Professional Documents
Culture Documents
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
12 + Brawn 07 + Will 85
9 + Brawn 11 + Will 90
11 + Brawn 10 + Will 90
11 + Brawn 11 + Will 90
9 + Brawn 9 + Will 95
10 + Brawn 11 + Will 95
11 + Brawn 10 + Will 95
15 + Brawn 08 + Will 85
8 + Brawn 12 + Will 90
9 + Brawn 08 + Will 90
10 + Brawn 12 + Will 90
11 + Brawn 11 + Will 75
13 + Brawn 11 + Will 70
10 + Brawn 12 + Will 90
12 + Brawn 10 + Will 100
9 + Brawn 12 + Will 90
8 + Brawn 12 + Will 90
12 + Brawn 10 + Will 90
11 + Brawn 11 + Will 90
12 + Brawn 10 + Will 90
9 + Brawn 11 + Will 100
9+ Brawn 09 + Will 90
11 + Brawn 09 + Will 90
12 + Brawn 8 + Will 95
10 + Brawn 08 + Will 95
10 + Brawn 10 + Will 85
8 + Brawn 10 + Will 80
11 + Brawn 10 + Will 80
12 + Brawn 10 + Will 80
10 + Brawn 08 + Will 80
10 + Brawn 10 + Will 100
9 + Brawn 09 + Will 95
9+ Brawn 12 + Will 90
12 + Brawn 09 + Will 90
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
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
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 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
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)
Nexus of Power 98
Savage Spirits 18
Dangerous Covenants 19
Dangerous Covenants 19
Dangerous Covenants 19
Far Horizons 19
Disciples of Harmony 17
Nexus of Power 98
Special Modifications 21
Fully Operational 18
Desperate Allies 19
FaD Core 54
Stay on Target 20
Lead by Example 19
Far Horizons 21
No Disintegrations 20
Disciples of Harmony 18
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
Forged in Battle 18
Forged in Battle 18
Fly Casual 18
Dawn of Rebellion 93
Desperate Allies 22
Fly Casual 21
Suns of Fortune 93
Dawn of Rebellion 94
No Disintegrations 25
FaD Core 57
Dangerous Covenants 20
Forged in Battle 22
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
Disciples of Harmony 19
Knights of Fate 21
Strongholds of Resistance 98
Savage Spirits 21
EotE Core 49
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
EotE Core 50
Dangerous Covenants 22
EotE Core 52
Stay on Target 24
FaD Core 62
Weapons
Energy Weapons
Ranged
"Precision-X" Marksman Rifle 9 3 Long 5 1 1,500
(Heavy)
Ranged
"Subduer-9" Riot Blaster 10 6 Short 6 3 1,250
(Heavy)
Ranged
A280 C Heavy Blaster Rifle 9 4 Long 5 2 1,800
(Heavy)
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)
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)
Ranged
BlasTech LBR-9 Stun Rifle 10 - Long 6 4 2,800
(Heavy)
Ranged
BlasTech E-11 Sniper Rifle 10 3 Extreme 6 3 3,500
(Heavy)
Ranged
Blaster Carbine 9 3 Medium 3 4 850
(Heavy)
Ranged
Blaster Rifle 9 3 Long 4 4 900
(Heavy)
Ranged
Bowcaster 10 3 Medium 5 2 1,250
(Heavy)
BR-219 Heavy Blaster Pistol Ranged (Light) 8 3 Short 2 2 625
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
Ranged
DDC MR6 Modular Rifle 7 3 Medium 3 6 1,000
(Heavy)
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)
Ranged
DH-17 Blaster Carbine 8 3 Medium 2 3 900
(Heavy)
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)
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
Ranged
GALAAR-15 Blaster Carbine 9 2 Long 4 4 1,100
(Heavy)
Ranged
GLX Firelance 7 3 Long 3 3 1,600
(Heavy)
Ranged
Heartwood Blaster 6 5 Medium 3 1 1,000
(Heavy)
Ranged
Heavy Blaster Rifle 10 3 Long 6 4 1,500
(Heavy)
Ranged
Herloss HBt-4 Hunting Blaster 10 3 Medium 5 2 900
(Heavy)
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)
Ranged
Light Repeating Blaster 11 3 Long 7 4 2,250
(Heavy)
Ranged
Lightbow 11 3 Long 5 1 2,000
(Heavy)
Merr-Sonn Model 53
Ranged (Light) 6 3 Medium 1 4 450
"Quicktrigger" Blaster Pistol
Ranged
Mon Cal Spear Blaster (Blaster) 8 3 Long 5 3 1,350
(Heavy)
Ranged
Nightstinger Blaster Rilfe 10 2 Extreme 7 4 6,500
(Heavy)
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
Ranged
SE-14C Blaster Pistol 5 4 Short 1 2 650
(Heavy)
Ranged
SKZ Sporting Blaster 8 4 Long 3 4 600
(Heavy)
SoroSuub VX Sidewinder
Gunnery 12 3 Long 8 4 3,350
Repeating Blaster
Ranged
SSG Mk-II Paladin 8 3 Long 4 2 3,250
(Heavy)
Ranged
T-7 Ion Disruptor 12 2 Long 6 2 8,000
(Heavy)
Ranged
Weequay Blaster Lance 8 3 Extreme 5 2 850
(Heavy)
Ranged
Z-6 Rotary Blaster Cannon 12 4 Long 6 3 3,000
(Heavy)
Slugthrowers
Ranged
Arquebus 9 5 Long 3 4 1,200
(Heavy)
Ranged
Assault Carbine 6 5 Short 4 1 250
(Heavy)
Ranged
Beserker Rifle 7 4 Medium 4 0 600
(Heavy)
Ranged
Czerka Arms KS23 Hammer 8 4 Short 5 4 1,500
(Heavy)
Ranged
Imperial Heavy Repeater 8 4 Medium 3 2 1,500
(Heavy)
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)
Ranged
Verpine Shatter Rifle 12 3 Extreme 3 3 30,000
(Heavy)
Ranged
Vodran Hunting Rifle 7 4 Long 4 2 800
(Heavy)
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
Ranged
Electronet Launcher 6 - Short 6 3 2,000
(Heavy)
Ranged
Explosive Tipped Arrow 6 3 Medium 0 0 050
(Heavy)
Ranged
Field Sports Model 77 Air Rifle 6 N/A Long 3 5 1,100
(Heavy)
Ranged
Incendiary Arrow 6 5 Medium 0 0 060
(Heavy)
Ranged
Ion Thruster Gun 5 4 Short 8 0 300
(Heavy)
Ranged
LJ-50 Concussion Rifle 10 2 Medium 6 2 2,000
(Heavy)
Ranged
Longbow 5 5 Long 5 1 120
(Heavy)
Ranged
Net Arrow 7 N/A Medium 0 0 030
(Heavy)
Ranged
Net Gun 3 - Short 4 2 750
(Heavy)
Ranged
R-88 Suppressor Riot Rifle 8 - Medium 4 2 2,000
(Heavy)
Ranged
Repulsor Gun 3 5 Short 5 0 200
(Heavy)
Ranged
Spray Rifle 7 - Medium 4 1 2,700
(Heavy)
Ranged
Spray Stick 0 - Long 4 0 2,500
(Heavy)
Ranged
Stun Arrow 6 N/A Medium 0 0 060
(Heavy)
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)
Brennkeyes Syndicate
Ranged (Light) 6 N/A Short 1 0 200
Knockout Mines
Ranged
Flame Projector 8 2 Short 6 2 1,000
(Heavy)
Ranged
FWG-7 Flechette Carbine 5 3 Medium 5 3 1,800
(Heavy)
Merr-Sonn Concussion
Ranged (Light) 10 5 Short 1 0 100
Grenade
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)
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)
Ranged
RLR-331 "Bulldog" Rocket Rifle 10 4 Long 6 3 2,200
(Heavy)
Base Bonus
Name Encumb Price Rarity Blast Radius
Damage Damage
2,000
Kyuzo Petars Brawl +2 3 Engaged 1 0 per
pair
Melee Weapons
Laserhone Huntsman
Melee +3 3 Engaged 4 2 950
Vibrospear
Pierce 1,
8
Stun Setting
Blast 6,
5 Cumbersome 3,
Stun Damage
Accurate 1,
7 Cumbersome 3,
Stun Setting
Blast 4, Concussive 1,
(R) 8 Knockdown,
Limited Ammo 3
4 Stun Setting
(R) 6
7 Auto-Fire, Cumbersome 2
Accurate 1,
(R) 6 Cumbersome 2, Pierce 2,
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
5 Stun Setting
Accurate 1,
5
Limited Ammo 1, Pierce 1
7 Stun Setting
6 Stun Setting
(R) 7 Linked 1
Cumbersome 3, Pierce 1,
(R) 6
Stun Setting
Auto-fire, Pierce 1,
(R) 5
Stun Setting
(R) 6 Vicious 4
Accurate 2, Auto-fire,
(R) 9
Cumbersome 3, Pierce 2
Cumbersome 2, Linked 1,
(R) 8
Stun Setting
4 Stun Setting
2 Stun Setting
Concussive 1, Ion,
5
Limited Ammo 3
Auto-fire, Disorient 2,
6
Stun Setting
(R) 6 Vicious 3
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
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
4 Stun Setting
10 Stun Setting
Blast 7, Concussive 2,
4 Inaccurate 2, Knockdown,
Stun Damage
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
Accurate 2,
9 Cumbersome 3, Pierce 1,
Stun Setting
5 Stun Damage
6 Stun Setting
Cumbersome 3, Pierce 2,
(R) 6
Slow-Firing 1
Accurate 2, Pierce 2,
9
Stun 是etting
7 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
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
7 Limited Ammo 12
6 Accurate 1, Cumbersome 2
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
6 Pierce 2, Vicious 1
Auto-fire, Cumbersome 5,
7
Pierce 3
3 Inaccurate 1
5 Limited Ammo 3
7 Auto-fire, Pierce 1
3
3 Cumbersome 2
Accurate 2, Knockdown,
8
Pierce 6
8 Knockdown, Pierce 2
8 Knockdown, Pierce 4
7 Cumbersome 2
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
Cumbersome 3, Limited
6
ammo 1, Pierce 1, Vicious 2
5 Ensnare 3
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
Disorient 1, Ensnare 4,
1
Knockdown
5 Ensnare 5
Blast 3, Concussive 1,
7 Knockdown, Prepare 1, Slow-
Firing 1
(R) 7 Pierce 3
3 Knockdown
Ensnare 1, Inaccurate 2,
1
Limited Ammo 1
7 Disorient 1, Stun 8
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
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
Blast 6, Cumbersome 3,
(R) 4
Limited Ammo 6
Blast 8, Concussive 2,
(R) 5
Disorient 5, Limited Ammo 1
6 Blast -, Ensnare 3
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
Blast 6, Cumbersome 2,
6
Limited Ammo 2
Blast 6, Cumbersome 3,
(R) 4
Limited Ammo 6
Blast 8, Cumbersome 3,
(R) 7
Guided 3, Limited Ammo 6
7 Limited Ammo 1
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
4 Pierce 1, Vicious 1
4 Knockdown
2 Stun Setting
7 Pierce 3, Vicious 2
(R) 8
(R) 6 Inaccurate 1
4 Defensive 1
7 Cortosis
4 Concussive 1
5 Disorient 3, Stun 3
2 Stun 3
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
6 Defensive 2, Pierce 3
5 Defensive 2, Pierce 1, Sunder
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
2 (Arbooine
Defensive 1
Only)
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
2 Defensive 1, Disorient 3
7 Defensive 2, Deflection 2
Cumbersome 3, Prepare 1,
3
Vicious 4
Inaccurate 1,
6
Ion, Pierce 4
Cumbersome 3, Defensive 1,
8
Deflection 2, Disorient 1.
6 Pierce 2, Vicious 2
Defensive 1, Pierce 2,
4
Unwieldy 2
Cumbersome 3, Defensive 2,
(R) 5
Deflection 2
Accurate 1,
4
Pierce 1
4 Pierce 2
Cumbersome 5, Pierce 2,
5
Sunder, Vicious 2
- Pierce 1
Defensive 1,
6
Pierce 2
Cumbersome 3 (dismounted),
6
Pierce 3
5 Pierce 5, Vicious 1
4 N/A
5 Defensive 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
Cortosis, Defensive 1,
(R) 10
Deflection 2, Vicious 1
4 Disorient 2
Concussive 1,
4
Slow Firing 1, Stun Setting
6 Defensive 1, Disorient 2
6 Pierce 1, Vicious 1
6 Defensive 1
3 Burn 1, Inaccurate 2
1 Disorient 2
8 Defensive 1, Knockdown
6 Concussive 1, Stun Damage
Cumbersome 4, Pierce 3,
3
Sunder, Vicious 1
3 Pierce 2, Vicious 1
Inaccurate 1, Pierce 2,
Vicious 1
7 Defensive 1, Pierce 5
8 Defensive 2
8 Cumbersome 4, Defensive 1
5 Breach 1, Inaccurate 2
8 Defensive 1
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, Cumbersome 3,
(R) 10
Sunder
Breach 1, Defensive 1,
(R) 10 Deflection 2, Sunder,
Unwieldy 4
Breach 1, Defensive 2,
(R) 10
Sunder
8 Pierce 4, Vicious 1
6 Stun Damage
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)
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)
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.
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
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.
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.
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
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
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
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.
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.)
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.
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
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
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.
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
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.
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
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.
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
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.
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.
If attacking a target of silhouette 2 or greater, an RPS-6 adds b if the user performs an aim maneuver.
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.
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.
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
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).
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.
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
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.
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.
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
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.
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
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
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
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.
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.
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
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])
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
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)
Requires 2 hands to wield. A character trying to convince others to allow him to retain the staff adds bb.
Add b to a character's perception checks to determine a sword cane is actually a lethal weapon
N/A
Tool: Requires 2 hands to use and adds an automatic b to checks involving breaking rocks, ground clearing and similar
activities.
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).
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
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
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.
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
No Disintegrations 44,
Gadgets and Gear 22
Far Horizons 40
Unlimited Power 46
Dangerous Covenants 42
Forged In Battle 45
Fully Operational 39
Dangerous Covenants 43,
Gadgets and Gear 11
Dangerous Covenants 41
Dangerous Covenants 43
Suns of Fortune 94
Suns of Fortune 96
Savage Spirits 40
Suns of Fortune 94
Fly Casual 43
Special Modifications 44
Desperate Allies 44
Fly Casual 44
Unlimited Power 46
Stay On Target 41
AoR 174, EotE Core 161, FaD Core 167
Forged In Battle 44
Endless Vigil 40
AoR Core 174, EotE Core 161, FaD Core 167, Gadgets and
Gear 17
Unlimited Power 47
Dangerous Covenants 41
Far Horizons 40
Forged In Battle 45
Cyphers and Masks 39
Forged In Battle 42
Suns of Fortune 96
Source
Unlimited Power 47
Dangerous Covenants,
Gadgets and Gear 26
Forged in Battle 46,
Gadgets and Gear 25
Forged in Battle 46
Dangerous Covenants 45
Source
No Disintegrations 44,
Gadgets and Gear 33
Fly Casual 45
Suns of Fortune 97
Disciples of Harmony 42,
Gadgets and Gear 32
Savage Spirits 41
Savage Spirits 41
No Disintegrations 44,
Savage Spirits 41
Special Modifications 45
Endless Vigil 41
Fully Operational 39
Special Modifications 45
Savage Spirits 41
No Disintegrations 44,
Gadgets and Gear 34
Savage Spirits 42
Knights of Fate 41
Special Modifications 46
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
Source
Fully Operational 39
Desperate Allies 45
Dangerous Covenants 45
Knights of Fate 40
Knights of Fate 46
Knights of Fate 45
Fly Casual 45
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
Unlimited Power 48
Knights of Fate 41
Knights of Fate 45
Source
AoR Core 180, EotE Core 166, FaD Core 171, Gadgets and
Gear 37
Source
Fully Operational 47
Forged in Battle 48
Unlimited Power 49
Suns of Fortune 98
Suns of Fortune 97
No Disintegrations 48
Fully Operational 47
Savage Spirits 43
AoR Core 181, Eote Core 166, FaD Core 174, Gadgets and
Gear 46
Special Modifications 47
No Disintergrations 48,
Gadgets and Gear 48
Forged in Battle 47
Far Horizions 43
Unlimited Power 50
Fly Casual 46
Suns of Fortune 98
Unlimited Power 50
Forged in Battle 48
Friends Like These 60
Knights of Fate 43
Stay On Target 41
Desperate Allies 46
Desperate Allies 47
Far Horizions 43
Fully Operational 49
Special Modifications 47
Disciples of Harmony 44
Source
Knights of Fate 43
Dawn of Rebellion 79
Banal Apparel 0 0 25 0
Cargo Clothing 0 0 30 1
Enviro-suit 0 2 750 2
G-Suit 0 1 2,000 2
Heavy Clothing 0 1 50 1
Performer's Attire 0 0 50 0
Waterweave 2 1 6,500 7
Tacks
Capari-series Padded
0 2 2,500 4
Beast Armor
Destri-series Laminate
0 4 8,500 7
Beast Armor
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
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.
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
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.
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.
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
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
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
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.
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
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.
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
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
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
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
Fully Operational 42
Knights of Fate 47
Dangerous Covenants 51
No Disintegrations 49,
Gadgets and Gear 67
Disciples of Harmony 45
Fly Casual 47
Savage Spirits 45
Endless Vigil 43
Fully Operational 42
Desperate Allies 47
Fully Operational 43
Disciples of Harmony 45
Endless Vigil 44
No Disintegrations 49
No Disintegrations 49
Desperate Allies 48
No Disintegrations 49,
Collapse of the Republic 57
Special Modifications 48
Special Modifications 48
Fly Casual 47
Desperate Allies 49
Suns of Fortune 99
Desperate Allies 49
Knights of Fate 48
Endless Vigil 44
Strongholds of Resistance 109,
Gadgets and Gear 75
Desperate Allies 49
Unlimited Power 51
Dangerous Covenants 51
Unlimited Power 51
Suns of Fortune 99,
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
Bayonet 50 1 1 1
Bowcaster Accelerator
250 - 1 4
Enhancement
Componentization 1,150 2 5
Combat Tested 50 - 0 3
Gyrostabilizer 1,000 - 2 6
1 (Per
Paired Weapons 300 (for pair) 3
weapon)
Serrated Edge 50 1 1
Tibanna-Jacked 150 - 1 6
Armor Attachments
Chedak Communications
200 0 1
Multi-Band Comlink
Clone Polarized
500 - 1 4
Electrobinoculars
Cryoncorp Omniscan 3
1,000 1 4
Integrated Scanner
Hardened 900 2 2 4
Merr-Sonn VX Hands-Free
1,000 2 6
Weapon System
3,000
Physiological Enhancement (clones)
- 2 7
System / 10,000
(other)
Catastrophic Failure
0 - 0 -
Modification
Gear Attachments
Hidden Compartment 50 0 3
Holo Converter 600 0 6
Any blaster
Any blaster
Any Vibroweapon
Any blaster
Any weapon
Any Blaster
Any blaster
Any Blaster
Any micro-rocket
Any Weapon
Any micro-rocket
Notes
Any Armor
Any Helmet
None
Any Helmet
Any Armor
Any Armor
None
Any Helmet
Any Armor
Any Armor
Any Armor
Any Armor
Any Armor
Armor of soak 2 or lower only
Any Armor
Any Armor
Any Armor
Any Helmet
Any Armor
None
Any 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
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
None
None
None
None
None
ations
Base Modifiers
Adds Blast 4 item quality. Adds b to all Mechanics checks to maintain or repair this weapon.
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
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
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
The weapon can be worn on the user's wrist, allowing him to use his hands without
interference.
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.
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.
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
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.
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
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.
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.
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.
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)
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.
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.
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).
Increase difficulty of checks using scanners to search for this weapon by 2. Add b to all
mechanics checks for maintenance on this weapon.
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
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.
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
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
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
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
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
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.
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)
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
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 .
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
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
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
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
1 Add b to checks to fire the ascension gun Mod, 1 Increase ascension speed
by 1 range band Mod
1 Item Quality (Defensive +1) Mod, 1 Item Quality (Pierce +1) Mod.
None
None
None
None
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.
None
1 Innate Talent (Point Blank Rank +1) Mod, 1 Weapon Quality (Accurate +1)
Mod.
2 Item Quality (Accurate +1) Mods, 1 Innate Talent (Lethal Blows) Mod.
3 Item Quality (Disorient +1) Mods, 2 Item Quality (Stun) +1 Mods, 1 Increase
Range by 1 Range Band Mod
2 Weapon quality (Accurate +1) Mods, 1 Innate Talent (Sniper Shot) Mod.
None
None
Add ten-meter maximum altitude Mod.
none
1 Damage +1 Mod
None
None
None
3 Item Quality (Guided +1) Mods, 2 Item Quality (Accurate +1) Mods
None
1 adds additional automatic s to first combat check made with this weapon
each encounter Mod.
None
None
1 Skill (Cool) Mod, 1 Skill (Vigilance) Mod, 2 Innate Talent (Precise Aim)
Mods.
None
None
2 Blast +1 Mods
None
None
None
None
2 Mount 1 additional micro-rocket Mods, 2 Remove b from checks to fire
micro-rockets from this attachement Mods.
none
None
None
None
Modification Options
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.
None
None
1 Remove an additional b from Athletics and Stealth checks while wearing the
armor Mod
None
None
None
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
Increase Ranged and Melee defense by 1 against weapons with the Ion
Quality Mod
2 Decreases the difficulty of Resilience checks made to resist the effects of fire
and extreme heat by 1 Mods.
None
None
None
2 Item Quality (Defensive +1) Mods, 3 Item Quality (Deflection +1) Mods
None
None
None
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
None
1 Innate Talent Quick Strike Mod, 2 Add automatic a to Initiative checks Mods.
None
None
Modification Options
2 Item Quality (burn +1) Mods, 2 Item Quality (Vicious +1) Mods
None
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.
2 Item Quality (Disorient +1), 2 Item Quality (Concussive +1) Mods, 1 damage
+1 Mod.
None
None
None
1 Item Quality (Defensive +1) Mod, 2 Item Quality (Deflection +1) Mods.
1 Innate Talent (Planet Mapper) Mod, 2 Item Quality (Disorient +1) Mods, 1
Item Quality (Vicious +1) Mod
None
None
1 Item Quality (Defensive +1) Mod, 1 Item Quality (Deflection +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.
None
None
None
None
None
None
Modification Options
None
None
None
None
None
Source
Dangerous Covenants 52
Fully Operational 51
Fully Operational 51
Savage Spirits 50
Savage Spirits 50
No Disintegrations 51,
Gadgets and Gear 86
Savage Spirits 50
Fly Casual 51
No Disintegrations 47,
Gadgets and Gear 88
No Disintergrations 51,
Gadgets and Gear 89
AoR Core 203,
EotE Core 191,
Gadgets and Gear 90
Special Modifications 56
No Disintegrations 47,
Gadgets and Gear 90
Source
Dangerous Covenants 53
No Disintegrations 52,
Collapse of the Republic 62,
Gadgets and Gear 107
Savage Spirits 51
No Disintegrations 52
Fully Operational 54
AoR Core 207, EotE Core 195,
Keeping the Peace 57
Savage Spirits 52
Source
Knights of Fate 48
Endless Vigil 52
Knights of Fate 48
Knights of Fate 48
Unlimited Power 55
Source
Astromech
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
CZ-Series Communications /
9,000 4 Rival 1 1 3 2
Business Droid
M-3PO-Series Military
12,000 (R) 5 Rival 1 1 3 1
Protocol Droid
Roche Siak-Series
10,000 4 Rival 1 1 3 2
Protocol Droid
TTS20-Series
5,400 7 Rival 2 1 3 2
Dialectic Droid
Combat & Security
BL0-Series Non-Lethal
5,000 6 Rival 3 2 1 1
Combat Droid
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
IG-RM Series
23,000 6 Rival 3 3 2 2
Enforcer Droid
AC1-Series
1,100 4 Minion 1 2 1 1
Surveillance Droid
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
BD10-Series Assay
8,500 5 Rival 1 1 4 3
Support Droid
DTS-Series
40,000 6 Rival 5 3 2 2
Dismantler Droid
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 JC
15,000 7 Rival 1 3 2 1
Series Pilot Droid
M4-Series
6,500 6 Rival 1 2 2 3
Messenger Droid
MSE-Series
200 2 Minion 1 2 1 1
Maintenance Droid
RM-Series Military
43,000 (R) 7 Nemesis 4 3 3 4
Intelligence Droid
TS-Series Interrogation
58,000 (R) 9 Rival 2 3 4 4
Droid
Remote
EOD-MK IV Explosives
500 (R) 6 Minion 1 1 1 1
Disposal Remote
Marksman-H Combat
350 5 Minion 1 3 1 1
Remote
Computers 1. Discipline 1,
2 1 8 _ 2 0/0 Knowledge (Xenology) 3, 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
Coordination 2. Perception 3,
1 1 15 _ 4 0/0
Ranged (Heavy) 1, Vigilance 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
Astrogation 1, Perception 2,
1 1 8 _ 2 0/0
Piloting (Space) 2, Stealth 2
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.)
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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)
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
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)
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)
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
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
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
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
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)
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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)
None
Wheel and Deal 2 (when selling goods legally, gain 20% more credits)
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None
None
Natural Scholar: (once per session, may reroll anyone Knowledge check).
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
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
Equipment
None
Equipment
None
None
None
None
None
None
None
None
None
None
None
Equipment
Stun Baton (Melee; Damage 5; Critical 6; Range [Engaged); Disorient 2, 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)
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)
Blaster Carbine (Ranged [Heavy]; Damage 9; Critical 3; Range [Medium]; Stun setting)
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)
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)
Retractable Light Blaster (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun
setting).
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)
Built-in Blaster Pistol: (Ranged (Light); Damage 6; Critical 3; Range [Medium]; Stun
Setting)
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
Stun Cannon (Ranged [Heavy] Damage 8; Critical -; Range [Medium]; Stun Damage)
Equipment
Light Blaster Pistol (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun
setting)
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)
Shock Prod (Melee; Damage 5; Critical 5; Range [Engaged]; Disorient 2, Stun damage)
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)
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)
Built in repair tools (counts as a tool kit and an emergency repair kid that can be used
once per session)
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).
built-in construction tools (counts as a tool kit). I-C4a droid interface programming suite.
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)
Light Blaster Pistol (ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun
Setting)
built-in repair tools (counts as tool kit as well as emergency repair kit that can be used
once per session).
Built in repair tools (counts as tool kit and emergency repair kit that can be used
once per session), comlink, retractable manipulators
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).
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.
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
None
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
Stay on Target 47
Stay on Target 46
Source
Disciples of Harmony 55
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
Desperate Allies 55
Disciples of Harmony 56
Source
Far Horizons 49
Knights of Fate 52
Disciples of Harmony 54
Far Horizons 49
Cyphers and Masks 50
Endless Vigil 46
Endless Vigil 46
Disciples of Harmony 55
Source
Knights of Fate 51
FaD Core 410
Source
Disciples of Harmony 54
Fully Operational 49
Endless Vigil 45
Fully Operational 50
Far Horizons 50
Fully Operational 51
Lead by Example 45
Source
Special Modifications 53
Fully Operational 50
Special Modifications 53
Disciples of Harmony 55
Special Modifications 53
Special Modifications 53
Knights of Fate 52
Gear and Equipment
Communications Equipment
Holo-Megacaster 600 1
Holo-Messenger 250 0
Poisons
BioScanner 2,000 1
Biotech “Bag and Tag” Forensic
450 4
Investigation Kit
CryonCorp Ground-Penetrating
950 5
Sensor Pack
Electrobinoculars 250 1
Infrabinoculars (with
500 1
Long-Range sensors)
Macrobionoculars 75 1
Medical
Bacta (Liter) 20 1
Bioscan 5,000 1
Med-Aid Patch 20 1
Medpac 400 2
Military Traumapac 50 1
Nullicaine 25 0
Spray Plasto-Cast 35 1
Stimpack 25 0
Stimstick 5 0
Synthskin/Sythflesh 10 -
Binders 25 0
Restraining Bolt 35 0
Slicewire 200 1
Stun Collar 8,00 (R) 0
Survival Gear
Aquasuit 250 3
Breath Mask/Respirator 25 1
Canteen 7 1
Entrenching Tool 20 1
Field Rations 10 0
Luma Flare 50 1
Spacesuit 100 4
Tent 100 4
Water Purifier 50 1
Chiles-ZRAII Foreman-Series
100 1
Owner’s Workshop Manual
Climbing Gear 50 1
Concealment Holster 40 0
Entrenching Tool 20 1
Extra Reload 25 1
Foamcast 25 1
Glow Rod 10 1
Hologoggles 6,000 1
Insider's Guide 25 0
Jedi Multi-Tool
700 (R) 2
(Lightsaber Maintenance Kit)
Mem-Stik 30 0
Thunderhead Portable
2,500 10
Entertainment System
Vibro-Pickaxe 650 5
Backpack 50 -
Surveyor's Bag 50 -
Utility Belt 25 -
Saddle Bags 25 -
Wizard Pouch 50 -
Recreation/Entertainment
Chance Cubes 1 0
Sabacc Deck 40 0
Holocron 100,000 1
Drugs
Vutalamine 125 0
Special /
Republic Insignia/Replica (R) 0
100
Ribbon Rack 15 0
Field Equipment
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 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
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
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
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 rank of the Hidden Storage talent. Characters with this cybernetic can use the talent to store items within their own body
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
(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 +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
(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
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
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
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
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
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.
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
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.
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
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.
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
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
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
Wearer (even a stolen ring) adds automatic aa to checks to establish his identity (or assumed identity)
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
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
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
Anyone searching for an individual with an active distress beacon gains bb to any Perception, Computers checks made in the course of the search
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
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
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
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.
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
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.
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.
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
Adds on to the MK III Modular backpack, increasing the wearer's encumbrance by 1 for each pouch added (max of 6)
Can hold two items that have encumbrance 0 and user can draw these items as an incidental.
Adds 1 point of encumbrance threshold to modular backpack for every pouch (Max 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.
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
Ability
6 sided dice cubes with red & blue sides for gambling
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.
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
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
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
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
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
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.
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
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
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.
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
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
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
Fear checks count automatically as succeeding , User must add b to any willpower or presence related checks for the remainder of the session.
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.
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)
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 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
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
Far Horizons 45
Suns of Fortune
Far Horizons 45
Desperate Allies 52
Source
Endless Vigil 48
Endless Vigil 48
Lords of Nal Hutta 109
No Disintegrations 55
Source
Fly Casual 48
Fly Casual 48
Special Modifications 50
Source
Disciples of Harmony 47
Dangerous Covenants 57
No Disintegrations 53,
Gadgets and Gear 136
Far Horizions 46,
Gadgets and Gear 123
Dangerous Covenants 57
No Disintegrations 54
No Disintegrations 53,
Gadgets and Gear 138
Fly Casual 48
Endless Vigil 48
Forged in Battle 53
Fully Operational 46
Disciples of Harmony 48
Disciples of Harmony 48
Endless Vigil 49
No Disintegrations 54,
Gadgets and Gear 141
Source
Disciples of Harmony 49
Dangerous Covenants 57
Disciples of Harmony 49
Disciples of Harmony 50
Disciples of Harmony 50
Stay on Target 44
Savage Spirits 48
Source
Desperate Allies 52
Fly Casual
Desperate Allies 50
Special Modifications 51
No Disintegrations 54
No Disintegrations 55
Endless Vigil 49
Special Modifications 51
Desperate Allies 53
Fly Casual 50
Source
Far Horizons 47
Dangerous Covenants 58
Disciples of Harmony 46
Enter the Unknown 49
Far Horizons 46
Dangerous Covenants 58
Far Horizons 47
Dangerous Covenants 58
Dangerous Covenants 58
Far Horizons 47
Disciples of Harmony 47
Forged in Battle 54
Disciples of Harmony 54
Forged in Battle 54
Savage Spirits 47
Dangerous Covenants 58
Savage Spirits 47
Savage Spirits 47
Knights of Fate 50
Savage Spirits 48
Source
Fully Operational 47,
Gadgets and Gear 136
Lead by Example 44
Stay on Target 46
Desperate Allies 50
Dangerous Covenants 59
Disciples of Harmony 49
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
Desperate Allies 51
Fully Operational 44
Endless Vigil 50
Disciples of Harmony 49
Desperate Allies 52
Far Horizons 48
Special Modifications 52
Savage Spirits 49
Fully Operational 44
Special Modifications 45
Far Horizons 48
Far Horizons 48
Far Horizons 48
Fully Operational 48
Fully Operational 48
Fully Operational
Special Modifications 52
Endless Vigil 51
Special Modifications 52
Speical Modifications 46
No Disintegrations 53,
Collapse of the Republic 59
Savage Spirits 49
Disciples of Harmony 49
Far Horizons 47
Fully Operational 45
Endless Vigil 51
Fully Operational 49
Special Modifications 47
Savage Spirits 46
Savage Spirits 46
Fly Casual 49
Dangerous Covenants 59
Dangerous Covenants 59
Fly Casual 49
Fully Operational 44
Enter the Unknown 53
Savage Spirits 44
Savage Spirits 46
Special Modifications 52
Source
Unlimited Power 52
Unlimited Power 53
Unlimited Power 52
Unlimited Power 52
Unlimited Power 53
Unlimited Power 54
Unlimited Power 54
Source
Fly Casual 50
Fly Casual 50
Endless Vigil 48
Endless Vigil 48
Fly Casual 51
Fly Casual 51
Lords of Nal Hutta 110
Endless Vigil 48
Endless Vigil 48
Source
Nexus of Power 105
Lead by Example 44
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
Lead by Example 48
Lead by Example 48
Fully Operational 45
Lead by Example 48
Fully Operational 44
Lead by Example 49
Vehicle Modifications
Utility Attachments
Cloaked Smuggling
2,200 (R) 1 4
Compartments
Electronic Countermeasures
3,000 1 6
Suite
Electronic Counter-
3,500 1 6
Countermeasures Suite
Enhanced Carbon-Durasteel
2,000 X Sil 2 3
Armor
Holo-Tank 5,000 1 4
Luxury Passenger
2,000 X Sil 1 3
Compartments
Podracer Attachments
Any starship
Non-fighter starships
Any starship
Any starship
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
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)
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
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
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
Downgrade the difficulty of any Astrogation checks made to navigate this ship through
hyperspace once
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
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 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
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
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
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
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
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
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 Increase the droid brain’s Piloting (Planetary) or Piloting (Space) skill by 1 Fly Casual 62,
Mods Fully Operational 61
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
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
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
1 Innate Talent (Short Cut) Mod, 1 Innate Talent (Tricky Target) Mod Special Modifications 66
All models are customized to the ship and weapon used Dangerous Covenants 60
2 Add b to combat checks against the ship at Short range or further away once
Special Modifications 66
Mods
1 This attachment may be activated as an action without making a check Mod Fly Casual 63
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
Fly Casual 63
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
Electromagnetic Tow
- - Close 1 2,000
Cable Launcher
Space Mines
5 - Sil 3-10
2 - Sil 2-10
3 - Sil 3-10
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
Guided 3,
(R) 8 Limited Ammo 3, Sil 4-10
Slow-Firing 1
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
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
Blast 8, Breach 4,
(R) 5 -
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
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
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
Fly Casual 62
Fully Operational 62
Fully Operational 62
Fully Operational 63
Dangerous Covenants 60
Fully Operational 63
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
Arc-40B Scout-Reconnaissance
3 4 -1 1/-/-/1 3 14 8
Fighter
Phantom II 4 3 0 1/-/-/1 4 14 13
Prototype B6 3 4 -1 1/-/-/1 3 18 4
T-65B "X-WING"
3 5 +1 1/-/-/1 3 10 10
Multi-Role 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
Bloodblade 4 4 -1 2/-/-/1 4 18 10
IG-2000 4 6 -1 2/-/-/1 4 31 14
Slave I 4 4 0 2/-/-/2 4 18 14
Shuttle
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Scout Ship
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Transport
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Small Transport
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Light Freighter
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
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)
Millennium Falcon
4 4 +1 2/-/-/1 4 26 22
(Lando Calrissian's)
Freighter
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
ISO-One 5 2 -3 2/1/1/1 2 40 25
Nightflyer 4 3 1 2/-/-/1 4 25 18
Yacht
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Assault Ship
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Corvette
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Blockade Bandit 5 2 -2 2/1/1/2 5 50 15
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
Surveyor-class Reconnaissance
6 3 -1 3/2/2/1 6 75 45
Frigate
Light Cruiser
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Cruiser
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Heavy Cruiser
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Star Destroyer
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Star Battlecruiser
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Carrier
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
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
Space Stations
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
A-type Stiletto Nubia Star Drives, Inc. None None Medium 1 Pilot 8
AO-2
Cygnus Spaceworks None None Short 1 Pilot (optional) 20
Cometstrike
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
Kuat Systems
CloakShape None None Close 1 Pilot 12
Engineering
Primary; Class 2
Cutlass SoroSuub Corporation Yes Close 1 Pilot 12
Backup; None
1 Pilot,
H-60 Tempest Slayn & Korpil None None Close 12
1 System operator
Baktoid Armor
Hyena-Class None None Short Integrated Droid Brain 0
Workshop
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
Primary; Class 2
Fang Fighter MandalMotors Yes Close 1 Pilot 2
Backup; None
Primary; Class 2
M3-A Scyk MandalMotors Yes Short 1 Pilot 4
Backup; None
Kuat Systems
CloakShape None None Close 1 Pilot 12
Engineering
Incom/Alliance
Primary; Class 1
RZ-1 "A-Wing" Underground Yes Medium 1 Pilot 4
Backup; None
Engineering
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
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
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
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
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
1 Pilot,
Auzituck- Appazanna Primary; Class 2
Yes Short 1 Co-pilot, 10
Class Engineering Works Backup; Class 12
1 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 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
1 Pilot, 1 Co-pilot,
Primary; Class 1
Explorer Loronar Corporation Yes Medium 1 Engineer, 60
Backup; Class 12
1 Loadmaster
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
Regulator- 1 Pilot,
Sienar Fleet Systems None None Medium 18
class 1 Co-pilot/engineer
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
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
1 Pilot, 1 Co-Pilot,
Sheathipede- Haor Chall Primary: Class 1
Yes Short 1 Comms Operator, 150
Class Engineering Backup: Class 10
1 Engineer
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
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
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
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
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
S-Type Racing
Nubia Star Drives, Inc. Yes 2 20
Sloop
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
1 Pilot
Primary: Class 1
Darvro Gimmellian Shipworks Yes Medium 1 Co-pilot 120
Backup: Class 12
1 Gunner
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
1 Pilot
Koensayr Primary: Class 2
Citadel Yes Medium 1 Co-pilot 95
Manufacturing Backup: Class 15
1 Engineer
1 Pilot, 1
Corellian Engineering Primary: Class 1
YT-1300f Yes Medium Co-pilot/engineer, 2 165
Corporation Backup: Class 10
Gunners
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
YT-Dart Class 4 Yes Short 1 Pilot 10
Corporation
1 Pilot
Corellian Engineering Primary: Class 2
YV-929 Yes Short 1 Co-pilot 80
Corporation Backup: Class 12
2 Gunners
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
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
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
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
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
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
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
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
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
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
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
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
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 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
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
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
Primary: Class 2
Vindicator Sienar Fleet Systems Yes Long 2551 7500
Backup: Class 12
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
Primary: Class 1
Herd Ship Ithorian Skyyards Yes Long 3000 75,000
Backup: Class 9
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
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
Navi- Sensor
Model Manufacurer Hyperdrive Crew Encum
Comp Range
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
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
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
8 150,000 5 3
0 70,000 5 2
6 110,000 6 2
6 to 10 110,000 6 2
8 125,000 5 3
0 200,000 8 0
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
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
5 200,000 5 4
1000 780,000 8 4
200 325,000 6 4
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
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
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
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)
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
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
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
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
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
40 0 (R) 5 0
200 3,500,000 (R) 5 0
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
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
16 3,400,000 5 4
25 3,000,000 5 6
20 190,000 8 6
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
3000 7,200,000 6 4
80 15,400,000 (R) 8 0
1200 150,000,000 7 2
10,000 600,000,000 9 4
1200 104,000,000 7 4
1200 112,000,000 8 4
60,000 battle droids 875,500,000 (R) 9 1
240 376,500,00 8 2
150 1,750,000 6 4
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
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
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.
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
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
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.
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.
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
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
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
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.
Sensor Jammer: Upgrade the difficulty of checks from incoming scans to verify identification
of this ship as the Ghost once.
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.
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])
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.
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
Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.
Starfighter Complement: 24 starfighters, six assault speeders, four troop speeders, two
command speeders and two shuttles.
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: 12
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.
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
Massive 1: When making an attack targeting this starship, the critical rating of any weapons
used counts as 1 higher.
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.
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
Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.
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
Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.
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
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.
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.
Massive 2: When making an attack targeting this starship, the critical rating of any weapons
used counts as 2 higher.
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
Massive 3: When making an attack targeting this starship, the critical rating of any weapons
used counts as 3 higher.
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.
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
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.
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
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.
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
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
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: 24 TIE series starfighters, four patrol boats, and four shuttles.
Massive 4: When making an attack targeting this starship, the critical rating of any weapons
used counts as 4 higher.
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
Knights of Fate 56
Savage Spirits 57
Knights of Fate 58
Stay on Target 54
Stay on Target 52
Stay on Target 53
No Disintegrations 60,
Starships and Speeders 51
Special Modifications 62
Suns of Fortune 108
No Disintegrations 59
Dangerous Covenants 66
Unlimited Power 62
Stay on Target 55
Stay on Target 56
Onslaught at Arda I 42
Stay on Target 58
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
Disciples of Harmony 60
Stay on Target 56
Source
No Disintegrations 58,
Starships and Speeders 39
No Disintegrations 59,
Starships and Speeders 49
Savage Spirits 57
Fly Casual 54
Far Horizons 55
Savage Spirits 58
Suns of Fortune 127
Far Horizons 55
Source
Fully Operational 58
Desperate Allies 61
Desperate Allies 63
A-BGR:43*, AoR Core 273, EotE Core 256, FaD Core 260,
Starships and Speeders 55
Disciples of Harmony 60
Source
Fully Operational 57
Savage Spirits 58
Disciples of Harmony 65
Source
Far Horizons 59
Suns of Fortune 110
Desperate Allies 62
Unlimited Power 62
Fly Casual 57
Disciples of Harmony 61
Dangerous Convenants 68
Source
Endless Vigil 63
Endless Vigil 63
Far Horizons 58
Source
Fly Casual 59
Fly Casual 58
Fly Casual 59
Suns of Fortune 110
Savage Spirits 59
No Disintegrations 61,
Starships and Speeders 89
Desperate Allies 62
Starships and Speeders 99
Fly Casual 56
Savage Spirits 59
Fly Casual 56
Far Horizons 57
Fly Casual 60
No Disintegrations 62,
Starships and Speeders 102
Source
Disciples of Harmony 61
Knights of Fate 60
Knights of Fate 61
Keeping the Peace 62
Source
Fly Casual 57
Desperate Allies 60
Fly Casual 55
Unlimited Power 60
Far Horizons 58
Lords of Nal Hutta 116,
Starships and Speeders 90
Jewel of Yavin 91
Ghosts of Dathomir56
Source
Dangerous Convenants 67
Dangerous Convenants 67
Source
Beyond the Rim 93
Special Modifications 63
Source
Lead by Example:52
Dangerous Convenants 70
Lead by Example:53
No Disintegrations 63,
Starships and Speeders 111
Strongds of Resistance119,
Starships and Speeders 120
Mask of the Pirate Queen 82
Source
Disciples of Harmony 64
Mask of the Pirate Queen 80,
Dangerous Convenants 69
Source
Strongholds of Resistance 60
Unlimited Power: 61
Source
Onslaught at Arda I 75
Lead by Example 57
Source
Stay on Target 61
Source
Source
Fully Operational 60
Airspeeders
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
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
K79-S80 Imperial
3 2 -2 0/-/-/0 2 15 7
Troop Transport
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
KV Swoop 2 3 +1 0/-/-/0 0 3 3
S-5 "Flashfury" Swoop 2 5 +1 0/-/-/0 0 2 2
Podracers
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
FG 8T8-T 3 4 0 0/-/-/0 0 4 8
GPE-3130 3 6 -3 0/-/-/0 0 3 4
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)
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Dustcrawler 4 2 -3 0/-/-/0 4 35 30
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Aquatic Craft
Hull System
Name Sil Speed Handling Defense Armor
Trauma Strain
Aquaspeeder 3 2 0 0/-/-/0 0 8 6
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
Corellian Engineering
CAV-11 300 km Short 1 Pilot 12 2
Corporation
1 helsman, 3 engineers,
HA-5 Hyrotii Engineering 10 km Short 250 16
up to 12 wait staff
1 Pilot, 1 Co-Pilot,
HAET-221 Mekuun Corporation 100 km Long 20 5
1 Gunner
Rothana Heavy
IDT 100 km Short 1 Pilot, 1 Gunner 16 18
Engineering
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
Gallofree Aerial
MSP100 2 km Short 1 Pilot, 2 Gunners 8 3
Products
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
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
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
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
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
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
Mobquet Swoops
M-68 2m Close 1 Driver 10 1
and Speeders
Cryospac
M90 Ranger Repulsorlift 10 m Close 1 Pilot 20 6
Corporation
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
SC2-M 3m Short 1 Pilot, 1 Gunner 25 1
Engineering
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
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
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
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
Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range
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
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
AT-PT 0 Close 1 Pilot 15 1
Engineering
1 Pilot, 1 Co-Pilot /
AT-RCT Kuat Drive Yards 0 Close 10 0
Engineer
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
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
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
Haor Chall
Droid Tank 0 Long Droid Operated 0 0
Engineering
Personnel
Various 0 None 1 Pilot, 1 Co-Pilot 100 15
Carrier
Z-Gomot Ternbuell
Tsmeu-6 0 None 1 Pilot 5 0
Guppat Corporation
Max Sensor
Model Manufacurer Crew Encum Passengers
Altitude Range
Aratech Repulsor
Swift 3 25 m Close 1 Pilot 20 0
Company
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
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
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
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
14,200 8 2
15,600 8 3
11,000 5 4
16,200 7 2
11,500 6 3
13,450 5 4
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
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
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
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
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
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.
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
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)
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.
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
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
Includes a simple ground-following radar, inertial mapping system, collision warning system,
and short-range comlink
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
Notes
During Clone Wars price changes to 90,000 and rarity 5
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
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
Onslaught at Arda I 26
Jewel of Yavin 87
Disciples of Harmony 57
Savage Spirits 53
Fly Casual 52
Dangerous Convenants 62
Desperate Allies 60
Knights of Fate 57
Forged in Battle 63
Fly Casual 52
Desperate Allies 60
Forged in Battle 63
Dangerous Convenants 63
Forged in Battle 62
Far Horizons 51
Onslaught at Arda I 54
Dangerous Covenants 64
Ghosts of Dathomir 58
Dangerous Covenants 64
Stay on Target 51
Special Modifications 61
Dangerous Convenants 64
Knights of Fate 53
Stay on Target 51
Lead by Example 59
Unlimited Power 56
Special Modifications 61
No Disintegrations 56
Source
Stay on Target 50
Desperate Allies 59
Unlimited Power 57
Lead by Example 50
FaD Core 255
Disciples of Harmony 58
Savage Spirits 54
Forged in Battle 59
Stay on Target 50
Special Modifications 60
Forged in Battle 59
Fly Casual 52
Lead by Example 51
Savage Spirits 55
No Disintegrations 56
Disciples of Harmony 59
Onslaught at Arda I 86
Far Horizons 52
Special Modifications 60
Knights of Fate 55
Knights of Fate 53
Knights of Fate 54
Fly Casual 53
Fully Operational 54
Knights of Fate 54
Fully Operational 55
Desperate Allies 59
Far Horizons 52
Unlimited Power 57
Source
Ghosts of Dathomir 41
Savage Spirits 53
Knights of Fate 53
Dangerous Convenants 62
Savage Spirits 54
Stay on Target 51
Fly Casual 53
Dangerous Covenants 65
Source
Endless Vigil 54
Endless Vigil 55
Endless Vigil 56
Endless Vigil 56
Endless Vigil 56
Endless Vigil 57
Source
Fully Operational 56
Knights of Fate 55,
Collapse of the Republic 68
Savage Spirits 56
Far Horizons 53
Lead by Example 51
Far Horizons 54
Disciples of Harmony 59
Source
Unlimited Power 60
Far Horizons 53
Fully Operational 56
Source
Savage Spirits 53
Ghosts of Dathomir 94
Far Horizons 52
Beyond the Rim 33
Source
Unlimited Power 58
Disciples of Harmony 57
Disciples of Harmony 58
Deathblow Passive No
Forager Passive No
Form on Me Passive No
Formation Tactics Active (Action) No
Knockdown Passive No
Know Somebody Active (Incidental) Yes
Loom Passive No
Overbalance Passive No
Overcharge Active (Action) No
Spitfire Passive No
Surefooted Passive No
Swift Passive No
Unstoppable Passive No
Witchcraft Passive No
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.
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
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.
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
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.
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).
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.
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.
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.
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 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.
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
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.
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.
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.
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
Knights of Fate 30
Disciples of Harmony 28
Unlimited Power 32
Forged in Battle 34
Savage Spirits 30
Far Horizons 32
Keeping the Peace 30
Cyphers and Masks 30
AoR Core 143 , EotE Core 132
Desperate Allies 32
Stay on Target 32
Endless Vigil 30
Far Horizons 32
Desperate Allies 32
Collapse of the Republic 37
Unlimited Power 32
Lead by Example 34
FaD Core 140
Forged in Battle 34
Stay on Target 32
Dangerous Covenants 32
Forged in Battle 34
Fly Casual 32
Lead by Example 34
Unlimited Power 32
Lead by Example 34
Collapse of the Republic 38
Fully Operational 30
Collapse of the Republic 38
Dawn of Rebellion 111
Lead by Example 34
Lead by Example 34
Collapse of the Republic 38
Endless Vigil 30
Dawn of Rebellion 111
Fully Operational 30
Desperate Allies 33
FaD Core 141
Far Horizons 32
No Disintegrations 34
Stay on Target 32
Stay on Target 32
Fully Operational 30
Disciples of Harmony 28
Special Modifications 34
Stay on Target 32
Desperate Allies 33
Special Modifications 34
Savage Spirits 30
Far Horizons 33
Fully Operational 30
Fully Operational 30
Special Modifications 34
Fly Casual 32
Desperate Allies 33
Far Horizons 33
Fully Operational 30
Knights of Fate 30
Fly Casual 32
Fly Casual 32
Fly Casual 32
Fly Casual 32
NoP:139
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
Special Modifications 34
Special Modifications 34
Savage Spirits 30
Stay on Target 32
Special Modifications 34
Fully Operational 30
Stay on Target 32
Special Modifications 34
Knights of Fate 30
Endless Vigil 30
Dangerous Covenants 32
FaD Core 142
Unlimited Power 32
Savage Spirits 30
Stay on Target 32
Fly Casual 32
Endless Vigil 30
Cyphers and Masks 30
Endless Vigil 30
Disciples of Harmony 28
Far Horizons 33
No Disintegrations 34
Cyphers and Masks 30
Fly Casual 33
Collapse of the Republic 40
Savage Spirits 30
No Disintegrations 34
Knights of Fate 30
Dangerous Covenants 32
Forged in Battle 35
Dangerous Covenants 32
Forged in Battle 35
AoR Core 148, EotE Core 137
No Disintegrations 34
Stay on Target 32
Rise of the Separatists 39
Savage Spirits 30
Jewel of Yavin 62
Unlimited Power 32
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
Knights of Fate 30
Desperate Allies 33
No Disintegrations 34
Collapse of the Republic 40
Knights of Fate 31
Desperate Allies 34
No Disintegrations 34
Knights of Fate 31
Disciples of Harmony 28
Fly Casual 33
Knights of Fate 31
Desperate Allies 34
Stay on Target 32
Stay on Target 32
Special Modifications 34
Dangerous Covenants 32
Special Modifications 34
Fully Operational 31
Savage Spirits 30
No Disintegrations 35
Knights of Fate 31
Lead by Example 34
Disciples of Harmony 29
Lead by Example 34
Disciples of Harmony 29
Savage Spirits 31
Disciples of Harmony 29
Savage Spirits 31
No Disintegrations 35
Unlimited Power 33
Special Modifications 34
Forged in Battle 35
Far Horizons 33
Cyphers and Masks 31
Lead by Example 34
Far Horizons 33
Stay on Target 33
Disciples of Harmony 29
No Disintegrations 35
Disciples of Harmony 29
Savage Spirits 31
Forged in Battle 35
Special Modifications 35
Special Modifications 35
Stay on Target 33
Unlimited Power 33
Unlimited Power 33
Dawn of Rebellion 78
Savage Spirits 31
No Disintegrations 35
Desperate Allies 34
Desperate Allies 34
Lead by Example 35
Desperate Allies 34
Knights of Fate 31
Unlimited Power 33
No Disintegrations 35
Knights of Fate 31
No Disintegrations 36
Fully Operational 31
Fly Casual 33
Dangerous Covenants 32
Forged in Battle 35
Lead by Example 35
Lead by Example 35
Endless Vigil 31
No Disintegrations 36
Stay on Target 33
Rise of the Separatists 42
Fully Operational 31
Special Modifications 35
Fully Operational 31
Desperate Allies 34
Lead by Example 35
Collapse of the Republic 43
Special Modifications 35
Nexus of Power 37
Knights of Fate 31
Disciples of Harmony 30
Disciples of Harmony 30
Stay on Target 33
Fly Casual 33
Unlimited Power 33
Forged in Battle 35
Endless Vigil 31
Savage Spirits 31
Stay on Target 33
Stay on Target 33
Special Modifications 35
Disciples of Harmony 30
Fully Operational 31
Stay on Target 33
Savage Spirits 31
FaD Core 152
Fly Casual 33
Rise of the Separatists 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
Dangerous Covenants 32
Endless Vigil 31
No Disintegrations 36
Savage Spirits 31
Disciples of Harmony 30
Endless Vigil 31
AoR Core 157
EotE Core 144
Dawn of Rebellion 116
Desperate Allies 34
Strongholds of Resistance 59
Savage Spirits 31
Dangerous Covenants 33
Endless Vigil 31
Savage Spirits 31
Lead by Example 35
Desperate Allies 34
Lead by Example 35
Far Horizons 33
Knights of Fate 31
Stay on Target 33
Desperate Allies 34
Unlimited Power 33
No Disintegrations 36
Knights of Fate 31
Endless Vigil 31
FaD Core 153
Far Horizons 33
Far Horizons 33
Fly Casual 33
Knights of Fate 31
Desperate Allies 34
FaD Core 153
Rise of the Separatists 43
Dangerous Covenants 33
Fully Operational 31
Lead by Example 35
Disciples of Harmony 30
Disciples of Harmony 30