one Destiny Point to make himself undetectable via the Force (through abilities such as the Sense power) and to ma
What this entails exactly is up to the player and the GM, and the GM may rule that some actions (such as lifting an X-wing with one’s mind) are too obvious to be
objects, or using Force powers to affect someone physically or mentally go unnoticed, or the effects are attributed to something else.

While the character is wielding a lightsaber and engaged with one or more allies also wielding a lightsaber, add t to all combat checks that target the character o
talent, the effects are cumulative.)

Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of s
next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.
When the character performs a Side Step maneuver, until the start of their next turn, they may spend ttt or y from a combat check targeting them to inflict one hit
character is currently wielding. The hit deals its base damage plus any damage from applicable talents or abilities. This talent may not be used if the original atta

The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. This starship or vehicle is the character's "Signature Vehicle." He upg
the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the requirements. The proces
GM's discretion. No two characters can have the same vehicle as their Signature Vehicle.

Once per encounter when the character makes a check using a skill that anotehr character has previously used during the encounter, they add bb.

When in a starship or vehicle with functional coms, allies within short range add b to their Perception and Vigilance checks. Allies within close range add bb inste

The character gains +1 ranged defense.

The character removes b per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.

When making a Computers check, the character may spend a x to gain some measure of control over the target system. Any further Computers checks within th

Before any ally at short range makes a skill check, if that ally has fewer ranks in that skill than the character does, the character may choose to immediately perf
equal number of s to the ally's next check. The number of strain suffered cannot exceed the character's ranks in Skilled Teacher.

The character adds b per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers.

On any turn in which the character is under the effects of a Force power, he may perform the Slippery Minded action (this action may be specifically performed e
makes a Hard (ddd) Deception check. If he succeeds, he is no longer under the effects of the Force power.

Once per session, while aboard a starship of silhouette 4 or higher, the character may take the Smart Handling action; making a Hard (ddd) Knowledge (Educa
ship's handling increases by two plus one per a scored on the check to a maximum handling of +4. x can be spent to extend the effect until the end of the encoun

When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend

Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximu
beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer rang

After making a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit

Whenever the character repairs hull trauma on a starship or vehicle, he repairs 1 additional hull trauma per rank of Solid Repairs.

Once per session, the character may suffer 4 strain in order to reroll a failed check. If the check succeeds, the character heals 4 strain.

Once per encounter when riding a beast the character may perform a Soothing Tone action, attempting an Average (dd) Knowledge (Xenology) check. If succ
(or heals that number of wounds if it does not have a strain threshold).
When making a Lightsaber skill check, the character may use Intellect instead of Brawn.

The character decreases the critical rating of any non-starship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.

At the beginning of each game session, the character gains credits equal to his ranks in Sound Investments times 100. How this money is earned is up to the pla
small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds temporarily unavailable.

The character does not run out of ammo on a y. Items with a listed clip size run out of ammo as normal.

The character grants b per rank of Speaks Binary to any tasks they direct a Non-Player Character droids to perform.

When the character directs a Non-Player Character droid to assist any character with a check, that droid provides an additional b to the check for which it is assi

Once per encounter, the character may perform the Speaks Binary maneuver, choosing one skill. Until the beginning of their next turn, a number of Non-Player C
character's ranks in the chosen skill (rather than their own ranks in that skill).

After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to

The character may push an animal past its normal comfort level. When riding a beast, he may perform the Spur action, attempting a Hard (ddd) Survival check
choose to end the effects of this at the start of any of his turns. However, if he chooses to maintain the effects for that turn, the beast suffers 2 strain. The beast s
actions that have a minimum speed requirement).

The character may voluntarily suffer 1 strain to attempt Spur as a maneuver. In addition, the difficulty of Spur is reduced to Average (dd).

The beast the character is riding suffers 1 strain to maintain Spur's effects instead of the normal 2.

The character adds b per rank of Stalker to all Coordination and Stealth Checks

Once per encounter, the character may take the Stand Firm! Action, making a Hard (ddd) Leadership check. If the check is successful, the character chooses
encounter, chosen allies increase their wound threshold by an amount equal to the character's Presence rating. (Multiple uses of this talent are not cumulative).

Allies affected by Stand Firm! Also increase their strain threshold by an amount equal to the character's Presence rating. (Multiple uses of this talent are not cum

The character does not lose the benefits of the Aim maneuver if he performs other maneuvers (including moving) or actions. He does lose the benefits of the Aim

The character removes b per rank of Steady Nerves from Cool or Skulduggery checks.

The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower-related checks until the end of the enc
The character may take the Stim Application action. To perform this action. he must have access to drugs, a medpac, or stimpacks. He makes an Average (dd)
increases one characteristic of the character's choice by one for the remainder of the encounter, and suffers four strain. A single characteristic may only be incre

As an Incidental, when performing the Stim Application action, the character may increase the difficulty of the Medicine check to Hard (ddd). If he does so, the t

When performing the Stim Application action: each x may be spent to increase an additional characteristic by one.

Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day sti

While wielding a Lightsaber weapon, the character may take the Strategic Form action, making a Hard (ddd) Lightsaber (Intellect) check and rolling c no great
range of the character may only make combat checks if those combat checks target the character until the end of the following round. The character may spend
effects of Strategic Form end if the character is incapacitated.

The character removes b per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.

Once per session, the character may perform the Improved Street Smarts action. They make a Formidable (ddddd) Streetwise or Knowledge (Underworld) c
GM must reveal one vital clue pertaining to a current mystery the character is attempting to solve.

The clue should be something that the character could not normally find out, but does not have to be the full answer to the mystery (it should be something that c
should tailor the information depending on the skill used; Streetwise may mean the character learns about the information from an ad hoc network of street urchi
own vast knowledge about criminal enterprise to discover a previously unseen clue.

Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When he does this, he
overcome this challenge.

Characters with the Stong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.

When making a Streetwise or Survival check to navigate on a world, the character may use Intellect instead of Cunning

When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak.

When dealing strain damage with Melee or Brawl checks. The character may spend a x to stagger his target for one round per x spent.

When the character makes a successful Lightsaber combat check, he may spend x or aa to disarm his opponent (with GM’s approval). The disarmed weapon lan

When the character purchases this talent, choose one item they own of encumbrance 4 or less. As a maneuver, the character can summon this item to their han
the character's location. Once per session, the character can spend one hour to ceremonially prepare a different item to be usmmoned. The character can have

Each a a character spends to activate a weapon's Sunder quality damages the target item two steps, instead of one.

Once per session when the character generates y on a Piloting (Planetary) or Piloting (Space) check he may cancel the y result and add s equal to his ranks in C
The character gains + 1 melee defense.

When the character assists an ally with a Charm, Deception, Leadership, or Negotiation check, that ally adds automatic a to the results of the check per rank of S

The character and each ally within short range may spend a on their failed combat checks to inflict one strain on the target per rank of Suppressing Fire. Each ch

When this character makes a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

Suffer no penalties when moving through difficult terrain

Once per session when making a single check the character may treat his force rating as being equal to his ranks in Survival.

Once per session after the character suffers a Critical Injury but before the result is rolled, they may spend one Destiny Point. Then, the attacker must roll two re
character.

The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).

While in cover, the character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn, the character and allies wit

The character may spend aa from any check they make or tt from a combat check targeting them to perform the Tactical Advance incidental (instead of suffering

Melee and Ranged (Heavy) become career skills.

Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers the character has performed to mov

Once per game session when performing an activity that requires a skill check, the character may choose to substitute a Knowledge (Warfare) check for the skill
their tactical foresight is helping them overcome the challenge.

When making a Knowledge skill check, the character may spend one Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill. Any
suitably embellished by the GM to reflect its criminal and underworld origins.

On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character may spend one Destiny Point to add damage equal to his Agility

Once per session, the character may take the Targeted Firepower action by identifying one detected enemy character, vehicle, starship, or structure and making
of the encounter all allies within shrot range of the character add automatic a to their combat checks against that target equal to s that the character gained on th

For each rank, the character reduces the amount of time needed to complete computer-related tasks by 25%.
Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to his ranks in Knowledge (Lore).

The character may take a Terrify action, making a Hard (ddd) Coercion check and rolling c no greater than Force rating as part of the check. If successful, one
of the next round. The character may spend aa to increase the duration of disorientation for all affected targets by one round, and may spend F to immobilize an
this talent automatically gains 1 Conflict at the beginning of a game session.

The difficulty of the Terrify action decreases to Average (dd). In addition, the character may spend x generated on the check to stagger an affected target until th

The character may spend one Destiny Point to perform a Terrifying Kill maneuver immediately after conducting a successful attack where the target is incapacita
maneuvers and may not perform more than two maneuvers in a turn). The character rolls c no greater than his force rating and may spend F to inflict 1 strain on
times) A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session.

Upon a successful skill check, the character may suffer 1 strain, if so, a number of allies within short range equal to the character's Willpower add automatic a wh
The range at which That's How It's Done can affect allies increases by one band per rank of That's How It's Done beyond the first.

Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.

Once per session before an ally rolls the dice for a check, the character may spend a Destiny Point to allow the ally to automatically succeed at the check with o

Once per session, the character may make a Hard (ddd) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in th
the character may add b to one check that another character who could reasonably benefit from this information makes before the end of the encounter. For eve
cannot allocate more than b to any single check this way. At the end of the encounter, any unused b are lost.

At the beginning of the session (after the GM has rolled to trigger Obligation), the character may choose to spend 100 credits. If he does so, he ignores any pena
Obligation is triggered, it may still have plot complications, but he ignores the mechanical penalty). This may represent the character temporarily dealing with the
takes his mind off his problems.

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 of a weapon or ex
character determines he would be hit by the blast, but before damage is applied.

When activating Time to Go, the character may allow one ally he is engaged with to also perform an out of turn Move maneuver as an incidental to attempt to mo
incidental occurs after the ally determines he would be hit by the blast, but before damage is applied.

The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its hard points by one. They may only do this
equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one.

Once per session, the character may take the To the Death! Maneuver, suffering strain no greater than their Willpower rating. For each strain suffered this way,
the encounter.

Once per game session, the character may add bb to any one skill check.

The character increases his wound threshold by 2 per rank of Toughened.

Once per session, the character may heal a number of wounds equal to their ranks in Toughened.

Once per encounter, the character may remove y from the results of a social skill check they make.
When making a crafting check, the character may add c no greater than Force rating to the check. The character may spend F to add s to the result, and may sp

Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0.

Once per round. before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the be

When targeted by a social check, the character may choose to suffer 1 strain to add automatic f to the check. If the check fails with y, the character may immedi

The character may take the Trust the Captain action by making a Hard (ddd) Leadership check. If successful, for the remainder of the encounter all allies within
character's ranks in Trust the Captain.

The character increases the handling of his Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.

When a social check against the character generates tt or y the character may suffer 1 strain as an incidental to inflict a number of strain equal to his ranks in Co

The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain they suffer fr

The character adds b per rank of Uncanny Reactions to his Vigilance checks.

The character adds b per rank of Uncanny Senses to Perception checks.

Whenever the character misses an opponent with a combat check and generates x or aaa, the character may spend this to perform a Force power action that tar
maneuvers, and may not perform more than two maneuvers in a turn).

When targeted by a Deception check, the character automatically adds f to the check equal to his ranks in Vigilance.

When targeted by a Deception check that fails, the character may spend one Destiny Point to retroactively add y to the pool results.

If the percentile roll made when the character receives a Critical Injury is 1 or is reduced to 1, the character does not receive the Critical Injury and suffers none o

When the character wins at gambling, they earn 10% more credits per rank of Up the Ante.

The character may spend a Destiny Point to perform a Utility Belt Incidental to produce a previously undocumented, but essential, small tool with a rarity no grea
unless the weapon has the Limited Ammo 1 quality.

Once per session when the character performs a Utility Belt incidental, they may produce up to five functionally identical items.
The character removes a number of b equal to the character's ranks in Utinni! from checks made to find or scavenge items or gear. These checks could include
the GM's discretion. Such skill checks take half their normal time (this does not decrease with multiple ranks of Utinni!).

When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of lig

Once per encounter, the character may take a Valuable Facts action, making an Average (dd) Knowledge check (the GM and player should determine which K
character may add x to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the chara
information the character learned is instrumental in the success of the ally’s check.

Gunnery and Piloting (Planetary) become career skills.

The character may spend one Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.

Once per game session, the character may identify one bunker, weapon emplacement, or other fixed combat structure (subject to the GM's approval) and then t
check. If the character succeeds, until the end of the encounter, the character and all allies add automatic aa or s to all combat checks made targeting the structu

The character chooses any three Knowledge skills. They permanently become career skills

The character chooses any two skills. They permanently become career skills.

Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.

When the character sells legal goods to a reputable merchant or business. the character gains an additional 10% more credits per rank of Wheel and Deal (base

Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.

Once per round when making a combat check, the character may perform a Wise Warrior incidental to spend 1 Destiny Point and use any characteristic for the c

When the character performs the Wise Warrior incidental, one ally at short range may use the same characteristic used in the Wise Warrior incidental for the nex

The character gains a Force rating of 1. If the character already has a Force rating of 1 or higher, there is no effect.

Once per game session, the character can choose to make one skill check using Presence, rather than the characteristic linked to that skill. When he does this,
overcome this challenge.
Index

Cyphers and Masks 30

Knights of Fate 30

Rise of the Separatists 37

AoR Core 142, EotE Core 132, FaD Core 138

Allies & Adversaries 9, 37

FaD Core 138

Disciples of Harmony 28

Unlimited Power 32

AoR Core 142,


Enter the Unknown 30,
No Disintegrations 34

Dawn of Rebellion 111

Forged in Battle 34

Cyphers and Masks 30

AoR Core 142, EotE Core 132, FaD Core 138


FaD Core 138

Savage Spirits 30

FaD Core 139

Rise of the Separatists 37

AoR Core 142, EotE Core 132


Keeping the Peace 30
Collapse of the Republic 37
Rise of the Separatists 37

AoR Core 143, EotE Core 132


Keeping the Peace 30
Collapse of the Republic 37
Rise of the Separatists 37

Keeping the Peace 30

Dawn of Rebellion 111

Rise of the Separatists 37

Collapse of the Republic 37

FaD Core 139

Rise of the Separatists 37

AoR Core 143 , EotE Core 132

Far Horizons 32
Keeping the Peace 30
Cyphers and Masks 30
AoR Core 143 , EotE Core 132

Desperate Allies 32

AoR Core 143 ,EotE Core 132, FaD Core 139


Collapse of the Republic 37

Keeping the Peace 30

EotE Core 132


Forged in Battle 34

Rise of the Separatists 37

Rise of the Separatists 37

Rise of the Separatists 37

AoR Core 143

Stay on Target 32

Rise of the Separatists 37

Endless Vigil 30

Far Horizons 32

EotE Core 132


Dawn of Rebellion 111

Desperate Allies 32
Collapse of the Republic 37

Keeping the Peace 30


Forged in Battle 34

AoR Core 143 , EotE Core 132,


Unlimited Power 32

Unlimited Power 32

AoR Core 143, EotE Core 132, FaD Core 140

Lead by Example 34
FaD Core 140

Forged in Battle 34

Stay on Target 32

AoR Core 143


Far Horizons 32
No Disintegrations 34

Collapse of the Republic 37

AoR Core 143 , EotE Core 132


Rise of the Separatists 37

Rise of the Separatists 38

Rise of the Separatists 38

AoR Core 144, EotE Core 132

Enter the Unknown 30

Dangerous Covenants 32
Forged in Battle 34

Dawn of Rebellion 111


AoR Core 144 , EotE Core 133

Fly Casual 32

Lead by Example 34

FaD Core 140

FaD Core 140

AoR Core 144


Keeping the Peace 30
Rise of the Separatists 38

FaD Core 140


Collapse of the Republic 37

FaD Core 140


Collapse of the Republic 37

Collapse of the Republic 37

Unlimited Power 32

FaD Core 140


Rise of the Separatists 38

Collapse of the Republic 37


Rise of the Separatists 38

Collapse of the Republic 37

Lead by Example 34
Collapse of the Republic 38

AoR Core 144 , Fly Casual 32


Keeping the Peace 30
Endless Vigil 30

AoR Core 144 , EotE Core 133, FaD Core 140

Fully Operational 30
Collapse of the Republic 38
Dawn of Rebellion 111

AoR Core 144, EotE Core 133


FaD Core 140

AoR Core 144, FaD Core 140


Collapse of the Republic 38
Rise of the Separatists 38
Dawn of Rebellion 111

Lead by Example 34

FaD Core 141

Dawn of Rebellion 111

Dawn of Rebellion 111

Lead by Example 34, FaD Core 141


Forged in Battle 34
Collapse of the Republic 38
Dawn of Rebellion 111

AoR Core 144, EotE Core 133, FaD Core 141


Dawn of Rebellion 111

Lead by Example 34
Collapse of the Republic 38

Far Horizons 32, Fly Casual 32


Collapse of the Republic 38
Disciples of Harmony 28
Unlimited Power 32

Rise of the Separatists 38

Rise of the Separatists 38

Endless Vigil 30
Dawn of Rebellion 111

Fully Operational 30
Desperate Allies 33
FaD Core 141

AoR Core 144, EotE Core 133


Rise of the Separatists 38

AoR Core 145, EotE Core 133

AoR Core 145


Keeping the Peace 30
Rise of the Separatists 38

Far Horizons 32
No Disintegrations 34

Stay on Target 32

Stay on Target 32

FaD Core 141

Collapse of the Republic 38

Fully Operational 30

AoR Core 145

AoR Core 145, EotE Core 133, FaD Core 141

Disciples of Harmony 28

Collapse of the Republic 38

Cyphers and Masks 30


Forged in Battle 34

Special Modifications 34

Stay on Target 32

Desperate Allies 33

Special Modifications 34

AoR Core 145, EotE Core 133

AoR Core 145, EotE Core 134

AoR Core 145, EotE Core 134


Rise of the Separatists 39

Collapse of the Republic 38

Savage Spirits 30

AoR Core 145


No Disintegrations 34

Far Horizons 33

AoR Core 145, EotE Core 134


FaD Core 141

FaD Core 141


AoR Core 145, EotE Core 134
Dawn of Rebellion 112

AoR Core 145, EotE Core 134


FaD Core 141

AoR Core 145, EotE Core 134

AoR Core 146, EotE Core 134


FaD Core 141

FaD Core 141

Fully Operational 30

Fully Operational 30

Special Modifications 34

Collapse of the Republic 38

Fly Casual 32

Desperate Allies 33

Dawn of Rebellion 112

Dawn of Rebellion 112

AoR Core 146


EotE Core 135
Rise of the Separatists 39

Dawn of Rebellion 112

FaD Core 142


Far Horizons 32

Far Horizons 33

FaD Core 142

Fully Operational 30

AoR Core 146, EotE Core 135


FaD Core 142

Knights of Fate 30

Fly Casual 32

Fly Casual 32

Fly Casual 32

Fly Casual 32

Dawn of Rebellion 112

FaD Core 142

NoP:139

Collapse of the Republic 38

FaD Core 142

AoR Core 146, EotE Core 135


FaD Core 142
AoR Core 146

Knights of Fate 30

Disciples of Harmony 28

Desperate Allies 33

Desperate Allies 33
Lead by Example 34
Dawn of Rebellion 112
Disciples of Harmony 28

AoR Core 146, EotE Core 135


FaD Core 142

Collapse of the Republic 39

Special Modifications 34

Special Modifications 34

FaD Core 142


Collapse of the Republic 39

Savage Spirits 30

Rise of the Separatists 39

Rise of the Separatists 39

Rise of the Separatists 39

AoR Core 146, FaD Core 142

Collapse of the Republic 39


Cyphers and Masks 30

Stay on Target 32

AoR Core 146, EotE Core 135


FaD Core 142

Dawn of Rebellion 112

Special Modifications 34
Fully Operational 30

Collapse of the Republic 39

FaD Core 142

AoR Core 146, EotE Core 135


Dawn of Rebellion 112

Stay on Target 32
Special Modifications 34

Knights of Fate 30

Allies & Adversaries 93,


Collapse of the Republic 95

Endless Vigil 30

Dangerous Covenants 32
FaD Core 142

Dawn of Rebellion 112

FaD Core 142

AoR Core 146, EotE Core 135

AoR Core 146, EotE Core 135


FaD Core 143
AoR Core 146, EotE Core 135
FaD Core 143

AoR Core 146, EotE Core 135


FaD Core 143

AoR Core 147

Rise of the Separatists 39

Rise of the Separatists 39

Collapse of the Republic 39


Rise of the Separatists 39

Collapse of the Republic 39

Unlimited Power 32

Rise of the Separatists 39

AoR Core 147, EotE Core 135


FaD Core 143

FaD Core 143

Savage Spirits 30

AoR Core 147


Collapse of the Republic 39
Dawn of Rebellion 112

FaD Core 143

AoR Core 147, EotE Core 135


FaD Core 143

FaD Core 143


Collapse of the Republic 39

AoR Core 147


Collapse of the Republic 39
Dawn of Rebellion 112

Collapse of the Republic 40


Dawn of Rebellion 113

Stay on Target 32

Fly Casual 32

Endless Vigil 30
Cyphers and Masks 30

Endless Vigil 30

AoR Core 147, EotE Core 135

AoR Core 147


Enter the Unknown 30

AoR Core 147, EotE Core 135


FaD Core 143

AoR Core 148, EotE Core 136

AoR Core 148, EotE Core 136

AoR Core 148, EotE Core 136


FaD Core 144

AoR Core 148, EotE Core 136


Keeping the Peace 30

Collapse of the Republic 40

Disciples of Harmony 28

Far Horizons 33
No Disintegrations 34
Cyphers and Masks 30

Keeping the Peace 30


No Disintegrations 34
AoR Core 148
Far Horizons 33
Dawn of Rebellion 113

AoR Core 148, EotE Core 136


FaD Core 144

Rise of the Separatists 39

Fly Casual 33
Collapse of the Republic 40

Savage Spirits 30

No Disintegrations 34

AoR Core 148, EotE Core 136


Dawn of Rebellion 113
Knights of Fate 30

AoR Core 148, EotE Core 136


Knights of Fate 30

FaD Core 144

Knights of Fate 30

FaD Core 144

FaD Core 144

Dangerous Covenants 32
Forged in Battle 35

AoR Core 148, EotE Core 136


FaD Core 145

AoR Core 148, EotE Core 137


FaD Core 145

Dangerous Covenants 32
Forged in Battle 35
AoR Core 148, EotE Core 137

Cyphers and Masks 30

No Disintegrations 34

Stay on Target 32
Rise of the Separatists 39

Collapse of the Republic 40

AoR Core 149


EotE Core 137

Savage Spirits 30

EotE Core 137, FaD Core 145

Enter the Unknown 30


Savage Spirits 30

Enter the Unknown 30


Savage Spirits 30

Rise of the Separatists 39

Collapse of the Republic 40

Collapse of the Republic 40

Collapse of the Republic 40

Collapse of the Republic 40

Jewel of Yavin 62
Unlimited Power 32

FaD Core 145

Endless Vigil 31

Unlimited Power 32

Fully Operational 30

Dangerous Covenants 32
Fully Operational 30

Dangerous Covenants 32

Fully Operational 31

Desperate Allies 33

Desperate Allies 33

Cyphers and Masks 30

AoR Core 149

AoR Core 149, EotE Core 137


FaD Core 145

Cyphers and Masks 30

Knights of Fate 30

Desperate Allies 33
No Disintegrations 34
Collapse of the Republic 40

Knights of Fate 31

Cyphers and Masks 30

Cyphers and Masks 31

Eote Core 137

Collapse of the Republic 40

Dawn of Rebellion 113

AoR Core 149, EotE Core 137


Collapse of the Republic 40
Dawn of Rebellion 113
Unlimited Power 32

AoR Core 149, EotE Core 137


Collapse of the Republic 40
Unlimited Power 32

AoR Core 149, EotE Core 137

AoR Core 150, EotE Core 137


Disciples of Harmony 28

AoR Core 150, EotE Core 137


FaD Core 145

Desperate Allies 34

AoR Core 150, EotE Core 137


FaD Core 145

FaD Core 145

FaD Core 145


Savage Spirits 30

FaD Core 145

FaD Core 145

AoR Core 150


EotE Core 137
FaD Core 146

AoR Core 150

No Disintegrations 34
Knights of Fate 31

Disciples of Harmony 28

AoR Core 150

Collapse of the Republic 41

AoR Core 150


EotE Core 138
FaD Core 146

AoR Core 150


EotE Core 138
Rise of the Separatists 40

Fly Casual 33

Allies & Adversaries 86,


Dawn of Rebellion 88

Knights of Fate 31

FaD Core 146

AoR Core 150


EotE Core 138
FaD Core 146

AoR Core 150


EotE Core 138
Collapse of the Republic 41
AoR Core 150
EotE Core 138
FaD Core 146

Dawn of Rebellion 113

Cyphers and Masks 31

Cyphers and Masks 31

Desperate Allies 34

FaD Core 146

Collapse of the Republic 41

AoR Core 150


EotE Core 138
FaD Core 146

FaD Core 146

Collapse of the Republic 41

Collapse of the Republic 41

AoR Core 151, EotE Core 138


Rise of the Separatists 40
Dawn of Rebellion 114

Dawn of Rebellion 114

Stay on Target 32

Stay on Target 32
Special Modifications 34

Rise of the Separatists 40

Collapse of the Republic 41


Collapse of the Republic 41

Rise of the Separatists 40

AoR Core 151, EotE Core 138


Savage Spirits 30
Collapse of the Republic 41
Knights of Fate 31

AoR Core 151


EotE Core 138
Rise of the Separatists 40

Rise of the Separatists 40

Nexus of Power 139

Dangerous Covenants 32

Cyphers and Masks 31

Special Modifications 34
Fully Operational 31

Cyphers and Masks 31

Fad Core 146

FaD Core 146

AoR Core 146

Savage Spirits 30

No Disintegrations 35
Knights of Fate 31

FaD Core 146


Fully Operational 31
Fully Operational 31

AoR Core 151


EotE Core 138

AoR Core 151


Enter the Unknown 30

AoR Core 151


Dangerous Covenants 32

Lead by Example 34
Disciples of Harmony 29

AoR Core 151

AoR Core 151


EotE Core 138

Collapse of the Republic 41

AoR Core 151, EotE Core 138


FaD Core 146
Dawn of Rebellion 114

AoR Core 151


EotE Core 138
Rise of the Separatists 40

AoR Core 151


EotE Core 139

AoR Core 151


EotE Core 139
Savage Spirits 31

Lead by Example 34

Disciples of Harmony 29

Savage Spirits 31

FaD Core 147

AoR Core 151


EotE Core 139
FaD Core 147
FaD Core 147

Disciples of Harmony 29

Savage Spirits 31
No Disintegrations 35
Unlimited Power 33

Rise of the Separatists 40

Collapse of the Republic 41

Special Modifications 34

Dawn of Rebellion 114

Forged in Battle 35

FaD Core 147


Collapse of the Republic 41

Enter the Unknown 30

Far Horizons 33
Cyphers and Masks 31

FaD Core 147

AoR Core 153


EotE Core 139

Collapse of the Republic 41

AoR Core 153


EotE Core 139
FaD Core 147

Collapse of the Republic 42

AoR Core 153


EotE Core 139
FaD Core 148
AoR Core 153
Enter the Unknown 30

AoR Core 153


EotE Core 139

AoR Core 153


EotE Core 139
FaD Core 148

Lead by Example 34

AoR Core 153


FaD Core 148
Rise of the Separatists 40

AoR Core 153


EotE Core 139

Far Horizons 33

FaD Core 148

AoR Core 153


EotE Core 139
FaD Core 148

Rise of the Separatists 40

AoR Core 153


EotE Core 139
FaD Core 148

AoR Core 153


EotE Core 139

AoR Core 153


EotE Core 139

AoR Core 153


EotE Core 139
Dawn of Rebellion 114

AoR Core 153


EotE Core 139
Dawn of Rebellion 114

AoR Core 153


EotE Core 139
FaD Core 148

FaD Core 148


Rise of the Separatists 40

Keeping the Peace 30

AoR Core 153


EotE Core 139
FaD Core 148

Collapse of the Republic 42

Stay on Target 33

Disciples of Harmony 29

FaD Core 148

No Disintegrations 35

Rise of the Separatists 40

Disciples of Harmony 29

Rise of the Separatists 40

Savage Spirits 31
Forged in Battle 35

FaD Core 149

Rise of the Separatists 41

AoR Core 154


EotE Core 141
FaD Core 149

Collapse of the Republic 42


Rise of the Separatists 41

Keeping the Peace 31


No Disintegrations 35
Special Modifications 35

Special Modifications 35

Special Modifications 35

Stay on Target 33

AoR Core 154


No Disintegrations 35

EotE Core 141

Unlimited Power 33

Unlimited Power 33

FaD Core 149, No Disintegrations 35


Collapse of the Republic 42
Rise of the Separatists 41
Dawn of Rebellion 114

FaD Core 149


Rise of the Separatists 41

FaD Core 149

Dawn of Rebellion 114

AoR Core 154


Collapse of the Republic 42
Rise of the Separatists 41
Disciples of Harmony 30

FaD Core 149

Cyphers and Masks 31


Enter the Unknown 30

Dawn of Rebellion 78

Savage Spirits 31
No Disintegrations 35

AoR Core 154


EotE Core 141
FaD Core 149

Desperate Allies 34

AoR Core 154


EotE Core 141
Collapse of the Republic 42

Desperate Allies 34
Lead by Example 35

Desperate Allies 34

Knights of Fate 31

Unlimited Power 33

Collapse of the Republic 42

AoR Core 154


Dangerous Covenants 32
Dawn of Rebellion 114

Collapse of the Republic 42

EotE Core 141


Savage Spirits 31

Keeping the Peace 31


No Disintegrations 35
Dawn of Rebellion 114
Knights of Fate 31

No Disintegrations 35
Knights of Fate 31
No Disintegrations 36

FaD Core 149

Collapse of the Republic 42

Dawn of Rebellion 115

Keeping the Peace 31

EotE Core 141


Cyphers and Masks 31

FaD Core 149


Forged in Battle 35
Rise of the Separatists 41

Dawn of Rebellion 115

Dawn of Rebellion 115

Dawn of Rebellion 115

Keeping the Peace 31


Forged in Battle 35
Rise of the Separatists 41

Keeping the Peace 31

Dawn of Rebellion 115

Fully Operational 31

AoR Core 154


EotE Core 141
FaD Core 149

Fly Casual 33

AoR Core 154


FaD Core 150

AoR Core 154


EotE Core 141
FaD Core 150

Dangerous Covenants 32
Forged in Battle 35

Collapse of the Republic 42

AoR Core 154


EotE Core 141
FaD Core 150

AoR Core 154


EotE Core 141
FaD Core 150

Rise of the Separatists 41

Lead by Example 35

Lead by Example 35

Endless Vigil 31
No Disintegrations 36

AoR Core 154


EotE Core 141

FaD Core 150


Collapse of the Republic 42
Rise of the Separatists 42
Dawn of Rebellion 115

FaD Core 150


Rise of the Separatists 42

FaD Core 150

Keeping the Peace 31

Stay on Target 33
Rise of the Separatists 42

Fully Operational 31

Special Modifications 35
Fully Operational 31

AoR Core 154


EotE Core 141
FaD Core 150

Desperate Allies 34
Lead by Example 35
Collapse of the Republic 43

FaD Core 151

Collapse of the Republic 43


Cyphers and Masks 31

Cyphers and Masks 31

AoR Core 155 , EotE Core 142


Collapse of the Republic 43
Dawn of Rebellion 115
Unlimited Power 33

Collapse of the Republic 43

Special Modifications 35

Collapse of the Republic 43


Rise of the Separatists 42

AoR Core 155

Nexus of Power 37

FaD Core 151

FaD Core 151


Rise of the Separatists 42
Endless Vigil 31

Knights of Fate 31

FaD Core 151

Collapse of the Republic 43

Disciples of Harmony 30

Disciples of Harmony 30

AoR Core 155, EotE Core 142


Keeping the Peace 31
Collapse of the Republic 43
Unlimited Power 33

AoR Core 155


EotE Core 142
Collapse of the Republic 43

AoR Core 155


EotE Core 142
Collapse of the Republic 43

Rise of the Separatists 42

Rise of the Separatists 42

Stay on Target 33
Fly Casual 33

AoR Core 155


EotE Core 142
FaD Core 151

Unlimited Power 33

Rise of the Separatists 42


Dawn of Rebellion 115

Dawn of Rebellion 115

Dawn of Rebellion 115

Forged in Battle 35

AoR Core 155


Dangerous Covenants 32

FaD Core 151


Collapse of the Republic 43

AoR Core 155


EotE Core 142
FaD Core 151

EotE Core 142


FaD Core 151
Rise of the Separatists 42

Endless Vigil 31

FaD Core 151

FaD Core 151

AoR Core 155 , Eote Core 142,


Savage Spirits 31
No Disintegrations 36

Savage Spirits 31

Stay on Target 33

FaD Core 151

Rise of the Separatists 42

AoR Core 156


EotE Core 142
FaD Core 151
Collapse of the Republic 43

Stay on Target 33
Special Modifications 35

Rise of the Separatists 42

AoR Core 156

AoR Core 156


EotE Core 142
FaD Core 152

AoR Core 156


EotE Core 142
FaD Core 152

AoR Core 156


EotE Core 142

Disciples of Harmony 30

AoR Core 156


FaD Core 152
Dawn of Rebellion 115

FaD Core 152

Fully Operational 31

AoR Core 156


EotE Core 142
FaD Core 152

AoR Core 156


EotE Core 142

AoR Core 156


EotE Core 143
FaD Core 152

AoR Core 156


EotE Core 143
FaD Core 152

Rise of the Separatists 42

Stay on Target 33
Savage Spirits 31
FaD Core 152

Fly Casual 33
Rise of the Separatists 43

AoR Core 156


Far Horizons 33

AoR Core 157


EotE Core 143
Dawn of Rebellion 115

AoR Core 157


EotE Core 143
Collapse of the Republic 43

Special Modifications 35
Collapse of the Republic 43

Special Modifications 35
Collapse of the Republic 44

Fly Casual 33

Stay on Target 33

Stay on Target 33

Stay on Target 33

AoR Core 157


EotE Core 143

Collapse of the Republic 44

Collapse of the Republic 44

Dawn of Rebellion 116

Dangerous Covenants 32

AoR Core 157


EotE Core 143
FaD Core 152
AoR Core 157
EotE Core 143
Unlimited Power 33

AoR Core 157


EotE Core 143
Unlimited Power 33

AoR Core 157


EotE Core 143

AoR Core 157


FaD Core 152
Dawn of Rebellion 116

FaD Core 152

AoR Core 157


EotE Core 144
FaD Core 152

Endless Vigil 31
No Disintegrations 36

AoR Core 157


EotE Core 144

AoR Core 157


EotE Core 144

Savage Spirits 31

AoR Core 157


EotE Core 144

AoR Core 157


EotE Core 144

FaD Core 152


Collapse of the Republic 44

Collapse of the Republic 44

Disciples of Harmony 30

Endless Vigil 31
AoR Core 157
EotE Core 144
Dawn of Rebellion 116

Desperate Allies 34

Keeping the Peace 31


Forged in Battle 35
Rise of the Separatists 43

AoR Core 158


EotE Core 144
FaD Core 153

Strongholds of Resistance 59

Savage Spirits 31

Collapse of the Republic 44

AoR Core 158 , EotE Core 144


FaD Core 153
Knights of Fate 31

Rise of the Separatists 43

Rise of the Separatists 43

AoR Core 158


Dawn of Rebellion 116

Collapse of the Republic 44

Collapse of the Republic 44

Dangerous Covenants 33
Endless Vigil 31

AoR Core 158


EotE Core 144

Dawn of Rebellion 116

AoR Core 158


EotE Core 145
FaD Core 153
Rise of the Separatists 43
Dawn of Rebellion 116

FaD Core 153

FaD Core 153

Savage Spirits 31

Lead by Example 35

FaD Core 153


Collapse of the Republic 44

Collapse of the Republic 44

Desperate Allies 34
Lead by Example 35

Far Horizons 33

AoR Core 158


Dangerous Covenants 33

AoR Core 158


Dangerous Covenants 33

AoR Core 158, EotE Core 145


Keeping the Peace 31
Rise of the Separatists 43

Collapse of the Republic 44

AoR Core 158


EotE Core 145
FaD Core 153

AoR Core 158


EotE Core 145
FaD Core 153

Knights of Fate 31

Rise of the Separatists 43


Unlimited Power 33

AoR Core 158


EotE Core 145
FaD Core 153

AoR Core 158


EotE Core 145

Dawn of Rebellion 116

Dawn of Rebellion 116

Stay on Target 33

Desperate Allies 34
Unlimited Power 33

No Disintegrations 36
Knights of Fate 31

AoR Core 158


EotE Core 145
FaD Core 153

AoR Core 158


EotE Core 145
FaD Core 153

FaD Core 153

Endless Vigil 31
FaD Core 153
Far Horizons 33

Far Horizons 33

AoR Core 159


Knights of Fate 31

Fly Casual 33

AoR Core 159


EotE Core 145
Rise of the Separatists 43

Rise of the Separatists 43


EotE Core 145
Rise of the Separatists 43

Knights of Fate 31

Desperate Allies 34
FaD Core 153
Rise of the Separatists 43

AoR Core 159


Dawn of Rebellion 116

Dangerous Covenants 33

Fully Operational 31

Lead by Example 35

AoR Core 159


EotE Core 145
FaD Core 153

AoR Core 159


Collapse of the Republic 44
Disciples of Harmony 30

AoR Core 159


EotE Core 145
Dawn of Rebellion 116

Rise of the Separatists 43

Disciples of Harmony 30

Disciples of Harmony 30

Collapse of the Republic 44

AoR Core 159


Fly Casual 33

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