Professional Documents
Culture Documents
Aayla Secura was intelligent, skilled with a lightsa- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
ber, and was sometimes mischievous. As a general, 4 15 15 1 1
she commanded the clone troopers of the 327th Star
Corps, with Commander CC-5052 “Bly” serving at Se- Skills: Athletics 3 (HHH
HHH), Charm 2 (HH HHF F ),
cura’s side. Cool 2 (HH
HHF F ), Coordination 4 (HHHH
HHHH), Discipline
USING THIS CHARACTER 3 (HHH
HHH), Leadership 3 (HHH HHH), Lightsaber 3
(HHH
HHHF F ), Mechanics 2 (HH HHF F ), Piloting (Space)
Young for a Jedi Master, Aayla Secura is nevertheless 3 (HHH
HHHF F ), Streetwise 2 (HHHHFF FF), Vigilance 3
considered a reliable agent and renowned warrior by the (HHH
HHH).
Jedi High Council. Less likely to be found commanding Talents: Adversary 2 (upgrade difficulty of all combat
from a bunker or bridge of a starship, Aayla’s missions checks against this target twice), Ataru Technique (may
for the Council tend to find her leading her troops from use Agility instead of Brawn when making Lightsaber
the front or taking part in more subtle, espionage-fo- skill checks), Force Rating 4, Improved Reflect 4 (when
cused operations. struck by a ranged attack but before apply ing soak,
Jedi PCs may find her to be a helpful guide for tra- may suffer 3 strain to reduce damage by 6; if used,
versing the bridge from reckless youth to experienced then after attack is resolved, may spend y or ttt to
member of the Order. To clone PCs, Aayla will serve as automatically hit one target within medium range, deal-
a focused leader, but one who is compassionate about ing the same damage as the hit from the initial ranged
the troops under her command. attack), Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
ADVENTURE AND ENCOUNTER IDEAS suffer 3 strain to reduce damage by 5), Saber Throw
(may take a Saber Throw action to make a Lightsaber
• When Aayla is summoned to meet one of her check as a ranged attack at one target within medium
contacts in the criminal underworld, she recruits the range adding up to hhhh to the check; must spend
PCs to provide backup as her undercover muscle. o and succeed on the check to hit and may spend o
to have the weapon return to her hand after the attack).
Abilities: Earned Loyalty (when commanding clone
troopers, Aayla’s Leadership has a rank of 4), Force
Powers (Enhance, Influence, Move, Sense).
Equipment: Aayla’s lightsaber (Lightsa-
ber; (HHH
HHHF F ) Damage 8; Critical 2;
Range [Engaged]; Breach 1, Sunder,
Vicious 2), light Jedi clothing (+1
soak, defense 1), Jedi utility belt,
encrypted comlink.
Adi Gallia, a Force-sensitive Tholothian, was a Jedi Mas- • Master Gallia and her troops have laid siege to a
Separatist stronghold, but enemy guerrilla forces
ter and member of the Jedi High Council during the
are constantly raiding their supply lines. The Jedi
last years of the Galactic Republic. She had a reputation Master recruits the PCs to root out and deal with
for aggression and was a strict, focused woman. Gal- the guerrillas.
lia criticized the outrageous tactics of others, such as
Anakin Skywalker and Obi-Wan Kenobi, although she • The PCs are tasked with taking custody of a high-
rarely condemned them as their actions were effective. value prisoner and seeing them safely to a Republic
prison facility. During the handover, Master Gallia
During the Clone Wars, she served as a Jedi General
wishes to hear every last detail of the PCs’ plans
in the Grand Army of the Republic and fought sever-
to keep the target safe. Her assessment of their
al battles over the course of the conflict. As a revered
preparations could make it back to senior figures in
Jedi Master, Gallia was naturally an exceptionally skilled
the Jedi Council.
member of the Order, who completed several notable
assignments during her service to the galaxy.
ADI GALLIA [NEMESIS]
USING THIS CHARACTER
Adi Gallia is one of the most versatile Jedi Masters in 3 4 3 4 3 4
the Order, and could be found in almost any situation BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
that would require a Jedi’s presence. A renowned pilot,
gifted diplomat and skilled warrior, Master Gallia brings SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Ataru Technique (may
• After an embarrassing mishap, the PCs are assigned use Agility instead of Brawn when making Lightsaber
custodial duty as punishment, and find themselves skill checks), Circle Of Shelter (when an engaged ally
working alongside a similarly disciplined Ahsoka. suffers a hit, may use Parry or Reflect incidental against
Whilst serving their punishment, they discover the hit), Force Rating 3, Improved Reflect 3 (when
signs of an undercover enemy operative at work. struck by a ranged attack but before applying soak, may
suffer 3 strain to reduce damage by 5; if used, then
• The PCs respond to a Jedi distress beacon and
after attack is resolved, may spend y or ttt to au-
discover it belongs to Ahsoka, who has been
captured by mercenaries hunting down young Jedi. tomatically hit one target within medium range, dealing
the same damage as the hit from the initial ranged at-
AHSOKA TANO [NEMESIS] tack), Parry 3 (when struck by a melee attack but before
applying soak, as an out-of-turn incidental, may suffer
3 strain to reduce damage by 5), Saber Swarm (as a
2 4 3 4 3 3 maneuver, may suffer 1 strain to add the Linked 3 item
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE quality on the next Lightsaber combat check this turn).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Abilities: Force Powers (Enhance, Move, Sense).
2 13 13 2 1 Equipment: Ahsoka’s lightsaber (Lightsaber;
(HHHH
HHHH) Damage 8; Critical 2; Range [Engaged];
Skills: Athletics 2 (HH
HH), Charm 1 (H FF), Coercion 2
H FF Breach 1, Sunder), Ahsoka’s shoto (Lightsaber;
(HH
HHF F ), Cool 2 (HHHHF F ), Coordination 3 (HHH
HHHF F ), (HHHH
HHHHs s ) Damage 6; Critical 2; Range [Engaged];
Discipline 3 (HHH
HHH), Knowledge (Lore) 1 (H H FF
FF), Accurate 1, Breach 1, Sunder), light Jedi clothing (+1
Knowledge (Underworld) 2 (HH HHF F ), Knowledge soak, defense 1), Jedi utility belt, encrypted comlink.
(Warfare) 4 (HHH HHHF F ), Leadership 2 (HH HHF F ),
Lightsaber 4 (HHHH HHHH), Mechanics 2 (HH HHF F ),
Perception 3 (HHH HHHF F ), Piloting (Planetary) 3
(HHH
HHHF F ), Piloting (Space) 2 (HH HHFFFF), Stealth 3
(HHH
HHHF F ), Vigilance 2 (HH
HHF F ).
Cin Drallig was a human male Jedi Master who served • An enemy operative breaches the Jedi Temple’s
security and frames the PCs for the transgression.
the Jedi Order as the head of the Temple Guard during
Accosted by the Temple Guard, the party soon find
the Clone Wars. Having been personally trained by the themselves having to convince Master Drallig of the
Jedi High Council’s Grand Master Yoda, Drallig was con- truth. Will he believe them?
sidered one of the greatest swordsmen in the Order.
Described as patient, focused, and directed, and rep- • The PCs are invited by Master Drallig to participate
resenting the tenets of the Jedi Order in their purest in a training session for Jedi younglings. Non-Jedi
form, he had given himself over completely to the will PCs may be asked to demonstrate the different
of the living Force. Despite his great reputation as a kinds of weapon Jedi may encounter.
warrior, his humbleness of character was such that he
dedicated his life to training countless Padawans in the CIN DRALLIG [NEMESIS]
art of the lightsaber, leading by example and instilling in
his students a sense of the Order’s values and beliefs.
4 4 3 4 4 2
USING THIS CHARACTER BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
As head of the Jedi Temple Guard, Cin Drallig is rarely SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 4 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 17 18 1 1
Skills: Cool 3 (HHHHHH), Discipline 3 (HHH HHHF F ),
Knowledge (Lore) 2 (HH
HHFF FF), Knowledge
(Underworld) 3 (HHHHHHF F ), Lightsaber 3 (HHHHHH),
Piloting (Planetary) 2 (HH
HHF F ), Skulduggery 2 (HH
HHFF ),
Streetwise 2 (HH
HHF F ), Vigilance 3 (HHH
HHHF F ).
Eeth Koth was a male Zabrak Jedi Master, and member • When his fleet is ambushed by a Separatist flotilla
under the command of General Grievous, Eeth
of the Jedi High Council during the final years of the
Koth enlists the PCs to evacuate as many troops
Galactic Republic. Koth was born in the violent slums of as possible from his flagship. Will the PCs stick to
Nar Shaddaa, and was initially deemed too old to begin their solemn duty or stand by Koth’s side when he
Jedi training at age four. remains behind to face the General?
His natural abilities were his ticket into the Jedi Order,
and Koth would go on to become a leading member • After an escalating series of events leads to the PCs
of the Jedi Council. Koth participated in the Battle of rising high on the Republic’s wanted lists, Eeth Koth
Geonosis, the opening battle of the Clone Wars, as part is dispatched to put an end to their trouble-making
of the strike team consisting of 212 Jedi. Koth narrowly once and for all.
survived a LAAT gunship crash, and was initially be-
lieved to be dead following the battle. He would later EETH KOTH [NEMESIS]
return to the Order and take up command of a battalion
of clone troopers.
3 3 4 4 4 3
USING THIS CHARACTER BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Master Koth represents the traditional ideal Jedi. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
gruff, Master Piell was nonetheless respected for his im- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
mense courage. 5 17 15 1 1
Piell was a battle-hardened Jedi and a great warrior,
always willing to charge into battle and highly skilled Skills: Athletics 2 (HH
HHFF FF), Coercion 2 (HH HHFF
FF),
with a lightsaber. One of his many battles had left him Coordination 3 (HHH
HHHF F ), Discipline 4 (HHHH
HHHH),
with a distinguishing scar on his face, which rendered Knowledge (Warfare) 3 (HHH
HHH), Leadership 2 (HH F ),
HHF
his left eye useless. Although his seriousness made him Lightsaber 3 (HHHHHHF F ), Resilience 3 (HHH F ),
HHHF
well-suited to important Council business, Piell also had Survival 2 (HH
HHF F ), Vigilance 3 (HHH
HHHF F ).
a dry sense of humor, developed from his long years
Talents: Adversary 3 (upgrade difficulty of all combat
spent on the battlefield.
checks against this target three times), Force Rating 4,
USING THIS CHARACTER Improved Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
As a hardened warrior before the Clone Wars, Even Piell suffer 3 strain to reduce damage by 5; if used then
is a natural fit for the role of a military commander and after attack is resolved may spend y or ttt to au-
could potentially be found on any battlefield in the gal- tomatically hit one target with wielded lightsaber, in-
axy. A gruff, reclusive Jedi, the diminutive Piell will often flicting base damage plus any damage from applicable
treat non-Jedi PCs in a civil if restrained manner, whilst talents or abilities), Improved Reflect 3 (when struck by
Jedi PCs will find him to be a demanding taskmaster a ranged attack but before applying soak, may suffer 3
who expects only the best from any being who wishes to strain to reduce damage by 5; if used, then after attack
call themselves Jedi. is resolved, may spend y or ttt to automatically
Unlike many of his fellow masters on the Council, Piell hit one target within medium range, dealing the same
is quicker than most to use combat as a first resort. De- damage as the hit from the initial ranged attack), Scath-
spite this, he places the value of life above most other ing Tirade (as an action, make an Average (FF FF) Co-
considerations, which often brings him into conflict with ercion check; for each q, 1 enemy within short range
his assigned naval officer, Wilhuff Tarkin. suffers 1 strain; spend w to inflict additional strain).
Abilities: Indomitable (Piell removes up to ss caused
ADVENTURE AND ENCOUNTER IDEAS by Critical Injuries, fear effects or the Disoriented condi-
tion), Force Powers (Enhance, Influence, Move, Sense).
• Master Piell and Captain Tarkin are in strong Equipment: Even Piell’s lightsaber (Lightsaber;
disagreement on how to proceed with a military
(HHH
HHHF F ) Damage 8; Critical 1; Range [Engaged];
operation. Fresh from their own successful mission,
Breach 1, Sunder, Vicious 2), Jedi robes (+1 soak, de-
the PCs are asked to recommend a course of action.
Who will they side with? fense 1), Jedi utility belt, encrypted comlink.
5 4 3 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
7 20 16 2 1
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 2 (HH
HHFFF
FFF), turn incidental, may suffer 3 strain to reduce damage
Cool 3 (HH
HHF F ), Discipline 4 (HHHH
HHHH), Knowledge by 6).
(Lore) 2 (HH
HHF F ), Knowledge (Warfare) 3 (HHH
HHH),
Abilities: Prehensile Feet (can move along vertical sur-
Leadership 3 (HH HHF F ), Lightsaber 3 (HHH
HHHFFFF),
faces as if they were horizontal), Force Powers (Bind,
Perception 4 (HHHHHHF F ), Resilience 2 (HH
HHFFF
FFF),
Enhance, Influence, Move, Sense).
Vigilance 3 (HHH
HHHF F ).
Bind: Force Power. Tapal may spend o to immo-
Talents: Adversary 3 (upgrade difficulty of all combat
bilize a target within short range until the end of his
checks against this target three times), Force Rating
next turn; he may also spend o to move the target one
4, Improved Reflect 4 (when struck by a ranged attack
range band closer or further away.
but before applying soak, may suffer 3 strain to reduce
damage by 6; if used, then after attack is resolved, may Equipment: Jaro Tapal’s double-bladed lightsaber
spend y or ttt to automatically hit one target with- (Lightsaber; (HHH
HHHFF FF) Damage 8; Critical 2; Range
in medium range, dealing the same damage as the hit [Engaged]; Breach 1, Defensive 1, Linked 1, Sunder,
from the initial ranged attack), Parry 4 (when struck by Unwieldy 3), Jedi commander armor (+2 soak, defense
a melee attack but before applying soak, as an out-of- 1), Jedi utility belt, encrypted comlink.
USING THESE CHARACTERS • On their way home from a trip to Ilum, a ship full
of Jedi Younglings is attacked by pirates. The PCs
The responsibilities of the Order are as wide and varied must race to save the future Jedi from being sold to
as the Jedi who make up its ranks. Noble Jedi Knights the Separatists - or worse.
stand ready to bring peace and justice wherever they
can in a galaxy at war, whilst armor-wearing Jedi Gen- JEDI ACE [NEMESIS]
erals lead clone troopers into battle against the Sepa-
ratists.
3 4 2 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 15 15 1 1
Skills: Astrogation 2 (HH
HH), Cool 3 (HH
HHF F ), Discipline
2 (HH
HHF F ), Gunnery 3 (HHH
HHHF F ), Lightsaber 3
(HHH
HHH), Mechanics 2 (HH HH), Piloting (Planetary) 2
(HH
HHFF FF), Piloting (Space) 4 (HHHH
HHHH), Vigilance 2
(HH
HHF F ).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Force Rating 4,
Parry 2 (when struck by a melee attack but before ap-
plying soak, as an out-of-turn incidental, may suffer 3
strain to reduce damage by 4), Reflect 2 (when struck
by a ranged attack but before applying soak, may suffer
3 strain to reduce damage by 4), Skilled Jockey 2 (may
remove ss from all Piloting (Planetary) and Piloting
(Space) checks).
Abilities: Force Powers (Enhance, Move, Sense).
Enhance: Force Power. A Jedi Ace may use this
power when making Piloting (Space) checks.
Equipment: Lightsaber (Lightsaber; (HHHHHH) Damage
8; Critical 2; Range [Engaged]; Breach 1, Sunder), Jedi
robes (+1 soak, defense 1), Jedi utility belt, encrypted
comlink.
3 2 4 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 15 16 1 1
Skills: Cool 3 (HH
HHF F ), Discipline 3 (HHH
HHHF F ),
Knowledge (Lore) 3 (HHH
HHHF F ), Lightsaber 2 (HH
HHFF ),
Medicine 3 (HHH
HHHF F ), Perception 3 (HHH
HHH), Vigilance
2 (HH
HHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Parry
2 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 4), Reflect 3 (when struck by a
JEDI GENERAL [NEMESIS] ranged attack but before applying soak, may suffer 3
strain to reduce damage by 5), Sense Emotions (add
s to all Charm, Coercion, and Deception checks un-
4 3 4 3 4 3 less the target is immune to Force powers), Surgeon 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE (when making a Medicine check to help a character heal
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
wounds, the target heals 2 additional wounds).
5 18 17 2 2 Abilities: Force Powers (Enhance, Heal, Influence,
Move, Sense).
Skills: Athletics 3 (HHH HHHF F ), Cool 3 (HHH HHH), Heal: Force Power. A Jedi Healer may spend o to
Discipline 4 (HHHH HHHH), Knowledge (Warfare) 4 heal 4 wounds on a living creature that they can touch.
(HHHH
HHHH), Leadership 4 (HHH HHHF F ), Lightsaber 4
Equipment: Lightsaber (Lightsaber; (HHHHHH) Damage
(HHHH
HHHH), Perception 2 (HH HHFF ), Piloting (Planetary)
8; Critical 2; Range [Engaged]; Breach 1, Sunder), Jedi
2 (HH
HHF F ), Vigilance 3 (HHH
HHHFF ).
robes (+1 soak, defense 1), Jedi utility belt, encrypted
Talents: Adversary 3 (upgrade difficulty of all combat comlink.
checks against this target three times), Force Rating
4, Improved Reflect 4 (when struck by a ranged attack
but before applying soak, may suffer 3 strain to reduce JEDI KNIGHT [NEMESIS]
damage by 6; if used, then after attack is resolved, may
spend y or ttt to automatically hit one target with-
in medium range, dealing the same damage as the hit 3 4 3 3 4 2
from the initial ranged attack), Parry 4 (when struck by BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
a melee attack but before applying soak, as an out-of- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
turn incidental, may suffer 3 strain to reduce damage 4 17 16 1 1
by 6), Stand Firm (once per encounter, may take the
Stand Firm action, making a Hard (FFFFFF) Leadership Skills: Athletics 2 (HH
HHFF ), Cool 3 (HH
HHF F ), Discipline
check. If the check is successful, may choose one ally 3 (HHH
HHHF F ), Knowledge (Lore) 2 (HH
HHF F ), Lightsaber
within medium range for each q on the check. Until the 3 (HHH
HHH), Negotiation 3 (HH HHF F ), Perception 3
end of the encounter, chosen allies increase their wound (HHH
HHH), Piloting (Planetary) 2 (HHHHFF FF), Vigilance 2
threshold by 3). (HH
HHFF FF).
3 3 4 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 17 18 1 1
Skills: Athletics 2 (HH HHF F ), Cool 3 (HHHHHHFF ),
Discipline 3 (HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHHFF ),
Lightsaber 4 (HHH
HHHF F ), Negotiation 4 (HHHH
HHHH),
Perception 3 (HHH
HHH), Piloting (Planetary) 2 (HHHHFF ),
Survival 2 (HH
HHF F ), Vigilance 3 (HHH
HHHF F ).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Force Rating 4,
Improved Parry 3 (when struck by a melee attack but
before applying soak, as an out-of-turn incidental, may
suffer 3 strain to reduce damage by 5; if used then
after attack is resolved may spend y or ttt to au-
tomatically hit one target with wielded lightsaber, in-
flicting base damage plus any damage from applicable
talents or abilities), Improved Reflect 3 (when struck by
a ranged attack but before applying soak, may suffer 3
strain to reduce damage by 5; if used, then after attack
is resolved, may spend y or ttt to automatically
hit one target within medium range, dealing the same
damage as the hit from the initial ranged attack), Sense
Emotions (add s to all Charm, Coercion, and Deception
checks unless the target is immune to Force powers),
Skilled Teacher 2 (before an ally at short range makes a
skill check, if that ally has fewer ranks in that skill than
the Jedi Master does, then the Jedi Master may choose
to immediately perform a Skilled Teacher incidental to
suffer up to 2 strain, then add an equal number of q
to the ally’s next check), The Force Is My Ally (once per
session, a Jedi Master may suffer 2 strain to perform a
Force power action as a maneuver).
3 3 2 3 3 2 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
4 15 13 1 1 3 12 0 0
Skills: Athletics 2 (HH
HHF F ), Cool 2 (HH
HH), Discipline 2 Skills: Cool 1 (H
H F ), Coordination 2 (HH
HH), Discipline
(HH
HHF F ), Lightsaber 2 (HH
HHF F ), Negotiation 1 (H
H F ), 2 (HH
HH), Lightsaber 1 (H H F ), Perception 2 (HH
HH).
Perception 2 (HH
HHF F ), Vigilance 2 (HH
HHF F ). Talents: Adversary 1 (upgrade difficulty of all combat
Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once), Force Rating 1.
checks against this target once), Force Rating 2, Parry Abilities: Force Powers (Move, Sense).
2 (when struck by a melee attack but before applying
Equipment: Training lightsaber (Lightsaber; (H HF )
soak, as an out-of-turn incidental, may suffer 3 strain
Damage 6; Critical --; Range [Engaged]; Stun Damage),
to reduce damage by 4), Reflect 2 (when struck by a
youngling robes (+1 soak).
ranged attack but before applying soak, may suffer 3
strain to reduce damage by 4).
Abilities: Force Powers (Enhance, Move, Sense).
Equipment: Padawan’s lightsaber (Lightsaber; (HHHHF F) KEEPERS OF THE PEACE
Damage 6; Critical 2; Range [Engaged]; Breach 1, Sun-
der), Jedi robes (+1 soak, defense 1), Jedi utility belt,
The Jedi Order’s primary mission has always
encrypted comlink.
been to keep the peace. In order to ensure they
are ready for any challenge when pursuing this
JEDI TEMPLE GUARD [NEMESIS] objective, all Jedi, regardless of their rank or
role, are expected to develop a degree of mar-
tial skill. To assist with this, the Order owns a
3 2 2 3 3 2 large complement of specialized training droids
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE that any members can call upon when they need
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
to test their mettle or sharpen their combat in-
4 18 18 3 2 stincts.
JOCASTA NU [NEMESIS]
2 2 5 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 18 0 0
Skills: Cool 2 (HH
HH), Discipline 3 (HHH
HHH),
Knowledge (Education) 4 (HHHH HHHHF F ),
Knowledge (Lore) 5 (HHHHH
HHHHH), Knowledge
(Xenology) 4 (HHHH
HHHHF F ), Lightsaber 2
(HH
HH), Perception 3 (HHH
HHHF F ).
Mundi is considered second only to Masters Yoda and SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Windu in seniority in the Council and GMs should bear 4 17 18 1 1
this in mind when including him.
Skills: Cool 3 (HHHHHH), Discipline 4 (HHHHHHHH),
Knowledge (Lore) 3 (HHHHHHF F ), Knowledge (Warfare)
3 (HHH
HHHF F ), Leadership 3 (HHH
HHH), Lightsaber 4
(HHH
HHHF F ), Negotiation 2 (HH
HHF F ), Perception 3
(HHH
HHHF F ), Vigilance 3 (HHH
HHHF F ).
Talents: Adversary 3 (upgrade difficulty of all com-
bat checks against this target three times), Clever
Commander (may use ranks in Knowledge [Warfare]
to upgrade Mass Combat checks instead of ranks
in Leadership), Force Rating 4, Improved Reflect 4
(when struck by a ranged attack but before applying
soak, may suffer 3 strain to reduce damage by 6; if
used, then after attack is resolved, may spend y or
ttt to automatically hit one target within me-
dium range, dealing the same damage as the hit
from the initial ranged attack), Parry
3 (when struck by a melee attack
but before applying soak, as an
out-of-turn incidental, may suffer 3
strain to reduce damage by 5).
Abilities: We Must Push On! (once
per encounter, as a maneuver Ki-Adi-
Mundi may make a Hard (FFF FFF) Lead-
ership check to immediately remove
any fear-related effects from all allies
within short range), Force Powers (En-
hance, Influence, Move, Sense).
Equipment: Ki-Adi-Mundi’s lightsa-
ber (Lightsaber; (HHHHHHF F ) Dam-
age 9; Critical 1; Range [Engaged];
Breach 1, Sunder), Jedi robes (+1
soak, defense 1), Jedi utility belt, en-
crypted comlink.
5 18 16 1 1
Skills: Athletics 3 (HHH
HHHF F ), Charm 3 (HHH
HHHFF ),
Cool 3 (HHH
HHHF F ), Discipline 4 (HHHH
HHHH), Knowledge
(Warfare) 2 (HH HHF F ), Leadership 3 (HHH HHHFF ),
Lightsaber 4 (HHHH
HHHH), Piloting (Space) 3 (HHH HHHFF ),
Survival 2 (HH
HHFF FF), Vigilance 2 (HHHHFFFF).
and was the master of Padawan Barriss Offee. Together, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 5 5 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 16 18 1 1
Skills: Charm 4 (HHHH
HHHH), Cool 4 (HHHH HHHH),
Deception 2 (HH FFF), Discipline 4 (HHHH
HHFFF HHHH),
Knowledge (Lore) 2 (HH FFF), Leadership
HHFFF
3 (HHH
HHHF F ), Lightsaber 4 (HHHH
HHHHF F ),
Negotiation 4 (HHHH HHHH), Perception 2
(HH
HHFFFFFF), Survival 3 (HHH
HHHFF FF), Vigilance 3
(HHH
HHHF F ).
Plo Koon was a Kel Dor Jedi Master serving as a mem- • The Jedi Council has lost contact with Master Plo
after he led a recon mission behind enemy lines. The
ber of the Jedi High Council during the last years of the
PCs are ordered to locate the lost Jedi Master - and
Galactic Republic. Considered level-headed and unflap- if need be, rescue him from whatever predicament
pably calm, Koon was among the wisest members of the he and his men have found themselves in.
Jedi Order. He was deeply concerned with every form of
life, but still frequently undertook dangerous missions. • When the PCs are tasked with transporting sensitive
material or personnel through enemy space, Master
Known by many simply as Master Plo, he was the
Plo offers to fly fighter escort to support them in
Jedi who found Ahsoka Tano, with whom he would, from
their mission.
that moment, share a special bond. He was also among
the Jedi who participated in the Battle of Geonosis. He
became a High Jedi General in the Clone Wars and took PLO KOON [NEMESIS]
part in such conflicts as the Battle of Abregado and the
Second Battle of Felucia.
Master Plo was a skilled pilot and his piloting skills
3 4 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
were as well known as his abilities with a lightsaber.
Some people considered him to be the third best pilot SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
of the Republic. Although the clone troopers under his SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 2 4 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 15 15 0 0
Skills: Brawl 2 (HH
HHFF ), Computers 3 (HHH
HHHF F ), Cool
1 (H
H ), Knowledge (Education) 3 (HHH
HHHF F ), Knowledge
(Lore) 4 (HHHH
HHHH), Mechanics 3 (HHH HHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Eye For Detail 2 (as
an incidental, after rolling the dice pool for a Mechanics
or Computers check but before interpreting the results,
may suffer up to 2 strain and convert an equal number
of q into w), Nobody’s Fool 2 (upgrade difficulty of
all Charm, Coercion and Deception checks against this
target twice), Quick Draw (once per round, may draw or
holster a weapon or accessible item as an incidental),
Tinkerer 1 (may choose one piece of equipment and
increase its number of hard points by one).
Quinlan Vos was a male Kiffar Jedi Master who lived • The PCs are sent to bring Vos to Coruscant for an
intelligence debriefing. When they find him, he
during the final days of the Galactic Republic. Hailing
refuses to come and claims the debrief is a trap to
from the planet Kiffu, he was a maverick within the Jedi expose his spies in the Separatist ranks. Will the
Order and garnered a reputation for bending the rules. PCs believe him?
Vos was renowned for his retrocognition - an ability
that allowed him to perceive others’ memories when • Vos hires the PCs to spy on a corrupt Republic
touching objects they had contacted. Due to this ability, officer and find out who his Separatist handler is.
Vos was an expert tracker. This and his talent for under-
cover work meant that many of his missions took him QUINLAN VOS [NEMESIS]
into the criminal underworld.
Though Quinlan Vos was a good Jedi in many ways,
he suffered an ongoing struggle with the dark side that
3 4 3 4 3 3
continued long into the Clone Wars. Quinlan was openly BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
disdainful of clone troopers, who in turn disliked him, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
and he preferred the company of the scum and villainy 4 18 18 1 1
who made up his network of spies.
Skills: Brawl 3 (HHH
HHH), Cool 3 (HHH
HHH), Coordination
USING THIS CHARACTER 3 (HHH
HHHF F ), Discipline 2 (HH HHF F ), Knowledge
Quinlan Vos is a Jedi who toes the line between the light (Underworld) 4 (HHH
HHHF F ), Lightsaber 4 (HHH
HHHF F ),
and dark, which means he may serve as ally or obstacle Perception 3 (HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ),
to different PCs depending on where their own sense Skulduggery 3 (HHHHHHF F ), Stealth 3 (HHH
HHHF F ),
of morality falls. Fringe PCs will find him to be a ready Vigilance 3 (HHH
HHH).
source of information or credits - as a spy, he is always Talents: Adversary 3 (upgrade difficulty of all combat
willing to pay for information. Jedi or clone PCs, on the checks against this target three times), Force Rating 4,
other hand, may find some of his methods to be a Improved Reflect 3 (when struck by a ranged attack
little more dubious. but before applying soak, may suffer 3 strain to reduce
damage by 5; if used, then after attack is resolved,
may spend y or ttt to automatically hit one target
within medium range, dealing the same damage as
the hit from the initial ranged attack), Parry 3 (when
struck by a melee attack but before applying soak,
as an out-of-turn incidental, may suffer 3 strain to
reduce damage by 5).
Abilities: Flexible Morality (may use i at a cost
of 1 strain per point), Force Powers (Enhance, Influ-
ence, Move, Seek, Sense).
Enhance: Force Power. Vos may use this power
when making Brawl checks.
Seek: Force Power. Vos may spend o to gain
insight on the recent history of an object he is
touching; may also commit h to track the last
person to hold the object.
Equipment: Quinlan Vos’s lightsaber (Lightsa-
ber; (HHH
HHHF F ) Damage 9; Critical 2; Range
[Engaged]; Breach 1, Sunder, Vicious 2), blast-
er pistol (Ranged [Light]; (HHH
HHHF F ) Damage 6;
Critical 3; Range [Medium]; Stun setting), Jedi
robes (+1 soak, defense 1), Jedi utility belt, en-
crypted comlink.
ADVENTURE AND ENCOUNTER IDEAS Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Mas-
• When a member of the party is plagued by
ter Doctor (once per round, may suffer 2 strain to de-
nightmares and visions of horror descending on the
crease the difficulty of the next Medicine check once,
vulnerable Republic, they are taken to Doctor Nema
for a series of deprivation rituals designed to find to a minimum of Easy (F F )), Parry 2 (when struck by
out if these are simply bad dreams or something a melee attack but before applying soak, as an out-of-
more sinister at work. turn incidental, may suffer 3 strain to reduce damage by
5), Reflect 2 (when struck by a ranged attack but before
• A Jedi Master has been infected with a potent applying soak, may suffer 3 strain to reduce damage by
disease whilst exploring an ancient Sith ruin. Doctor 4), Surgeon 3 (when making a Medicine check to help
Nema has identified a potential cure, but needs the a character heal wounds, the target heals 3 additional
PCs to find a rare ingredient from the other side of wounds).
the galaxy if she is going to be able to recreate it.
Abilities: Force Powers (Enhance, Heal, Move, Sense).
RIG NEMA [NEMESIS] Heal: Force Power. Doctor Nema may spend o to
heal 4 wounds on a living creature that she can touch;
she may also spend o to heal one status effect from
2 3 4 4 3 3 the target creature. May combine a Hard (FFF
FFF) Med-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE icine check with a Heal power check to also heal one
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Critical Injury if the check succeeds.
3 14 16 1 1 Equipment: Rig Nema’s lightsaber (Lightsaber;
(HH
HHF F ) Damage 8; Critical 2; Range [Engaged];
Skills: Charm 2 (HHHHF F ), Computers 2 (HH
HHFF FF), Breach 1, Sunder), light Jedi robes (+1 soak, defense
Cool 2 (HH
HHF F ), Discipline 3 (HHH
HHH), Knowledge 1), Jedi utility belt, encrypted comlink.
(Education) 3 (HHHHHHF F ), Knowledge (Xenology)
4 (HHHH
HHHH), Lightsaber 3 (HH HHF F ), Medicine 4
(HHHH
HHHH), Perception 3 (HHH HHHF F ), Survival 2
(HH
HHFF FF), Vigilance 1 (H
H FF
FF).
starfighter pilot, Tiin fought in the Clone Wars as a Jedi SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
SHAAK TI [NEMESIS]
2 3 4 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 16 18 1 1
Skills: Charm 3 (HHH HHHF F ), Cool 3 (HHH
HHHF F ),
Discipline 4 (HHHH
HHHH), Knowledge (Xenology) 2
(HH
HHFF FF), Leadership 4 (HHHH
HHHH), Lightsaber 3
(HHH
HHHF F ), Negotiation 3 (HHH
HHHF F ), Perception
3 (HHH
HHHF F ), Vigilance 3 (HHH
HHHF F ).
2 2 4 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 17 1 1
Skills: Charm 3 (HHH HHHF F ), Cool 3 (HHH HHHF F ),
Discipline 4 (HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHHF F ),
Knowledge (Underworld) 5 (HHHH HHHHF F ), Lightsaber 3
(HHH
HHHF F ), Negotiation 4 (HHHH
HHHH), Perception 4
(HHHH
HHHH), Piloting (Planetary) 1 (H H F ), Streetwise 3
(HHH
HHHF F ), Vigilance 2 (HH
HHFF ).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 4, Good
Cop 2 (may spend ww from a Charm or Negotiation
check to upgrade the ability of a single ally’s subse-
quent Social Interaction skill check twice against the
same target in the same encounter), Improved Parry
3 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 5; if used then after attack is re-
thought. Their differing personalities mean each sister SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Yoda was a legendary Jedi Master who led the Jedi High
Council in the centuries leading to the fall of the Galactic 1 2 4 4 5 5
Republic. Small in stature but revered for his wisdom BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
and power, Yoda trained generations of Jedi, ultimately SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Wullf Yularen was a male human who served as a • Admiral Yularen is placed in command of a Republic
blockade around a Separatist-held planet. Whether
high-ranking officer in the Galactic Republic military.
due to Separatist sympathies or simply for their own
Serving the Republic during the Battle of Malastare survival, the PCs must attempt to run the blockade
Narrows, he was given an admiral’s commission in the and slip past the Admiral’s carefully deployed fleet.
Republic Navy following the outbreak of the Clone Wars,
assigned to Jedi General Anakin Skywalker. • In the midst of a chaotic space battle, enemy forces
have launched a boarding action against Yularen’s
Even before the outbreak of the Clone Wars, Yularen
flagship. The PCs must scramble to defend the ship
was regarded by his peers as a crisp, efficient veteran from the invaders and drive the enemy back.
naval officer. Despite his disagreements with the brash
and reckless General Skywalker, he held a sacred respect
ADMIRAL WULLF YULAREN [NEMESIS]
for the chain of command, a trait which made him assist
his Jedi General in any way he could.
Yularen overcame an initially-rocky relationship with 2 2 4 3 4 4
his Jedi superior to successfully combat the Confedera- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
cy of Independent Systems in several battles throughout
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
the conflict. Loyal to the establishment, the Admiral is
frequently courted by high-ranking politicians and ca-
3 14 16 0 0
reer-climbing military officers for both his expertise and
Skills: Charm 2 (HH
HHFF FF), Cool 3 (HHH
HHHF F ), Discipline
his ready access to one of the Republic’s greatest Jedi
3 (HHH
HHHF F ), Knowledge (Core Worlds) 3 (HHH
HHHF F ),
heroes.
Knowledge (Outer Rim) 3 (HHH HHHF F ), Knowledge
USING THIS CHARACTER (Warfare) 4 (HHHH
HHHH), Leadership 3 (HHH HHHF F ),
Perception 3 (HHH
HHH), Vigilance 2 (HHHHFFFF).
As a dutiful officer in a time of war, Admiral Yularen is
Talents: Fire Control (as a maneuver Admiral Yularen
rarely found away from the bridge of his flagship. As
may make all combat checks made from his current
such, unless the PCs are collaborating with Yularen or
starship or vehicle count their target’s silhouette as
his Jedi superiors on a military operation, they are more
1 higher than normal until the beginning of his next
likely to encounter the Admiral indirectly from the cock-
turn [this does not stack]), Nobody’s Fool 1 (upgrade
pit of their own vessels.
difficulty of all Charm, Coercion and Deception checks
against this target once), Starship Adversary 1 (up-
grade difficulty of all combat checks against a ship this
character is commanding once).
Abilities: Strategic Direction (once per round,
Admiral Yularen may spend a maneuver to
direct three Republic Navy NPCs or minion
groups within medium range [this can be plan-
etary scale for targets on other ships]; each tar-
get may perform an immediate maneuver as
an out-of-turn incidental or instead add q
to their next check).
Equipment: Blaster pistol (Ranged
[Light]; (FF
FF) Damage 6; Critical 3;
Range [Medium]; Stun setting), Repub-
lic naval uniform (+1 soak), encrypted
comlink.
2 2 4 5 5 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 12 15 0 0
Skills: Charm 4 (HHHH
HHHH), Cool 3 (HHH HHHF F ),
Deception 3 (HHH
HHHFF FF), Discipline 3 (HHH
HHHFF FF),
Knowledge (Core Worlds) 4 (HHHH
HHHH), Knowledge
(Education) 4 (HHHH
HHHH), Knowledge (Underworld) 2
(HH
HHFF FF), Leadership 4 (HHHH
HHHH), Negotiation 4
(HHHH
HHHH), Perception 3 (HHH HHHFF FF), Streetwise 3
(HHH
HHHFF FF), Vigilance 3 (HHH
HHHFF FF).
Bric was a battle-worn Siniteen male bounty hunter • A group of clone PCs are facing a live-fire
training exercise on Kamino - if they are not fresh
whom the Galactic Republic hired to help train clone
cadets themselves they could be called upon to
cadets on the planet Kamino during the Clone Wars. For demonstrate for the benefit of the trainees. Either
his assignment, Bric assumed the role of drill sergeant way, they must strive to meet Bric’s strict, almost
and, along with the Arcona bounty hunter El-Les, also impossible, standards.
received the rank of Master Chief as he trained squads
of clone cadets. • When Kamino itself comes under assault, the PCs
finding themselves fighting alongside Bric in the
Bric himself was a stern, smart, and aggressive be- corridors of Tipoca City as they try to evacuate the
ing. The veteran bounty hunter took a no-nonsense younger untrained clones to safety.
approach when it came to military training and as an
unrepentant bully, Bric used his aggression to bring out
MASTER CHIEF BRIC [NEMESIS]
the best in his trainees.
must protect R2-D2 from waves of enemy battle SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
droids as he downloads the base’s databanks to 2 8 10 0 0
prevent them falling into Separatist hands.
Skills: Charm 3 (HH F ), Deception 1 (H H F ),
• Separatist agitators have stirred up a ferocious HHF
Knowledge (Core Worlds) 5 (HHHH
HHHHF F ), Knowledge
native species against the clone troopers at a nearby
military outpost. C-3PO has been dispatched by (Education) 5 (HHHH
HHHHF F ), Knowledge (Outer Rim) 5
Senator Amidala to communicate with the natives (HHHH
HHHHF F ), Knowledge (Xenology) 5 (HHHH
HHHHF F ),
and reach an accord, but the agitators resolve to Negotiation 4 (HH
HHFFFF), Perception 1 (H
H F ).
kidnap the droid in order to destroy any talks. Talents: Adversary 1 (upgrade difficulty of all combat
Can the PCs stop them before fighting breaks out checks against this target once), Speaks Binary 1 (grants
between the natives and the Republic forces? s to any tasks he directs NPC droids to perform).
• In the aftermath of a fierce space battle in orbit, Abilities: Droid (does not need to breathe, eat, or
the PCs discover a crashed escape pod containing drink and can survive in vacuum or underwater; im-
C-3PO and R2-D2. While C-3PO frantically mune to poisons and toxins), Human-Cyborg Relations
implores the PCs to see the droids safely back to (while C-3PO is translating for a character, that char-
Republic territory, R2-D2 insists they help them acter removes ss from their Charm and Negotiation
accomplish an urgent secret mission first. checks), Improved Etiquette And Protocol (C-3PO al-
• The PCs are enlisted by Senator Amidala to lows allies to add s to any Negotiation checks or other
infiltrate an upper-class party that she believes is a checks made to negotiate or mediate, no matter the
smokescreen for corrupt senators to sell information species involved), Improved Phrasing (C-3PO allows
to the Separatists. To help them, R2-D2 is assigned players within short range to cancel t or y from their
to assist slicing the corrupt senator’s security Charm and Negotiation checks; C-3PO then suffers 1
system whilst C-3PO is given the task of coaching strain per canceled t and 4 strain per canceled y),
the PCs in high-class etiquette and protocol. We’re Doomed! (C-3PO adds s to the Discipline, Me-
chanics and Piloting checks any characters within short
range make).
Equipment: Comlink.
portant missions, they may end up working alongside SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 2 4 3 3 2 3 4 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 17 16 1 1 4 15 15 1 1
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ), Cool 3 Skills: Athletics 2 (HH
HH), Brawl 2 (HH
HH), Computers
(HHH
HHH), Discipline 2 (HH HHF F ), Leadership 2 (HH
HHF F ), 4 (HHHH
HHHH), Cool 2 (HH HHF F ), Discipline 2 (HH
HHFF ),
Melee 3 (HHH
HHH), Perception 3 (HHH HHHF F ), Ranged Knowledge (Xenology) 3 (HHHHHHF F ), Mechanics 3
(Heavy) 3 (HHHHHH), Ranged (Light) 3 (HHH HHH), (HHH
HHHF F ), Perception 2 (HH
HHF F ), Ranged (Heavy)
Resilience 2 (HH
HHF F ), Stealth 3 (HHH
HHH), Vigilance 3 2 (HH
HHF F ), Ranged (Light) 3 (HHH
HHH), Stealth 3
(HHH
HHH). (HHH
HHH), Vigilance 2 (HHHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Coordinated Assault checks against this target once), Bypass Security 2 (re-
(as a maneuver, may allow up to four engaged allies to move ss from any Computers or Skulduggery checks
add w to combat checks until the beginning of Hunter’s to bypass security), Know-It-All (once per session, may
next turn), Expert Tracker 2 (removes ss from checks perfectly recall one important fact he previously learned
to find or follow tracks; Survival checks made to track as if a Destiny Point had been spent), Thorough As-
targets take 50% less time than normal), Guns Blazing sessment (once per session, may make a Hard (FFF FFF)
(as an incidental, may suffer 2 strain to avoid increasing Knowledge check as an action; on a success, may add
the difficulty of a Ranged [Light] check to attack with s to one check that another character who could rea-
two weapons), Lethal Blows 2 (add +20 to any Critical sonably benefit from this information makes before the
Injury results inflicted on opponents), Rapid Reaction 2 end of the encounter. For every q beyond the first, may
(as an out-of-turn incidental, may suffer up to 2 strain add s to one additional check this way. May not allo-
to add an equal number of w to any Vigilance or Cool cate more than s to any single check this way; at the
check to determine Initiative order). end of the encounter, any unused s are lost).
Abilities: We Are The Bad Batch (once per session, Abilities: This Will Do (once per session, Tech may
Hunter may spend 1 Destiny Point to allow himself and spend 1 Destiny Point to build a device that functions
any other member of the Bad Batch within short range as an item of rarity 6 or lower until the end of the en-
to take a second turn at the end of the current round; counter).
this extra turn does not impact the duration of other Equipment: Pair of DC-17 hand blasters (Ranged
abilities or effects). [Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range
Equipment: Pair of DC-17 hand blasters (Ranged [Medium]; Accurate 1, Stun setting), 2 frag grenades
[Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range (Ranged [Light]; (HHH
HHH) Damage 8; Critical 4; Range
[Medium]; Accurate 1, Stun setting), custom vibroknife [Short]; Blast 6, Limited Ammo 1), clone commando
(Melee; (HHH
HHH) Damage 6; Critical 2; Range armor (+2 soak, defense 1), utility belt, slicer’s
[Engaged]; Pierce 2, Vicious 3), 2 frag grenades datapad, extra reload.
(Ranged [Light]; (HHH
HHH) Damage 8; Critical 4; Range
[Short]; Blast 6, Limited Ammo 1), clone commando
armor (+2 soak, defense 1), utility belt, extra reload.
5 3 1 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
7 20 14 1 1
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 3 (HHH
HHHFF FF),
Coercion 2 (HH HHF F ), Cool 2 (HHHH), Discipline 1
(H FF), Gunnery 2 (HH
H FF HHF F ), Ranged (Heavy) 3
(HHH
HHH), Ranged (Light) 2 (HH HHF F ), Resilience 4
(HHHH
HHHHF F ), Stealth 1 (H FF), Vigilance 2 (HH
H FF HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Durable 2 (reduce
Critical Injury results by 20, to a minimum of 1),
Feral Strength 2 (deal +2 damage to one hit
on all successful Brawl and Melee checks), Im-
proved Body Guard 2 (once per round, may
perform the Body Guard maneuver to guard
an engaged character; suffer up to 2 strain
to upgrade the difficulty of all com-
bat checks against the
specified target a
number of times
equal to strain
suffered; once
per session, when
an ally protected by
the Body Guard maneuver
would suffer a hit from a combat check, may choose to
suffer the hit instead).
Abilities: Time To Wreck It (once per session, if
Wrecker has exceeded half his wound threshold,
he may spend 1 Destiny Point to enter a ber-
serker rage as a maneuver. For the next three
rounds [including the round in which this abil-
ity is activated], Wrecker’s wound threshold
is increased to 40 and all his attacks
lower their Critical rating by 1; however
he cannot benefit from any sources of
defense during this time. At the end of
his turn on the third round, if Wreck-
er’s total wounds exceed his original
wound threshold he is immediately in-
capacitated).
Equipment: DC-17m blaster [rifle
mode] (Ranged [Heavy]; (HHHHHH) Damage
9; Critical 3; Range [Long]; Auto-fire, Pierce
1, Stun setting), DC-17m blaster [anti-
armor mode] (Gunnery; (HH HHF F ) Damage 10;
Critical 2; Range [Short]; Breach 1, Blast 3,
Limited Ammo 4, Prepare 1), 2 frag grenades
(Ranged [Light]; (HH HHF F ) Damage 8; Critical 4;
Range [Short]; Blast 6, Limited Ammo 1), clone
commando armor (+2 soak, defense 1), utility
belt, extra reload.
come in many forms and varieties. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Whether through genetic manipula- 5 15 15 1 1
tion, differing training programs or
experience in the field, many clones Skills: Athletics 3 (HHH
HHH), Brawl 2 (HH HHF F ), Cool 3
branch off into specialized roles. (HHH
HHH), Discipline 3 (HHH HHH), Gunnery 2 (HH HHF F ),
Those who develop an instinct for Perception 3 (HH
HHF F ), Piloting (Planetary) 2 (HH
HHF F ),
leadership may climb the ranks from Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH HHH),
Sergeant to Captain or even Com- Stealth 2 (HHHHF F ), Survival 2 (HH HH), Vigilance 3
mander of an entire legion. Veter- (HHH
HHH).
ans may be recruited into the elite Talents: Adversary 1 (upgrade difficulty of all combat
special forces, of which there checks against this target once), Guns Blazing (as an
are two primary examples; incidental, may suffer 2 strain to avoid increasing the
the Clone Commandos, difficulty of a Ranged [Light] check to attack with two
who operate in elite four- weapons), Quick Draw (once per round, may draw or
man squads deep behind holster a weapon or accessible item as an incidental),
enemy lines, and the Ad- Swift (do not suffer normal penalties for moving through
vanced Recon Commando difficult terrain).
(ARC) troopers, who are
Abilities: Clone Inhibitor Chip (so long as the prop-
trained to support ma-
er chain of command is observed, upgrade the ability
jor offensives with special
of Leadership checks targeting this clone once), Got
one- or two-man assign-
You Covered (when within short range of another ARC
ments.
3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 12 0 0
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ), Cool 3
(HH
HHF F ), Discipline 2 (HHHHF F ), Gunnery 2 (HH
HHF F ),
Perception 3 (HH
HHF F ), Piloting (Planetary) 2 (HH
HHF F ),
Ranged (Heavy) 2 (HH HHF F ), Ranged (Light) 2 (HH
HHF F ),
Stealth 3 (HHH
HHH), Survival 3 (HH HHF F ), Vigilance 3
(HHH
HHH).
Talents: All-Terrain Driver (do not suffer normal pen-
alties for moving through difficult terrain when piloting CLONE CADET [MINION]
a vehicle using Piloting [Planetary]), Expert Tracker 1
(removes s from checks to find or follow tracks; Sur-
vival checks made to track targets take 50% less time 3 3 2 2 2 1
than normal). BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Clone Inhibitor Chip (so long as the proper SOAK VALUE W. THRESHOLD M/R DEFENSE
3 3 3 2 3 3 3 3 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 16 15 0 0 5 12 0 0
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH HHFF ), Skills: Athletics 2 (HH
HHF F ), Cool 2 (H
H F ), Discipline
Discipline 3 (HHH
HHH), Knowledge (Warfare) 2 (HH
HHFF ), 2 (HH
HHF F ), Medicine 3 (HH
HHF F ), Ranged (Heavy) 2
Leadership 3 (HHH
HHH), Ranged (Light) 3 (HHHHHH), (HH
HHF F ), Survival 1 (H FF), Vigilance 1 (H
H FF H FF
FF).
Vigilance 2 (HH
HHF F ). Talents: It’s Not That Bad (once per session when an
Talents: Adversary 1 (upgrade difficulty of all combat ally is about to suffer a Critical Injury, may make a Hard
checks against this target once). (FFF
FFF) Medicine check as an out-of-turn incidental.
Abilities: Clone Inhibitor Chip (so long as the proper If successful, the ally does not gain the Critical Injury
chain of command is observed, upgrade the ability of and does not suffer any of its normal effects; the attack
Leadership checks targeting this clone once), Tactical still deals damage as normal), Stimpack Specialization 2
Direction (may perform a maneuver to direct one clone (when using a stimpack, the target heals an additional
trooper minion group within medium range; the group 2 wounds; the sixth stimpack and beyond each day still
may perform an immediate free maneuver or add s to has no effect).
its next check). Abilities: Clone Inhibitor Chip (so long as the proper
Equipment: Pair of DC-17 hand blasters (Ranged chain of command is observed, upgrade the ability of
[Light]; (HHH
HHHs s ) Damage 7; Critical 3; Range [Me- Leadership checks targeting this clone once).
dium]; Accurate 1, Stun setting), 2 frag grenades Equipment: DC-15A blaster carbine (Ranged [Heavy];
(Ranged [Light]; (HHHHHH) Damage 8; Critical 4; Range (HH
HHF F ) Damage 9; Critical 3; Range [Medium]; Au-
[Short]; Blast 6, Limited Ammo 1), clone armor (+2 to-fire, Pierce 1, Stun setting), clone armor (+2 soak),
soak), utility belt, extra reload. utility belt, field medpac, stimpacks (multiple doses).
3 3 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 5 0 0
Skills (group only): Athletics (FFFFFF),
Discipline (FFF
FFF), Ranged (Heavy) (FFF
FFF),
Resilience (FFF
FFF), Survival (FF
FF), Vigilance
(FF
FF).
Talents: None.
Abilities: Clone Inhibitor Chip (so long as
the proper chain of command is observed,
upgrade the ability of Leadership checks tar-
geting this clone once).
Equipment: DC-15 blaster rifle (Ranged
[Heavy]; (FFF
FFF) Damage 10; Critical 3;
Range [Long]; Pierce 1, Stun setting), 2
frag grenades (Ranged [Light]; (FFF FFF)
Damage 8; Critical 4; Range [Short]; Blast
6, Limited Ammo 1), cold assault armor
(+2 soak; add ss to checks to avoid ad-
verse effects from cold climates; remove s
from Perception checks in cold weather con-
ditions), utility belt, extra reload.
3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 15 15 1 1
Skills: Athletics 3 (HHH
HHH), Brawl 2 (HH
HHF F ), Cool 3
(HHH
HHH), Discipline 3 (HHH
HHH), Perception 2 (HH HH),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH
HHH),
Resilience 3 (HHH
HHH), Stealth 3 (HHH
HHH), Vigilance 3
(HHH
HHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Natural Commando
(once per session, may reroll one Ranged [Light] or
Stealth check), Rapid Reaction 2 (as an out-of-turn inci-
dental, may suffer up to 2 strain to add an equal num-
3 3 2 2 3 1 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 5 0 0 3 5 0 0
Skills (group only): Athletics (FFF
FFF), Discipline Skills (group only): Discipline (FF
FF), Gunnery (FFF
FFF),
(FFF
FFF), Gunnery (FFF
FFF), Survival (FF
FF), Vigilance Ranged (Light) (FFF
FFF), Vigilance (FF
FF).
(FF
FF). Talents: None.
Talents: None. Abilities: Clone Inhibitor Chip (so long as the proper
Abilities: Clone Inhibitor Chip (so long as the proper chain of command is observed, upgrade the ability of
chain of command is observed, upgrade the ability of Leadership checks targeting this clone once).
Leadership checks targeting this clone once). Equipment: DC-17 hand blaster (Ranged [Light];
Equipment: BT X-42 heavy flame projector (Gunnery; (FFF
FFFs s ) Damage 7; Critical 3; Range [Medium]; Ac-
(FFF
FFF) Damage 10; Critical 2; Range [Medium]; Blast curate 1, Stun setting), light clone armor (+1 soak),
6, Burn 4, Vicious 1), 2 frag grenades (Ranged [Light]; utility belt, extra reload.
(FFF
FFF) Damage 8; Critical 4; Range [Short]; Blast 6,
Limited Ammo 1), insulated clone armor (+2 soak; CLONE HEAVY WEAPONS EXPERT
add ss to checks to avoid adverse effects from ex- [RIVAL]
treme heat and toxic climates; reduce damage taken by
fire and hazardous environments by 1; attackers must
spend one additional w to activate the Burn item quali- 3 3 2 2 3 1
ty, and the quality’s rating is reduced by 1), utility belt, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 12 0 0
Skills: Athletics 2 (HH
HHF F ), Discipline 2 (HH
HHFF ),
Gunnery 2 (HH HHF F ), Ranged (Heavy) 2 (HH HHFF ),
Ranged (Light) 2 (HH
HHF F ), Vigilance 2 (HH
HHFF ).
Talents: None.
2 3 3 2 3 1 2 4 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 12 0 0 3 12 0 0
Skills: Athletics 2 (HH HH), Computers 2 (HH HHF F ), Skills: Discipline 2 (HH
HH), Gunnery 2 (HH HHFFFF),
Discipline 2 (HH
HHF F ), Gunnery 2 (HH
HHF F ), Mechanics 3 Piloting (Space) 3 (HHH
HHHFF ), Vigilance 2 (HH
HH).
(HHH
HHH), Ranged (Heavy) 2 (HH HHF F ), Ranged (Light) Talents: Skilled Jockey 1 (remove s from all Piloting
2 (HH
HHF F ), Resilience 1 (HH F ), Vigilance 2 (HH
HHF F ). checks).
Talents: Gearhead 2 (remove ss from Mechanics Abilities: Clone Inhibitor Chip (so long as the proper
checks), Selective Detonation 2 (when using weapons chain of command is observed, upgrade the ability of
with the Blast quality or explosives, may spend w to ex- Leadership checks targeting this clone once).
clude one target that would normally be affected by the
Equipment: DC-17 hand blaster (Ranged [Light];
explosion; may exclude up to 2 targets in this manner).
(FF
FFs s ) Damage 7; Critical 3; Range [Medium]; Accu-
Abilities: Clone Inhibitor Chip (so long as the prop- rate 1, Stun setting), clone flight suit (+1 soak), sen-
er chain of command is observed, upgrade the ability sory augmentation package (add w to any Perception
of Leadership checks targeting this clone once), Short checks).
Fuse (once per session, may reduce the cost to activate
an item’s Blast quality to w). CLONE RIOT TROOPER [MINION]
Equipment: DC-15A blaster carbine (Ranged [Heavy];
(HH
HHF F ) Damage 9; Critical 3; Range [Medium]; Au-
to-fire, Pierce 1, Stun setting), 2 frag grenades (Ranged 3 3 2 2 3 1
[Light]; (HH
HHF F ) Damage 8; Critical 4; Range [Short]; BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Blast 6, Limited Ammo 1), clone armor (+2 soak), util- SOAK VALUE W. THRESHOLD M/R DEFENSE
ity belt, extra reload. 5 5 2 2
CLONE PILOT [MINION] Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF),
Discipline (FFF
FFF), Melee (FFF
FFF), Vigilance (FFF
FFF).
2 3 2 2 2 1 Talents: None.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 5 0 0
Skills (group only): Discipline (FF
FF), Gunnery (FFF
FFF),
Piloting (Space) (FFF
FFF), Vigilance (FF
FF).
Talents: None.
Abilities: Clone Inhibitor Chip (so long as the proper
chain of command is observed, upgrade the ability of
Leadership checks targeting this clone once).
Equipment: DC-17 hand blaster (Ranged [Light];
(FF
FFs s ) Damage 7; Critical 3; Range [Medium]; Accu-
rate 1, Stun setting), clone flight suit (+1 soak).
CLONE SCUBA TROOPER [MINION] This profile is a variant of the base clone troop-
er. Designed to have slightly more survivabili-
ty than the minion version, this variant can be
3 3 2 2 3 1 used at the discretion of the GM for individual
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE clones who may hold higher plot significance or
SOAK VALUE W. THRESHOLD M/R DEFENSE
sentimental value than a standard trooper char-
5 5 0 0 acter might.
Abilities: Clone Inhibitor Chip (so long as the proper SOAK VALUE W. THRESHOLD M/R DEFENSE
chain of command is observed, upgrade the ability of 5 14 0 0
Leadership checks targeting this clone once).
Equipment: DC-12u beam rifle (Ranged [Heavy]; Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ),
(FFF
FFF) Damage 7; Critical 3; Range [Medium]; Linked Discipline 2 (HH HHF F ), Ranged (Heavy) 2
1; gains Inaccurate 2 if used outside an aquatic en- (HH
HHF F ), Ranged (Light) 2 (HH
HHF F ), Vigilance
vironment; remove s due to darkness), clone dive 2 (HH
HHF F ).
armor (+2 soak; does not suffer movement penalties Talents: Adversary 1 (upgrade difficulty of all
from moving through water; remove s from Perception combat checks against this target once).
checks underwater), utility belt, extra reload. Abilities: Clone Inhibitor Chip (so long as the
proper chain of command is observed, upgrade
CLONE SERGEANT [RIVAL] the ability of Leadership checks targeting this
clone once), Personality Quirk (may take one
of these additional skills; Charm 2 (HH
HH), Co-
3 3 2 2 3 2 ercion 2 (HH
HHF F ), Deception 2 (HH
HH) or Nego-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tiation 2(HH
HH). This choice is permanent).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Equipment: DC-15 blaster rifle (Ranged
5 14 0 0 [Heavy]; (HH
HHF F ) Damage 10; Critical 3; Range
[Long]; Pierce 1, Stun setting), 2 frag grenades
Skills: Athletics 2 (HH
HHFF ), Brawl 2 (HH
HHF F ), Discipline (Ranged [Light]; (HH
HHF F ) Damage 8; Critical 4;
2 (HH
HHF F ), Leadership 2 (HHHH), Ranged (Heavy) Range [Short]; Blast 6, Limited Ammo 1), clone
2 (HH
HHF F ), Ranged (Light) 2 (HH HHF F ), Vigilance 2 armor (+2 soak), utility belt, extra reload.
(HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
3 3 2 2 3 1 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 5 0 0 4 12 0 0
Skills (group only): Athletics (FFF
FFF), Brawl (FFF
FFF), Skills: Discipline 2 (HH
HH), Gunnery 2 (HH HHFF ),
Discipline (FFF
FFF), Ranged (Heavy) (FFF
FFF), Vigilance Mechanics 2 (HHHH), Piloting (Planetary) 2 (HH
HHFF ),
(FFF
FFF). Ranged (Light) 2 (HH
HHFF ), Vigilance 2 (HH
HH).
Talents: None. Talents: Skilled Jockey 2 (remove ss from all Piloting
Abilities: Clone Inhibitor Chip (so long as the proper checks).
chain of command is observed, upgrade the ability of Abilities: Clone Inhibitor Chip (so long as the proper
Leadership checks targeting this clone once). chain of command is observed, upgrade the ability of
Equipment: DC-15 blaster rifle (Ranged [Heavy]; Leadership checks targeting this clone once).
(FFF
FFF) Damage 10; Critical 3; Range [Long]; Pierce 1, Equipment: DC-17 hand blaster (Ranged [Light];
Stun setting), 2 frag grenades (Ranged [Light]; (FFF
FFF) (HH
HHF F s ) Damage 7; Critical 3; Range [Medium]; Ac-
Damage 8; Critical 4; Range [Short]; Blast 6, Limited curate 1, Stun setting), clone armor (+2 soak), utility
Ammo 1), clone armor (+2 soak), utility belt, extra re- belt, vehicle repair kit.
load.
3 3 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 16 16 0 0
Skills: Athletics 2 (HHHHF F ), Brawl 3 (HHH
HHH),
Computers 2 (HH HHFF ), Cool 3 (HHH
HHHF F ), Discipline
4 (HHH
HHHF F ), Knowledge (Warfare) 3 (HHH HHH),
Leadership 4 (HHHH
HHHH), Perception 3 (HH HHF F ),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 3 (HHH
HHH),
Survival 2 (HH
HH), Vigilance 2 (HH
HHF F ).
planet of Coruscant. It was responsible for conducting SOAK VALUE W. THRESHOLD M/R DEFENSE
4 12 0 0
CORUSCANT POLICE DROID [RIVAL]
Skills: Brawl 2 (HH
HHF F ), Coercion 2 (HH
HHF F ), Discipline
1 (H FF), Melee 2 (HH
H FF HHF F ), Ranged (Light) 2 (HH
HH),
3 2 2 2 3 2 Vigilance 2 (HH
HHF F ).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Talents: Nobody’s Fool 1 (upgrade difficulty of all
SOAK VALUE W. THRESHOLD M/R DEFENSE
Charm, Coercion and Deception checks against this tar-
3 10 0 0 get once).
Abilities: None.
Skills: Athletics 2 (HH HHF F ), Melee 1 (H H FF
FF), Equipment: Heavy blaster pistol (Ranged [Light];
Perception 3 (HH
HHF F ), Piloting (Planetary) 2 (HH
HH), (HH
HH) Damage 7; Critical 3; Range [Medium]; Stun
Ranged (Light) 2 (HH
HH), Vigilance 2 (HHHHF F ). setting), truncheon (Melee; (HH
HHFF ) Damage 5; Critical
Talents: Nobody’s Fool 1 (upgrade difficulty of all 5; Range [Engaged]; Disorient 2), underworld police
Charm, Coercion and Deception checks against this tar- armor (+1 soak).
get once).
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: Blaster pistol (Ranged [Light]; (HH HH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
truncheon (Melee; (H FF) Damage 5; Critical 5; Range
H FF
[Engaged]; Disorient 2).
inaccessible to Jedi or clones, the squad consisted of SOAK VALUE W. THRESHOLD M/R DEFENSE
1 2 4 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 12 10 0 0
Skills: Athletics 2 (H
H F ), Coercion 1 (H FF), Com-
H FF
puters 2 (HH
HHFF FF), Cool 2 (HH
HH), Knowledge (Core
Worlds) 4 (HHHHHHHH), Knowledge (Education) 3
(HHH
HHHF F ), Knowledge (Outer Rim) 3 (HHH HHHF F ),
Knowledge (Warfare) 2 (HH
HHFF FF), Leadership 2 (HH
HH),
Stealth 2 (HH
HH).
Talents: Field Commander (as an action, may make an
Average (FFFF) Leadership check; 4 allies may imme-
diately suffer 1 strain to perform a free maneuver), No-
body’s Fool 1 (upgrade difficulty of all Charm, Coercion
and Deception checks against this target once).
Abilities: Pep Talk (gains automatic ww on Leader-
ship checks when commanding droids), Silhouette 0.
Equipment: Light blaster pistol (Ranged [Light]; (FF
FF)
Damage 5; Critical 4; Range [Medium]; Stun setting),
Republic uniform (+1 soak).
Senators were individuals who represented the many • A recent surge in attacks on senators from political
activists has led to representatives hiring more
planets of the galaxy in the Galactic Senate of the Re-
bodyguards. The PCs may see this as an opportunity
public. Although galactic politics was never entirely re- for some easy credits - unfortunately, the senator
sistant to duplicity, during the Clone Wars the corrup- who hires them is the activists’ next target.
tion in the Senate took deep root in the legislative body.
Only a small minority of representatives remained who • A bill has been put forward in the Galactic Senate
placed the principles of their office ahead of their own that proposes to scrap the clone breeding program
self-interest. and instead invest in a Republic droid army.
Opponents of the bill suspect the senator making
During the conflict, the Senate itself was divided. De- the proposal is only doing so because they stand
spite the majority remaining on Coruscant, there were to make a lot of money from manufacturing the
several hundred who broke away in the years before the droids and hire the PCs to uncover evidence of the
Battle of Geonosis and formed the Separatist Parliament senator’s duplicity.
on Raxus. These senators claimed to be fighting against
the corruption on Coruscant, though in reality many left GALACTIC SENATOR [NEMESIS]
the Republic in order to chase wealth and power.
on Coruscant or the Separatist Parliament on Raxus, ga- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
lactic senators on both sides often operate in a similar 2 12 15 0 0
fashion. Unaccustomed to getting their own hands dirty,
a senator will readily enlist a party of PCs to serve as Skills: Charm 3 (HHH HHHF F ), Cool 2 (HH
HHFFFF),
their agents in furthering their own interests and polit- Deception 2 (HH
HHFF FF), Knowledge (Core Worlds)
ical influence. 2 (HH
HHFFFF), Knowledge (Education) 2 (HHHHFFFF),
A small number of senators, both Republic and Sepa- Knowledge (Outer Rim) 2 (HH HHFFFF), Leadership 2
ratists, are sincerely true to their principles however and (HH
HHFF FF), Negotiation 2 (HH
HHFFFF).
may seek out the PCs if they believe they too are guided Talents: Commanding Presence 2 (remove ss from
by a cause other than the pursuit of credits. Leadership and Cool checks), Works Like A Charm
(once per session, make one skill check using Presence
rather than the characteristic linked to that skill).
Abilities: None.
Equipment: Bodyguards, datapad, fine clothing.
meet him during one of his many trips between the two 3 14 13 0 0
distant systems).
Always eager to meet new people, Jar Jar is also of- Skills: Athletics 3 (HH
HHF F ss), Charm 3
ten the first to volunteer for diplomatic missions that re- (HHH
HHHF F ss), Coordination 4 (HHHH HHHHss),
quire a senatorial representative - though in these cases Perception 2 (HH
HHF F ss), Skulduggery 2 (HH
HHFF ss),
wiser minds usually ensure he is escorted by at least Survival 3 (HHH
HHHss).
one more experienced member of the Galactic Senate. Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Distracting
Behavior 3 (as a maneuver, may suffer up to 3 strain;
ADVENTURE AND ENCOUNTER IDEAS
an equal number of targets within long range suffer
• Jar Jar has volunteered to serve as the Republic’s tt on checks they make until the beginning of Jar
representative at a diplomatic conference, and Jar’s next turn), Improved Dodge 3 (may perform a
the PCs have been assigned as his security detail. Dodge incidental to suffer up to 3 strain to upgrade
However, when the Gungan’s clumsiness threatens the difficulty of an incoming combat check by the same
to destabilize the entire meeting, the PCs must number; may immediately make a move maneuver
intervene to save the negotiations and stop a full- afterwards as an out-of-turn incidental).
blown diplomatic crisis. Abilities: Amphibious (may breathe underwater with-
• A Gungan colony on one of the moons of Naboo out penalty and never suffer movement penalties when
has ceased all contact with the outside galaxy. swimming), Clumsy (Jar Jar adds ss to any checks he
Concerned about what may have happened to makes or assists with), Don’t Do That Again (when a
the colonists, Jar Jar accompanies the PCs to check Jar Jar makes or assists with generates y, roll
investigate. h . If the roll generates i then Jar Jar converts the re-
sult to e. If the roll generates i then Jar Jar increases
the result to yy. This roll is made for each initial y
generated).
Equipment: Gungan clothing (+1 soak).
Kal Skirata was a Mandalorian instructor who trained • When visiting the cloning facilities on Kamino,
the PCs are suddenly attacked by a group of
clone commandos in the Grand Army of the Republic
clone cadets with stun weapons. It turns out the
during the time of the Separatist Crisis. Eight years be- fight has been orchestrated by Skirata to train the
fore the Battle of Geonosis, Kal was brought to Kamino cadets in ambush tactics, with the PCs as unwitting
when he answered Jango Fett’s call for trainers for the participants.
clones, joining the ranks of the Cuy’val Dar - a phrase
that meant “Those Who No Longer Exist” in the Man- • Skirata has learned that one of his fellow Cuy’val
dalorian language. Dar has fled Kamino with the intention of selling
military secrets about the clones’ genetic material
The Cuy’val Dar were a group of one hundred individ-
to the Separatists. He enlists the PCs to help him
uals summoned by Fett to train the elite clone comman- hunt down the traitor before they can endanger
dos and ARC troopers in special skill sets ranging from the lives of his “lads”, and may even be willing to
military and survival skills, to tracking and communi- accompany them himself.
cation expertise. Approximately three-quarters of these
trainers were of Mandalorian lineage, like Skirata, with KAL SKIRATA [NEMESIS]
the remaining number being made up of bounty hunters
and mercenaries. This led to many of the instructors,
Skirata included, to try and instill Mandalorian values 4 4 3 3 4 2
in the clones they trained. Despite the disapproval of BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the Kaminoans, Skirata and his fellows enjoyed some
success in this regard, with many clones embracing the SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Mas Amedda was a Chagrian male politician who served • Mas Amedda enlists the PCs to uncover evidence
of treason by a senator who happens to be a vocal
in high-ranking government roles during the twilight
opponent of the Chancellor. Despite their best
years of the Galactic Republic. A native of Champala, efforts, no evidence is forthcoming but Amedda is
Amedda was a talented political actor who filled the role insistent that some must “materialize” - and that a
of Vice Chair of the Galactic Senate of the Republic un- generous reward awaits those who can provide it.
der two Supreme Chancellors on the capital world of
Coruscant. • When the PCs have an issue that they wish to bring
before the Senate, they must meet with the Vice
After his first chancellor, Finis Valorum, was ousted Chair to persuade him to allow them time to speak
from office following the Trade Federation’s invasion of at the next session.
Naboo, Amedda weathered the change in administra-
tion and retained his post under Valorum’s successor,
MAS AMEDDA [NEMESIS]
Naboo’s Sheev Palpatine. A political chameleon, Amed-
da didn’t seek the office of highest power but merely
wanted to have its ear and confidence. 2 2 3 4 3 4
Amedda continued to serve in the Office of the Chan- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
cellor during the Clone Wars, supporting Palpatine’s de-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
cisions as a wartime leader and becoming a fixture by
the Supreme Chancellor’s side.
3 14 16 1 0
Padmé Amidala was a human female senator who rep- • A defector from the Separatist Parliament has
contacted Padmé asking for help in fleeing to
resented the people of Naboo during the final years of
Coruscant. When the PCs are ordered to meet
the Galactic Republic. Prior to her career in the Galac- the defector and escort them back to the capital,
tic Senate, Amidala was the elected ruler of the Royal Padmé insists on accompanying them personally.
House of Naboo. A political idealist, she advocated for
the preservation of democracy as well as a peaceful res- • Rumors have reached the Republic of disgruntled
olution to the Clone Wars. spice miners working with the Separatists to
prepare a sneak attack on Naboo. Padmé leads a
Amidala was compassionate to other people and stood delegation to meet the miners and win them back
her ground firmly for what she believed in. She was also to the Republic, and the PCs are assigned as her
a very persuasive and empathetic speaker during her security escort.
time as Senator, especially when she opposed the esca-
lation of the Clone Wars. Her public persona was that PADMÉ AMIDALA [NEMESIS]
of a strong, confident politician, but whispers in certain
circles spoke of a secretive private life that inflamed all
manner of questions about the young senator. 2 3 4 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
USING THIS CHARACTER
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
An ardent loyalist in the Galactic Senate, Padmé Ami-
dala is often a leading voice for a peaceful solution to
3 14 18 1 1
the Clone Wars. In a galaxy where many of the rich and
Skills: Charm 3 (HHH
HHHF F ), Cool 2 (HH
HHFFFF), Discipline
powerful stand to profit from a prolonged conflict, this
2 (HH
HHFF FF), Knowledge (Education) 3 (HHH HHHF F ),
has made her far more enemies than it has friends.
Knowledge (Outer Rim) 2 (HH HHFF FF), Leadership 3
Because of her widely-reported political positions and (HHH
HHHF F ), Negotiation 4 (HHHH
HHHH), Ranged (Light)
extraordinary personal history, any Republic-aligned 3 (HHH
HHH), Vigilance 2 (HH HHFF FF).
PCs are likely to have heard of her long before they meet
Talents: Adversary 2 (upgrade difficulty of all combat
her. Their views on her politics may influence how they
checks against this target twice), Improved Inspiring
approach any encounter with the strong-willed senator.
Rhetoric (as an action, may make an Average (FF FF)
Leadership check; each q causes one ally in short
range to recover 1 strain; spend w to cause one affected
ally to recover 1 additional strain; each ally affected
gains s to all checks for three rounds), Nobody’s Fool 3
(upgrade difficulty of all Charm, Coercion and Deception
checks against this target three times).
Abilities: Unmatched Insight (once per session, Padmé
may spend a Destiny Point to become aware of the
motivations, emotional states and basic histories of up
to five characters in the encounter; she may choose one
affected character and upgrade all social skill checks
made against them once until the end of the encounter).
Equipment: Blaster pistol (Ranged [Light]; (HHH
HHH)
Damage 7; Critical 3; Range [Medium]; Stun setting),
armored clothing (+1 soak, defense 1).
The Republic Navy was the naval branch of the military • When the PCs accidentally stumble across a chaotic
space battle between Republic and Separatist
forces of the Galactic Republic. During the near end of
forces, they must convince the trigger-happy
the Separatist Crisis, the Republic Navy was created by commanding officer of the Republic ships that they
the Military Creation Act, along with the Grand Army are not enemy operatives.
of the Republic. Although much of the new navy was
staffed by clones, for oversight the Republic required • On a Republic world far from the frontlines, some
seasoned fleet commanders that could not be provided opportunistic PCs take the chance to ensure some
by the Kaminoans. supplies fall off the back of a transport and into
their ship’s cargo hold. This draws the attention of
To fill these senior roles, the Senate a pair of Republic Judicials, who are unwilling to
turned to the Judicials - the military- let the war stop them from pursuing these thieves
trained peacekeeping forces that across the galaxy.
had maintained law and order
across the Republic for a thousand REPUBLIC FLEET OFFICER [RIVAL]
years. A number of officers who
would go on to become heroes
of the Clone Wars - such as Wullf 2 2 4 3 4 4
Yularen and Wilhuff Tarkin - were BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Riyo Chuchi was a female Pantoran politician from the • Separatist agitators are attempting to rouse the
native Talz of Orto Plutonia to rise up against the
moon of Pantora. A newcomer to the galactic political
neighboring Pantorans. Senator Chuchi, having
scene, Chuchi served as a senator and represented her negotiated with the Talz before, travels to meet with
people in the Galactic Senate of the Republic during the Talz leaders; the PCs are enlisted to keep her
the Clone Wars. Though she shared her rather young safe from Separatist interference.
age with fellow senators like Padmé Amidala and Mon
Mothma, she was rather timid and soft-spoken in com- • Ambushed during a humanitarian mission to help
parison to her more assertive colleagues. refugees fleeing the war, Senator Chuchi has been
kidnapped by pirates. The kidnappers demand
Senator Chuchi rose to prominence during the One- delivery of a sizable amount of credits, or they
Day War, a brief conflict that took place between Re- will execute the young senator live on the galactic
public forces and native Talz warriors on Orto Plutonia HoloNet.
- the world that the moon Pantora orbited. The leader of
Pantora at the time, Chairman Chi Cho, held a great dis- RIYO CHUCHI [NEMESIS]
dain for the Talz and attempted to wipe out the Pluto-
nian tribe, but was instead killed in the process. Chuchi
however, was able to work with the Jedi generals Obi- 2 2 3 3 3 4
Wan Kenobi and Anakin Skywalker to cease hostilities BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
and establish diplomatic relations between the Talz and
the Republic. This incident helped Chuchi find the con- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD M/R DEFENSE
2 2 3 4 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 18 1 1
Skills: Coercion 3 (HHH HHH), Cool 4 (HHH HHHFF ),
Deception 4 (HHHHHHF F ), Discipline 3 (HHH
HHHFF ),
Knowledge (Lore) 3 (HHH
HHH), Perception 4 (HHHH
HHHH),
Stealth 3 (HH
HHF F ), Vigilance 4 (HHHH
HHHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Force Rating 2,
Nobody’s Fool 2 (upgrade difficulty of all Charm,
Coercion and Deception checks against this target
twice), Sleight Of Mind 2 (add ss to Stealth checks
unless the being attempting to detect the character is
immune to Force powers).
3 2 4 5 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 16 12 0 0
Skills: Astrogation 4 (HHHH HHHH), Coercion 4
(HHH
HHHF F ), Cool 4 (HHH HHHF F ), Deception 4
(HHHH
HHHHF F ), Knowledge (Warfare) 5 (HHHH
HHHHF F ),
Leadership 3 (HHH
HHH), Melee 2 (HH HHF F ), Perception 4
(HHHH
HHHHF F ), Ranged (Light) 2 (HH
HH).
6 18 16 2 1
4 5 3 4 4 3
Skills: Brawl 2 (HHHHFFFF), Coercion 2 (HHHHFF FF), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Cool 2 (HH
HHF F ), Deception 2 (HH
HHFFFF), Discipline SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 (HHH
HHHF F ), Lightsaber 4 (HHHH
HHHHF F ), Melee 5 18 16 1 1
2 (HH
HHFF FF), Perception 3 (HHH
HHHF F ), Stealth 2
(HH
HHFFFFFF), Survival 3 (HHH HHHF F ), Vigilance 4 Skills: Brawl 2 (HH
HHFFFF), Coercion 2 (HH
HHFF FF),
(HHHH
HHHH). Cool 2 (HH
HHF F ), Deception 2 (HH FF), Discipline
HHFF
Talents: Adversary 3 (upgrade difficulty of all combat 3 (HHH
HHHF F ), Lightsaber 4 (HHHH
HHHHF F ), Melee
checks against this target three times), Ataru Tech- 2 (HH
HHFF FF), Perception 3 (HHH
HHHF F ), Stealth 2
nique (may use Agility instead of Brawn when making (HH
HHFFFFFF), Survival 3 (HHHHHHF F ), Vigilance 4
Lightsaber skill checks), Force Rating 3, Improved Parry (HHHH
HHHH).
3 (when struck by a melee attack but before applying Talents: Adversary 3 (upgrade difficulty of all
soak, as an out-of-turn incidental, may suffer 3 strain combat checks against this target three times), At-
to reduce damage by 5; if used then after attack is re- aru Technique (may use Agility instead of Brawn
solved may spend y or ttt to automatically hit one when making Lightsaber skill checks), Force Rating
target with wielded lightsaber, inflicting base damage 3, Improved Parry 3 (when struck by a melee at-
plus any damage from applicable talents or abilities), tack but before applying soak, as an out-of-turn in-
Reflect 4 (when struck by a ranged attack but before cidental, may suffer 3 strain to reduce damage by
applying soak, may suffer 3 strain to reduce damage 5; if used then after attack is resolved may spend
by 6), Saber Swarm (as a maneuver, may suffer 1 strain y or ttt to automatically hit one target with
to add the Linked 3 item quality on the next Lightsaber wielded lightsaber, inflicting base damage plus any
combat check this turn). damage from applicable talents or abilities), Re-
Abilities: Dark Side Force User (uses dark side results flect 4 (when struck by a ranged attack but before
instead of light side results), Force Powers (Bind, En- applying soak, may suffer 3 strain to reduce dam-
hance, Move, Sense). age by 6), Quick Strike 2 (when making a combat
check, may add s s to checks against any target
Bind: Force Power. Ventress may spend o to im- that has not yet acted in the encounter).
mobilize a target within short range until the end of
her next turn; if Ventress spends i to generate o, the Abilities: Flexible Morality (may use i at a cost
target also suffers 1 wound per o spent on the check, of 1 strain per point), Force Powers (Bind, En-
ignoring soak. May spend oo to add up to 2 additional hance, Move, Sense).
targets. Bind: Force Power. Ventress may spend o to
Equipment: Ventress’s paired lightsabers (Lightsaber; immobilize a target within short range until the end
(HHHH
HHHHF F ) Damage 9; Critical 2; Range [Engaged]; of her next turn; if Ventress spends i to generate
Breach 1, Defensive 1, Sunder, Vicious 2), armorweave o, the target also suffers 1 wound per o spent on
clothing (+2 soak, defense 1). the check, ignoring soak. May spend oo to add
up to 2 additional targets.
Equipment: Ventress’s lightsaber (Lightsaber;
(HHHH
HHHHF F ) Damage 9; Critical 2; Range [En-
gaged]; Breach 1, Sunder, Vicious 2), light ar-
mored clothing (+1 soak, defense 1).
• If captured, PCs who have gained notoriety may turn incidental, may suffer 3 strain to reduce damage
find themselves brought before the Count himself. by 6; if used then after attack is resolved may spend y
He attempts to beguile them into forsaking their or ttt to automatically hit one target with wielded
previous loyalties and joining the Separatist cause. lightsaber, inflicting base damage plus any damage from
• The PCs discover that a character they thought was applicable talents or abilities), Makashi Technique (may
an ally is secretly in league with Count Dooku when use Presence instead of Brawn when making Lightsaber
they find a series of recorded holo-conversations skill checks), Reflect 4 (when struck by a ranged attack
between the two of them. but before applying soak, may suffer 3 strain to reduce
damage by 6).
COUNT DOOKU [NEMESIS] Abilities: Dark Side Force User (uses dark side results
instead of light side results), Force Powers (Bind, En-
hance, Move, Protect/Unleash, Sense).
3 3 5 5 4 5 Bind: Force Power. Dooku may spend o to immobi-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
lize a target within short range until the end of his next
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE turn; if Dooku spends i to generate o, the target also
5 18 20 2 1 suffers 1 wound per o spent on the check, ignoring
soak. May spend oo to add up to 2 additional targets.
Skills: Charm 4 (HHHH
HHHHF F ), Coercion 3 (HHH
HHHF F ), Protect/Unleash: Force Power. Dooku may make an
Cool 4 (HHHH
HHHHF F ), Deception 4 (HHHH
HHHHF F ), Disci- Average (FFFF) Discipline check as part of a Protect or
pline 4 (HHHH
HHHH), Knowledge (Lore) 4 (HHHHHHHHF F ), Unleash power check. May spend oo to reduce dam-
Lightsaber 5 (HHHHH
HHHHH), Negotiation 2 (HH HHFFFFFF), age from an energy weapon that hits Dooku by 4 plus 1
Perception 2 (HH FFF), Vigilance 3 (HHH
HHFFF HHHF F ). per net q, or spend oo to make an attack dealing 4
Talents: Adversary 4 (upgrade difficulty of all combat damage plus 1 per net q, with a Critical rating of 4, to
checks against this target four times), Congenial 3 (may a target at short range. May spend o to add 3 damage
suffer up to 3 strain to downgrade the difficulty of Charm to the attack, or w to inflict 1 strain on the target.
and Negotiation checks, or to upgrade the difficulty of Equipment: Dooku’s lightsaber (Lightsaber;
Charm or Negotiation checks targeting this character, a (HHHHH
HHHHH) Damage 8; Critical 1; Range [Engaged];
number of times equal to the amount of strain suffered), Breach 1, Defensive 1, Sunder, Vicious 3; add i to
Force Rating 5, Improved Parry 4 (when struck by a Force power checks), armorweave cloak (+2 soak,
melee attack but before applying soak, as an out-of- defense 1).
The Separatist Droid Army was the main military force • Wherever the Confederate flag is raised, legions of
battle droids soon follow. Whether or not the PCs
of the Confederacy of Independent Systems during
are active participants in the war, they will find it
the Clone Wars. The army was mostly built by Baktoid hard not to encounter large numbers of B1 battle
Combat Automata and led by the Kaleesh cyborg droids patrolling any Separatist-occupied territory
General Grievous. According to Count Dooku, the Droid they pass through.
Army outnumbered the Republic’s clone army at least
one hundred to one. • PCs who decide to take the fight to the Separatists
may find the B1s easy enough to handle, but should
The Droid Army incorporated a variety of combat
step carefully when pitted against the more elite
droids with the B1 battle droid being the main rank-
troops in the Droid Army. Keen-minded tactical
and-file troops, and the B2 super battle droids providing
droids may surprise them, and a pair of droidekas
heavy support. However the Separatists ensured they
rolling into the fray is enough to turn the tide of
had a droid for practically any situation. From acutely
any battle.
programmed tactical droids designed to command
entire legions to the devastatingly deadly droidekas, the • Natural hazards and environments are rarely an
corporate entities funding the Alliance ensured the army impediment to a Separatist offensive. Droids can
never ran short of automata to throw at the Republic. take a lot more punishment from the elements
than organic troops, but even truly extreme
USING THESE CHARACTERS environments like the deep oceans have their own
Like the clones fighting in the Grand Army of the specially-designed droids for waging war.
Republic, Separatist battle droids are a ubiquitous sight AQUA DROID [MINION]
on battlefields across the galaxy. Often outnumbering
their clone opponents dozens or even hundreds to one,
the legions of the Separatist Droid Army are endless 2 3 1 1 1 1
and utterly without mercy. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Beyond the countless waves of B1 and B2 battle
SOAK VALUE W. THRESHOLD M/R DEFENSE
droids exist a number of more specialized models.
Assassin droids are deployed to infiltrate enemy lines
4 7 0 0
and terminate important targets, whilst the BX-series
Skills (group only): Athletics (FF
FF), Ranged (Heavy)
commando droids have been designed with stealth and
(FFF
FFF).
mobility in mind.
Talents: None.
Unlike the clones, size is no obstacle to the droid
armies of the Alliance. From the tiny but vicious buzz Abilities: Amphibious (aqua droids never suffer move-
droids to the large looming octuptarra tri-droids, the ment penalties for traveling through water), Droid (does
Separatist Droid Army is able to unleash death and not need to breathe, eat, or drink and can survive in
destruction in a variety of shapes and sizes. vacuum or underwater; immune to poisons and toxins).
Equipment: Retractable blaster (Ranged [Heavy];
(FFF
FFF) Damage 10; Critical 3; Range [Long]), inte-
grated comlink.
1 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
1 25 0 0
Skills: Brawl 3 (H FF), Coordination 2 (HH
H FF HHFF ),
Stealth 2 (HH
HHFF ).
ARAKYD RINGNECK RECON DROID Talents: None.
[RIVAL] Abilities: Droid (does not need to breathe, eat, or
drink and can survive in vacuum or underwater; im-
mune to poisons and toxins), Droid Swarm (halve the
1 3 2 3 1 1 damage dealt to the swarm before applying soak unless
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the weapon has the Blast or Ion quality, regardless of
SOAK VALUE W. THRESHOLD M/R DEFENSE whether or not that quality is activated), Overwhelming
3 11 0 1 Numbers (the swarm inflicts +3 damage with successful
attacks against immobilized or prone targets).
Skills: Cool 1 (H
H ), Perception 2 (HH
HHF F ), Ranged Equipment: Tiny razor-sharp legs (Brawl; (H H FF
FF)
(Light) 2 (HH
HHF F ), Survival 2 (HH
HHFF ), Vigilance 2 Damage 3; Critical 2; Range [Engaged]; Disorient 2,
(H
H F ). Ensnare 2, Knockdown, Pierce 2).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink B1 BATTLE DROID [MINION]
and can survive in vacuum or underwater; immune to
poisons and toxins), Hoverer (floats up to several me-
ters in the air and may move through difficult terrain
2 2 1 1 1 1
without spending additional maneuvers), Silhouette 0. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Built-in dual blaster pistols (Ranged [Light]; SOAK VALUE W. THRESHOLD M/R DEFENSE
(HH
HHF F ) Damage 6; Critical 3; Range [Medium]; Linked 4 5 0 0
1, Stun setting), life-form scanner, long-range HoloNet
communicator, long-range sensor array. Skills (group only): Gunnery (FF
FF), Ranged (Heavy)
(FF
FF), Ranged (Light) (FF
FF).
ASSASSIN PROBE DROID [RIVAL] Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
3 4 2 3 1 1 poisons and toxins).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: E-5 blaster rifle (Ranged [Heavy]; (FFFF)
SOAK VALUE W. THRESHOLD M/R DEFENSE Damage 9; Critical 3; Range [Long]; Stun setting), in-
5 20 0 0 tegrated comlink.
2 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 5 0 0
Skills (group only): Piloting (Planetary) (FF
FF), Piloting
(Space) (FF
FF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: E-5 blaster rifle (Ranged [Heavy]; (FF FF)
Damage 9; Critical 3; Range [Long]; Stun setting),
integrated comlink, head-mounted floodlight, fusion
cutters, rocket pack (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core rule-
book).
B1 HEAVY WEAPONS DROID [MINION]
B1 SUPERVISOR DROID [RIVAL]
2 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 2 1 1 1
SOAK VALUE W. THRESHOLD M/R DEFENSE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 5 0 0 SOAK VALUE W. THRESHOLD M/R DEFENSE
4 3 1 1 1 1 4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
6 7 0 0 6 7 0 0
Skills (group only): Brawl (FFFF
FFFF), Gunnery (FFF
FFF), Skills (group only): Piloting (Planetary) (FFF
FFF)
Melee (FFFF
FFFF), Ranged (Heavy) (FFFFFF), Ranged Ranged (Heavy) (FFF
FFF), Ranged (Light) (FFF
FFF).
(Light) (FFF
FFF). Talents: None.
Talents: None. Abilities: Droid (does not need to breathe, eat, or drink
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to
and can survive in vacuum or underwater; immune to poisons and toxins).
poisons and toxins). Equipment: Superior integrated wrist blaster (Ranged
Equipment: Integrated wrist blaster (Ranged [Light]; (Light); (FFF
FFF) Damage 12; Critical 3; Range [Medi-
(FFF
FFF) Damage 10; Critical 3; Range [Medium]; Linked um]; Linked 1), integrated comlink, integrated rocket
1), integrated comlink. pack (can fly; see the Flying sidebar in Chapter VI:
Conflict and Combat of any core rulebook).
B2-HA BATTLE DROID [MINION]
BUZZ DROID [MINION]
4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE 1 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
2 3 0 0
Skills (group only): Brawl (FFFF
FFFF), Gunnery (FFF
FFF),
Melee (FFFF
FFFF), Ranged (Heavy) (FFFFFF), Ranged Skills (group only): Coordination (FF
FF) Melee (F
F ).
(Light) (FFF
FFF). Talents: None.
Talents: None. Abilities: Droid (does not need to breathe, eat, or drink
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to
and can survive in vacuum or underwater; immune to poisons and toxins), Sabotage (attacks by a minion
poisons and toxins). group of buzz droids that target a vehicle inflict plan-
Equipment: Integrated rocket launcher (Gunnery; etary-scale damage and gain Breach 1), Silhouette 0.
(FFF
FFF) Damage 18; Critical 2; Range [Extreme]; Blast Equipment: Integrated saws and drills (Melee; (F F)
10, Breach 1, Cumbersome 3, Guided 3, Limited Ammo Damage 4; Critical 3; Range [Engaged]; Pierce 2).
6), integrated comlink.
3 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 5 0 0
Skills (group only): Cool (F
F ), Melee (FFF
FFF), Ranged
(Heavy) (FFF
FFF), Ranged (Light) (FFF FFF), Stealth
(FFF
FFF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: E-5 blaster rifle (Ranged [Heavy]; (FFF
FFF)
Damage 9; Critical 3; Range [Long]; Stun setting), vi-
brosword (Melee; (FFF
FFF) Damage 5; Critical 2; Range
[Engaged]; Pierce 2, Vicious 1), frag grenade (Ranged
[Light]; (FFF
FFF) Damage 8; Critical 4; Range [Short];
Blast 6, Limited Ammo 1), stun grenade (Ranged
[Light]; (FFF
FFF) Damage 8; Critical --; Range [Short];
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage),
integrated comlink.
3 3 2 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 15 0 0
Skills: Cool 2 (H
H F ), Deception 2 (HHHH), Leadership 3
(H FF), Melee 2 (HH
H FF HHF F ), Ranged (Heavy) 2 (HH
HHF F ), CHAMELEON DROID [RIVAL]
Ranged (Light) 2 (HH
HHF F ), Stealth 3 (HHH
HHH), Vigilance
3 (H
H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat
2 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
checks against this target once).
Abilities: Droid (does not need to breathe, eat, or drink SOAK VALUE W. THRESHOLD M/R DEFENSE
5 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
8 18 0 0
Skills: Gunnery 2 (HH
HHFF ), Perception 3 (H
H FF
FF),
Resilience 3 (HHH
HHHFFFF).
Talents: None.
Abilities: Droid (does not need to breathe, eat,
or drink and can survive in vacuum or underwa-
ter; immune to poisons and toxins), Fire Sweep
(as an action, a droideka can make a Hard
(FFF
FFF) Gunnery check to inflict one hit that
deals base damage with its built-in twin heavy
blasters on up to two targets within medium
range, plus one additional target per w on the
check; it can only hit each target once this way),
Shield Projector (may spend a maneuver to activate
or deactivate; while active, gains defense 2 and up-
grades the difficulty of all combat attacks targeting the
droideka once, but the droideka cannot use the move
maneuver).
Equipment: Two built-in twin droideka heavy blasters
(Gunnery; (HH HHF F ) Damage 12; Critical 3; Range
DEMOLITION DROID [RIVAL] [Long]; Auto-fire, Linked 1, Pierce 1, Vicious 1),
stomping mechanical leg (Brawl; (FFFFF
FFFFF) Damage
5; Critical 5; Range [Engaged]; Knockdown).
4 2 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
DROIDEKA SHARPSHOOTER [RIVAL]
SOAK VALUE W. THRESHOLD M/R DEFENSE
6 10 0 0 4 4 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Brawl 2 (HH
HHFF FF), Deception 3 (HHHHFF ),
Gunnery 3 (HHHHFF ), Mechanics 2 (HH F ), Ranged SOAK VALUE W. THRESHOLD M/R DEFENSE
(Heavy) 2 (HH
HH), Resilience 2 (HH
HHFF
FF). 7 16 0 0
Talents: None. Skills: Gunnery 3 (HHH
HHHF F ), Perception 3 (HH
HHFF ),
Abilities: Droid (does not need to breathe, eat, or Resilience 3 (HHH
HHHF F ), Stealth 1 (H
H FFF
FFF).
drink and can survive in vacuum or underwater; im- Talents: None.
mune to poisons and toxins), Infiltration Mode (as a
maneuver, may transform into the appearance of an in- Abilities: Armored Shield (may spend a maneuver to
nocent sweeper droid), Self-Destruct (as a maneuver, deploy or retract; while deployed, gains +3 defense but
may transform into a ticking bomb; in this mode, the can perform only one maneuver each round to move),
droid may not move, communicate or use its integrat- Droid (does not need to breathe, eat, or drink and can
ed blasters. As an action, it may detonate using the survive in vacuum or underwater; immune to poisons
self-destruct weapon profile; this instantly destroys the and toxins).
droid). Equipment: Integrated droideka blaster rifle (Gunnery;
Equipment: Integrated twin blasters (Ranged [Heavy]; (HHH
HHHF F s ) Damage 12; Critical 3; Range [Extreme];
(HH
HH) Damage 9; Critical 3; Range [Medium]; Linked Accurate 1, Pierce 2, Vicious 1).
1, Stun setting), self-destruct (Gunnery; (HHHHF F)
Damage 25; Critical 2; Range [Engaged]; Blast 15,
Breach 2, Limited Ammo 1, Prepare 1).
4 3 2 2 1 1 4 4 2 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
7 15 0 0 8 20 14 1 1
Skills: Gunnery 2 (HH F ), Perception 2 (HH
HHF HHss ), Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHFF ),
Vigilance 1 (H
H s ). Coordination 4 (HHHH
HHHH), Melee 3 (HHH HHHFF ),
Talents: None. Perception 3 (HHH
HHH), Vigilance 3 (H
H FF
FF).
Abilities: Droid (does not need to breathe, eat, or drink Talents: Adversary 1 (upgrade difficulty of all combat
and can survive in vacuum or underwater; immune to checks against this target once), Parry 4 (when struck
poisons and toxins), Silhouette 2. by a melee attack but before applying soak, as an out-
of-turn incidental, may suffer 3 strain to reduce damage
Equipment: Integrated heavy repeating blaster
by 6), Pin (as an action, upon a successful opposed
(Gunnery; (HH
HHF F ) Damage 15; Critical 2; Range
Athletics check against an engaged opponent, immo-
[Long]; Auto-fire, Pierce 2, Vicious 1), integrated
bilize that opponent until the end of the MagnaGuard’s
comlink and sensor array (add s to Perception and
next turn; may spend any e on check to increase dura-
Vigilance checks).
tion one round).
IG LANCER DROID [RIVAL] Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
3 3 1 2 1 1 Equipment: Electrostaff (Melee; (HHH
HHHFF)
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Damage 8; Critical 3; Range [Engaged];
SOAK VALUE W. THRESHOLD M/R DEFENSE
Cortosis, Cumbersome 3, Linked
5 13 0 0 1, Stun setting, Unwieldy
3), built-in armor
Skills: Mechanics 2 (H
H F ), Melee 3 (HHH
HHH), Piloting plating (+2 soak,
(Planetary) 3 (HHH
HHH), Ranged (Light) 2 (HHHHF F ), defense 1).
Vigilance 3 (H
H FF
FF).
Talents: Full Throttle (take a Full Throttle action and
make a Hard (FFF
FFF) Piloting (Planetary or Space)
check to increase vehicle’s top speed by one for three
rounds).
Abilities: Droid (does not need to breathe, eat, or
drink and can survive in vacuum or underwater;
immune to poisons and toxins), Lancer (when
the lancer droid makes a melee combat
check with its combat lance immediately
after moving to engage a target, the
combat lance gains the Breach 1
quality for the first attack against
that target; can only be used
when piloting a speeder bike or
similar vehicle).
Equipment: Combat lance
(Melee; (HHH
HHH) Damage 7;
Critical 3; Range [Engaged];
Cumbersome 3, Pierce 3),
blaster pistol (Ranged [Light];
(HH
HHF F ) Damage 6; Critical 3;
Range [Medium]; Stun setting),
anti-vehicle mine (Mechanics;
(H
H F ) Damage 25; Critical 2;
Range [Engaged]; Breach 4,
Blast 2, Limited Ammo 1).
5 3 2 2 1 1 5 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
8 21 1 1 7 15 0 0
Skills: Brawl 1 (H FFFF), Coordination 1 (H
H FFFF H FF
FF), Skills: Brawl 2 (HH FFF), Gunnery 2 (HH
HHFFF HH),
Gunnery 2 (HH
HHF F ). Resilience 3 (HHH FF), Vigilance 3 (H
HHHFF H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: None.
checks against this target once). Abilities: Droid (does not need to breathe, eat, or drink
Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to
and can survive in vacuum or underwater; immune to poisons and toxins), Lumbering (may only make one
poisons and toxins), Silhouette 2. move maneuver per turn and may not take the aim ma-
Equipment: Integrated dual heavy repeating blasters neuver).
(Gunnery; (HH
HHF F ) Damage 15; Critical 2; Range Equipment: Integrated quad blasters (Gunnery;
[Long]; Auto-fire, Linked 1, Pierce 2, Vicious 1), clawed (HH
HH) Damage 12; Critical 3; Range [Long]; Linked 3,
limb (Brawl; (H FFFF) Damage 8; Critical 4; Range
H FFFF Pierce 1, Vicious 1), stomping mechanical leg (Brawl;
[Engaged]; Ensnare 1, Knockdown), integrated comlink (HH
HHFFFFFF) Damage 5; Critical 5; Range [Engaged];
and sensor array (add s to Perception and Vigilance Knockdown).
checks).
4 13 16 0 0
4 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Coercion 2 (HH FF), Discipline 2 (HH
HHFF HHFF
FF),
Knowledge (Warfare) 3 (HHH
HHHF F ), Leadership 3
SOAK VALUE W. THRESHOLD M/R DEFENSE
(HHH
HHH), Negotiation 2 (HHHHF F ), Ranged (Heavy) 2
10 25 0 0 (HH
HH), Ranged (Light) 2 (HH
HH), Vigilance 2 (HH
HHFF
FF).
Skills: Gunnery 4 (HH
HHFF
FF). Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Inspiring
Talents: None. Rhetoric (as an action, may make an Average (FF FF)
Abilities: Droid (does not need to breathe, eat, or drink Leadership check; each q removes 1 strain from one
and can survive in vacuum or underwater; immune to ally within short range; each w removes one additional
poisons and toxins), Silhouette 3. strain from an affected ally; all affected allies add s to
Equipment: Built-in heavy blasters (Gunnery; all checks for three rounds), Improved Scathing Tirade
(HH
HHFF FF) Damage 12; Critical 2; Range [Long]; Linked (as an action, may make an Average (FF FF) Coercion
2, Pierce 4, Vicious 1). check; each q inflicts 1 strain on a target within short
range; each w inflicts 1 additional strain on one af-
SUPER TACTICAL DROID [NEMESIS] fected target; all affected targets suffer s to all checks
for two rounds), Nobody’s Fool 2 (upgrade difficulty of
all Charm, Coercion and Deception checks against this
3 2 4 4 4 3 target two times).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Abilities: Droid (does not need to breathe, eat, or drink
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
and can survive in vacuum or underwater; immune to
5 18 18 0 0 poisons and toxins).
Equipment: Heavy blaster pistol (Ranged [Heavy];
Skills: Brawl 2 (HH
HHFF ), Coercion 2 (HH
HHFFFF), Cool 3 (HH
HH) Damage 7; Critical 3; Range [Medium]; Stun
(HHH
HHH), Discipline 2 (HHHHFFFF), Knowledge (Warfare) setting), datapad, integrated comlink.
4 (HHHH
HHHH), Leadership 4 (HHH HHHF F ), Negotiation
2 (HH
HHF F ), Perception 2 (HHHHFF FF), Vigilance 2
(HH
HHFF FF).
DURGE [NEMESIS]
5 4 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
8 18 18 2 2
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH
HHHHF F ),
Coercion 4 (HHH
HHHF F ), Cool 2 (HH
HHF F ), Discipline 3
(HHH
HHH), Gunnery 2 (HH HHFF FF), Melee 3 (HHH
HHHFF FF),
Piloting (Planetary) 2 (HH
HHFF FF), Ranged (Heavy) 4
(HHHH
HHHH), Ranged (Light) 3 (HHH HHHF F ), Resilience
5 (HHHHH
HHHHH), Vigilance 5 (HHH HHHFF FF).
Talents: Adversary 3 (upgrade difficulty of all com-
bat checks against this target three times), Durable
3 (reduce Critical Injury results by 30, to a minimum
of 1).
Abilities: Undying (at the end of each round, Durge
makes a Daunting (FFFFFFFF) Resilience check; he
recovers 1 wound for each q, and 1 strain for each
w; may spend e to remove a Critical Injury and its
effects, including regrowing lost limbs).
Equipment: Heavy blaster rifle (Ranged [Heavy];
(HHHH
HHHH) Damage 10; Critical 3; Range [Long];
Auto-fire, Cumbersome 3), bola (Ranged [Light];
(HHH
HHHF F ) Damage 2; Critical --; Range [Short]; En-
snare 3, Knockdown, Limited Ammo 1), spiked flail
(Melee; (HHH
HHHFF FF) Damage 6; Critical 3; Range
[Engaged]; Knockdown, Pierce 2, Vicious 3), ener-
gy gauntlets (Brawl; (HHHH
HHHHF F ) Damage 5; Critical
--; Range [Engaged]; Defensive 2, Deflection 2, Stun
Damage), Durge’s modified armor (+3 soak, defense
2), jetpack (can fly; see the Flying sidebar in Chapter
VI: Conflict and Combat of any core rulebook).
5 3 5 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
8 18 17 2 2
Skills: Brawl 2 (HH
HHFFFFFF), Coercion 3 (HHH HHH),
Computers 4 (HHHH
HHHHF F ), Discipline 3 (HHH
HHH),
Knowledge (Education) 4 (HHHH
HHHHF F ), Gunnery 3
(HHH
HHH), Mechanics 4 (HHHH HHHHF F ), Perception 2
(HH
HHFF FF), Piloting (Planetary) 3 (HHH
HHH), Ranged
(Heavy) 4 (HHHHHHF F ), Resilience 3 (HHHHHHFF FF),
Vigilance 3 (HHH
HHH).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Durable 3 (re-
duce Critical Injury results by 30, to a minimum of 1).
Abilities: Insuppressible (Kul Teska is immune from
being disoriented unless caused by the use of a Force
power).
Equipment: Quad cannon (Ranged [Heavy]; (HHH HHHF F)
Damage 12; Critical 3; Range [Long]; Auto-fire, Cum-
bersome 3), shoulder-mounted rocket launcher (Gun-
nery; (HHH
HHH) Damage 22; Critical 2; Range [Long];
Blast 14, Breach 1, Cumbersome 4, Guided 2, Limited
Ammo 4), Teska’s powersuit (+3 soak, defense 2), in-
tegrated rocket pack (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core rule-
book).
2 2 3 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 16 0 0
Skills: Charm 2 (HHHHFFFF), Deception 3 (HHH HHHF F ),
Knowledge (Education) 2 (HHHHF F ), Knowledge (Outer
Rim) 2 (HH
HHF F ), Leadership 3 (HHH
HHHF F ), Negotiation
4 (HHHH
HHHH), Perception 2 (HH HHFF FF), Skulduggery 2
(HH
HHFF FF).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Discredit (once per
encounter, may take the Discredit action by making a
Hard (FFF
FFF) Deception check; on a success, one
chosen character upgrades the difficulty of social checks
once, and one additional time for every ww on the
Deception check, until the end of the encounter), No-
body’s Fool 1 (upgrade difficulty of all Charm, Coercion
and Deception checks against this target once).
Abilities: Getting Results (when accompanied by
armed guards, Gunray upgrades any Coercion checks
he makes twice for as long as the guards are within
short range), Neimoidian Courage (when all allied NPCs
protecting Gunray have been defeated, he must make a
Hard (FFF
FFF) Discipline check. If he fails, he surren-
ders unconditionally), Shoot Them Or Something! (once
per encounter, Gunray may nominate an opponent as a
primary target. All allies gain s on attacks against the
target until the end of the encounter).
Equipment: Heavy robes (+1 soak), datapad.
Nuvo Vindi was an insane Faust scientist in the employ of • Having been ordered to investigate reports of suspi-
cious activity on an isolated world, the PCs discover
the Separatists during the Clone Wars. He was mentally
Dr Vindi working on his latest biological weapon.
unstable, using his talents as a scientist and research- When they learn that he plans to test the weapon
er to achieve his vision of a perfect galaxy. Originally on a nearby civilized settlement, can the party steal
employed as the senior medic for the criminal Perma or sabotage his work to prevent a catastrophic loss
families, Vindi went missing years before the Clone Wars of life?
broke out and was believed dead.
A talented scientist, Vindi had an instinctual under- • Dr Vindi employs some unaligned PCs to secure him
a shipment of rare plant specimens that he needs
standing of biology and biochemistry. Despite this, the for an upcoming bio-weapon project. When the
doctor was criminally insane and believed viruses were party learn what he is working on, they must decide
the highest form of life in the galaxy. This philosophy if they want any part of it.
disturbed and frightened even the Perma families, and
upon Vindi’s disappearance, it was believed the families NUVO VINDI [NEMESIS]
themselves had orchestrated his murder.
At the behest of the Separatists, Vindi re-engineered
the Blue Shadow Virus, an extinct virus capable of in- 2 2 5 4 4 3
flicting mass casualties across the galaxy. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 15 17 0 0
With his psychotic belief that sentient life should be
eradicated in favor of the ascent of viruses and disease, Skills: Coercion 2 (HH
HHFF FF), Computers 3 (HHH
HHHF F ),
Dr Vindi’s loyalty to Count Dooku and the Separatist Deception 3 (HHH HHHF F ), Knowledge (Education) 4
cause can only be trusted as far as it helps him achieve (HHHH
HHHHF F ), Knowledge (Xenology) 5 (HHHHH
HHHHH),
his own personal goals. Mechanics 2 (HH FFF), Medicine 4 (HHHH
HHFFF HHHHF F ),
PCs who encounter Vindi will find him, at best, disin- Perception 3 (HHH
HHHF F ), Ranged (Light) 2 (HH
HH).
terested in them or their problems. But should they in Talents: Adversary 1 (upgrade difficulty of all combat
any way threaten his work, then the party can count on checks against this target once), Thorough Assessment
having to face off with a truly crazy, merciless opponent (once per session, may make a Hard (FFF FFF) Knowl-
who will stop at nothing to ensure their utter destruc- edge check to perform the Thorough Assessment ac-
tion. tion. On a success, Dr Vindi may add s to one check
made by an ally who could reasonably benefit from the
information before the end of the encounter; for every
q beyond the first, may add s to one additional check
this way, but cannot allocate more than s to any single
check this way. At the end of the encounter, any unused
s are lost).
Abilities: Clever But Crazy (as an incidental, Dr Vindi
may suffer 3 strain to make his next skill check using
Intellect as the base characteristic instead of the char-
acteristic normally associated with that skill).
Equipment: Blaster pistol (Ranged [Light]; (HH HH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
3 bio-virus grenades (Ranged [Light]; (HH HH) Damage
3; Critical 3; Range [Short]; Blast 3, Limited Ammo 1;
all targets that suffer at least one wound from the gre-
nade, or are within medium range of the detonation
while not wearing a rebreather, sealed armor or other
form of environmental protection, must make a Formi-
dable (FFFFF
FFFFF) Resilience check; targets suffer 2
wounds and 2 strain per t, and a Critical Injury with a
+50 modifier if they fail the check; y means that they
must make the check again at the start of their next
turn as the virus runs rampant through their system),
sealed powersuit (+2 soak).
made him any less tactical in how he deals with his en- 6 16 17 1 1
emies. PCs who find themselves at the Citadel (whether
it be as prisoners, rescuers, or something else) will find Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH HHHF F ),
Sobeck to be paranoid and prone to anger, but also Coercion 4 (HHH
HHHF F ), Cool 3 (HHH
HHH), Coordination
cunning and utterly without mercy. 2 (HH
HHFF FF), Deception 3 (HHH HHHF F ), Discipline
Sobeck is often accompanied by a pack of special- 3 (HHH
HHH), Gunnery 2 (HH HHFF FF), Leadership 2
ly-trained anoobas that are completely loyal to him. He (HH
HHF F ), Perception 3 (HHH
HHHF F ), Piloting (Planetary)
will often turn to his faithful hounds to take care of his 3 (HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ), Resilience
more persistent enemies. 3 (HHH
HHHF F ), Skulduggery 2 (HHHHFF FF), Vigilance 3
(HHH
HHH).
Talents: Adversary 2 (upgrade difficulty of all combat
ADVENTURE AND ENCOUNTER IDEAS checks against this target twice), Feral Strength 2 (deal
+2 damage to one hit on all successful Brawl and Melee
• The PCs have been captured by the Separatists and checks), Improved Scathing Tirade (as an action, may
transported to the Citadel to face interrogation and make an Average (FF FF) Coercion check; each q in-
torture at the hands of the ruthless prison warden. flicts 1 strain on a target within short range; each w
When they arrive, they find Sobeck has planned a
inflicts 1 additional strain on one affected target; all
deadly “game” for the new prisoners under his con-
affected targets suffer s to all checks for four rounds).
trol. They will be allowed to make a run for freedom
in the Lola Sayu wilderness, but the warden and his Abilities: Hound Master (may spend a maneuver to di-
pack of trained anoobas will set off an hour behind rect any trained beast within medium range. The beast
to hunt them down - and the anoobas do not take may perform an immediate free maneuver or add s to
prisoners. their next check), Temper Tantrum (when Sobeck fails a
combat check he suffers 1 strain but gains automatic q
• When an ally the party believed was dead is re-
on his next attack against the same target, so long as
vealed to be alive but imprisoned at the Citadel,
they must stage a daring rescue mission to save he attacks them on his next turn).
them - but Warden Sobeck has other ideas. Equipment: Heavy blaster pistol (Ranged [Light];
(HHH
HHHF F ) Damage 7; Critical 3; Range [Medium];
Stun setting), reinforced armor (+2 soak, defense 1).
3 14 16 1 1
ADVENTURE AND ENCOUNTER IDEAS
Skills: Cool 3 (HHHHHHF F ), Coordination 2 (HHHH),
• Investigating rumors that the droid factories on Ge- Deception 3 (HHH HHHF F ), Discipline 3 (HHH
HHHF F ),
onosis have been reactivated once more, the PCs Knowledge (Warfare) 4 (HHH HHHF F ), Leadership 3
must navigate their way through the catacombs (HHH
HHHF F ), Negotiation 3 (HHH HHHF F ), Perception 3
of Poggle’s latest headquarters. Unfortunately the (HHH
HHHF F ), Survival 2 (HH
HHFF FF).
Archduke has learned from past mistakes, and Ge- Talents: Adversary 1 (upgrade difficulty of all com-
onosian warriors now flood the ancient tunnels in bat checks against this target once), Know The Enemy
search of intruders.
(may choose to use Knowledge [Warfare] when making
• An ally of the party (or a PC themselves) has been checks to determine Initiative).
captured by Poggle’s forces, and in time-honored Abilities: Flyer (can fly; see the Flying sidebar in
tradition the Archduke plans to sacrifice them to Chapter VI: Conflict and Combat of any core rule-
a monstrous beast to satisfy the bloodlust of the book), Geonosian Valor (may perform a maneuver to
masses. The PCs must race against the clock to res- cause all ranged attacks targeting Poggle to instead hit
cue the captive and escape Geonosis.
one ally or helpless enemy he is engaged with until the
beginning of his next turn).
Equipment: Archduke’s cane (Melee; (FF FF) Damage
4; Critical 3; Range [Engaged]; Disorient 1), ceremonial
Geonosian armor (+1 soak, defense 1).
4 4 3 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 18 16 1 1
Skills: Athletics 4 (HHHH
HHHH), Brawl 4 (HHHH HHHH),
Coercion 4 (HHH
HHHF F ), Deception 3 (HHH
HHH), Discipline
3 (HHH
HHH), Knowledge (Warfare) 2 (HH HHFF ), Leadership
4 (HH
HHFF FF), Perception 3 (HHH
HHH), Ranged (Light) 3
(HHH
HHHF F ), Survival 3 (HHH
HHH), Vigilance 3 (HHH
HHH).
ing his high status within the Senate. He was highly con- 3 16 16 0 0
cerned with monetary compensation for his work with
the Separatist Alliance, but in spite of this had a soft Skills: Charm 4 (HHHH
HHHH), Cool 2 (HH HHFFFF),
spot for an old colleague and romantic interest - Sena- Deception 4 (HHHH
HHHH), Discipline 2 (HH HHFF ),
tor Amidala of Naboo. Knowledge (Education) 3 (HHH
HHHF F ), Leadership 2
(HH
HHFF FF), Negotiation 4 (HHHH
HHHH), Perception 2
USING THIS CHARACTER (HH
HHFF FF), Piloting (Planetary) 3 (HH
HHF F ), Ranged
(Light) 2 (HH
HH), Skulduggery 3 (HHH
HHHF F ).
Rush Clovis is as duplicitous a character as any the PCs
could encounter. Profiting off the war by serving both Talents: Adversary 1 (upgrade difficulty of all combat
the Republic and the Separatists at the same time, Clo- checks against this target once), Discredit (once per
vis is a political mercenary who sells his vote and influ- encounter, may take the Discredit action by making a
ence to the highest bidder. Hard (FFF
FFF) Deception check; on a success, one
chosen character upgrades the difficulty of social checks
Nevertheless, he does have some redeeming qualities once, and one additional time for every ww on the De-
- for all his faults, he does care for his homeworld of ception check, until the end of the encounter), Natural
Scipio and the Muun species that adopted him as one Charmer (once per session, may reroll any one Charm
of their own. or Deception check).
Abilities: Duplicitous (once per session as an action,
ADVENTURE AND ENCOUNTER IDEAS Clovis may make a Hard (FFF
FFF) Charm or Deception
check. On a success, he cannot be a target of combat
• The PCs’ efforts to bring knowledge of a Separatist checks until the end of the encounter or until making a
plot or other hardship to the Galactic Senate’s at-
tention are constantly undermined and obstructed combat check himself).
by Senator Clovis. It may not take long for it to Equipment: Blaster pistol (Ranged [Light]; (HHHH)
become clear to them that the representative for Damage 6; Critical 3; Range [Medium]; Stun setting),
Scipio has his own agenda. expensive clothing (+1 soak).
of them as loyal 3 14 16 0 0
servants and as-
sassins. Skills: Charm 4 (HHHH
HHHH), Coercion 4 (HHH HHHFF ),
Deception 4 (HHHH
HHHH), Knowledge (Education)
USING THESE 2 (HHHHF F ), Knowledge (Outer Rim) 3 (HHHHHH),
CHARACTERS Leadership 3 (HHH
HHHF F ), Negotiation 3 (HHH
HHHFF ),
These profiles repre- Perception 3 (HHH
HHHF F ), Skulduggery 4 (HHHH
HHHH),
sent the wide array Vigilance 2 (HH
HHFF ).
of Separatist leaders Talents: Adversary 1 (upgrade difficulty of all combat
that can be encoun- checks against this target once), Plausible Deniabili-
tered throughout ty 2 (may remove ss from all Coercion and Decep-
the Clone Wars. PCs tion checks), Nobody’s Fool 2 (upgrade difficulty of all
who get involved di- Charm, Coercion and Deception checks against this tar-
rectly in the fighting get twice).
will invariably end Abilities: None.
up encountering the
Equipment: Bodyguards, expensive clothing (+1
organic beings that
soak).
command the end-
less droid legions
- whether these en-
counters be as al-
lies or foes are up
to them.
3 3 3 4 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 18 18 1 1
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHF F ), Coercion
3 (HHH
HHHF F ), Cool 2 (HH
HHF F ), Deception 3 (HHH
HHHF F ),
Discipline 3 (HHHHHHF F ), Lightsaber 4 (HHHHHHF F ),
Perception 2 (HHHHFF FF), Stealth 3 (HHH
HHH), Resilience
3 (HHH
HHH), Vigilance 2 (HH HHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 3, Hawk-
bat Swoop (as an action, may make a Lightsaber com-
bat check against a target within short range, adding up
to hhh
hhh; may spend o to engage target; may spend
o to add w to the check), Improved Reflect 4 (when
struck by a ranged attack but before applying soak, may
suffer 3 strain to reduce damage by 6; if used, then
Separatist droids, but being pulled in front of a Republic SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 4 3 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 16 18 1 1
Skills: Brawl 4 (HHH HHHF F ), Coercion 3
(HHH
HHHF F ), Cool 5 (HH FFF), Deception 2
HHFFF
(HH
HHFF FF), Discipline 2 (HH FF), Knowledge
HHFF
(Underworld) 3 (HHH HHH), Negotiation 2
(HH
HH), Piloting (Planetary) 4 (HHHH
HHHH),
Ranged (Heavy) 5 (HHHH HHHHF F ), Ranged
(Light) 4 (HHHH HHHH), Streetwise 3
(HHH
HHHF F ), Survival 3 (HHH
HHHF F ), Vigilance
4 (HHHH
HHHH).
BLACK SUN VIGO [NEMESIS] Equipment: Heavy blaster pistol (Ranged [Light];
(HHH
HHH) Damage 7; Critical 3; Range [Medium]; Stun
setting), force pike (Melee; (HHH
HHH) Damage 6; Critical
3 3 3 4 3 4 2; Range [Engaged]; Pierce 2, Stun setting), expensive
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE robes (+1 soak).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
(Light) 3 (HHH
HHH), Streetwise 4 (HHHH
HHHH), Survival 4 5 6 0 0
(HHHH
HHHH), Vigilance 2 (HH
HHF F ).
Talents: Adversary 3 (upgrade difficulty of all combat Skills (group only): Brawl (FFF
FFF), Coercion (FF
FF),
checks against this target three times), Crippling Blow Melee (FFF
FFF), Ranged (Light) (FF
FF).
(may increase difficulty of a combat check by 1. If suc- Talents: None.
cessful, target suffers one strain when they move for the Abilities: None.
remainder of the encounter), Nobody’s Fool 2 (upgrade
Equipment: Black Sun twin blaster (Ranged [Light];
difficulty of all Charm, Coercion and Deception checks
(FF
FF) Damage 6; Critical 3; Range [Medium]; Linked 1,
against this target twice).
Stun setting), electro-shock prod (Melee; (FFF
FFF) Dam-
Abilities: Leader (all subordinates within medium age 6; Critical 3; Range [Engaged]; Disorient 2, Stun
range add s to all Discipline checks). setting), Black Sun padded armor (+2 soak).
ther into the world of bounty hunting and soon forged a SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 4 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 18 14 1 1
Skills: Brawl 3 (HHH
HHHF F ), Coercion 3 (HH
HHFF ),
Computers 2 (HH HHF F ), Discipline 2 (HHHH),
Ranged (Heavy) 4 (HHHH
HHHH), Ranged (Light)
3 (HHH
HHHF F ), Resilience 4 (HHHH
HHHH),
Vigilance 4 (HH
HHFFFF).
worked for a number of clients, his loyalty was ultimate- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
fle, Parasitti’s true potential likes in her unique skillset SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
DENGAR [NEMESIS]
3 3 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 16 16 1 1
Skills: Brawl 3 (HHH
HHH), Cool 2 (HHHHF F ), Deception
2 (HH
HHFF FF), Knowledge (Underworld) 4 (HHH
HHHF F ),
Mechanics 3 (HHH HHH), Piloting (Planetary) 2
(HH
HHF F ), Ranged (Heavy) 4 (HHH
HHHF F ), Skulduggery
4 (HHHH
HHHH), Streetwise 2 (HH FF), Survival 4
HHFF
(HHHH
HHHH), Vigilance 2 (HHHHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Durable 3 (reduce
Critical Injury results by 30, to a minimum of 1), Rain Of
Death (may spend a maneuver to ignore the increased
difficulty due to the Auto-fire quality on his attacks this
turn).
Abilities: Brutal Hunter (if a target suffers wounds from
his attack, Dengar may suffer up to 3 strain to inflict a
number of additional wounds equal to the amount of
strain suffered in this way), Cantina Talk (when a char-
acter is within short range of Dengar they may suffer 2
strain to add automatic ww to Streetwise and Knowl-
edge [Underworld] checks they make that turn), Dirty
Tricks (once per encounter as an action, Dengar may
make a Hard (FFF FFF) Skulduggery check. If success-
ful, he may select one enemy within short range, plus
one additional target per q, to suffer 4 wounds. After
resolving this, Dengar may perform a move maneuver
as an incidental).
Equipment: DLT-18 heavy blaster rifle (Ranged
[Heavy]; (HHH
HHHF F ) Damage 10; Critical 3; Range
[Long]; Auto-fire, Cumbersome 3, Pierce 2), 2 frag
grenades (Ranged [Light]; (FFF
FFF) Damage 8; Critical
4; Range [Short]; Blast 6, Limited Ammo 1), modified
heavy battle armor (+2 soak, defense 1), built-in com-
link, survival pack.
3 3 4 5 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 17 19 1 0
Skills: Brawl 2 (HH
HHF F ), Charm 3 (HHH
HHHF F ),
Coercion 4 (HHHH
HHHH), Cool 2 (HH FF), Deception
HHFF
3 (HHH
HHHFF FF), Discipline 2 (HH FF), Knowledge
HHFF
(Underworld) 4 (HHHH
HHHH), Negotiation 3
(HHH
HHHF F ), Perception 3 (HHH
HHHFF FF),
Skulduggery 2 (HH FFF), Vigilance 2
HHFFF
(HH
HHFFFF).
Talents: Adversary 3 (upgrade difficulty of
all combat checks against this target three
times), Nobody’s Fool 2 (upgrade difficul-
ty of all Charm, Coercion and Deception
checks against this target twice), Quick
Draw (once per round, may draw or hol-
ster a weapon or accessible item as an
incidental).
Abilities: Await The Dawn (when mak-
ing a Leadership check, if one or more
of the targets is associated with Crim-
son Dawn, Dryden Vos may make a Co-
ercion check instead).
Equipment: Paired Kyuzo petars
(Brawl; (HH
HHF F ) Damage 5; Critical 3;
Range [Engaged]; Defensive 1, Pierce
3, Sunder, Vicious 2), armorweave
cloak (+1 soak).
2 4 3 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 16 16 0 0
Skills: Brawl 3 (HHHHHHF F ), Cool 4 (HH HHFFFF),
Coordination 3 (HHH
HHHF F ), Discipline 2 (HH
HHFF ),
Perception 3 (HHH
HHHF F ), Piloting (Planetary)
3 (HHH
HHHF F ), Piloting (Space) 2 (HH HHFFFF),
Ranged (Heavy) 3 (HHH HHHF F ), Ranged
(Light) 2 (HH
HHFF FF), Stealth 2 (HH HHFFFF),
Vigilance 3 (HHH
HHH).
Talents: Adversary 1 (upgrade difficulty
of all combat checks against this target
once), Finesse (may use Agility instead
of Brawn when making Brawl and Me-
lee checks), Swift (do not suffer normal
penalties for moving through difficult
terrain), Unarmed Parry (may per-
form the Parry incidental when un-
armed; reduce the strain cost when
unarmed by 1, to a minimum of 1).
Abilities: None.
Equipment: MK-modified sniper
rifle (Ranged [Heavy]; (HHH
HHHF F s)
Damage 10; Critical 3; Range [Ex-
treme]; Accurate 1, Cumbersome 2,
Pierce 3, Prepare 1), blaster pistol
(Ranged [Light]; (HH
HHFF FF) Damage
6; Critical 4; Range [Medium]; Stun
setting), padded armor (+2 soak).
Due to his employment to Jabba, Greedo often thought SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
by dealing spice and receiving ransoms through kidnap- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Clone Wars. It was governed by the Grand Hutt Council, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Discipline 5 (HHHHH
HHHHH), Knowledge (Education) 4 SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
(HHHH
HHHHF F ), Knowledge (Underworld) 5 (HHHHH
HHHHH), 8 25 20 0 0
Knowledge (Xenology) 4 (HHHHHHHHF F ), Leadership 4
(HHHH
HHHHF F ), Negotiation 4 (HHHH
HHHHF F ), Resilience Skills: Charm 3 (HHH
HHHF F ), Coercion 3 (HHH
HHHF F ), Cool
8 (HHHH
HHHHFFFF FFFF), Skulduggery 5 (HHHHH
HHHHHF F ), 3 (HHH
HHHF F ), Deception 5 (HHHHH
HHHHHF F ), Discipline
Streetwise 5 (HHHHH
HHHHHF F ). 3 (HHH
HHHF F ), Knowledge (Outer Rim) 4 (HHHH HHHH),
Talents: Adversary 3 (upgrade difficulty of all combat Knowledge (Underworld) 5 (HHHH HHHHF F ), Leadership 2
checks against this target three times), Durable 3 (re- (HH
HHFF FF), Negotiation 5 (HHHH HHHHF F ), Perception 2
duce Critical Injury results by 30, to a minimum of 1), (HH FFFF), Resilience 6 (HHHH
HHFFFF HHHHFF FF), Skulduggery
Fearsome 3 (as an incidental, when an adversary be- 5 (HHHHH
HHHHHF F ), Streetwise 4 (HHHH
HHHHFF FF).
comes engaged with Jabba, he may force the adversary Talents: Adversary 2 (upgrade difficulty of all combat
to make a Hard (FFFFFF) fear check). checks against this target twice), Durable 2 (reduce
Abilities: Awkward (Hutts have great physical strength Critical Injury results by 20, to a minimum of 1), Plau-
but their bulk imposes severe limitations in flexibility and sible Deniability 2 (may remove ss from all Coercion
agility. They add sss to all Brawl, Melee and Coordi- and Deception checks).
nation checks they’re required to make), Danger Below Abilities: Awkward (Hutts have great physical strength
(once per encounter, may make an opposed Decep- but their bulk imposes severe limitations in flexibility
tion vs. Vigilance check to lure a target onto a trap set and agility. They add sss to all Brawl, Melee and
in the flooring. Success means the target falls in the trap Coordination checks they’re required to make), Deli-
and Jabba may spend e to cause one additional enemy cate Information (once per session, Ziro may spend 1
to fall in as well; if unsuccessful the target may spend Destiny Point to reveal he possesses valuable blackmail
y to cause an ally of Jabba to fall instead), Mind Trick material on any character in the encounter), Ponderous
Immunity (Jabba cannot be affected by Force powers (Hutts can never spend more than one maneuver mov-
involving mental manipulation), Ponderous (Hutts can ing per turn).
never spend more than one maneuver moving per turn). Equipment: Servants and bodyguards, repulsor sled.
ed the Boba Fett, Bossk, C-21 Highsinger, and Dengar. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Moralo Eval was a Phindian criminal and mercenary who • The party has gained a reputation for not paying
much heed to the laws of the galaxy. They are head-
favored grand schemes and complex strategies in his
hunted by Eval, who wishes to recruit them for an
approach to breaking the law. Eval developed his loath- upcoming criminal operation. However before they
some reputation at an early age. He heartlessly killed can sign up they will have to prove themselves by
his mother, and when apprehended by authorities, he surviving the Box - a deadly death-trap of Eval’s
told them he did it because he was “bored”. own design.
Eval spent the rest of his early life as a criminal and
fugitive. This gave him a sharp survival instinct, as well • The PCs have been told by a trusted ally that the
information they need for an upcoming assignment
as technical and engineering skills. During his time on is known only to Moralo Eval. However the criminal
the run, Eval became deranged and developed many mastermind is currently being held in a secure
odd mannerisms, such as referring to himself in the Republic prison. Unless the PCs have the clearance
third person. to visit him, they will have to find another way to
infiltrate the facility.
USING THIS CHARACTER
As deranged as he is dangerous, Moralo Eval is an in- MORALO EVAL [NEMESIS]
credibly cunning but highly unreliable asset to any crim-
inal enterprise. Although he might be willing to serve as
a patron to more morally flexible PCs, no party should 4 3 3 4 3 2
feel like they can trust Eval any further than they can BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
throw him. The Phindian’s interests always lie with him- SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
self first, a fact he makes little secret of. 6 18 16 1 1
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ),
Coercion 3 (HHH
HHH), Computers 2 (HH HHF F ), Gunnery
2 (HH
HHF F ), Knowledge (Underworld) 5 (HHHHHHHHF F ),
Mechanics 2 (HH HHF F ), Negotiation 4 (HHHH
HHHH),
Perception 3 (HHH
HHHF F ), Piloting (Space) 2 (HH
HHF F ),
Ranged (Heavy) 3 (HHH
HHH), Ranged (Light) 2 (HH HHF F ),
Resilience 2 (HHHHFFFF), Skulduggery 4 (HHHH HHHH),
Vigilance 2 (HH
HHF F ).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Nobody’s Fool 1
(upgrade difficulty of all Charm, Coercion and De-
ception checks against this target once).
Abilities: Criminal Mastermind (Moralo Eval
uses Cunning when making Knowledge [Under-
world] and Negotiation checks rather than the
normal characteristics for those skills).
Equipment: Heavy blaster rifle (Ranged
[Heavy]; (HHH
HHH) Damage 10; Critical
3; Range [Long]; Auto-fire, Cum-
bersome 3), heavy blaster pistol
(Ranged [Light]; (HH
HHF F ) Damage
7; Critical 3; Range [Medium];
Stun setting), 2 frag grenades
(Ranged [Light]; (HH HHF F)
Damage 8; Critical 4;
Range [Short]; Blast 6,
Limited Ammo 1),
modified armor (+2
soak, defense 1).
the conflict between clone troopers and battle droids. SOAK VALUE W. THRESHOLD M/R DEFENSE
3 13 0 0
USING THESE CHARACTERS
If the PCs find themselves involved in the spice trade - Skills: Brawl 1 (H FF), Coercion 3 (HH
H FF HHFF ), Discipline
whether willingly or otherwise - they will inevitably run 2 (HH
HH), Knowledge (Xenology) 3 (HHH HHH), Medicine
into the Pykes or one of their intermediaries. No spice 3 (HHH
HHH), Ranged (Light) 2 (HH HH), Resilience 2
operation worth its cost in credits takes place without (HH
HHF F ).
the Pyke Syndicate getting its cut somewhere along the Talents: None.
line, and any attempts to start up a rival trade in the Abilities: None.
illegal substances are always met with a disproportion-
ately violent response. Equipment: Blaster pistol (Ranged [Light]; (HH HH)
Damage 6; Critical 3; Range [Medium]; Stun setting),
vibroknife (Melee; (FFF
FFF) Damage 4; Critical 2;
ADVENTURE AND ENCOUNTER IDEAS Range [Engaged]; Pierce 2, Vicious 1), custom medkit
containing tools for minor surgery, various toxins and
• The PCs find themselves caught up in an ongoing types of spice, blades in an array of sizes.
feud between a high-ranking Pyke and a Black
Sun Vigo. They have the opportunity to help one
outmaneuver the other - or play both sides. PYKE SYNDICATE SOLDIER [MINION]
Robonino was a diminutive Patrolian bounty hunter who • After the party has captured a wanted character
and locked them up, the prisoner mysteriously dis-
specialized in technological solutions to tracking and
appears overnight. All signs point to someone with
capturing his targets. Active during the Clone Wars, very impressive slicing skills bypassing their way
Robonino often teamed up with other bounty hunters through the PCs’ security systems to swipe the tar-
due his physical limitations often requiring extra muscle. get from under them.
Despite these apparent shortcomings, the Patrolian’s
unmatched skill for slicing meant he was tolerated by • When the PCs cross an influential crime lord, Ro-
his more combative colleagues. bonino is amongst the group of bounty hunters that
is hired to track the party down and bring them in
Much of his career was spent taking jobs on Corus- alive to face the crime lord’s wrath.
cant, but he would travel to the Outer Rim for the right
price. In addition to being an accomplished slicer, Ro-
ROBONINO [NEMESIS]
bonino was an expert saboteur, and skilled at handling
explosives. This made him capable of overcoming even
the most dangerous opponents through unorthodox 1 3 4 4 2 2
means. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
for credits in order to keep quiet. SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
8 18 15 1 1
SERIPAS [RIVAL]
Skills: Astrogation 2 (HHHHF F ), Brawl 4 (HHHH
HHHHF F ),
Coercion 3 (HHH
HHH), Mechanics 3 (HHH HHH), Melee 3
1 2 3 3 2 1 (HHH
HHHFF FF), Perception 2 (HH
HHF F ), Piloting (Planetary)
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 (HH
HHF F ), Piloting (Space) 3 (HH
HHF F ), Ranged (Heavy
SOAK VALUE W. THRESHOLD M/R DEFENSE 3 (HH
HHF F ), Resilience 4 (HHHH
HHHHF F ), Vigilance 2
2 11 0 0 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat
Skills: Astrogation 2 (HH
HHF F ), Mechanics 3 (HHH
HHH), checks against this target once), Point Blank 2 (add
Perception 2 (HH
HHF F ), Piloting (Planetary) 3 (HH
HHFF ), +2 damage to one hit of successful Ranged [Heavy]
Piloting (Space) 3 (HH
HHF F ), Skulduggery 2 (HHHHFF ), or Ranged [Light] attacks made while at short range or
Stealth 2 (HH
HH). engaged).
Talents: Skilled Jockey 1 (may remove s from all Pilot- Abilities: Power Suit (once per session as an inciden-
ing (Planetary) and Piloting (Space) checks). tal, Seripas may spend e or www on a successful
Abilities: Silhouette 1. Ranged [Heavy] combat check to add the Breach 1
Equipment: Flightsuit (+1 soak), repair tools. quality to the attack).
Equipment: Integrated repeating blasters (Ranged
[Heavy]; (HH
HHFF ) Damage 11; Critical 3; Range [Long];
Auto-fire, Cumbersome 4, Pierce 1), built-in power saw
(Melee; (HHH
HHHFFFF) Damage 7; Critical 2; Range [En-
gaged]; Pierce 2, Vicious 3), armored suit (+2 soak,
defense 1).
SUGI [NEMESIS]
3 4 3 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 18 15 0 0
Skills: Athletics 3 (HHH
HHH), Brawl 4 (HHH HHHF F ),
Charm 2 (HH HHF F ), Cool 3 (HHH
HHH), Discipline
2 (HH
HHF F ), Knowledge (Underworld) 3 (HHHHHH),
Leadership 3 (HHH HHH), Melee 3 (HHH HHH),
Piloting (Space) 3 (HHHHHHF F ), Ranged (Heavy)
3 (HHH
HHHF F ), Ranged (Light) 3 (HHH HHHF F ),
Skulduggery 2 (HHHHF F ), Vigilance 2 (HH
HHF F ).
SY SNOOTLES [RIVAL]
2 2 3 4 2 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 12 0 0
Skills: Charm 4 (HHHH
HHHH), Deception 3 (HHHHHHFF ),
Negotiation 2 (HH FF), Perception 3 (HHH
HHFF HHHFF ),
Ranged (Light) 1 (H
H F ), Skulduggery 3 (HHH
HHHFF ),
Streetwise 3 (HHH
HHHFF ).
Talents: Kill With Kindness 2 (remove ss from all
Charm and Leadership checks), Nobody’s Fool 1 (up-
grade difficulty of all Charm, Coercion and Deception
checks against this target once).
Abilities: The Show Goes On (whenever Sy Snootles
is performing a song, allies gain sss on Stealth and
Skulduggery checks against audience members).
Equipment: Holdout blaster pistol (Ranged [Light];
(H
H F ) Damage 5; Critical 4; Range [Short]; Stun
setting), make-up bag.
port, Todo grew stubborn and defensive when ordered SOAK VALUE W. THRESHOLD M/R DEFENSE
dark side of the Force, becoming an expert lightsaber SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
The Nightsisters, also known as the “Witches of Dath- • When the PCs need to have dealings with the
Nightsisters, the coven insist they prove themselves
omir”, were a clan of magick-wielding females who
first by facing off against warriors from the nearby
lived on Dathomir, a planet bathed in dark energies. Nightbrother village for the witches’ amusement.
These Dark Side users were able to perform their arcane
magicks by tapping into the magical ichor that flowed • Whether as aggressors or defenders, the PCs
from the depths of their planet. The most powerful of witness an ancient witch named Old Daka calling
the Nightsisters could use that ichor to create objects upon the ichor to reanimate the corpses of long-
out of thin air, transform people into ghostly versions of dead Nightsisters to defend the coven when it is
their true forms, or even reanimate the dead. attacked.
A matriarchal society, the coven of sisters lived apart
NIGHTSISTER [RIVAL]
from the men of Dathomir, known as the Nightbrothers,
whose only use was to serve the sisters as servants,
breeders and occasionally warriors. 2 3 3 3 3 2
USING THIS CHARACTER BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 3 3 2 3 2 3 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
4 16 14 1 0 3 14 0 0
Skills: Athletics 2 (HHHHFF ), Brawl 2 (HH HHF F ), Cool Skills: Athletics 1 (H FF), Discipline 2 (HH
H FF HH), Melee
2 (HH
HH), Discipline 2 (HH HHF F ), Knowledge (Lore) 2 3 (HHH
HHH), Perception 1 (H H F ), Resilience 1 (H
H FF
FF),
(HH
HHF F ), Leadership 3 (HH
HHF F ), Melee 3 (HHH
HHH), Survival 1 (H
H F ), Vigilance 1 (H
H F ).
Perception 2 (HH HH), Resilience 1 (H FF), Survival 3
H FF Talents: None.
(HH
HHF F ), Vigilance 2 (HH
HHF F ).
Abilities: Witches’ Servant (when given an order by a
Talents: Adversary 1 (upgrade difficulty of all combat Nightsister, a Nightbrother Warrior gains automatic w
checks against this target once), Lethal Blows 2 (add on all checks they make to carry out that command).
+20 to any Critical Injury results inflicted on oppo-
nents). Equipment: Enchanted spear (Melee; (HHH HHH)
Damage 5; Critical 3; Range [Engaged]; Disorient 2).
Abilities: Rain Of Blows (Viscus may spend ww to
activate the Linked 2 item quality on unarmed Brawl
combat checks).
Equipment: Enchanted staff (Melee; (HHH
HHH) Damage
5; Critical 3; Range [Engaged]; Defensive 1, Disorient
2, Linked 1), Nightbrother robes (+1 soak).
1 1 3 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 10 20 0 0
Skills: Deception 3 (HHH F ), Discipline 4
HHHF
(HHHH
HHHH), Knowledge (Lore) 4 (HHH HHHF F ),
Perception 3 (HHH
HHHFF ).
Talents: Force Rating 3.
Abilities: Rise Sisters (as an action, Old Daka enters
a meditative state that leaves her unable to move or
defend herself. She may then make a Hard (FFF FFF)
Discipline check with hhh to summon a single
Undead Nightsister minion group, with the number of
minions in the group equal to i generated. Old Daka
may spend an action on subsequent turns to repeat
this check and summon additional Undead Nightsister
minion groups), Force Powers (Sense).
Equipment: Ichor cauldron, heavy Nightsister robes
(+1 soak).
2 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 4 0 0
Skills (group only): Brawl (FF
FF), Coordination
(FFF
FFF).
Talents: Fearsome 3 (when an adversary
becomes engaged with an Undead Night-
sister, they may force the adversary to
make a Hard (FFF
FFF) fear check).
Abilities: Horde (an Undead Nightsis-
ter minion group gains the Linked item
quality on attacks with their grasping
claws equal to half the number of Un-
dead Nightsisters in the group, rounded
down. They must still spend ww to acti-
vate the quality as normal), On A String (if
the witch who summoned them is killed,
the entire Undead Nightsister minion
group immediately drops lifeless to the
ground), Undead (at the end of each
combat round, the minion group regen-
erates a single Undead Nightsister, up
to a maximum of the group’s original
number).
Equipment: Grasping claws (Brawl;
(FF
FF) Damage 3; Critical 3; Range
[Engaged]; Ensnare 1, Vicious 2, see
‘Horde’ ability).
Originally a tribal leader on Dathomir, Savage Opress • In the days when Savage still served Count Dooku,
he is sent by his Sith master to reinforce a Separatist
was handpicked by the Nightsister Asajj Ventress to
assault on a Republic-held world. The PCs find
become her servant as part of her bid for revenge on themselves caught up in the attack and must face
her former Master, the Sith Lord Count Dooku. As part off against this mysterious new enemy.
of the plot, Mother Talzin employed her dark magic to
grant Opress fearsome abilities, placing him under Ven- • Savage is dispatched by his brother Maul to seek
tress’ control. Opress then entered the Clone Wars as out ancient Sith artifacts on a long-forgotten world.
a dark acolyte, serving as an enforcer in Dooku’s Sep- The brothers hope to unlock some secret knowledge
aratist Alliance. to help them in their quest for revenge against their
enemies. There Savage encounters the PCs, who
However, Opress would soon see he was being used have taken shelter on the isolated planet, unaware
by Ventress, and betrayed both her and Dooku and of its significance as a hub of ancient wisdom and
fled, being guided on a quest by Talzin to seek out his power.
lost brother, Maul. This led him to the junkyard world
of Lotho Minor, where he found his brother half mad. SAVAGE OPRESS [NEMESIS]
He brought Maul back to Talzin, who restored both his
mind and body. Maul and Savage then embarked on a
quest of death and chaos, seeking vengeance on Jedi 5 3 2 2 3 2
and Sith alike. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
9 25 15 1 1
Loyal to his brother and master Maul, Savage Opress
faithfully serves as his brother’s right hand as the two Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH
HHHHFF ),
siblings seek to establish themselves as true Sith Lords. Coercion 4 (HHH HHHF F ww), Deception 1 (HH F ),
A fearsome warrior, Savage is at his deadliest when en- Discipline 3 (HHH
HHH), Lightsaber 4 (HHHH HHHHFF ),
raged, and his temper is easy to provoke. Any PCs who Melee 4 (HHHH
HHHHF F ), Resilience 5 (HHHHH
HHHHH),
encounter him will find him quick to choose violence as Vigilance 3 (HHH
HHH).
a first resort - particularly if the party appears to have
Republic or Jedi allegiances. Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Force Rating 2, Parry
4 (when struck by a melee attack but before applying
soak, as an out-of-turn incidental, may suffer 3 strain
to reduce damage by 6), Reflect 3 (when struck by a
ranged attack but before applying soak, may suffer 3
strain to reduce damage by 5).
Abilities: Anger Is Strength (while Savage is crit-
ically injured, he gains +2 Force Rating and +2
damage to combat checks), Dark Side Force User
(uses dark side results instead of light side re-
sults), Intimidating Countenance (add ww to all
Coercion checks Savage makes), Force Powers
(Bind, Enhance, Move, Sense).
Bind: Force Power. Savage may spend o
to immobilize a target within short range until
the end of his next turn; if Savage spends
i to generate o, the target also suffers 1
wound per o spent on the check, ignoring
soak.
Equipment: Ichor pike (Melee;
(HHHH
HHHHF F ) Damage 9; Critical 1; Range
[Engaged]; Cortosis, Pierce 2) or double-
bladed lightsaber (Lightsaber; (HHHH
HHHHF F)
Damage 8; Critical 2; Range [Engaged];
Breach 1, Linked 1, Sunder), heavy battle
armor (+2 soak, defense 1).
Government: Monarchy.
Language: Basic.
D
Considered the “Shining Star” of the Core Worlds, its uring the Separatist Crisis, the Refugee Relief
surface has vast bodies of water and is covered in Movement oversaw the temporary settlement
snow-capped mountains, with patches of green grassy of those displaced by the closure of worlds
hills. Famous natural landmarks of Alderaan include joining the Separatist Alliance. When war broke
the Cloudshape Falls and the Isatabith rain forest.
out, the number of affected refugees multiplied
The cities on Alderaan are carefully designed to dramatically.
respect the natural beauty of their environment. For The Alderaan Refugee Conference was a
example, the palace of the royal family and the city diplomatic conference held by members of the
around it blend into the local snow-capped peaks with Galactic Senate to better coordinate relief efforts
their trademark white synthstone structures. during the Clone Wars. The conference was led
by representatives of Alderaan, Chandrila and
At the advent of the Clone Wars, Alderaan was rep- Naboo.
resented in the Senate by Bail Organa, the prince
consort of the planet’s ruler, Queen Breha. Through During the conference, bounty hunter Aurra Sing
Organa, Alderaan was a member of Chancellor Palpa- - under contract from the crime lord Ziro the
tine’s Loyalist Committee, which concerned itself with Hutt - attempted to assassinate Senator Padmé
the stability of the Republic during the conflict and Amidala in revenge for the Hutt’s imprisonment
would later strive to limit Palpatine’s increasing exec- on Coruscant. The bounty hunter was stopped
utive authority. by Padawan Ahsoka Tano and arrested before
she could kill the Senator.
in a galaxy at war its citizens avoid the fighting in favor SOAK VALUE W. THRESHOLD M/R DEFENSE
2 2 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 12 15 0 0
Skills: Charm 4 (HHHH
HHHH), Cool 2 (HH HHFF
FF),
Discipline 3 (HHH
HHH), Knowledge (Core Worlds)
3 (HHH
HHH), Knowledge (Education) 4 (HHH F ),
HHHF
Leadership 4 (HHHH
HHHH), Negotiation 2 (HH HHFF
FF),
Perception 4 (HH FF), Survival 1 (H
HHFF H F ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Inspiring Rhetoric (as
an action, may make an Average (FF FF) Leadership
check; each q causes one ally in short range to recover
1 strain; spend w to cause one affected ally to recover
1 additional strain), Kill With Kindness 2 (remove ss
from all Charm and Leadership checks), Nobody’s Fool
2 (upgrade difficulty of all Charm, Coercion and Decep-
tion checks against this target twice).
Abilities: Get Down Your Majesty (when Queen Breha
is engaged with an Alderaan consular guard, all ranged
attacks from unhidden opponents targeting the Queen
hit the guard instead).
Equipment: Servants and bodyguards, encrypted
comlink, robes of state (+1 soak).
The Aleena live in small, closely-knit tribes and hold SOAK VALUE W. THRESHOLD M/R DEFENSE
their ways to stop them, so a message from the SOAK VALUE W. THRESHOLD M/R DEFENSE
mysterious Orphne is sent to the Aleena on the 2 4 0 0
surface to find a group of champions who can
help stop the hunters before they drive the small Skills (group only): Charm (FF
FF), Survival (FF
FF).
population of Kindalo to extinction.
Talents: None.
Abilities: Native Language (an Aleena villager does
not speak or understand Basic, and speaks only native
Aleena), Silhouette 0.
Equipment: Sticks and stones (Ranged [Light]; (FFF
FFF)
Damage 2; Critical 5; Range [Short]; Disorient 1), thick
skin (+1 soak).
5 13 0 1
Skills: Coordination 2 (HH
HHFF ), Survival 3 (HH
HHFF ),
Vigilance 3 (H
H FF
FF).
Talents: None.
Abilities: Flyer (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core rule-
book), Infravision (remove all s added to checks due
to lighting conditions), Trained Mount 1 (add s to a
rider’s Survival checks while mounted on a can-cell).
Equipment: Mandibles (Brawl; (FF
FF) Damage 6; Criti-
cal 3; Range [Engaged]; Knockdown).
4 2 3 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
7 17 0 0
Skills: Brawl 3 (HHH
HHHFF ), Resilience 2 (HH
HHFF
FF),
Vigilance 2 (HH
HHFF ).
Talents: Natural Brawler (once per session may reroll
any one Brawl or Melee check).
Abilities: Nightvision (remove all s added to checks
due to low-light conditions or darkness), Ponderous
(can never spend more than one maneuver moving per
turn).
Equipment: Massive woody fists (Brawl; (HHH
HHHF F)
Damage 9; Critical 4; Range [Engaged]; Concussive 1,
Knockdown).
ORPHNE [NEMESIS]
2 3 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 12 18 1 1
Skills: Charm 3 (HHH
HHH), Cool 2 (HH F ), Deception
HHF
3 (HHH
HHHF F ), Knowledge (Lore) 3 (HHH
HHH), Perception
3 (HHH
HHHF F ), Survival 2 (HH
HHFF ).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Force Rating 1, Kill
With Kindness 1 (remove s from all Charm and Lead-
ership checks), Nobody’s Fool 1 (upgrade difficulty of
all Charm, Coercion and Deception checks against this
target once).
Government: Democracy.
Language: Basic.
T
life and hosts a variety of fauna such as the domesti- he Battle of Anaxes was a prolonged
cated quadrupedal keffi and the nocturnal but deadly engagement that took place on the planet
fyrnocks. during the third year of the Clone Wars, and was
considered part of the Outer Rim Sieges despite
Historically, Anaxes has served as one of the Repub-
Anaxes’ location in the Core Worlds. The Harch
lic’s primary military installations. The Republic Navy
Separatist Admiral Trench led an attack on the
War College is widely-regarded as one of the galaxy’s
planet’s shipyards, instrumental to the Republic
most prestigious military academies, able to rival sim-
war effort, whilst the Republic counteroffensive
ilar institutions on Carida and Corulag.
was spearheaded by Jedi Generals Mace Windu
Its location at a key point along the Perlemian Trade and Anakin Skywalker.
Route also makes Anaxes a vital strategic target for The battle took place over many different battle-
any enemy attempting to penetrate the Core Worlds. fields all over the planet. During the early stages
During the Clone Wars, the planet was home to one of the Republic seemed to be in control of the bat-
the Republic’s largest shipyards, making the system tle, containing the droid armies on the ground
even more essential to the war effort. and in the air, but after weeks of perilous fight-
ing the Republic’s grip on the planet started to
As a result of this strategic importance, a significant
slip away.
military presence is kept in the Anaxes system at all
times to deter any Separatist assaults. It was soon discovered that Admiral Trench had
access to a stolen Republic algorithm being
extracted from a captured clone trooper. This
prompted the Jedi commanders to turn to less
orthodox methods of defending the vital ship-
yards from Separatist conquest.
of it, Anaxes is sparsely populated compared to other SOAK VALUE W. THRESHOLD M/R DEFENSE
Background: Located along the Giju Run, Bardotta is DAGOYAN MASTERS AND FRANGAWL
a quiet world, home to the Bardottan people. Covered CULTISTS
in dramatic landscapes, the planet’s mountain rang-
T
es, warm seas, and lush forests, draw some visitors to he Dagoyan Order, also referred to as the
the small world. It possesses a cold climate due to the Dagoyan Masters, are an order of Force-users
distance from its sun, and has a slightly lower gravity that focus on knowledge and harmony with the
than average.
universe. Through the Bahk-tov Council, they
The planet’s laws are few, though punishment for vi- also serve as part of the planetary government
olation of those that do exist is a swift banishment. of Bardotta, taking the role of advisors to the
Those visitors that do seek out the world find its mar- monarchy.
kets filled with art of every type, including textiles and The monastic arm of the Order is comprised
tapestries made of Bardottan silk. Organized crime is of mystics, who practice strict asceticism and
non-existent on Bardotta, with the exception of smug- live off of alms and donations within the lofty
glers of antiquities. Smugglers of these ancient arti- monasteries of the planet. Those mystics who
facts are dealt with harshly when caught, receiving a practice a lifetime of meditation achieve the
facial brand and exile as enemies of the planet. honorific of Master. The Dagoyan Masters are
the strongest and the wisest of the Order.
Peaceful and contemplative, Bardottans are aloof
and inwardly focused, keeping to their mountain-side Standing in stark opposition to the peaceful
monasteries and temples. While every Bardottan ways of the Dagoyans, the Frangawl Cult is a
trains under a Dagoyan education system, not every cult dedicated to the worship of Malmourral,
Bardottan is a member of the Order. Meditation is an the Bardottan demon of war. The Frangawl Cult
important part of every Bardottan’s life, even if they ruled Bardotta for much of its early history until
leave their homeworld. Despite the majority of Bar- they were banished by the Dagoyans. Modern
dottans continuing on the traditions and teachings of acolytes conceal their by identity wearing wood-
the Dagoyan, participation is not a mandatory func- en masks carved to resemble fantastic creatures
tion of society. designed to instill fear in all who see them.
3 2 2 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 8 2 0
Skills (group only): Cool (FF
FF), Melee (FFF
FFF).
Talents: None.
Abilities: None.
Equipment: Bardottan electrolance (Melee; (FFF
FFF)
Damage 5; Critical 3; Range [Engaged]; Defensive 2,
Stun setting).
2 3 4 1 5 3 2 2 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
2 14 21 0 0 3 14 16 0 0
Skills: Coercion 3 (HHH HHHFFFF), Cool 2 (HH HHF F ), Skills: Charm 2 (HH
HHFF FF), Coercion 3 (HHH
HHHF F ),
Discipline 3 (HHH
HHHFF FF), Knowledge (Education) 3 Cool 2 (HH
HHFF FF), Discipline 3 (HHH
HHHF F ), Knowledge
(HHH
HHHF F ), Leadership 2 (HH
HHFF ), Perception 2 (H
H F ), (Education) 3 (HHH
HHH), Leadership 4 (HHHH HHHH),
Vigilance 3 (HHH
HHHFF FF). Negotiation 2 (HH FF), Perception 4 (HHH
HHFF HHHF F ).
Talents: Adversary 2 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target twice), Force Rating 3. checks against this target once), Commanding Presence
Abilities: Force Powers (Bind, Sense). 2 (remove ss from all Leadership and Cool checks),
Force Rating 2, Nobody’s Fool 1 (upgrade difficulty of
Bind: Force Power. As an action, the Dagoyan Mas-
all Charm, Coercion and Deception checks against this
ter may make a Bind power check. They may spend o
target once).
to immobilize a target within short range until the end of
their next turn; they may also spend oo to affect one Abilities: Dagoyan Meditation (once per day, Queen
additional target and o to inflict 5 strain whenever an Julia may spend two hours in deep moving meditation;
affected target takes an action. once complete, her Force Rating increases to 3 for the
remainder of the day), Force Powers (Foresee, Sense).
Sense: Force Power. As an action, the Dagoyan Mas-
ter may make a Sense power check. They may spend o Foresee: Force Power. Queen Julia may spend o to
to sense any living creature within short range or the gain vague hints of events to come up to 3 days in her
emotional state of any creature within engaged range. own personal future.
As an action, they may commit h . Once per round, Equipment: Servants and bodyguards, encrypted com-
when an attack targets the Dagoyan Master, upgrade link, stately dress (+1 soak).
the difficulty of that check once. Once per round, when
the Dagoyan Master makes a combat check, upgrade
the ability of that check once.
Equipment: Walking stick (Melee; (FF FF) Damage 4;
Critical 5; Range [Engaged]; Disorient 1), robes.
3 3 3 3 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 12 0 0
Skills: Coercion 2 (H
H F ), Melee 2 (HH
HHFF ), Perception
1 (H FF), Vigilance 2 (H
H FF H F ).
Talents: None.
Abilities: None.
Equipment: Spear (Melee; (HH HHF F ) Damage 6; Critical
3; Range [Engaged]), thrown spear (Ranged [Light];
(FFF
FFF) Damage 6; Critical 3; Range [Short]), bag of
sleeping powder (Ranged [Light]; (FFF FFF) Damage --;
Critical --; Range [Short]; Limited Ammo 1; if a target is
hit by this attack, it must make a Hard (FFF FFF) Resil-
ience check; if it fails, the target suffers 10 strain, plus
1 strain per t).
Government: Federation.
T
Cato Neimoidia’s jeweled palaces and opulent he Trade Federation is an interstellar shipping
bridge-cities are the pride and joy of Trade Federation and trade conglomerate, one so powerful that
barons, who seek to constantly one-up each other and it has its own representatives in the Galactic
dazzle guests with displays of ostentatious hospitality Senate. Ruled from Cato Neimoidia by a close-
and luxury living. Only the richest of the Neimoidians
knit group of Neimoidian oligarchs known for
are allowed to live on the planet, hoarding their trea-
their business skills and cutthroat dealings, the
sures in vaults located in difficult landscape and pro-
tected by B1 battle droids. Federation has come to possess a stranglehold
over the shipping lanes of many Outer Rim
Much of the world is covered in a persistent fog, worlds.
while the cities of the Neimoidian elite are suspend- Shortly before the outbreak of the Clone Wars,
ed above the planet’s acidic ocean surface on bridges Viceroy Nute Gunray of the Trade Federation
anchored on massive giant rock arches, upon which privately pledged support to the Confederacy of
thrive forests and grasslands. Independent Systems, becoming a major mili-
tary benefactor to Count Dooku’s movement.
Cato Neimoidia is home to the headquarters of the
Trade Federation, one of the wealthiest corporate or- Publicly, however, the Federation has denied all
ganizations in the galaxy, and has been developed to links to the Separatists, maintaining a seat in
the point that it is considered to be a more desirable the Republic Senate under Senator Lott Dod,
and hospitable destination than the actual Neimoidian and officially taking a neutral stance in the con-
homeworld. flict.
The Federation is often used by the Separat-
ists as a puppet to drive more systems to their
cause, though this is staunchly denied by the
Federation’s representatives.
1 2 4 5 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 11 15 0 0
Skills: Charm 2 (HH HHF F ), Coercion 2 (HH
HHF F ),
Deception 4 (HHHH
HHHHF F ), Knowledge (Education)
2 (HH
HHFFFF), Leadership 1 (H FF), Negotiation 4
H FF
(HHH
HHHF F ), Perception 2 (HH FFF), Skulduggery 2
HHFFF
(HH
HHFFFFFF). NEIMOIDIAN BUREAUCRAT [RIVAL]
Talents: Discredit (once per encounter, may take the
Discredit action by making a Hard (FFFFFF) Deception 2 2 3 4 1 2
check; on a success, one chosen character upgrades BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the difficulty of social checks once, and one addition-
al time for every ww on the Deception check, until SOAK VALUE W. THRESHOLD M/R DEFENSE
2 2 4 4 2 3 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
3 14 14 0 0 4 5 0 0
Skills: Astrogation 2 (HH
HHFF FF), Coercion 2 (HH
HH), Skills (group only): Melee (FF
FF), Piloting (Planetary)
Deception 3 (HHH HHHF F ), Knowledge (Warfare) 3 (FF
FF), Ranged (Heavy) (FF
FF), Ranged (Light) (FFFF).
(HHH
HHHF F ), Leadership 2 (HHHHF F ), Negotiation 3 Talents: None.
(HHH
HHH), Perception 2 (HH HHFFFF), Skulduggery 2
Abilities: None.
(HH
HHFF FF).
Equipment: Blaster rifle (Ranged [Heavy]; (FF FF) Dam-
Talents: Fire Control (as a maneuver the Neimoidian
age 9; Critical 3; Range [Long]; Stun setting), truncheon
Ship Captain may make all combat checks made from
(Melee; (FF
FF) Damage 4; Critical 5; Range [Engaged];
their current starship or vehicle count their target’s sil-
Disorient 2), Neimoidian security armor (+2 soak).
houette as 1 higher than normal until the beginning of
the captain’s next turn [this does not stack]), Nobody’s
Fool 2 (upgrade difficulty of all Charm, Coercion and LEP SERVANT DROID [RIVAL]
Deception checks against this target twice), Starship
Adversary 1 (upgrade difficulty of all combat checks
against a ship this character is commanding once).
1 2 2 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Neimoidian Courage (when all allied NPCs
protecting the Neimoidian Ship Captain have been de- SOAK VALUE W. THRESHOLD M/R DEFENSE
A
close to the asteroids often makes it a target for stray tempting target for both sides due to its vast
rocks. natural resources, Christophsis was the site
of repeated and heated battles in the Clone
In the millennia prior to its colonization by human
Wars. A blockade of Separatist vessels under
and Rodian explorers, the planet was frequently bom-
the command of Admiral Trench trapped a relief
barded by asteroids from the three belts, which many
mission led by Senator Bail Organa behind enemy
scientists believe contributed to the widespread crys-
lines. The dire situation of Senator Organa and
talline forests that now cover the world’s surface.
his expedition necessitated a special Republic
The early inhabitants of Christophsis took advantage task force with experimental starship technology
of the natural spires, building cities into and around to scatter the blockade.
the crystalline formations and using the crystals’ solid This precipitated a full scale Separatist invasion
structures for foundation and support. The size of the of the planet by forces under General Whorm
world’s buildings often vary with the size of their sup- Loathsom. The invasion was only made possible
porting crystals. The greatest of these cities is the cap- by a traitor within the clone trooper ranks. In the
ital Chaleydonia - commonly referred to by outsiders end, thanks to the combined efforts of Generals
as simply Crystal City. Obi-Wan Kenobi and Anakin Skywalker, the Re-
public was able to turn the Separatist invasion,
By the time of the Clone Wars, Christophsis is ruled
and guard the planet from future incursions.
by a powerful minority of merchants and industrial
magnates. This cabal of oligarchs, with their mining
expertise and manipulation of mineral markets have,
albeit grudgingly, won admiration from the rest of
the galaxy. However, the Christophsian rulers are also
viewed with suspicion for their secrecy and self-ab-
sorption.
and the world’s leaders display their prowess in both SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 18 0 0
Skills: Athletics 2 (HH
HHFF FF), Brawl 1 (H H FFF
FFF),
Perception 3 (HH
HHF F ), Vigilance 3 (HH
HHFF ).
Talents: None.
Abilities: Additional Limbs (gains an additional free
maneuver per turn, but still may not perform more than
two maneuvers per turn), Silhouette 2.
Equipment: Claws (Brawl; (H FFF) Damage 6;
H FFF
Critical 4; Range [Engaged]; Linked 2, Pierce 2).
Language: Basic.
High in the skyscrapers is where the politicians and SOAK VALUE W. THRESHOLD M/R DEFENSE
valuable goods that she recently stole from the SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
home of former chancellor Finis Valorum. 3 14 14 1 1
Skills: Athletics 4 (HH FF), Brawl 2 (HH
HHFF HH),
Coordination 4 (HHHH
HHHH), Deception 2 (HH HHF F ),
Melee 2 (HHHH), Skulduggery 2 (HH
HHF F ), Stealth
2 (HH
HHFF FF), Streetwise 4 (HHH
HHHFF ), Vigilance 3
(HH
HHF F ).
Talents: Conditioned 2 (remove s from all Athletics
and Coordination checks; reduce the damage and strain
suffered from falling by 2), Improved Dodge 2 (may
perform a Dodge incidental to suffer up to 2 strain to
upgrade the difficulty of an incoming combat check by
the same number; may immediately make a move ma-
neuver afterwards as an out-of-turn incidental), Swift
(do not suffer normal penalties for moving through dif-
ficult terrain).
Abilities: Terellian Jango Jumper (as a maneuver, Cas-
sie may suffer 1 strain to leap to any location within
short range. In addition, her natural reflexes grant her
+1 defense).
Equipment: Stunstick (Melee; (HH HH) Damage 4; Crit-
ical --; Range [Engaged]; Disorient 3, Stun Damage),
light blaster pistol (Ranged [Light]; (FFFF
FFFF) Damage
5; Critical 4; Range [Medium]; Stun setting), clothing
(+1 soak).
2 2 4 2 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 16 0 0
Skills: Charm 1 (H FFF), Cool 2 (HH
H FFF HHFF FF), Discipline
3 (HHH
HHHF F ), Knowledge (Core Worlds) 4 (HHHH
HHHH),
Knowledge (Education) 4 (HHHH HHHH), Knowledge
(Xenology) 2 (HH HHFF FF), Leadership 3 (HHH
HHHF F ),
Perception 2 (HHHH).
CORUSCANTI CITIZEN [MINION] Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Commanding Presence
2 (remove ss from Leadership and Cool checks), No-
2 2 2 2 2 2 body’s Fool 1 (upgrade difficulty of all Charm, Coercion
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE and Deception checks against this target once).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Abilities: Old Contacts (once per session, Valorum may
2 3 0 0 spend 1 Destiny Point to immediately recall a fact or
individual from his time in office that can help resolve
Skills (group only): Knowledge (Core Worlds) (FF
FF), the current problem).
Negotiation (FF
FF), Perception (FF
FF). Equipment: Encrypted comlink, datapad, formal cloth-
Talents: None. ing (+1 soak).
Abilities: None. MAINTENANCE DROID [MINION]
Equipment: Comlink, datapad, between 20 and 100
credits.
1 1 1 1 1 1
DEXTER JETTSTER [NEMESIS] BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 2 3 4 2 4 3 3 0 0
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills (group only): Mechanics (F
F ).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Talents: None.
4 16 12 0 0
Abilities: Droid (does not need to breathe, eat, or drink
Skills: Astrogation 2 (HH
HHF F ), Charm 2 (HH
HHFF
FF), and can survive in vacuum or underwater; immune to
Knowledge (Core Worlds) 4 (HHHH
HHHH), Knowledge poisons and toxins).
(Lore) 3 (HHHHHHF F ), Knowledge (Outer Rim) 4 Equipment: Arc welder (Melee; (F
F ) Damage 3; Critical
(HHHH
HHHH), Knowledge (Underworld) 5 (HHHHHHHHF F ), --; Range [Engaged]; Stun Damage).
Knowledge (Xenology) 4 (HHHH
HHHH), Skulduggery 2
(HH
HHFF FF), Streetwise 5 (HHHH
HHHHF F ).
Talents: Congenial 2 (may suffer up to 2 strain to down-
grade the difficulty of Charm and Negotiation checks, or
to upgrade the difficulty of Charm or Negotiation checks
targeting this character, a number of times equal to the
amount of strain suffered).
2 2 2 3 3 3 2 3 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
3 13 0 0 3 13 0 0
Skills: Charm 2 (HHHHF F ), Cool 2 (HH
HHF F ), Deception Skills: Charm 2 (HH HH), Computers 2 (HH HHF F ),
2 (HH
HHF F ), Negotiation 2 (HHHHF F ), Skulduggery 2 Mechanics 3 (HHH
HHH), Piloting (Planetary) 2 (HH
HHF F ),
(HH
HHF F ), Streetwise 3 (HHH
HHH). Piloting (Space) 2 (HH
HHFF ), Streetwise 3 (HH
HHFF ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Convincing Demean- checks against this target once), Fine Tuning 2 (when
or 1 (remove s from all Deception and Skulduggery reducing the amount of system strain a starship or ve-
checks), Nobody’s Fool 1 (upgrade difficulty of all hicle suffers, reduce 2 additional system strain), Gear-
Charm, Coercion and Deception checks against this tar- head 2 (remove ss from Mechanics checks).
get once). Abilities: None.
Abilities: None. Equipment: Light blaster pistol (Ranged [Light]; (FF
FF)
Equipment: Light blaster pistol (Ranged [Light]; (FF
FF) Damage 5; Critical 4; Range [Medium]; Stun setting),
Damage 5; Critical 4; Range [Medium]; Stun setting), repair tools, mechanic’s overalls (+1 soak).
datapad, forger’s kit, heavy fur coat (+1 soak).
Government: Corporate.
T
thick, colorful, and humid jungle made up of a unique he Haven-class medical station, also known
combination of fungi species. Although it dominates as the Republic medical station, is a model
most of the planet’s landmasses, the jungle is punc- of space station used by the Galactic Republic
tuated with small farming villages populated by the as a space-bound medcenter during the Clone
planet’s native Felucians, as well as occasional cities
Wars. The stations are designed so that from
such as the capital, Kway Teow.
above, they look like the Republic crest, and are
The world is a hotbed of life, with several non-sen- intended as medcenters for the treatment of
tient species also inhabiting it, including Gelagrubs, wounded Galactic Republic military personnel,
jungle rancors, and tee-muss. Most plants and animals particularly clone troopers.
of Felucia have adapted special defenses to protect These Haven-class stations serve as a lifeline for
them from each other, which makes them particularly clone troopers, being placed near battlefields
hostile to off-worlders. to service groups of medical frigates bringing
in the wounded. As the medcenters have little
Despite Felucia’s perceived insignificance, its import-
defenses, they are frequently targeted by Sepa-
ant location and resources (which include the healing
ratist attacks, so their locations are usually kept
plant nysillim) have led to several conflicts both in or-
bit and on the surface. The world is governed by the secret.
Commerce Guild, who represents the planet’s corpo- One such stations sits in orbit above Felucia,
rate interests on the galactic stage. and is one of the reasons why the Republic con-
tinues to fight so doggedly to defend the sys-
As a result of these strong links with a founding tem despite Felucia’s apparent lack of strategic
member of the Separatist Alliance, the planet has be- value.
come a frequent battleground during the course of the
Clone Wars. The constant battles have left their mark
on large swaths of the planet’s ecosystem, with entire
jungles and farms burned or otherwise destroyed.
their planet’s rich soil, and have no interest in being SOAK VALUE W. THRESHOLD M/R DEFENSE
Government: Criminal
gangs.
Background: A harsh, arid desert world in the Outer LIVING THE PIRATE LIFE
Rim Territories, Florrum is off the beaten path of any
T
major galactic hyperspace routes, making it the per- he Ohnaka Gang is a large band of pirates
fect haven for hunted criminals or lawless thugs. Many based on Florrum and united under the
syndicates and cartels have used the isolated world as leadership of the Weequay swindler Hondo
a base of operations over the years, but at the time of Ohnaka. Although his fellow Weequay make
the Clone Wars the planet serves as the primary head-
up a large portion of the gang’s membership,
quarters of the infamous Ohnaka Gang.
Hondo’s crew consists of a wide variety of
Florrum itself offers little in the way of any natural different species - from Bith to Nikto to even
resources that would make it worthwhile for corporate Jawas.
exploitation, so its real value lies in its location. Tucked Any beings looking to do business on Florrum
away in its own little corner of the galaxy, the planet is would do well to get on the right side of Hondo,
an easy place for a sentient being to lose themselves who is notorious for sniffing out profit in any un-
when trying to shake off unwanted pursuers. dertaking. Armed with a fleet of Flarestar-class
attack shuttles, the gang makes its living during
A flourishing black market also allows the planet to
the Clone Wars by raiding starships and holding
serve as a minor trading hub of sorts for various small-
travelers for ransom.
time criminal enterprises. From unrefined spice to
banned weaponry, practically anything can be bought Operating under a policy that “no job is too
and sold in the bazaars of Florrum - so long as every- big, no score is too small”, Hondo and his crew
one ensures the Ohnaka Gang gets its cut. have found themselves encountering some of
the galaxy’s most dangerous beings - from Jedi
Knights to Sith Lords. These experiences have
left them with a dangerous reputation for sur-
viving against even the most daunting odds.
inhabitants are almost universally pirates, mercenaries SOAK VALUE W. THRESHOLD M/R DEFENSE
3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 15 0 0
Skills: Coercion 3 (HHHHF F ), Leadership 1 (HH F ),
Melee 2 (HHHHF F ), Piloting (Planetary) 2 (HHHHFF ),
Ranged (Heavy) 2 (HHHHF F ), Ranged (Light) 2 (HH
HHFF ),
Skulduggery 3 (HHH
HHH).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: Gang Lieutenant (may perform a maneuver
to direct one Ohnaka Gang minion group within medium
range; the group may perform an immediate free ma-
neuver or add s to its next check).
Equipment: Heavy blaster pistol (Ranged [Light];
(HH
HHF F ) Damage 7; Critical 3; Range [Medium]; Stun
setting) or blaster carbine (Ranged [Heavy]; (HHHHF F)
Damage 9; Critical 3; Range [Medium]; Stun setting),
vibroknife (Melee; (HH
HHF F ) Damage 4; Critical 2; Range
[Engaged]; Pierce 2, Vicious 1), padded armor (+2
soak), swoop bike.
Language: Geonosian.
Confederacy of Independent Systems, with their leader SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 5 0 0
Skills (group only): Brawl (FFF
FFF), Ranged
(Heavy) (FFF
FFF).
Talents: None.
Abilities: Flyer (can fly; see the Flying sidebar
in Chapter VI: Conflict and Combat of any
core rulebook).
Equipment: Sonic blaster (Ranged [Heavy];
(FFF
FFF) Damage 9; Critical 3; Range [Medi-
um]; Disorient 3, Knockdown).
Language: Kaminoan.
Terrain: Aquatic.
Being somewhat secluded from the rest of the gal- Kaminoans generally display few signs of out-
axy, little is known about the origin of the Kaminoans. ward exuberance or personality. They are also
At some point the planet was not covered in water, isolationists, only concerning themselves with
and the Kaminoans built a large land-based civiliza- offworlders if it is profitable. However, Kamino-
tion. However, the water level rose, forcing the Kami- ans do not necessarily think they are superior
noans to build their structures on stilts. to other species, they instead simply see other
planets as a distraction. Many Kaminoans even
The Kaminoans are generally isolationists, staying think that everything they could ever need is
out of contact with the nearby galaxy until the day already on Kamino.
they accepted the contract to create the clone arm.
Since the outbreak of the Clone Wars and the
This behavior can be traced back to the great flood
need for Kamino to protect itself from Sepa-
that changed their homeworld, as they decided it was
ratist reprisals, there have been some notable
less risky to adapt their genetic code and planet than
exceptions to their isolationist tendencies. The
to ask for aid from the Galactic Republic.
Republic now maintains a permanent presence
Following the outbreak of the Clone Wars, Kamino is in many of the planet’s major cities, and Ka-
one of the main operational areas of the Galactic Re- mino has even taken up a seat in the Galactic
public. It serves as the main training grounds for clone Senate where it is represented by the elderly but
cadets, and is under constant protection from a fleet strong-minded Halle Burtoni.
of Republic Navy warships.
5 1 1 1 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
8 20 0 0
Skills: Athletics 1 (H FFFF), Coordination 1 (H
H FFFF H ).
Talents: None.
Abilities: Amphibious (may breathe underwater with-
out penalty and never suffer movement penalties when
swimming), Creature Of The Sea (Aiwhas are not capa-
ble of operating on land), Flyer (can fly; see the Flying
sidebar in Chapter VI: Conflict and Combat of any
core rulebook), Silhouette 3.
Equipment: None.
1 1 2 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 10 0 0
Skills: Discipline 1 (H
H ), Medicine 3 (HH
HHFF ), Perception
2 (H
H F ).
Talents: Bacta Specialist 2 (patients heal 2 additional
Wounds when they heal wounds from bacta tanks or
long-term care), Surgeon 1 (when making a Medicine
check to help a character heal wounds, the target heals
1 additional wound).
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins), Hoverer (floats up to several me-
ters in the air and may move through difficult terrain
without spending additional maneuvers), Silhouette 0.
Equipment: Built-in diagnostic and surgical tools
(counts as medpac as well as stimpack that can be used
once per session).
1 2 4 2 2 2 1 2 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
2 11 0 0 2 10 0 0
Skills: Computers 2 (HH
HHFF FF), Cool 2 (HH
HH), Discipline Skills: Charm 1 (HH F ), Knowledge (Education) 1
2 (HHHH), Knowledge (Education) 3 (HHH HHHF F ), (H FF), Medicine 1 (H
H FF FF Perception 1 (H
H FF), H F ).
Knowledge (Xenology) 3 (HHH HHHF F ), Medicine 3 Talents: None.
(HHH
HHHF F ), Perception 2 (HH
HH).
Abilities: Fast Friends (when meeting another charac-
Talents: Researcher 2 (remove ss from all Knowledge ter for the first time Omega may, at the GM’s discretion,
checks, and researching a subject takes half the time). make an Average (FF FF) Charm check; on a success,
Abilities: Expressionless (Kaminoans add s to all she gains s on all future social checks targeting that
Charm checks they make. Other characters add s to character), Silhouette 0.
all social skill checks they make when targeting Kami- Equipment: None.
noans).
Equipment: Body suit (+1 soak), datapad, medical
tools.
the GM’s discretion, make an Average (FF FF) SOAK VALUE W. THRESHOLD M/R DEFENSE
Charm check; on a success, she gains s on 5 5 0 0
all future social checks targeting that character),
Silhouette 0. Skills (group only): Cool (F
F ), Melee (FFF
FFF), Ranged
Equipment: Wrist-mounted Zygerrian energy (Heavy) (FFF
FFF), Ranged (Light) (FFF FFF), Stealth
bow (Ranged [Light]; (H
H F ) Damage 5; Critical (FFF
FFF).
4; Range [Medium]; Pierce 1, Stun setting). Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
TRAINING DROID (B1 VARIANT) [MINION] poisons and toxins).
Equipment: E-5 blaster rifle (training model) (Ranged
[Heavy]; (FFF
FFF) Damage 7; Critical 3; Range [Long];
2 2 1 1 1 1 Stun Damage), vibrosword (training model) (Melee;
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE (FFF
FFF) Damage 5; Critical 2; Range [Engaged]; Pierce
SOAK VALUE W. THRESHOLD M/R DEFENSE
2, Stun Damage, Vicious 1), stun grenade (Ranged
4 5 0 0 [Light]; (FFF
FFF) Damage 8; Critical --; Range [Short];
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage),
Skills (group only): Gunnery (FF
FF), Ranged (Heavy) integrated comlink.
(FF
FF), Ranged (Light) (FF
FF).
Talents: None.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune to
poisons and toxins).
Equipment: E-5 blaster rifle (training model) (Ranged
[Heavy]; (FF
FF) Damage 7; Critical 3; Range [Long];
Stun Damage), integrated comlink.
Language: Shyriiwook.
T
plement of three moons. he wroshyr tree is a species of giant, long-
lived, cone-bearing trees found only on
The Kashyyykian wilds can be dangerous to many,
Kashyyyk. The wroshyr dominates the landscape
thanks to dangerous animals such as wyyyschokk
and environment of Kashyyyk. They form the
spiders and carnivorous plants like the jaw plant and
backbone of a complex, multilayered vertical
saava. Native fauna influences the design of starships
ecosystem, extending from their roots to their
by the Wookiee inhabitants, while great cities such as
crown. Many animals, parasites, and other
Kachirho are be built into the planet’s trees.
plants grow on, or live within, wroshyrs.
A race of arboreal mammals, the Wookiees live in Wroshyr trees are an integral part of the lives
treehouses nestled in the canopy of the towering wro- of Kashyyyk’s native sentients, the Wookiees,
shyr trees. Despite their fearsome appearance, they who refer to themselves as “The People of the
are usually gentle, although they are prone to dev- Trees”. Wroshyr trees are so immense that en-
astating fits of rage when provoked. However, they tire communities can live within their trunks.
do harbor a fierce rivalry with the neighboring Tran- In the deep forests, Wookiee towns and cities
doshans, and both species have come to despise each expand outside the wroshyr trunks by building
other over the years. platforms resting upon the interlocked branches
of close-growing trees.
Due to its status as a major navigational point,
Kashyyyk is of prime strategic importance to both The wood of the trees can be harvested for
sides in the war, and the Wookiees have quickly found many things such as water, food and building
themselves caught up in the fighting. materials. Unfortunately, their abundance and
colossal size has made them a ripe target for
exploitation by off-world influences such as the
Trade Federation.
a way of singling out the resilient Wookiees in times SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 3 2 2 3 3 3 3 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 25 12 1 0 3 10 0 0
Skills: Athletics 3 (HHH
HHHFF FF), Brawl 4 (HHHH HHHHF F ), Skills (group only): Brawl (FFF
FFF), Cool (FF ), Ranged
Coercion 4 (HHH
HHHF F ), Discipline 1 (H FF), Knowledge
H FF (Light) (FFF
FFF), Stealth (FFF
FFF), Survival (FFF
FFF).
(Warfare) 2 (HHHH), Leadership 3 (HHH HHH), Melee 3 Talents: None.
(HHH
HHHFF FF), Perception 3 (HHHHF F ), Piloting (Planetary)
Abilities: None.
1 (H FF), Ranged (Heavy) 3 (HHH
H FF HHH), Resilience 4
(HHHH
HHHHF F ), Vigilance 2 (HH
HHF F ). Equipment: Spider fangs (Brawl; (FFF FFF) Damage
5; Critical 2; Range [Engaged]; Stun 4), spider hairs
Talents: Adversary 2 (upgrade difficulty of all combat
(Ranged [Light]; (FFF
FFF) Damage 3; Critical 2; Range
checks against this target twice), Durable 2 (reduce
[Short]; Disorient 3).
Critical Injury results by 20, to a minimum of 1).
Abilities: Wookiee Rage (Tarfful deals +1 damage on WOOKIEE WARRIOR [RIVAL]
Brawl and Melee attacks when suffering any wounds;
when suffering a Critical Injury, he deals +2 damage on
Brawl and Melee attacks instead). 5 3 2 2 2 1
Equipment: Bowcaster (Ranged [Heavy]; (HHH HHH) BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Damage 10; Critical 3; Range [Medium]; Cumbersome SOAK VALUE W. THRESHOLD M/R DEFENSE
3, Knockdown; requires the user to spend a maneu- 5 16 1 0
ver cocking the weapon before each shot), ryyk blade
(Melee; (HHH
HHHFF FFw) Damage 7; Critical 2; Range Skills: Athletics 2 (HH FFF), Brawl 3 (HHH
HHFFF HHHFFFF),
[Engaged]; Cumbersome 3, Defensive 1, Superior), Coercion 4 (HH HHFFFF), Melee 3 (HHH HHHFFFF),
fists (Brawl; (HHHH
HHHHF F ) Damage 7; Critical 4; Range Perception 2 (HHHH), Piloting (Planetary) 1 (H
H FF
FF),
[Engaged]; Disorient 2, Knockdown). Ranged (Heavy) 2 (HHHHFF ), Resilience 4 (HHHH
HHHHF F ),
Vigilance 2 (HH
HH).
TERENTATEK [NEMESIS]
Talents: Durable 2 (reduce Critical Injury results by 20,
to a minimum of 1).
6 3 1 3 3 1 Abilities: Wookiee Rage (a Wookiee Warrior deals +1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE damage on Brawl and Melee attacks when suffering any
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
wounds; when suffering a Critical Injury, they deal +2
damage on Brawl and Melee attacks instead).
15 25 15 1 0
Equipment: Bowcaster (Ranged [Heavy]; (HH HHF F)
Skills: Brawl 2 (HH FFFF), Perception 2 (HH
HHFFFF HHFF ), Damage 10; Critical 3; Range [Medium]; Cumbersome
Survival 3 (HHH
HHH), Vigilance 2 (HH
HHFF ). 3, Knockdown; requires the user to spend a maneuver
cocking the weapon before each shot), ryyk blade
Talents: Adversary 1 (upgrade difficulty of all combat
(Melee; (HHH
HHHFF FFw) Damage 7; Critical 2; Range
checks against this target once).
[Engaged]; Cumbersome 3, Defensive 1, Superior),
Abilities: Force Sense (may make an Average (FF FF) fists (Brawl; (HHH
HHHFFFF) Damage 7; Critical 4; Range
Perception check to become aware of all characters [Engaged]; Disorient 2, Knockdown).
with a Force rating within extreme range), Silhouette 2.
Equipment: Poisonous tusks and claws (Brawl;
(HH FFFF) Damage 8; Critical 3; Range [Engaged];
HHFFFF
Pierce 4, Stun 5, Vicious 4).
Government: Overseer.
Language: Basic.
Background: The volcanic planet of Lola Sayu ap- HOME TO THE CITADEL
pears as a beautiful glowing purple from orbit, though
T
an ancient cataclysmic event has led to almost half of he Citadel, also known as Citadel Station,
the planet being hollowed out, exposing the world’s is a prison constructed on Lola Sayu five
golden core to the vacuum of space. Although the centuries before the Clone Wars by the Jedi
cause of the disaster is unknown, it has helped shaped Order. Its original purpose was simple - to hold
Lola Sayu into an uninviting and hostile world.
rogue Jedi. However, with the advent of war the
In large part due to its inhospitable nature, Lola facility has been captured by the Confederacy
Sayu is the site of an ancient prison known as the Cita- of Independent Systems and the sadistic Osi
del. One of the most secure penal facilities of its time, Sobeck has become its warden.
it was not intended to simply hold common criminals. Under Sobeck’s oversight, the Citadel has be-
Built five hundred years before the Clone Wars, the come known as the Confederacy’s most isolat-
Citadel was originally designed by the Galactic Repub- ed holding facility that holds their highest value
lic to hold rogue Jedi Knights who had turned against detainees. The prison is heavily guarded by a
the principles of their Order and embraced the dark number of droids including BX-series droid com-
side of the Force. mandos, and it has hundreds of electromines.
Sobeck has also furnished the facility with his
Although the Republic has had control of the plan-
personal pack of hunting anoobas, should the
et for most of its history, it switched hands early on
automated defenses ever fail.
during the Clone Wars and the Separatists have used
the planet as a prisoner of war camp under the control The prison has gained such a vicious reputation
of the Phindian overseer Osi Sobeck. In his short time that the clone trooper training facilities on Ka-
in charge of the Citadel, Sobeck has imported a num- mino use an obstacle training course simulating
ber of fierce anoobas to serve as trackers and hunters an attack on the Citadel as part of their pro-
for the prison. grams.
that left the world a hollowed out husk, there are few SOAK VALUE W. THRESHOLD M/R DEFENSE
Government: None.
Terrain: Junkyard.
S
piled over countless generations so that enormous cratching out a miserable existence beneath
heaps of trash stand as tall as mountains. the feet of the colossal fire-breathers, Lotho
Minor is apparently the homeworld of the
The gutted and rotting hulls of ancient starships
Junkers, a species of mysterious humanoids
poke through the more recent garbage, giving the
who roam the toxic surface. Living in tribes,
landscape the eerie feel of an industrial graveyard.
the mysterious Junkers appear to be a strange
Huge pools of toxic sludge and the periodic bursts of
hybrid of organic life and mechanical debris,
acid rain make its ruined ecosystem one of the most
and no one was quite sure of their origin.
dangerous in the galaxy. The planet’s atmosphere is
still barely breathable for most species, though hot Lotho Minor’s role as a galactic dumping
and caustic, while foul-smelling fog limits visibility. ground has not encouraged any deep explora-
tion of Junker culture or biology, nor has their
Cargo ships routinely drop holds of refuse onto the violent territoriality. All that is known is that the
planet, caring little as to what becomes of it. Immense Junkers live off the scrap found on their home-
refuse incinerator droids are programmed to inciner- world’s surface, augmenting their strange and
ate the garbage on an industrial scale, though nobody
twisted bodies with cybernetic enhancements.
seems to know who constructed them or where they
They have lived on Lotho Minor for so long that
came from. By the time of the Clone Wars, they contin-
it is impossible to tell where their bodies end
ue to labor amid the mountains of refuse.
and where the refuse begins.
Those unfortunate to live on Lotho Minor do
not know the origins of these titanic and seemingly
timeless monstrosities and refer to them simply as
“fire-breathers.”
10 50 30 0 0 JUNKER [MINION]
Skills: Brawl 3 (HHH FFF), Gunnery 2 (HH
HHHFFF HHF F ),
Resilience 6 (HHHHHH
HHHHHH), Vigilance 3 (H
H FF
FF). 2 2 2 3 2 2
Talents: Adversary 2 (upgrade difficulty of all combat BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
checks against this target twice), Durable 4 (reduce
SOAK VALUE W. THRESHOLD M/R DEFENSE
Critical Injury results by 40, to a minimum of 1).
4 5 0 0
Abilities: Junk Trawler (does not treat the junk-infested
landscape of Lotho Minor as difficult terrain), Silhouette Skills (group only): Mechanics (FF
FF), Melee (FF
FF),
5, Supremely Terrifying (upon first seeing a Fire Breath- Ranged (Light) (FF
FF).
er, an individual must make a Daunting (H FFF) fear
H FFF
check to reflect the sheer dread the behemoth invokes). Talents: None.
Equipment: Molten fire breath (Gunnery; (HH HHFF) Abilities: Junk Trawler (does not treat the junk-infested
Damage 12; Critical 2; Range [Medium]; Burn 3, Vi- landscape of Lotho Minor as difficult terrain).
cious 2), colossal stomping feet (Brawl; (HHH
HHHFFF
FFF) Equipment: Scrap iron (Melee; (FF FF) Damage 4; Crit-
Damage 20; Critical 4; Range [Short]; Concussive 2, ical 5; Range [Engaged]; Disorient 2, Knockdown), ret-
Knockdown). rofitted blaster pistol (Ranged [Light]; (FF
FF) Damage
5; Critical 4; Range [Medium]; Vicious 1), scrap armor
chassis (+2 soak).
Government: Council.
M
Malastare acts as a junction between the Hydian Way alastarian fuel is a type of fuel mined
hyperspace route and the Biox Detour, which links directly from the core of the planet. Exuding
Malastare to the Ring of Kafrene mining colony. poisonous fumes and identified by its fluorescent
The surface of the planet is heavily forested, and green hue, the fuel is highly valued throughout
its core is home to large reserves of a toxic but highly the galaxy for its capacity to power some of the
valuable fuel that is unique to Malastare. As a result, largest starships for extended periods of time.
the native Dugs have cleared large portions of forested In a time of galactic war, this makes it particular-
land, constructing huge refineries to extract the fuel ly well-suited for fueling the warships of the Re-
vital to its economy. public Navy, granting the Dugs a considerable
amount of political influence. The Dug Council
These extensive fuel reserves make Malastare vital are not above driving a hard bargain when it
to the Republic war machine, and have given the Dug
comes to supplying their precious fuel to a des-
Council that oversees them a great deal of leverage in
perate Galactic Senate.
dealing with the central galactic government on Corus-
cant. The Dugs concern themselves primarily with the This increased demand for the fuel has also
internal affairs of Malastare, however, and are happy prompted the Dugs to expand their mining
to allow the planet to be represented in the Galactic operations, delving deeper into their planet’s
Senate by members of the Gran population, though depths with what some might deem reckless
relations between the two species frequently grow abandon.
frosty.
the Dugs are well aware of the importance of their SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 10 1 1
Skills: Athletics 2 (HH HHFF ), Melee 2
(HH
HHF F ), Survival 3 (HH
HHFF ), Vigilance 2
(HH
HHF F ).
Talents: Expert Handler 2 (remove
ss from Survival checks made to ride
beasts), Let’s Ride (once per round, may
mount or dismount from a vehicle or beast,
or slide into the cockpit or weapon station
aboard a starship, as an incidental instead of
a maneuver).
Abilities: Dug Agility (gains +1 ranged de-
fense due to Dugs’ natural mobility).
Equipment: Electropole (Melee;
(HH
HHF F ) Damage 5; Critical 4; Range
[Engaged]; Defensive 1, Stun 3, Stun
setting), cavalier armor (+1 soak),
insectomorph mount.
3 4 1 1 1 1 6 2 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 15 0 0 20 80 65 0 0
Skills: Athletics 2 (HH
HHFF ), Resilience 3 (HHH
HHH). Skills: Athletics 3 (HHH FFF), Brawl 3 (HH
HHHFFF HH
Talents: None. FFF), Perception 4 (HH
H FFF FF), Resilience 6 (HH
HHFF HH
HHHH), Survival 3 (HH
HHHH F ), Vigilance 3 (HH
HHF HHFF ).
Abilities: Leap (adds s s to all Athletics checks made
to perform vertical or horizontal jumps), Silhouette 2, Talents: Adversary 3 (upgrade difficulty of all combat
Trained Mount 1 (add s to a rider’s Survival checks checks against this target three times), Durable 3 (re-
while mounted on an insectomorph). duce Critical Injury results by 30, to a minimum of 1).
Equipment: Mandibles (Brawl; (FFF
FFF) Damage 5; Abilities: Additional Limbs (gains an additional free
Critical 6; Range [Engaged]; Pierce 2, Vicious 1), maneuver per turn, but still may not perform more than
toughened insectomorph hide (+2 soak). two maneuvers per turn), Impenetrable Armor (the Zillo
Beast’s hide has the Cortosis quality and all damage
taken after soak is halved, rounded down), Silhouette
5, Supremely Terrifying (upon first seeing a Zillo Beast,
an individual must make a Daunting (H FFF) fear
H FFF
check to reflect the sheer dread the beast invokes),
Sweep Attack (the Zillo Beast can spend e on a suc-
cessful Brawl check to hit the target as well as anyone
engaged with the target).
Equipment: Massive bite (Brawl; (HHHHHHFFFFFF) Dam-
age 16; Critical 2; Range [Short]; Breach 1, Vicious 4),
large claws (Brawl; (HHH
HHHFFF FFF) Damage 10; Criti-
cal 3; Range [Medium]; Pierce 4, Vicious 1), tail spikes
(Brawl; (HHH
HHHFFF FFF) Damage 12; Critical 2; Range
[Medium]; Breach 1, Vicious 5).
Government: Monarchy.
population divided on their place in the galaxy. Are they SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 2 2 3 2 2 2 4 3 4 5
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 15 1 1 3 14 16 0 0
Skills: Discipline 1 (H FF), Melee 2 (HH
H FF HHFF ), Piloting Skills: Charm 4 (HHHH
HHHHF F ), Cool 2 (HH
HHFFFFFF),
(Planetary) 3 (HHH
HHH), Ranged (Heavy) 2 (HH HHF F ), Deception 2 (HH HHF F ), Discipline 3 (HHHHHHF F ),
Ranged (Light) 2 (HH HHFF ), Resilience 2 (HH
HHF F ), Knowledge (Education) 3 (HHH HHHF F ), Leadership 5
Vigilance 1 (H
H FF
FF). (HHHHH
HHHHH), Negotiation 3 (HHH HHHFF FF), Perception
Talents: Hit And Run (after completing an attack tar- 4 (HHH
HHHF F ), Piloting (Planetary) 2 (HH
HH), Ranged
geting an opponent they are engaged with, a Death (Light) 1 (H
H F ).
Watch commando may immediately use their jetpack to Talents: Adversary 2 (upgrade difficulty of all combat
disengage as an incidental). checks against this target twice), Commanding Pres-
Abilities: None. ence 2 (remove ss from Leadership and Cool checks),
Confidence 2 (may decrease the difficulty of any Dis-
Equipment: GALAAR-15 blaster carbine (Ranged
cipline check to avoid the effects of fear twice; if she
[Heavy]; (HHHHF F s ) Damage 9; Critical 2; Range
decreases the difficulty to zero, then she does not have
[Long]; Accurate 1, Stun setting) or WESTAR-35 blaster
to make a Discipline check), Improved Inspiring Rhetoric
pistol (Ranged [Light]; (HH
HHF F s ) Damage 6; Critical
(as an action, may make an Average (FF FF) Leader-
2; Range [Medium]; Accurate 1, Stun setting), flame
ship check; each q causes one ally in short range to
projector (Ranged [Heavy]; (HH
HHF F ) Damage 8; Critical
recover 1 strain; spend w to cause one affected ally to
2; Range [Short]; Blast 8, Burn 3), vibroknife (Melee;
recover 1 additional strain; each ally affected gains s
(HH
HHF F ) Damage 4; Critical 2; Range [Engaged]; Pierce
to all checks for four rounds), Nobody’s Fool 2 (upgrade
2, Vicious 1), Z-6 jetpack missile launcher (Ranged
difficulty of all Charm, Coercion and Deception checks
[Heavy]; (HH
HHF F s) Damage 15; Critical 3; Range
against this target twice).
[Long]; Blast 10, Breach 1, Inaccurate 1, Limited
Ammo 1, Prepare 1), Mandalorian armor (+2 soak, Abilities: Divisive Figure (when present during an en-
defense 1), Z-6 jetpack. counter, Duchess Satine grants s to all social checks
made by allies, unless the target is associated with the
Death Watch, in which case she grants ss instead).
Equipment: Concealed ion stunner (Ranged [Light];
(H
H F ) Damage 7; Critical --; Range [Medium]; Ion, Stun
Damage), stately robes (+1 soak).
4 4 3 2 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 19 16 1 1
Skills: Athletics 2 (HHHHFFFF), Brawl 2 (HH HHFFFF),
Coercion 2 (HHHHF F ), Cool 2 (HHHHF F ), Knowledge
(Warfare) 2 (HH
HHF F ), Leadership 2 (HH
HHF F ), Melee 1
(H FFF), Piloting (Planetary) 2 (HH
H FFF HHFF FF), Piloting
(Space) 3 (HHH
HHHF F ), Ranged (Light) 2 (HH HHFFFF),
Vigilance 3 (HHH
HHH).
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Deadly Results (as an
incidental, may spend 2 Destiny Points to reduce the
critical rating of his pistols to 1 for the next attack he
makes), Lethal Blows 2 (add +20 to any Critical Injury
results inflicted on opponents).
Abilities: Mandalorian Commander (as an action, may
make an Average (FF FF) Leadership check; each q
allows one Mandalorian ally within short range to make
an immediate maneuver as an out-of-turn incidental).
Equipment: Dual WESTAR-35 blaster pistols (Ranged
[Light]; (HH
HHFF FFss ) Damage 6; Critical 2; Range [Me-
dium]; Accurate 1, Stun setting), wrist-bound flame
projector (Ranged [Light]; (HHHHFFFF) Damage 5; Criti-
cal 2; Range [Short]; Blast 2, Burn 2, Pierce 2, Vicious
3), whipcord (Ranged [Light]; (HH HHFF FF) Damage 1;
Critical --; Range [Short]; Ensnare 3, Limited Ammo 1),
Mandalorian armor (+2 soak, defense 1), jetpack.
4 4 2 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 19 17 1 3
Skills: Athletics 3 (HHH
HHHF F ), Brawl 3 (HHH
HHHF F ),
Coercion 2 (HH HHFFFF), Cool 2 (HHHHF F ), Discipline 2 Abilities: This Is The Way (may perform a maneuver to
(HH
HHFF FF), Leadership 2 (HH
HHF F ), Melee 3 (HHH
HHHF F ), direct one Mandalorian ally within medium range; the
Piloting (Planetary) 3 (HHH
HHHF F ), Ranged (Heavy) 3 target may perform an immediate free maneuver or add
(HHH
HHHF F ), Ranged (Light) 3 (HHH
HHHF F ), Resilience 2 s to their next check).
(HH
HHFF FF), Vigilance 3 (HHH
HHHF F ).
Equipment: GALAAR-15 blaster carbine (Ranged
Talents: Adversary 2 (upgrade difficulty of all com- [Heavy]; (HHH
HHHF F s ) Damage 9; Critical 2; Range
bat checks against this target twice), Formation Tactics [Long]; Accurate 1, Stun setting), wrist-bound flame
(as an action, may make a Hard (FFF FFF) Leadership projector (Ranged [Light]; (HHH
HHHF F ) Damage 5; Criti-
check to choose a number of allies within short range cal 2; Range [Short]; Blast 2, Burn 2, Pierce 2, Vicious
equal to q. The difficulty of attacks against the cho- 3), shield gauntlet (Brawl; (HHH
HHHF F ) Damage 5; Crit-
sen allies are upgraded once until the end of Saxon’s ical 5; Range [Engaged]; Deflection 2, Stun Damage),
next round), Jetpack Expertise (may spend w from Z-6 jetpack missile launcher (Ranged [Heavy]; (HH-HH-
checks to remove 1 system strain from a jetpack they H F s) Damage 15; Critical 3; Range [Long]; Blast 10,
are equipped with; may do this multiple times), Reflect Breach 1, Inaccurate 1, Limited Ammo 1, Prepare 1),
2 (when struck by a ranged attack but before applying Mandalorian armor (+2 soak, defense 1), Z-6 jetpack.
soak, may suffer 2 strain to reduce damage by 4).
3 3 2 2 3 2 3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 16 1 2 5 14 2 2
Skills: Athletics 2 (HH
HHF F ), Cool 3 (HH
HHF F ), Discipline Skills: Cool 2 (HH
HH), Discipline 2 (HH
HHF F ), Leadership
3 (HHH
HHH), Melee 4 (HHH HHHF F ), Perception 2 (HH
HH), 3 (HH
HHF F ), Melee 2 (HH
HHF F ), Piloting (Planetary)
Piloting (Planetary) 1 (H FF), Ranged (Light) 2
H FF 1 (H FF), Ranged (Light) 2 (HH
H FF HHF F ), Vigilance 2
(HH
HHF F ), Vigilance 3 (HHH
HHH). (HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Parry 3 (when struck checks against this target once).
by a melee attack but before applying soak, as an out- Abilities: Tactical Direction (may perform a maneuver
of-turn incidental, may suffer 3 strain to reduce damage to direct one New Mandalorian minion group within me-
by 5). dium range; the group may perform an immediate free
Abilities: Loyal To The Last (once per round when an maneuver or add s to its next check).
enemy makes a successful combat check against the Equipment: WESTAR-35 blaster pistol (Ranged [Light];
Duchess Satine, a Mandalorian Royal Guard may, as an (HH
HHF F s ) Damage 6; Critical 2; Range [Medium];
out-of-turn incidental, redirect the first hit from the at- Accurate 1, Stun setting), stun baton (Melee; (HH
HHFF)
tack to themselves instead; they must be engaged with Damage 5; Critical 4; Range [Engaged]; Concussive 1,
the Duchess to activate this ability). Stun Damage), riot shield (Melee; (HH
HHF F ) Damage 4;
Equipment: Mandalorian electrostaff (Melee; Critical 6; Range [Engaged]; Cumbersome 3, Defensive
(HHH
HHHF F ) Damage 7; Critical 3; Range [Engaged]; 2, Deflection 2), police armor (+2 soak).
Cumbersome 2, Deflection 1, Linked 1, Unwieldy
3, Stun setting), WESTAR-35 blaster pistol (Ranged NEW MANDALORIAN POLICE [MINION]
[Light]; (HH
HHF F s ) Damage 6; Critical 2; Range
[Medium]; Accurate 1, Stun setting), Mandalorian royal
guard armor (+2 soak, defense 1). 2 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 5 2 2
2 2 2 2 2 2 Skills (group only): Melee (FF
FF), Ranged (Light)
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
(FF
FF), Vigilance (FF
FF).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Talents: None.
3 12 0 0 Abilities: None.
Skills: Computers 2 (HHHH), Knowledge (Education) 2 Equipment: WESTAR-35 blaster pistol (Ranged [Light];
(HH
HH), Piloting (Planetary) 1 (H
H F ), Ranged (Light) 1 (FF
FFs s ) Damage 6; Critical 2; Range [Medium]; Accu-
(H
H F ), Streetwise 1 (H
H F ). rate 1, Stun setting), stun baton (Melee; (FF
FF) Dam-
age 4; Critical 4; Range [Engaged]; Concussive 1, Stun
Talents: None.
Damage), riot shield (Melee; (FFFF) Damage 3; Critical
Abilities: None. 6; Range [Engaged]; Cumbersome 3, Defensive 2, De-
Equipment: WESTAR-35 blaster pistol (training variant) flection 2), police armor (+2 soak).
(Ranged [Light]; (H
H F s ) Damage 6; Critical 2; Range
[Medium]; Accurate 1, Stun Damage), Mandalorian
cadet uniform (+1 soak), comlink, datapad.
2 2 3 4 3 4 3 4 3 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 14 14 1 1 5 16 16 1 3
Skills: Brawl 2 (HH
HH), Charm 3 (HHHHHHF F ), Cool Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH HHHF F ),
2 (HH
HHFF FF), Deception 3 (HHH
HHHF F ), Knowledge Coercion 3 (HHH
HHHF F ), Cool 4 (HH
HHFF FF), Coordination
(Education) 3 (HHH
HHH), Knowledge (Underworld) 3 3 (HHH
HHHF F ), Discipline 2 (HHHHFF FF), Melee 2
(HHH
HHH), Leadership 3 (HHH
HHHF F ), Ranged (Light) 2 (HH
HHFF FF), Piloting (Planetary) 3 (HHH
HHHF F ), Piloting
(HH
HH), Skulduggery 2 (HH
HHFFFF). (Space) 2 (HHHHFFFF), Ranged (Heavy) 2 (HH HHFF FF),
Talents: Adversary 1 (upgrade difficulty of all combat Ranged (Light) 3 (HHH
HHHF F ), Stealth 3 (HHH
HHHF F ),
checks against this target once), Kill With Kindness 2 Vigilance 3 (HHH
HHHF F ).
(remove ss from all Charm and Leadership checks), Talents: Adversary 2 (upgrade difficulty of all com-
Nobody’s Fool 1 (upgrade difficulty of all Charm, Co- bat checks against this target twice), Finesse (may use
ercion and Deception checks against this target once). Agility instead of Brawn when making Brawl and Me-
Abilities: Mandalorian Valor (may perform a maneuver lee checks), Improved Quick Draw (twice per round,
to cause all ranged attacks targeting Almec to instead may draw or holster a weapon or accessible item as
hit one ally or helpless enemy in engaged range, until an incidental), Jetpack Expertise (may spend w from
the beginning of his next turn), Playing Politics (once checks to remove 1 system strain from a jetpack they
per encounter, Almec may reverse the result of anoth- are equipped with; may do this multiple times), Lethal
er character’s successful social check as an out-of-turn Blows 2 (add +20 to any Critical Injury results inflicted
incidental). on opponents).
Equipment: WESTAR-35 blaster pistol (Ranged [Light]; Abilities: Acrobatic Fighter (once per encounter as an
(HH
HHs s ) Damage 6; Critical 2; Range [Medium]; Ac- action, Kast may make a Hard (FFF FFF) Coordination
curate 1, Stun setting), ceremonial Mandalorian armor check. If successful, she may select one enemy within
(+2 soak, defense 1). short range, plus one additional target per q, to suffer
4 wounds. After resolving this, she may perform a move
maneuver as an incidental).
Equipment: Dual WESTAR-35 blaster pistols (Ranged
[Light]; (HHH
HHHF F s ) Damage 6; Critical 2; Range [Me-
dium]; Accurate 1, Stun setting), wrist-bound flame
projector (Ranged [Light]; (HHHHHHF F ) Damage 5;
Critical 2; Range [Short]; Blast 2, Burn 2, Pierce
2, Vicious 3), vibroknife (Melee; (HH HHFFFF)
Damage 4; Critical 2; Range [Engaged];
Pierce 2, Vicious 1), shield gauntlet
(Brawl; (HHH
HHHF F ) Damage 5; Crit-
ical 5; Range [Engaged]; Deflec-
tion 2, Stun Damage), Z-6 jet-
pack missile launcher (Ranged
[Heavy]; (HH
HHFF FFs) Dam-
age 15; Critical 3; Range
[Long]; Blast 10, Breach
1, Inaccurate 1, Limited
Ammo 1, Prepare 1),
Mandalorian armor
(+2 soak, defense 1),
Z-6 jetpack.
3 4 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 16 16 1 1
Skills: Brawl 2 (HH
HHF F ), Cool 3 (HHH
HHHF F ), Discipline
3 (HHH
HHHF F ), Leadership 3 (HHH
HHHF F ), Perception 2
(HH
HHF F ), Piloting (Planetary) 3 (HHH
HHHF F ), Ranged
(Heavy) 2 (HH
HHFF FF), Ranged (Light) 3 (HHHHHHF F ),
Stealth 2 (HH
HHFF FF), Vigilance 2 (HHHHFFFF).
Talents: Adversary 2 (upgrade difficulty of all
combat checks against this target twice), Im-
proved Quick Draw (twice per round, may draw or
holster a weapon or accessible item as an inciden-
tal), Jetpack Expertise (may spend w from checks
to remove 1 system strain from a jetpack they are
equipped with; may do this multiple times), Quick
Strike 2 (when making a combat check, may add
s s to checks against any target that has not yet
acted in the encounter).
Abilities: Clan Leader (as an action, may make
an Average (FF FF) Leadership check; each q
allows one Mandalorian ally within short range
to make an immediate maneuver as an out-of-
turn incidental), Reliable Lieutenant (once per
encounter, when an ally within short range suf-
fers strain, Ursa can choose to suffer the strain
instead; any other effects are still applied to the
original target).
Equipment: Dual WESTAR-35 blaster pistols
(Ranged [Light]; (HHH
HHHF F s ) Damage 6; Critical
2; Range [Medium]; Accurate 1, Stun setting),
wrist-bound flame projector (Ranged [Light];
(HHH
HHHF F ) Damage 5; Critical 2; Range [Short];
Blast 2, Burn 2, Pierce 2, Vicious 3), whipcord
(Ranged [Light]; (HHH
HHHF F ) Damage 1; Critical
--; Range [Short]; Ensnare 3, Limited Ammo
1), shield gauntlet (Brawl; (HH
HHF F ) Damage 5;
Critical 5; Range [Engaged]; Deflection 2, Stun
Damage), Z-6 jetpack missile launcher (Ranged
[Heavy]; (HHHHFFFFs) Damage 15; Critical 3;
Range [Long]; Blast 10, Breach 1, Inaccurate 1,
Limited Ammo 1, Prepare 1), Mandalorian armor
(+2 soak, defense 1), Z-6 jetpack.
Government: Monarchy.
Background: Also known as Mon Calamari or Dac, OCEANS RICH WITH LIFE
Mon Cala is a beautiful aquatic world filled with lush
A
coral reefs and kelp forests bathed by the light of twin lthough the Mon Calamari and the Quarren
suns. Although some cities on Mon Cala are built un- are the most prominent of Mon Cala’s native
derwater, there also exist cities built on the surface of species, there are numerous other fauna in
the ocean. the aquatic world’s ocean depths that are
These cities are home to the Mon Calamari and considered to meet the galactic standard for
Quarren people, two cultures that have clashed over sentience.
their differences throughout the planet’s history, but Whaladons are large sentient mammals that in-
who are both ruled by a single monarch. At the begin- habit the deepest of Mon Cala’s oceans. With
ning of the Clone Wars, this monarch is the wise Mon a civilization totally separate to that of their
Calamari King Yos Kolina, though there are murmurs Mon Calamari and Quarren neighbors, the
in the court about the suitability of his heir, the young Whaladons communicate using a unique form
Prince Lee-Char. of song, and live relatively peaceful lives. The
Moappa, on the other hand, are small glowing
Although King Yos Kolina has ruled both Mon Cal- jellyfish-like creatures which only earn their sen-
amari and Quarren for many years prior to the out-
tience when they gather in huge numbers to
break of war, the new galactic conflict has brought
form a single, collective intelligence.
to light many of the historical grievances and resent-
ments between the two major populations. Some fear With the onset of the Clone Wars, other species
it may take only a small nudge by outside influences to have invaded Mon Cala as part of the Separat-
tip this animosity into full-blown civil war. ist war effort - shark-like Karkarodons and the
dread Hydroid Medusas are now an increasingly
common sight on the underwater battlefields.
divided as Mon Cala. The Mon Calamari themselves SOAK VALUE W. THRESHOLD M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD M/R DEFENSE
2 3 2 2 2 2 2 2 4 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
4 5 0 0 3 12 0 0
Skills (group only): Discipline (FF
FF), Melee (FF
FF), Skills: Charm 1 (H FF), Coercion 2 (HH
H FF HH), Cool 1
Ranged (Heavy) (FFF
FFF), Vigilance (FF
FF). (H FF), Deception 2 (HH
H FF HHF F ), Discipline 1 (H
H F ),
Talents: None. Knowledge (Education) 2 (HH HHFFFF), Leadership
3 (HHH
HHH), Negotiation 2 (HH HHF F ), Perception 2
Abilities: Amphibious (may breathe underwater with-
(HH
HHF F ), Survival 3 (HHH
HHH).
out penalty and never suffer movement penalties when
swimming). Talents: Nobody’s Fool 1 (upgrade difficulty of all
Charm, Coercion and Deception checks against this tar-
Equipment: Mon Cala spear blaster (Ranged [Heavy];
get once).
(FFF
FFF) Damage 8; Critical 3; Range [Long]; Stun set-
ting), Mon Cala spear blaster (spear) (Melee; (FF FF) Abilities: Amphibious (may breathe underwater with-
Damage 4; Critical 3; Range [Engaged]; Pierce 1), Mon out penalty and never suffer movement penalties when
Calamari guard armor (+2 soak). swimming), Ink Spray (once per encounter, as an out-
of-turn incidental, may spray ink from their gills, suf-
MON CALAMARI KNIGHT [RIVAL] fering 2 strain to add s to a combat check made by a
character within short range, or sss if the check is
underwater).
3 3 2 3 3 2 Equipment: Comlink, clothing (+1 soak).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Vigilance 2 (HH
HHF F ). 3 13 13 0 0
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once). Skills: Charm 3 (HHH
HHH), Cool 2 (HH
HHF F ), Discipline 1
(H FF), Knowledge (Education) 2 (HH
H FF HHF F ), Leadership
Abilities: Amphibious (may breathe underwater with-
3 (HHH
HHH), Melee 1 (H H F ), Ranged (Heavy) 1 (HH F ).
out penalty and never suffer movement penalties when
swimming). Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Inspiring Leadership
Equipment: Mon Cala energy lance (Melee; (HHHHHH)
(as an action, may make an Average (FFFF) Leadership
Damage 6; Critical 2; Range [Engaged]; Cumbersome
check to grant up to 3 allies within short range an au-
3, Pierce 3), Mon Cala energy lance (ranged) (Ranged
tomatic q on their next skill check).
[Heavy]; (HH
HHF F ) Damage 8; Critical 3; Range
[Medium]; Cumbersome 3, Pierce 2), Mon Cala coral Abilities: Amphibious (may breathe underwater with-
shield (Melee; (HHH
HHH) Damage 4; Critical 6; Range out penalty and never suffer movement penalties when
[Engaged]; Cumbersome 3, Defensive 2, Deflection 2), swimming), Incite Uprising (once per session as an ac-
Mon Calamari knight armor (+2 soak). tion, Lee-Char may make a Hard (FFF FFF) Leadership
check to cause all Mon Calamari present to become
rebellious until the end of the encounter).
Equipment: Mon Cala spear blaster (Ranged [Heavy];
(H
H F ) Damage 8; Critical 3; Range [Long]; Stun set-
ting), Mon Cala spear blaster (spear) (Melee; (H HF)
Damage 4; Critical 3; Range [Engaged]; Pierce 1), royal
uniform (+1 soak).
3 2 2 2 2 2 5 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 5 0 0 8 30 1 1
Skills (group only): Discipline (FF
FF), Melee (FFF
FFF), Skills: Athletics 3 (HHH
HHHFFFF), Brawl 2 (HH
HHFFF
FFF),
Ranged (Heavy) (FF
FF), Vigilance (FF
FF). Survival 2 (HH
HH), Vigilance 2 (H
H F ).
Talents: None. Talents: None.
Abilities: Amphibious (may breathe underwater with- Abilities: Aquatic Creature (suffers no penalties for
out penalty and never suffer movement penalties when moving through water and can breathe underwater,
swimming), Ink Spray (once per encounter, as an out- but cannot move or survive on land), Lightning Charge
of-turn incidental, may spray ink from their gills, suf- (once per encounter, a keelkana can use a maneuver
fering 2 strain to add s to a combat check made by a to move to engaged with a target at medium range;
character within short range, or sss if the check is any melee attacks made by the keelkana or its rider
underwater). against that target this turn add 2 damage), Silhou-
Equipment: Quarren spear blaster (Ranged [Heavy]; ette 3, Trained Mount 2 (add s s to a rider’s Survival
(FF
FF) Damage 8; Critical 3; Range [Long]; Stun set- checks while mounted on a keelkana).
ting), Quarren spear blaster (spear) (Melee; (FFF
FFF) Equipment: Jaws (Brawl; (HH HHFFFFFF) Damage 8;
Damage 5; Critical 3; Range [Engaged]; Pierce 1), Critical 3; Range [Engaged]; Pierce 3, Vicious 3).
Quarren armor (+2 soak).
Government: None.
Language: Basic.
8 25 25 2 2
Skills: Coercion 5 (HHHHH
HHHHH), Deception 5
(HHHHH
HHHHH), Discipline 5 (HHHHH
HHHHH), Knowledge
(Lore) 4 (HHHH
HHHHF F ), Lightsaber 5 (HHHH
HHHHFF ),
Perception 5 (HHHHH
HHHHH), Vigilance 4 (HHHH
HHHHFF ).
Talents: Adversary 3 (upgrade difficulty of all combat
checks against this target three times), Nobody’s Fool
3 (upgrade difficulty of all Charm, Coercion and De-
ception checks against this target three times),
Supreme Scathing Tirade (as an action, may
make an Average (FF FF) Coercion check;
may suffer 1 strain to perform check as a
maneuver instead of an action; each q
inflicts 1 strain on a target within short
range; each w inflicts 1 additional strain
on one affected target; all affected
targets suffer s to all checks for five
rounds).
Abilities: Creature Of Illusion (combat
checks targeting the apparition always
use Willpower in place of the character-
istic normally associated with that skill;
the Pierce and Breach item qualities have
no effect), Specter Of The Dark Side (all
attacks made by the apparition ignore
the target’s soak value. Instead, the
damage is reduced by the target’s
Willpower plus their ranks in Disci-
pline; all damage is dealt as strain),
Supremely Terrifying (upon first
encountering the apparition, an
individual must make a Daunting
(H FFF) fear check).
H FFF
Equipment: Spectral lightsaber pike
(Lightsaber; (HHHH
HHHHF F ) Damage
10; Critical 1; Range [Engaged]; Dis-
orient 3, Stun Damage).
Government: Corporate.
Language: Mustafarian.
3 4 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
8 16 0 0
Skills: Athletics 2 (HH
HHFF ), Resilience 3 (HHH
HHH).
Talents: None.
Abilities: Domesticable 1 (downgrade the difficulty of
checks to train this creature once), Leap (add s s to all
Athletics checks made to perform vertical or horizontal
jumps), Silhouette 3, Suited To The Heat (is immune to
the effects of heat and hot environments).
Equipment: Proboscis (Brawl; (FFF
FFF) Damage 5; Crit-
ical 6; Range [Engaged]).
2 2 2 3 2 2 3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
3 13 0 0 4 14 0 0
Skills: Cool 2 (HH
HH), Melee 1 (H H F ), Resilience 2 Skills: Athletics 2 (HH
HHFF ), Brawl 3 (HHH
HHH), Melee 1
(HH
HH), Survival 2 (HH
HHFF ), Vigilance 1 (H
H F ). (H FF), Resilience 2 (HH
H FF HHF F ), Vigilance 1 (H
H F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once). checks against this target once).
Abilities: Heat Resistance (remove up to s from any Abilities: Heat Resistance (remove up to s from any
checks due to hot or arid environmental conditions). checks due to hot or arid environmental conditions).
Equipment: Vibro-ax (Melee; (HH F ) Damage 6; Critical Equipment: Vibro-ax (Melee; (H FF) Damage 6;
H FF
2; Range [Engaged]; Pierce 2, Sunder, Vicious 3), Critical 2; Range [Engaged]; Pierce 2, Sunder, Vicious
padded heat-resistant armor (+1 soak). 3), padded heat-resistant armor (+1 soak).
Government: Corporate.
of the InterGalactic Banking Clan, Mygeeto is a world SOAK VALUE W. THRESHOLD M/R DEFENSE
1 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 5 0 0
Skills (group only): Charm (FF
FF), Coordination
(FFF
FFF), Survival (FF
FF).
Talents: Pacifist (add ss to any check made to try
and convince the Lurmen to engage in aggressive
or violent action), Swift (do not suffer normal pen-
alties for moving through difficult terrain).
Abilities: Silhouette 0.
Equipment: None.
A
Background: Naboo is a bountiful planet in the bout ten years before the Clone Wars, Naboo
Chommell sector of the Mid Rim, close to the bor- was blockaded and invaded by the Trade
der of the Outer Rim Territories. It is the home of the Federation. The 14-year-old Padmé Amidala,
Gungan species and to a population of humans known who had recently been elected Queen of Naboo,
as the Naboo. Unlike most other worlds, the ancient
guided her home planet through the invasion
planet lacks a molten core, and instead comprises a
and sealed a new friendship with the Gungans.
conglomerate of large, rocky bodies that make up a
network of tunnels and flooded caves. The native Gun- Finally united after generations of adversity,
gans, who build their homes in the waters of Naboo, both cultures were able to work together and
rarely venture into the core, fearing the ravenous sea defeat the invading droid army of the Trade
beasts which reside in the depths. Federation.
In an upsurge of sympathy and solidarity toward
Naboo culture fosters the artist in every citizen, en-
the invaded planet, the queen’s emissary in the
couraging children to become musicians, performers,
Galactic Senate, the seemingly unassuming Sen-
painters, and similar professions. There are several
ator Palpatine, was made Supreme Chancellor
schools on the planet where students can advance
of the Republic.
their knowledge of various art subjects.
Both the Naboo and the Gungans remained loyal
In the distant past, a cultural misunderstanding re- to the Republic during the Clone Wars, though
sulted in a serious quarrel between the Gungan and many on Naboo were in despair at the idea of
the human colonists who would later call themselves a galaxy-wide war. Senator Padmé Amidala and
the Naboo. Both sides refused to acknowledge their Representative Jar Jar Binks worked together to
responsibilities in the rift, and the two groups ostra-
represent the interests of the Naboo and Gun-
cized each other for the longest time. That situation
gans respectively in the Galactic Senate.
lasted until the Invasion of Naboo by the Trade Feder-
ation forced the humans and Gungans to join forces.
experience of the planet can differ greatly depending SOAK VALUE W. THRESHOLD M/R DEFENSE
find a way to defeat this renewed threat. SOAK VALUE W. THRESHOLD M/R DEFENSE
16 55 1 1
Skills: Brawl 1 (H FFFFFF), Cool 2 (H
H FFFFFF H F ), Resilience
3 (HHH
HHHFFFF FFFF).
Talents: None.
Abilities: Amphibious (may breathe underwater with-
out penalty and never suffer movement penalties
when swimming), Beast Of Burden 20 (add 20 to
the creature’s encumbrance threshold), Fearless
(immune to the effects of fear), Silhouette 4.
Equipment: Massive Teeth (Brawl;
(H FFFFFF) Damage 12; Critical 4;
H FFFFFF
Range [Engaged]; Breach 2, Slow-Firing 1).
3 3 2 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 16 2 2
Skills: Athletics 2 (HH
HHF F ), Brawl 2 (HH
HHFF ),
Coordination 2 (HHHHF F ), Discipline 3 (HH
HHFF ),
Knowledge (Warfare) 2 (HH
HH), Leadership 2 (HH
HHFF ),
Melee 3 (HHHHHH), Ranged (Light) 2 (HH HHFF ),
Survival 3 (HHH
HHH), Vigilance 2 (HH
HH).
Talents: Adversary 1 (upgrade difficulty of all com-
bat checks against this target once).
Abilities: Amphibious (may breathe underwater
without penalty and never suffer movement penalties
when swimming), Tactical Direction (may perform a
maneuver to direct one Gungan minion group within
medium range; the group may perform an immediate
free maneuver or add s to its next check).
Equipment: Electropole (Melee; (HHH HHH) Damage
5; Critical 4; Range [Engaged]; Stun 3, Stun Setting),
electropole (thrown) (Ranged [Light]; (HH
HHF F ) Damage
5; Critical 4; Range [Short]; Stun 3, Stun Setting),
energy shield (Melee; (HHH
HHH) Damage 2; Critical 5;
Range [Engaged]; Defensive 2, Deflection 2; Defensive
quality is reduced to 0 while the wielder is suffering
from the staggered or disoriented condition), 2 plasma
GUNGAN BOSS [NEMESIS] balls (Ranged [Light]; (HH
HHF F ) Damage 5; Critical 3;
Range [Short]; Burn 1, Ion, Limited Ammo 1), armor
(+1 soak), kaadu.
2 2 2 3 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
GUNGAN WARRIOR [MINION]
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 15 13 0 0
3 3 1 2 2 2
Skills: Charm 3 (HHH
HHHF F ), Coercion 2 (HH HHFF ), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 4 1 2 1 1 2 2 3 2 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 15 0 0 3 12 15 0 0
Skills: Athletics 2 (HH
HHFF ), Vigilance 2 (H
H F ). Skills: Charm 4 (HHHH
HHHH), Cool 3 (HHH HHHF F ),
Talents: None. Discipline 2 (HH
HHFF FF), Knowledge (Education)
3 (HHH
HHH), Knowledge (Outer Rim) 3 (HHH HHH),
Abilities: Amphibious (may breathe underwater with-
Leadership 5 (HHHH
HHHHF F ), Negotiation 2 (HH
HHFFFF),
out penalty and never suffer movement penalties when
Perception 3 (HH
HHFF ), Ranged (Light) 1 (H
H F ).
swimming), Domesticable 1 (downgrade the difficulty of
checks to train this creature once), Silhouette 2. Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Improved Inspiring
Equipment: Legs (Brawl; (FFF
FFF) Damage 7; Critical 4;
Rhetoric (as an action, may make an Average (FF FF)
Range [Engaged]).
Leadership check; each q causes one ally in short
range to recover 1 strain; may spend w to cause one
NABOO PALACE GUARD [MINION] affected ally to recover 1 additional strain; each ally af-
fected gains s to all checks for five rounds), Nobody’s
Fool 2 (upgrade difficulty of all Charm, Coercion and
2 2 2 2 2 2 Deception checks against this target twice).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Decoy (once per session, the Naboo Queen
SOAK VALUE W. THRESHOLD M/R DEFENSE
may spend a Destiny Point to reveal that she is in fact a
4 5 0 0 Naboo Royal Handmaiden who has swapped places with
the real monarch).
Skills (group only): Discipline (FF
FF), Piloting
(Planetary) (FF
FF), Ranged (Light) (FF
FF), Vigilance Equipment: ELG-3A blaster pistol (Ranged [Light];
(FF
FF). (H
H F ) Damage 6; Critical 4; Range [Short]; Stun set-
ting; add ss to Perception checks made to find this
Talents: None. weapon on a person’s body), stately robes (+1 soak),
Abilities: Covering Fire (may spend a maneuver to add handmaidens and bodyguards.
+1 ranged defense to up to three allied characters or
minion groups within short range until the end of the
next round; this does not stack with multiple uses).
Equipment: Security S-5 heavy blaster pistol
(Ranged [Light]; (FF FF) Damage 7; Critical 3;
Range [Medium]; Stun setting; as an action,
may make an Average (FF FF) Ranged [Light]
check to secure the grappling hook to an
object within medium range. On a success,
as an action, may reel in the cord, pulling
the character to the object; if the object is
unsecured and lighter than the character,
they may pull the object to them instead.
A character may use the grappling hook
to pull another character aloft with
them; if they do, they must make an
Average (FF FF) Athletics check to
avoid losing their grip on either their
partner or the gun), padded uniform
(+2 soak).
2 3 3 2 3 2 2 2 2 3 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
4 16 0 0 3 14 0 0
Skills: Cool 3 (HHHHF F ), Discipline 3 (HHH
HHH), Skills: Brawl 1 (H H F ), Charm 2 (HH
HHF F ), Cool 2
Leadership 3 (HH
HHF F ), Perception 2 (HH
HH), Piloting (HH
HHF F ), Deception 3 (HHH
HHH), Discipline 2 (HH
HHF F ),
(Planetary) 1 (H FF), Ranged (Light) 2 (HH
H FF HHF F ), Knowledge (Education) 2 (HH HH), Ranged (Light) 2
Vigilance 3 (HHH
HHH). (HH
HH), Vigilance 2 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Body Guard 2 (once per round, may perform
checks against this target once), Improved Body Guard the Body Guard maneuver to guard an engaged charac-
2 (once per round, may perform the Body Guard ma- ter; suffer up to 2 strain to upgrade the difficulty of all
neuver to guard an engaged character; suffer up to 2 combat checks against the specified target a number of
strain to upgrade the difficulty of all combat checks times equal to strain suffered).
against the specified target a number of times equal to Abilities: None.
strain suffered; once per session, when an ally protected
Equipment: ELG-3A blaster pistol (Ranged [Light];
by the Body Guard maneuver would suffer a hit from a
(HH
HH) Damage 6; Critical 4; Range [Short]; Stun set-
combat check, may choose to suffer the hit instead).
ting; add ss to Perception checks made to find this
Abilities: Improved Covering Fire (when allied minion weapon on a person’s body), handmaiden robes (+1
groups within short range perform the Covering Fire ma- soak).
neuver, they add +2 ranged defense instead), Tactical
Direction (may perform a maneuver to direct one Naboo NABOO STARFIGHTER PILOT [MINION]
palace guard minion group within medium range; the
group may perform an immediate free maneuver or add
s to its next check). 2 3 2 2 2 2
Equipment: Security S-5 heavy blaster pistol (Ranged BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
[Light]; (HH
HHF F ) Damage 7; Critical 3; Range [Medi- SOAK VALUE W. THRESHOLD M/R DEFENSE
um]; Stun setting; as an action, may make an Average 2 5 0 0
(FF
FF) Ranged [Light] check to secure the grappling
hook to an object within medium range. On a success, Skills (group only): Cool (FF
FF), Gunnery (FFF
FFF),
as an action, may reel in the cord, pulling the character Piloting (Space) (FFF
FFF).
to the object; if the object is unsecured and lighter than
the character, they may pull the object to them instead. Talents: None.
A character may use the grappling hook to pull another Abilities: None.
character aloft with them; if they do, they must make Equipment: ELG-3A blaster pistol (Ranged [Light];
an Average (FFFF) Athletics check to avoid losing their (FFF
FFF) Damage 6; Critical 4; Range [Short]; Stun set-
grip on either their partner or the gun), padded uniform ting; add ss to Perception checks made to find this
(+2 soak). weapon on a person’s body), flight suit, N-1 starfighter.
5 4 1 2 1 1 6 2 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
8 35 0 0 15 64 42 0 0
Skills: Athletics 3 (HHH FF), Brawl 2 (HH
HHHFF HHFFF
FFF), Skills: Athletics 2 (HH FFFF), Brawl 2 (HH
HHFFFF HHFFFF
FFFF),
Cool 3 (H FF), Perception 2 (HH
H FF HH), Stealth 2 Resilience 4 (HH H FF), Survival 2 (HH
HHH HFF HH).
(HH
HHFF FF), Survival 2 (HH
HH). Talents: Adversary 2 (upgrade difficulty of all combat
Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice).
checks against this target twice). Abilities: Amphibious (may breathe underwater with-
Abilities: Aquatic Creature (suffers no penalties for out penalty and never suffer movement penalties when
moving through water and can breathe underwater, but swimming), Silhouette 5, Supremely Terrifying (upon
cannot move or survive on land), Cunning Ambusher 1 first seeing a sando aqua monster, an individual must
(opponents add s to Initiative checks using Vigilance), make a Daunting (H FFF) fear check to reflect the
H FFF
Silhouette 3, Terrifying (upon first encountering the sheer dread the beast invokes), Sweep Attack (the san-
creature, an individual must make a Hard (FFF
FFF) fear do aqua monster can spend e on a successful Brawl
check). check to hit the target as well as anyone engaged with
Equipment: Massive jaw (Brawl; (HH FFF) Damage
HHFFF the target).
10; Critical 3; Range [Engaged]; Ensnare 2, Pierce 4, Equipment: Large claws (Brawl; (HH FFFF) Dam-
HHFFFF
Vicious 2), long tongue (Brawl; (HH FFF) Damage
HHFFF age 20; Critical 4; Range [Short]; Concussive 2, Ensnare
6; Critical 4; Range [Short]; Ensnare 4, Vicious 2; if a 2), massive toothy maw (Brawl; (HH FFFF) Damage
HHFFFF
target is successfully ensnared, the opee sea killer may 15; Critical 2; Range [Engaged]; Breach 4, Vicious 4).
reel them into engaged range as an action).
W
mate maintained by thick marsh rain that falls almost ith the onset of the Clone Wars, the Hutts’
perpetually. What little solid land there is was claimed influence and power over the Outer Rim,
by the Hutts and used to support their homes long specifically its hyperspace lanes, has been
ago. sought by both the Galactic Republic and the
As befitting the home of the Hutts, the planet is a Confederacy of Independent Systems. As both
haven for the criminal elements of the galaxy, locat- factions curry favor with the ruling members
ed far from galactic authorities. The Hutts built only of the Hutt Clans, the chaos of the war allows
a handful of spaceports on the surface of Nal Hutta the Hutts to seize opportunities to expand their
itself in order to connect their towns, settlements, influence to the far reaches of the galaxy.
and palaces, as the planet receives few visitors due With Republic forces busy engaging Separatist
to most business with offworlders being conducted on
forces elsewhere, it has been left to inadequate
the planet’s largest moon, Nar Shaddaa.
local system governments to defend themselves
Under the Hutts’ control, the planet shares a reputa- against encroaching Hutt influences. However,
tion with Nar Shaddaa for being polluted and danger- much of the Hutts territorial expansion is itself
ous, but playing a leading role in the galaxy’s shadow contained by large swatches of Separatist space.
economy. Due to the inherently corrupt nature of the Though keen to make full use of Nal Hutta’s po-
Huttese culture, visitors to the planet are advised to sition of power, the Hutt Clans know that sooner
ensure they have plenty of credits for the customary or later they will have to choose a side. For now,
bribes and gifts necessary to conduct business on Nal however, they are content to wait out the war
Hutta in peace. until they are confident of who the victor will be.
4 2 1 1 1 1 2 1 1 1 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
SOAK VALUE W. THRESHOLD M/R DEFENSE
3 15 0 0
5 14 0 0
Skills (group only): Brawl (FF
FF), Resilience (FF
FF).
Skills: Brawl 3 (HHH
HHHFF ), Melee 3 (HHH
HHHFF ).
Talents: Durable 1 (reduce Critical Injury results by 10,
Talents: Knockdown (after hitting with a Melee attack, to a minimum of 1).
may spend e to knock the target prone).
Abilities: Awkward (the size of the Huttlet’s body adds
Abilities: None. s to Brawl, Melee and Coordination checks), Stinky
Equipment: Crude Gamorrean vibro-ax (Melee; (while within short range of a Huttlet, non-Hutt charac-
(HHH
HHHF F ) Damage 7; Critical 4; Range [Engaged]; ters reduce their strain thresholds by 2).
Pierce 2, Vicious 3). Equipment: None.
M
cities and palaces of its Pyke overlords. asters of their craft, the Pykes have
manufactured several different varieties for
The Pyke Syndicate almost completely controls the
their signature product, all of which are available
production of raw spice in the galaxy, making full use
in the spice dens of Oba Diah. These include:
of their homeworld’s proximity to the mining world of
Kessel where much of the substance is produced. The Sansanna: Arguably the most popular brand,
Pykes are responsible for ensuring the flow of spice sansanna spice is rumored to be the personal
from Kessel to worlds such as Coruscant, utilizing favorite of many of the Pyke leaders and over-
smugglers and freighter captains to carry out danger- lords.
ous Kessel Runs to ensure spice deliveries.
Ryll: Unusual in that this strain is sourced from
Given its role in the galactic spice trade, Oba Diah Ryloth rather than the mines of Kessel. Though
has become a hub of criminal activity to rival the likes considered weak by spice standards, ryll is sold
of Tatooine or Nal Hutta. Its few cities, often built in cheaply to entice users onto the Pykes’ more
the shadow of the Pykes’ decadent palaces, host vi- expensive offerings.
brant bustling black markets where anything illegal
Polstine: One of the strongest and most ex-
can be bought or sold, if you have the credits. Weap-
ons and other illicit goods are traded as freely as the pensive varieties on offer. Most civilized systems
spice itself, ensuring Oba Diah’s (and therefore, the offer a life sentence in prison for possession of
Pyke Syndicate’s) continuing prosperity even in a time even a pinch of polstine. Naturally, this makes
of galactic war. it one of Oba Diah’s most sought-after exports.
Pyke Syndicate, many other denizens of the galactic SOAK VALUE W. THRESHOLD M/R DEFENSE
crowd, and ended up as the latest addicted denizen SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Government: Monarchy.
Language: Basic.
Separatists, so other than the Royal Onderon Militia SOAK VALUE W. THRESHOLD M/R DEFENSE
but must contend with patrols by the Royal Onderon SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Militia and the Separatist garrison.
5 16 15 1 1
• Steela and Saw Gerrera enlist the party’s help in
training up their rebel cell. The Onderonians have Skills: Cool 2 (HHHHFF ), Discipline 3 (HHH
HHH),
spirit, but lack real combat experience. Knowledge (Warfare) 3 (HHHHHH), Leadership 3
(HHH
HHH), Melee 3 (HHHHHH), Ranged (Heavy) 2 (HH
HH),
Vigilance 1 (H
H FF
FF).
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Expert Handler 1 (re-
move s from Survival checks made to ride beasts), For-
mation Tactics (as an action, may make a Hard (FFF FFF)
Leadership check to choose a number of allies within
short range equal to q. The difficulty of attacks against
the chosen allies are upgraded once until the end of
General Tandin’s next round), Nobody’s Fool 1 (up-
grade difficulty of all Charm, Coercion and Deception
checks against this target once).
Abilities: Royal Guard Commander (may perform a
maneuver to direct one Royal Onderon Militia within
medium range; the target may perform an immediate
free maneuver or add s to their next check).
Equipment: Onderonian laser lance (Melee; (HHH
HHH)
Damage 4; Critical 3; Range [Engaged]; Cum-
bersome 3, Pierce 2), Onderonian laser lance
(blaster) (Ranged [Heavy]; (HHHHs) Damage
9; Critical 3; Range [Medium]; Cumbersome 3,
Inaccurate 1, Stun setting), royal militia armor
(+2 soak, defense 1).
2 2 3 4 3 3 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
3 14 15 1 1 4 5 0 0
Skills: Charm 2 (HH HHF F ), Coercion 3 (HHH
HHH), Skills (group only): Cool (FF
FF), Melee (FF
FF), Ranged
Deception 3 (HHHHHHF F ), Knowledge (Education) 2 (Heavy) (FF
FF), Survival (FF
FF).
(HH
HHF F ), Knowledge (Warfare) 1 (H FF), Leadership
H FF Talents: None.
2 (HH
HHF F ), Negotiation 2 (HH
HHF F ).
Abilities: None.
Talents: Adversary 1 (upgrade difficulty of all combat
Equipment: Blaster rifle (Ranged [Heavy]; (FF FF) Dam-
checks against this target once), Scathing Tirade (as an
age 9; Critical 3; Range [Long]; Stun setting), vibroknife
action, make an Average (FF FF) Coercion check; for
(Melee; (FF
FF) Damage 3; Critical 2; Range [Engaged];
each q, 1 enemy within short range suffers 1 strain;
Pierce 2, Vicious 1), ion grenade (Ranged [Light]; (FF
FF)
spend w to inflict additional strain).
Damage 10; Critical 5; Range [Short]; Blast 7, Disorient
Abilities: Undermining Dissent (once per session, King 5, Ion, Limited Ammo 1), insurgent combat armor (+2
Rash may choose an organization and make a Hard soak).
(FFF
FFF) Deception check; on a success, organization
members have their strain thresholds reduced by 1,
plus 1 per qq until the end of the session).
Equipment: Holdout blaster (Ranged [Light]; (FF FF)
Damage 5; Critical 4; Range [Short]; Stun setting), roy-
al chest-plate (+1 soak, defense 1).
2 3 2 3 2 2 3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
4 13 0 0 5 14 1 1
Skills: Cool 2 (HHHH), Leadership 1 (HH F ), Melee 1 Skills: Discipline 3 (HH
HHFF ), Melee 3 (HHH
HHH), Ranged
(H
H F ), Ranged (Heavy) 2 (HH
HHF F ), Ranged (Light) 2 (Heavy) 2 (HH HH), Survival 3 (HH HHF F ), Vigilance 2
(HH
HHF F ), Survival 3 (HHH
HHH), Vigilance 2 (HH
HH). (HH
HH).
Talents: Adversary 1 (upgrade difficulty of all combat Talents: Body Guard 1 (once per round, may perform
checks against this target once), Expert Handler 1 (re- the Body Guard maneuver to guard an engaged charac-
move s from Survival checks made to ride beasts). ter; suffer 1 strain to upgrade the difficulty of all com-
Abilities: None. bat checks against the specified target once), Expert
Handler 1 (remove s from Survival checks made to ride
Equipment: Blaster rifle (Ranged [Heavy]; (HH HHF F)
beasts).
Damage 9; Critical 3; Range [Long]; Stun setting),
vibroknife (Melee; (H
H F ) Damage 3; Critical 2; Range Abilities: None.
[Engaged]; Pierce 2, Vicious 1), ion grenade (Ranged Equipment: Onderonian laser lance (Melee; (HHH HHH)
[Light]; (HH
HHF F ) Damage 10; Critical 5; Range [Short]; Damage 4; Critical 3; Range [Engaged]; Cumbersome
Blast 7, Disorient 5, Ion, Limited Ammo 1), insurgent 3, Pierce 2), Onderonian laser lance (blaster) (Ranged
combat armor (+2 soak). [Heavy]; (HH HHs) Damage 9; Critical 3; Range
[Medium]; Cumbersome 3, Inaccurate 1, Stun setting),
royal militia armor (+2 soak, defense 1).
RUPING [RIVAL]
3 3 1 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 18 0 1
Skills: Coordination 2 (HH
HHFF ), Survival 3 (HHH
HHH),
Vigilance 3 (H
H FF
FF).
Talents: None.
Abilities: Flyer (can fly; see the Flying side-
bar in Chapter VI: Conflict and Combat
of any core rulebook), Silhouette 2, Trained
Mount 1 (add s to a rider’s Survival checks
while mounted on a ruping).
Equipment: Claws (Brawl; (FFFFFF) Dam-
age 7; Critical 3; Range [Engaged]).
3 3 3 3 4 3 2 3 3 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 18 15 0 0 5 18 15 0 0
Skills: Athletics 3 (HHH
HHH), Charm 1 (H FF), Coercion
H FF Skills: Athletics 3 (HH
HHF F ), Charm 2 (HH
HHFFFF), Cool
2 (HH
HHFF FF), Cool 2 (HHHHF F ), Discipline 2 (HH
HHFF FF), 3 (HHH
HHHF F ), Discipline 2 (HHHHFF FF), Knowledge
Gunnery 2 (HH HHF F ), Leadership 3 (HHH
HHH), Ranged (Warfare) 2 (HH
HHF F ), Leadership 4 (HHHH
HHHH), Melee
(Heavy) 3 (HHH HHH), Ranged (Light) 3 (HHH HHH), 1 (H
H F ), Ranged (Heavy) 4 (HHHHHHF F ), Ranged (Light)
Stealth 2 (HH
HHF F ), Survival 4 (HHH
HHHF F ), Vigilance 2 2 (HH
HHF F ), Stealth 3 (HHH
HHH), Survival 3 (HHH
HHHF F ),
(HH
HHFF FF). Vigilance 2 (HH
HHFF FF).
Talents: Adversary 2 (upgrade difficulty of all combat Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Burly 1 (reduce the checks against this target twice), Inspiring Rhetoric (as
Cumbersome quality and encumbrance rating of any an action, may make an Average (FF FF) Leadership
wielded weapon by 1), Expert Handler 2 (remove ss check; each q causes one ally in short range to recover
from Survival checks made to ride beasts), Natural Out- 1 strain; spend w to cause one affected ally to recover
doorsman (once per session, may reroll any one Resil- 1 additional strain), Natural Leader (once per session,
ience or Survival check). may reroll any one Cool or Leadership check), Nobody’s
Abilities: Guerrilla Tactics (may perform a maneuver Fool 1 (upgrade difficulty of all Charm, Coercion and
to direct one Onderon rebel fighter minion group within Deception checks against this target once).
medium range; the group may perform an immediate Abilities: Guerrilla Tactics (may perform a maneuver
free maneuver or add s to its next check), Insurgent to direct one Onderon rebel fighter minion group within
Commander (members of the Onderon resistance gain medium range; the group may perform an immediate
s to Discipline and Vigilance checks made in Saw’s free maneuver or add s to its next check), Insurgent
presence). Leader (members of the Onderon resistance gain s to
Equipment: Blaster rifle (Ranged [Heavy]; (HHH HHH) Cool and Stealth checks made in Steela’s presence).
Damage 9; Critical 3; Range [Long]; Stun setting), RPS- Equipment: Steela’s marksman rifle (Ranged [Heavy];
6 rocket launcher (Gunnery; (HH
HHF F ) Damage 22; Crit- (HHH
HHHF F s ) Damage 10; Critical 3; Range [Extreme];
ical 2; Range [Extreme]; Blast 14, Breach 1, Cumber- Accurate 1, Pierce 3), ion grenade (Ranged [Light];
some 4, Guided 2, Limited Ammo 7; add s if attacking (HH
HHF F ) Damage 10; Critical 5; Range [Short]; Blast 7,
a target of silhouette 2 or greater with an aim maneu- Disorient 5, Ion, Limited Ammo 1), insurgent combat
ver), ion grenade (Ranged [Light]; (HHHHHH) Damage armor (+2 soak).
10; Critical 5; Range [Short]; Blast 7, Disorient 5, Ion,
Limited Ammo 1), insurgent combat armor (+2 soak).
Language: Basic.
I
alike, the world known as the ‘Heart of the Bright Jew- n addition to its strategic importance as a vital
el’ is a haven for those living on the fringes of galactic supply and reinforcement hub for the Grand
society. A planet of temperate climate, Ord Mantell Army of the Republic, Ord Mantell’s main
maintains a breathable atmosphere that can sustain mark on the galactic stage is its reputation as a
a vast majority of the galaxy’s sentient species. This
gateway into the galactic underworld.
has helped it flourish as a cultural melting pot, with no
single species having a demographic advantage over With a strong Black Sun presence, as well as be-
the others. ing a favored home away from home for many a
lone bounty hunter or mercenary, the planet has
On the surface, every landmass on Ord Mantell is long been a breeding ground for rumors and
dotted with mountain chains, but its population of four intel from the seedier elements of galactic soci-
billion lives on its arid equatorial continents amid the
ety. Naturally, such valuable information can be
foothills of its mountains and plains. The planet’s open
freely bought, sold and trader so long as an in-
markets sell nearly everything and nothing is ever tru-
dividual has the right connections (and credits).
ly illegal on Ord Mantell. Its cities are constantly invit-
ing and seducing visitors to spend their credits in the Following the outbreak of the Clone Wars, Ord
abundant casinos and gambling dens. Mantell’s information brokering market has
grown exponentially, with both Republic and
By the time of the Clone Wars, Ord Mantell has be- Separatist agents eager to tap into this rich
come home to a large base for the Black Sun crime source of intelligence. Some intel merchants,
syndicate. The organization’s criminal activities are such as the shrewd Trandoshan Cid, are even
largely overlooked, however, as Ord Mantell also rumored to have cultivated members of the Jedi
serves as a critical headquarters for the Galactic Re- Order as clients.
public military. Storage facilities, barracks and a fleet
support base all make the planet far too important to
risk upsetting the vicious crime syndicate.
‘Mantellians’, come in all shapes and sizes. Each has SOAK VALUE W. THRESHOLD M/R DEFENSE
CID [RIVAL]
1 3 1 4 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
this other contact may be difficult to locate, unwilling SOAK VALUE W. THRESHOLD M/R DEFENSE
to co-operate or present another challenge or obstacle 5 24 0 0
at the GM’s discretion), Regeneration (recover 1 addi-
tional would from natural rest or bacta tank, regrow lost Skills: Athletics 2 (HH FFF), Brawl 3 (HHH
HHFFF HHHFF FF),
limb in 1 month). Discipline 2 (HH
HH), Melee 2 (HH FFF), Perception 2
HHFFF
Equipment: Encrypted datapad, comlink. (HH
HHF F ), Resilience 3 (HHH FF), Vigilance 2 (HH
HHHFF HH).
Talents: None.
Abilities: Poisonous Bite (anyone bitten by a Savrip
must succeed at an Average Resilience check or lose
their free maneuver for five rounds), Silhouette 2.
Equipment: Large club (Melee; (HH HHFFFFFF) Damage
8; Critical 3; Range [Engaged]; Disorient 3).
Government: Protectorate.
Language: Talz.
Major Imports: None. Orbital Metrics: 307 days per year / 28 hours per
day.
Trade Routes: None.
Government: Democracy.
Special Conditions: None.
Population: 1 billion (Pantorans 79%, others 21%).
Background: Few planets contrast so starkly with
their moons than Orto Plutonia does with its orbital Language: Basic.
satellite Pantora. A huge planet of desolate icy waste-
lands, Orto Plutonia is scarcely capable of supporting Terrain: Marshland, urban sprawls.
life in its unforgiving tundras. On the other hand, the
urban sprawls of Pantora are home to no less than a Major Cities: Pantora City (capital), Ro Station.
billion inhabitants enjoying a standard of life compara-
Areas of Interest: Pantoran Assembly.
ble with most Core Worlds.
Major Exports: Clothing, luxury goods.
For centuries the Pantorans took Orto Plutonia for
nothing more than a lifeless rock, and declared the Major Imports: Foodstuffs, medicine.
planet a protectorate under the authority of their own
government. This was little more than a shrewd politi- Trade Routes: None.
cal maneuver designed to ensure any mining guilds or
corporations looking to set up operations on the icy Special Conditions: None.
world could only do so by seek permission from (and
paying the appropriate dues to) the Pantoran Assem-
bly.
MEET THE NEIGHBORS
However, throughout the centuries rumors have
been whispered that Orto Plutonia is in fact home to
a sparse population of natives. The Pantorans them-
selves seem in no rush to confirm the existence of any
T he relationship between the Talz and the
Pantorans can be best described as one of
mutual avoidance. A primitive species, the Talz
native neighbors - let alone officially recognize any have no desire to involve themselves in the
species that might have a claim to their rights on the affairs of the wider galaxy, whereas the Pantoran
planet. Nevertheless, explorers and adventurers have government - though almost certainly aware of
spoken of tribes of furry warriors calling themselves the Talz’s existence - does not wish to have to
Talz wandering the tundra atop the backs of giant fe- recognize that they can no longer lay claim to
line beasts. Orto Plutonia (and its potential resources).
wasteland, and its Talz inhabitants little more than SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 4 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 17 0 0
Skills: Athletics 3 (HHH
HHHF F ), Brawl 2 (HH
HHFF FF),
Discipline 2 (HH
HH), Perception 1 (H FF), Resilience 2
H FF
(HH
HHFF FF), Stealth 2 (HH
HHFF
FF).
Talents: None.
Abilities: Fearless (a Narglatch is immune to the effects
of fear), Fierce Pounce (if the Narglatch uses the aim
maneuver, it also gains the Knockdown quality on its
next attack), Silhouette 2, Suited To The Cold (a Nar-
glatch is immune to the effects of freezing and cold en-
vironments).
Equipment: Claws (Brawl; (HH HHFFFF) Damage 9;
Critical 2; Range [Engaged]; Linked 1, Vicious 3).
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 5 1 0
Skills (group only): Discipline (FF
FF), Melee (FF
FF), Abilities: Native Language (the Talz Chieftain does not
Ranged (Heavy) (FF
FF), Vigilance (FF
FF). speak or understand Basic, and speaks only native Talz).
Talents: Body Guard 1 (once per round, may perform Equipment: Ceremonial spear (Melee; (HHH HHHF F)
the Body Guard maneuver to guard an engaged charac- Damage 8; Critical 2; Range [Engaged]), ceremonial
ter; suffer 1 strain to upgrade the difficulty of all combat spear (thrown) (Ranged [Light]; (HH HHFF ) Damage
checks against the specified target once). 9; Critical 3; Range [Short]; Limited Ammo 1), knife
Abilities: None. (Melee; (HHH
HHHF F ) Damage 5; Critical 3; Range
[Engaged]).
Equipment: Pantoran ceremonial sword (Melee; (FFFF)
Damage 4; Critical 2; Range [Engaged]; Defensive 1, TALZ WARRIOR [MINION]
Pierce 2), Pantoran ceremonial rifle (Ranged [Heavy];
(FF
FF) Damage 7; Critical 3; Range [Long]; Stun set-
ting), military uniform (+1 soak). 4 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
TALZ CHIEFTAIN [RIVAL]
SOAK VALUE W. THRESHOLD M/R DEFENSE
4 12 0 0
4 2 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills (group only): Brawl (FFFF
FFFF), Coercion (FF
FF),
Melee (FFFF
FFFF), Ranged (Light) (FFFF), Resilience
SOAK VALUE W. THRESHOLD M/R DEFENSE
(FFFF
FFFF), Survival (FF
FF).
4 18 0 0
Talents: None.
Skills: Brawl 3 (HH HHFFFF), Coercion 3 (HHH HHH), Abilities: Native Language (the Talz do not speak or
Leadership 3 (HHH
HHH), Melee 3 (HHHHHHF F ), Perception understand Basic, and speaks only native Talz).
2 (HH
HHFF FF), Ranged (Light) 3 (HH HHF F ), Resilience 3 Equipment: Hunting spear (Melee; (FFFFFFFF) Damage
(HHH
HHHF F ), Stealth 3 (HH
HHFF ), Survival 3 (HHH
HHHF F ). 7; Critical 2; Range [Engaged]), hunting spear (thrown)
Talents: Adversary 1 (upgrade difficulty of all combat (Ranged [Light]; (FFFF) Damage 9; Critical 3; Range
checks against this target once). [Short]; Limited Ammo 1).
Government: Dictatorship.
Language: Basic.
demand. Their skills at stealth and infiltration - as well SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 15 2 0
Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH
HHH), Cool
3 (HH
HHF F ), Coordination 3 (HHH
HHHF F s ), Melee
3 (HHH
HHH), Skulduggery 3 (HHH HHH), Stealth 3
(HHH
HHHF F s ), Vigilance 2 (HH
HH).
Talents: Adversary 1 (upgrade difficulty of
all combat checks against this target once),
Stalker 1 (add s to Coordination and Stealth
checks).
Abilities: Martial Training (Kage assassins
use a unique weapon profile for unarmed
combat, see below), Sleep Dust (may spend
e or www from any combat check to inflict
the Disorient 3 quality on an opponent they
are engaged with).
Equipment: Paired electroswords (Melee;
(HHH
HHHs s ) Damage 6; Critical 2; Range
[Engaged]; Accurate 1, Defensive 1, Pierce 3;
when two-weapon fighting, reduces w required
to hit with second weapon by 1), unarmed martial
attack (Brawl; (HHH
HHH) Damage 4; Critical 3; Range
[Engaged]; Disorient 1, Knockdown, Linked 1), padded
armor (+2 soak).
Government: Democracy.
Separatists are nothing more than a band of fallen Jedi, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
2 3 4 3 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 15 18 0 0
Skills: Cool 4 (HHHH
HHHH), Deception 2 (HH HHF F ),
Knowledge (Warfare) 5 (HHHHHHHHF F ), Leadership
2 (HH
HHFF FFss ss), Mechanics 3 (HHH HHHF F ),
Negotiation 3 (HHHHHHF F ), Ranged (Heavy) 2
(HH
HHF F ), Resilience 4 (HH
HHFF FF), Survival 2
(HH
HHF F ), Vigilance 3 (HHH
HHH).
Talents: Adversary 2 (upgrade difficulty of all
combat checks against this target twice), Com-
mand 2 (add ss to Leadership checks; affected
targets gain ss on Discipline checks for the next
24 hours), Field Commander (as an action, may
make an Average (FF FF) Leadership check; 4
allies may immediately suffer 1 strain to perform
a free maneuver), Inspiring Rhetoric (as an ac-
tion, may make an Average (FF FF) Leadership
check; each q causes one ally in short range to
recover 1 strain; spend w to cause one affected
ally to recover 1 additional strain).
Abilities: For Ryloth! (once per session, may
reroll a failed Leadership check when leading
Twi’leks), Twi’lek (may remove s imposed by
hot and arid environmental conditions).
Equipment: Blaster rifle (Ranged [Heavy];
(HH
HHF F ) Damage 9; Critical 3; Range [Long];
Stun setting), Ryloth combat uniform (+1 soak).
5 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
8 25 2 0
Skills: Athletics 2 (HH FFF), Brawl
HHFFF 4
(HHHH
HHHHF F ), Coordination 4 (HHH
HHHFF ).
Talents: Adversary 1 (upgrade difficulty of all
combat checks against this target once).
Abilities: Multi-Limbed (the lylek drone gains
s on all Brawl checks and may spend ww
on a successful melee attack to hit a second
target engaged with the lylek, dealing the
same damage as dealt to the original target),
Silhouette 2, Tunneler (can travel under-
ground, treating terrain as normal).
Equipment: Massive mandibles (Brawl; (HH-
HH-
HH F ) Damage 10; Critical 3; Range [Engaged];
HHF
Ensnare 2, Pierce 2, Vicious 1), tentacles (Brawl;
(HHHH
HHHHF F ) Damage 6; Critical 4; Range [Short];
Ensnare 4, Vicious 2; if a target is successfully en-
snared, the lylek may reel them into engaged range as
an action).
5 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
10 40 25 2 0
5 4 1 1 1 1 Skills: Athletics 2 (HH FFF), Brawl 4 (HHHH
HHFFF HHHHFF ),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Coordination 4 (HHH
HHHF F ).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Talents: Adversary 3 (upgrade difficulty of all combat
8 18 0 0 checks against this target three times).
Abilities: Multi-Limbed (the lylek queen gains s on
Skills: Athletics 2 (HH FFF), Brawl 3 (HHH
HHFFF HHHFF
FF),
all Brawl checks and may spend ww on a successful
Resilience 3 (HHH
HHHFF FF), Vigilance 2 (H
H F ).
melee attack to hit a second target engaged with the
Talents: Fearsome 2 (when an adversary becomes en- lylek, dealing the same damage as dealt to the original
gaged with a gutkurr, the gutkurr may force the adver- target), Silhouette 3, Tunneler (can travel underground,
sary to make an Average (FFFF) fear check). treating terrain as normal).
Abilities: Native Fauna (may remove ss imposed by Equipment: Massive mandibles (Brawl; (HHHH HHHHF F)
hot and arid environmental conditions), Silhouette 2. Damage 12; Critical 3; Range [Engaged]; Ensnare 2,
Equipment: Jaws (Brawl; (HHH HHHFF FF) Damage 8; Pierce 2, Vicious 1), tentacles (Brawl; (HHHH HHHHF F)
Critical 3; Range [Engaged]; Vicious 3). Damage 7; Critical 4; Range [Short]; Ensnare 4, Vicious
2; if a target is successfully ensnared, the lylek may reel
them into engaged range as an action).
2 3 2 3 2 2 2 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
3 12 0 0 3 5 0 0
Skills: Athletics 2 (HH
HH), Cool 2 (HH
HH), Perception 2 Skills (group only): Cool (FF
FF), Melee (FF
FF), Ranged
(HH
HHF F ), Ranged (Light) 2 (HH
HHFF ), Stealth 2 (HH
HHFF ), (Heavy) (FF
FF), Survival (FF
FF).
Survival 3 (HHH
HHH), Vigilance 2 (HH
HH). Talents: None.
Talents: Expert Handler 1 (remove s from Survival Abilities: Twi’lek (may remove s imposed by hot and
checks made to ride beasts). arid environmental conditions).
Abilities: Twi’lek (may remove s imposed by hot and Equipment: Blaster rifle (Ranged [Heavy]; (FFFF) Dam-
arid environmental conditions). age 9; Critical 3; Range [Long]; Stun setting), ion gre-
Equipment: Heavy blaster pistol (Ranged [Light]; nade (Ranged [Light]; (FFFF) Damage 10; Critical 5;
(HH
HHF F ) Damage 7; Critical 3; Range [Medium]; Stun Range [Short]; Blast 7, Disorient 5, Ion, Limited Ammo
setting), ion grenade (Ranged [Light]; (HH
HHF F ) Damage 1), insurgent combat armor (+2 soak).
10; Critical 5; Range [Short]; Blast 7, Disorient 5, Ion,
Limited Ammo 1), Ryloth combat uniform (+1 soak).
Government: Corporate.
more than to be left alone to enjoy quiet lives, the SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 18 15 2 1
Skills: Athletics 2 (HHHHFF FF), Brawl 2
(HH
HHFF FF), Coercion 2 (HH HHF F ), Cool
1 (HH F ), Discipline 1 (H FF), Melee 3
H FF
(HHH
HHHF F ), Resilience 1 (HH FFF
FFF),
Stealth 2 (HH
HHF F ), Survival 2 (HH
HH),
Vigilance 2 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficul-
ty of all combat checks against this target
once), Lethal Blows 2 (add +20 to any
Critical Injury results inflicted on oppo-
nents), Parry 2 (when struck by a me-
lee attack but before applying soak, as an
out-of-turn incidental, may suffer 2 strain to
reduce damage by 4).
Abilities: Kajain’sa’Nikto (may remove s im-
posed by hot and arid environmental conditions).
Equipment: Modded cortosis staff (Melee;
(HHH
HHHF F ) Damage 8; Critical 1; Range [Engaged];
Breach 1, Cortosis, Defensive 1), cortosis armor (+2
soak, defense 1; Cortosis).
Government: Plutocracy.
Banking Clan, the Muuns are an intelligent and highly SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 5 0 0
Skills (group only): Coercion (FFFF), Melee (FF
FF),
Ranged (Light) (FF
FF), Vigilance (FF
FF).
Talents: None.
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; (FF
FF) Dam-
age 6; Critical 4; Range [Medium]; Stun setting), trun-
cheon (Melee; (FFFF) Damage 4; Critical 5; Range [En-
gaged]; Disorient 2), padded uniform (+2 soak).
Government: Aristocracy.
Language: Basic.
nobility, epitomized in the small cabal of aristocratic SOAK VALUE W. THRESHOLD M/R DEFENSE
2 3 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 16 2 1
Skills: Charm 2 (HH
HHFFFF), Cool 2 (HHHHFF FF),
Deception 3 (HHH
HHH), Discipline 2 (HHHHFFFF),
Knowledge (Education) 4 (HHH
HHHF F ), Leadership
3 (HHH
HHHF F ), Melee 3 (HH
HHFF ), Perception 3
(HHH
HHH).
Talents: Nobody’s Fool 1 (upgrade difficulty of
all Charm, Coercion and Deception checks against
this target once), Parry 2 (when struck by a melee
attack but before applying soak, as an out-of-turn
incidental, may suffer 2 strain to reduce damage
by 4).
Abilities: None.
Equipment: Ceremonial blade (Melee; (HH HHF F)
Damage 4; Critical 3; Range [Engaged]; Defensive
1), armorweave clothing (+1 soak, defense 1).
Government: Corporate.
But rising above this gas layer stands the city of Pur-
T he Techno Union, under the leadership of
the Skakoan emir Wat Tambor, was one of
several corporate titans that quietly aligned
koll, the spiral-towered headquarters of the Techno itself with Count Dooku’s Separatist movement
Union from which Skakoan overseers can look down in the days leading up to the outbreak of the
on the world they rule beneath them. Cloistered in Clone Wars. During a summit with Dooku on
their cities, the Skakoans operate a vast network of the planet Geonosis, the Techno Union’s leader,
droid foundries for the Techno Union, capable of pro- Foreman Wat Tambor, pledged to supply the
ducing unique droid models not found anywhere else conglomerate’s droid army to the Separatist
in the galaxy. Alliance.
Similar such settlements dot the landmasses of Ska- Despite its actions on Geonosis, the Techno
ko Minor, but in their shadows sit the villages of the Union currently claims neutrality in the conflict,
primitive natives known as the Poletecs. These tall, and retains their representation in the Galactic
spindly-limbed beings do their best to avoid the atten- Senate under Senator Gume Saam. Many of
tion of the Skakoans above, as they are a favored test the Union’s subsidiaries continue to produce
subject for whatever new weapons of war the Techno starships and weapons for the Republic. How-
Union engineers have designed for the Separatist war ever, for every warship created for the Republic,
effort. the Union’s member corporations manufacture
a million Separatist battle droids, as the Union’s
The planet is highly militarized and, in this time of only true loyalty is to war, and the profits it can
war, closed to outsiders. D-wing air support droids and generate for them.
octuptarra magna tri-droids patrol the skies and sur-
face of the planet with standing orders to open fire on
any unauthorized presence.
Skako Minor from their floating cities, but they do so SOAK VALUE W. THRESHOLD M/R DEFENSE
Alliance. The PCs are tasked with sabotaging the SOAK VALUE W. THRESHOLD M/R DEFENSE
2 4 2 2 3 3
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 12 15 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Government: Tribal.
Language: Dosh.
aspects of the hunt being prized elements of their SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 2 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 18 0 0
Skills: Brawl 2 (HHHHFF FF), Cool 2 (H H F ),
Discipline 1 (H
H F ), Perception 2 (HH
HHF F ),
Ranged (Heavy) 3 (HHHHF F ), Survival 3
(HHH
HHH), Vigilance 3 (HH
HH).
Talents: None.
Abilities: Regeneration (recover
1 additional wound from natural
rest or bacta tank, regrow a lost
limb in one month).
Equipment: Blaster rifle
(Ranged [Heavy]; (HH HHF F)
Damage 9; Critical 3; Range
[Long]; Stun setting), claws
(Brawl; (HH
HHFFFF) Damage
5; Critical 3; Range [En-
gaged]; Disorient 1, Knock-
down), hunter’s armor (+2
soak).
are an enigmatic species, though that seems to be the SOAK VALUE W. THRESHOLD M/R DEFENSE
hours to get them to reveal vital information about SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 3 2 2 3 2 3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 5 0 0 5 5 0 0
Skills (group only): Discipline (FFF
FFF), Ranged (Heavy) Skills (group only): Discipline (FFF
FFF), Gunnery
(FFF
FFF), Stealth (FFF
FFF), Vigilance (FFF
FFF). (FFF
FFF), Piloting (Space) (FFF
FFF), Vigilance (FFF
FFF).
Talents: None. Talents: None.
Abilities: Umbaran Bio-Gas (when wearing an Umbara Abilities: Umbaran Bio-Gas (when wearing an Umbara
bio-suit, the wearer’s Brawn and Agility are both in- bio-suit, the wearer’s Brawn and Agility are both in-
creased by 1; this is already incorporated into the above creased by 1; this is already incorporated into the above
profile). profile).
Equipment: Umbaran blaster rifle (Ranged [Heavy]; Equipment: Umbaran blaster pistol (Ranged [Light];
(FFF
FFF) Damage 10; Critical 3; Range [Long]; Burn 2, (FFF
FFF) Damage 6; Critical 3; Range [Medium]; Burn 2,
Stun setting), Umbaran bio-suit (+2 soak). Stun setting), Umbaran bio-suit (+2 soak).
3 3 2 2 3 2 4 1 1 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 12 0 0 8 45 25 1 1
Skills: Discipline 2 (HH HHFF ), Gunnery 3 (HHH
HHH), Skills: Brawl 3 (HHH
HHHF F ), Cool 3 (H FF), Resilience 3
H FF
Piloting (Planetary) 3 (HHH
HHH), Ranged (Light) 2 (HHH
HHHF F ), Stealth 4 (HHH
HHHF F ), Vigilance 3 (H
H FF
FF).
(HH
HHF F ), Vigilance 2 (HH
HHFF ). Talents: Adversary 2 (upgrade difficulty of all combat
Talents: All-Terrain Driver (do not suffer normal penal- checks against this target twice), Durable 3 (reduce
ties for moving through difficult terrain when piloting a Critical Injury results by 30, to a minimum of 1).
vehicle using Piloting [Planetary]). Abilities: Drawn In (targets ensnared by a Vixus add
Abilities: Umbaran Bio-Gas (when wearing an Umbara ss to their checks to break free; a target that remains
bio-suit, the wearer’s Brawn and Agility are both in- ensnared at the end of their turn is pulled one range
creased by 1; this is already incorporated into the above band closer to the Vixus; if they end their turn at en-
profile). gaged range of the Vixus, they are swallowed alive and
Equipment: Umbaran blaster pistol (Ranged [Light]; immobilized until released, suffering 4 wounds at the
(HH
HHF F ) Damage 6; Critical 3; Range [Medium]; Burn end of each of their subsequent turns; a Vixus that is
2, Stun setting), Umbaran bio-suit (+2 soak). killed, incapacitated or suffers a Critical Injury of
Hard (FFF
FFF) or worse severity, immediately
releases all captives), Immobile (cannot
spend maneuvers to move), Shadow
Fauna (the Vixus uses Cunning for
Stealth checks instead of Agility), Sil-
houette 3.
Equipment: Tentacles (Brawl;
(HHH
HHHF F ) Damage 6; Critical 4;
Range [Short]; Ensnare 3).
Government: Corporate.
T
wind storms) and a rocky terrain of desert plains and he Amani are a sentient yet primitive species
large sinkholes. Below Utapau’s surface is the massive from the planet of Maridun. They are tall,
“world-ocean,” a huge subterranean body of water. flat-bodied aliens with long, gangly arms, and
This water contains many powerful currents created wrinkly hides covered in slime. They have a
by the tidal forces of Utapau’s moons. tribal organization, and although they dwell in
simple tents, they’re regarded as dangerous by
Over the eons, these currents eroded the under-
most other species.
side of the planet’s crust and caused the formation
of Utapau’s many sinkholes and chasms, which, when By the time of the Clone Wars, the Amani have
combined with numerous storms, serve to make the recently established settlements on Utapau,
planet’s surface largely inhospitable. One of Utapau’s where they co-exist with the native Pau’ans and
“continents” is more stable than the rest; for that rea- Utai. These Amani make their living as immi-
son, most Utapauns live on that stabilized continent. grant hunter-gatherers, living mostly in villages
hidden deep underground. Some tribes, how-
Because of the lack of timber on the planet, Uta- ever, have established small settlements on the
paun architecture is primarily constructed out of the surface of Utapau, despite the conditions that
bones of deceased animals. The bones of nearly all make such a prospect impossible for many other
of the planet’s fauna are used in construction, which species.
has developed into a unique form of cultural design
known as ossic architecture. The skeletons of the huge These surface-dwelling Amani are considered
animals that roam the lower sinkholes and ocean have to be even more dangerous than their under-
large enough bones to be used as beams; other fossil ground brethren by the Pau’an authorities, and
bones are mined in caves. have been known to hire out their services as
hunters and musclemen to local criminals.
4 2 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 7 0 0
Skills (group only): Coercion (FF
FF), Melee (FFFF
FFFF),
Ranged (Light) (FF
FF), Survival (FF
FF).
Talents: None.
Abilities: None.
Equipment: Hunting spear (Melee; (FFFF FFFF)
Damage 5; Critical 4; Range [Engaged]; Pierce
1), hunting spear (thrown) (Ranged [Light]; (FF
FF)
Damage 5; Critical 4; Range [Short]; Pierce 2).
DACTILLION [RIVAL]
3 3 1 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 20 0 1
Skills: Athletics 1 (H FF), Brawl 2 (HH
H FF HHF F ), Coordi-
nation 2 (HHHHF F ), Perception 2 (HH
HHFF ), Vigilance 3
(HH
HHF F ).
Talents: None.
Abilities: Flyer (can fly; see the Flying sidebar in
Chapter VI: Conflict and Combat of any core
rulebook), Silhouette 2, Trained Mount 2 (add s
s to a rider’s Survival checks while mounted on
a dactillion).
Equipment: Beak (Brawl; (HH HHF F ) Damage 9;
Critical 3; Range [Engaged]; Vicious 3), claws
(Brawl; (HH
HHF F ) Damage 10; Critical 3; Range
[Engaged]).
2 2 4 3 4 3 2 2 3 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
3 13 16 0 0 3 3 0 0
Skills: Charm 2 (HHHHF F ), Coercion 2 (HH
HHFF FF), Skills (group only): Mechanics (FFF
FFF), Survival (FF
FF).
Computers 2 (HHHHFF FF), Knowledge (Education) 3 Talents: Gearhead 1 (remove s from Mechanics
(HHH
HHHF F ), Knowledge (Outer Rim) 3 (HHH HHHF F ), checks).
Leadership 2 (HHHHF F ), Negotiation 4 (HHH
HHHF F ),
Abilities: Silhouette 0.
Perception 2 (HH
HHF F s ), Vigilance 1 (H
H FFF
FFFss ).
Equipment: Hydrospanner (Melee; (FF FF) Damage
Talents: Nobody’s Fool 1 (upgrade difficulty of all
3; Critical 4; Range [Engaged]; Disorient 1), utility
Charm, Coercion and Deception checks against this tar-
clothing (+1 soak).
get once).
Abilities: Sensitive Hearing (Pau’ans add s to all Per- VARACTYL [RIVAL]
ception and Vigilance checks as long as they are wearing
their protective earpieces; if not wearing the earpieces,
they add t instead). 4 5 1 2 1 2
Equipment: Trading ledgers, datapad, heavy robes BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 22 0 0
PAU’AN WARRIOR [MINION]
Skills: Athletics 2 (HH
HHFF FF), Brawl 2 (HH
HHFF
FF),
Perception 1 (H
H F ), Vigilance 1 (H
H ).
3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Talents: None.
SOAK VALUE W. THRESHOLD M/R DEFENSE
Abilities: Glider (can fly, but cannot gain altitude under
their own power; see the Flying sidebar in Chapter VI:
5 4 2 2 Conflict and Combat of any core rulebook), Silhou-
ette 2, Trained Mount 2 (add s s to a rider’s Survival
Skills (group only): Melee (FFF
FFF), Survival (FF
FF),
checks while mounted on a varactyl).
Vigilance (FF
FFss ).
Equipment: Beak (Brawl; (HH
HHF F ) Damage 9; Critical
Talents: Expert Handler 1 (remove s from Survival
3; Range [Engaged]; Vicious 3), claws (Brawl; (HH
HHF F)
checks made to ride beasts).
Damage 10; Critical 3; Range [Engaged]).
Abilities: Sensitive Hearing (Pau’ans add s to all Per-
ception and Vigilance checks as long as they are wearing
their protective earpieces; if not wearing the earpieces,
they add t instead).
Equipment: Pau’an pike-ax (Melee; (FFFFFF) Damage
6; Critical 3; Range [Engaged]; Pierce 2, Vicious 1),
Pau’an shield (Melee; (FFF
FFF) Damage 4; Critical
3; Range [Engaged]; Cumbersome 3, Defensive 2,
Deflection 2, Disorient 1), Pau’an ceremonial armor
(+2 soak).
Government: Monarchy.
oppressed and enslaved by the strong means many SOAK VALUE W. THRESHOLD M/R DEFENSE
powerful criminal syndicates gather for an auction SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
3 2 3 4 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 14 15 0 0
Skills: Coercion 4 (HHHHHHF F ), Cool 2 (HH
HH),
Deception 3 (HHH
HHHF F ), Discipline 2 (HH
HHFF ),
Knowledge (Xenology) 3 (HHH HHH), Leadership
3 (HHHHF F ), Melee 3 (HHH HHH), Negotiation
3 (HHH
HHHF F ), Ranged (Light) 3 (HH HHFF ),
Skulduggery 2 (HH HHFF FF), Streetwise 3
(HHH
HHHF F ), Vigilance 2 (HH
HHF F ).
Talents: Adversary 1 (upgrade difficul-
ty of all combat checks against this target
once), Nobody’s Fool 1 (upgrade difficulty
of all Charm, Coercion and Deception checks
against this target once).
Abilities: Hard Bargain (uses Cunning for
Negotiation checks), Slave Authority (may
use Coercion instead of Leadership when
commanding slaves).
Equipment: Shock whip (Melee; (HHH HHH) Dam-
age 5; Critical 4; Range [Engaged]; Ensnare 3, Stun
Damage), blaster pistol (Ranged [Light]; (HHHHF F)
Damage 6; Critical 3; Range [Medium]; Stun setting),
expensive clothing (+1 soak), trading ledgers and en-
slaved attendants.
3 2 2 3 2 2 3 2 1 3 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD M/R DEFENSE
5 12 0 0 4 5 0 0
Skills: Coercion 3 (HH
HHFF ), Melee 3 (HHH
HHH), Ranged Skills (group only): Coercion (F
F ), Melee (FFF
FFF),
(Heavy) 2 (HH
HH), Vigilance 3 (HHH
HHH). Ranged (Light) (FF
FF).
Talents: Body Guard 1 (once per round, may perform Talents: None.
the Body Guard maneuver to guard an engaged charac- Abilities: Slave Authority (may use Coercion instead of
ter; suffer 1 strain to upgrade the difficulty of all combat Leadership when commanding slaves).
checks against the specified target once).
Equipment: Shock whip (Melee; (FFF FFF) Damage 5;
Abilities: Slave Authority (may use Coercion instead of Critical 4; Range [Engaged]; Ensnare 3, Stun Damage),
Leadership when commanding slaves). blaster pistol (Ranged [Light]; (FF
FF) Damage 6; Critical
Equipment: Shock whip (Melee; (HHH HHH) Damage 5; 3; Range [Medium]; Stun setting), basic armor (+1
Critical 4; Range [Engaged]; Ensnare 3, Stun Damage), soak), slave collar.
blaster carbine (Ranged [Heavy]; (HH HH) Damage 9;
Critical 3; Range [Medium]; Stun setting), padded
armor (+2 soak), comlink, utility belt.
1 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 12 12 0 0
ANAKIN SKYWALKER’S PODRACER
Skills: Charm 2 (HHHH), Cool 2 (HH
HH), Mechanics 3
(HH
HHF F ), Perception 2 (HH
HH), Piloting (Planetary) 4 DEF. FORE/PORT/STARBOARD/AFT ARMOR
(HHHH
HHHH), Streetwise 3 (HH HHF F ), Vigilance 1 (H
H FF
FF). 2 6 0 0 - - 0 0
Talents: Adversary 1 (upgrade difficulty of all combat SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
3 3 2 2 3 2 2 4 2 4 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
4 18 18 0 0 3 12 15 0 0
Skills: Athletics 3 (HHH
HHH), Brawl 3 (HHH
HHH), Coercion Skills: Brawl 2 (HH
HH), Cool 2 (HH HHF F ), Deception
4 (HHH
HHHF F ww), Cool 2 (HH
HH), Deception 1 (H
H F ), 2 (HHHHFF FF), Mechanics 3 (HH HHF F ), Perception
Discipline 3 (HHH
HHH), Melee 3 (HHH
HHH), Perception 2 2 (HHHHFF FF), Piloting (Planetary) 4 (HHHH
HHHH),
(HH
HHs s ), Resilience 3 (HHH
HHH), Survival 3 (HH
HHFF ), Skulduggery 3 (HHH
HHHF F ), Streetwise 2 (HH
HHFFFF),
Vigilance 3 (HHH
HHHs s ). Vigilance 2 (HH
HH).
Talents: Adversary 2 (upgrade difficulty of all combat Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target twice), Force Rating 1, Parry checks against this target once), Full Throttle (take a
4 (when struck by a melee attack but before applying Full Throttle action and make a Hard (FFF
FFF) Piloting
soak, as an out-of-turn incidental, may suffer 3 strain (Planetary or Space) check to increase vehicle’s top
to reduce damage by 6), Uncanny Reactions 1 (add s speed by one for three rounds), Natural Driver (once
to all Vigilance checks), Uncanny Senses 1 (add s to all per session, may reroll any one Piloting [Planetary] or
Perception checks). Gunnery check), Skilled Jockey 2 (remove ss from all
Abilities: Dark Side Force User (uses dark side results Piloting checks)
instead of light side results), Intimidating Countenance Abilities: Cheater (as an action, during a race or chase
(add ww to all Coercion checks Savage makes), Force encounter, Sebulba can make a Hard (FFFFFF) Skuldug-
Powers (Enhance). gery check to immediately inflict 2 system strain on
Equipment: Enchanted ax (Melee; (HHHHHH) Damage any vehicle in the encounter; he may do this up to three
6; Critical 2; Range [Engaged]; Pierce 2, Vicious 3), times per encounter).
Nightbrother tunic (+1 soak). Equipment: Toolkit, Collar Pondrat Plug-F Mammoth
podracer, reinforced piloting gear (+1 soak).
SEBULBA’S PODRACER
3 5 -1 0 - - 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
6 9
Talents: Inspiring Rhetoric (as an action, may make SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
1 1 2 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 12 0 0
Skills: Charm 2 (HH HHF F ), Cool 2 (HH
HHF F ),
Deception 3 (HHH
HHHF F ), Knowledge (Outer Rim)
3 (HH
HHF F ), Knowledge (Underworld) 2 (HH
HHF F ),
Mechanics 1 (H H F ), Negotiation 3 (HHH
HHH),
Skulduggery 2 (HH
HHFFFF), Streetwise 3 (HHH
HHHF F ).
Talents: Natural Negotiator (once per session, may
reroll any one Cool or Negotiation check), Nobody’s
Fool 2 (upgrade difficulty of all Charm, Coercion and
Deception checks against this target twice).
Abilities: Hoverer (floats up to several meters in the air
and may move through difficult terrain without spend-
ing additional maneuvers), Silhouette 0, Skilled Cheater
(once per session when gambling, Watto may cancel y
he rolls on a skill check, or add y to another character’s
check).
Equipment: Datapad, loaded chance cube, utility belt.
2 2 2 2 2 2 2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 2 2 2 2 1 1 2 3 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
1 2 2 3 2 2 2 2 3 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
• Family Business: Pykes begin the game with one • Amphibious: Selkath can breathe underwater
rank in the Black Market Contacts talent and add without penalty and never suffer movement
s to any Knowledge checks relating to the illegal penalties for traveling through water.
spice trade.
3 2 2 2 2 1 2 2 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Working under the command of Jedi Master Jaro Serving under the distinguished Jedi Master Luminara
Tapal, the 13th “Iron” Battalion operates as a quick- Unduli, the 41st has gained a reputation for being
deployment response unit, defending Republic worlds stubborn in their pursuit of victory.
against surprise Separatist strikes.
• Commanding Officer(s): Jedi General Luminara
• Commanding Officer(s): Jedi General Jaro Tapal, Unduli, Clone Commander Gree.
Jedi Commander Cal Kestis.
• Armor Markings: Green and white / mottled
• Armor Markings: Yellow and white. green (forest camouflage).
• Regiment Ability: Members of the 13th gain one • Regiment Ability: Members of the 41st add
rank in the Rapid Reaction talent. automatic qw to Stealth and Survival checks
made in forest and jungle environments.
A black-ops unit shrouded in secrecy. Its very existence The 87th Sentinel Corps specialize in fighting in the
is denied by Republic High Command, but rumors say it narrow streets of towns and cities, using the urban
exists to deal with rogue Jedi. jungle to their advantage.
• Commanding Officer(s): Clone Commander • Commanding Officer(s): Jedi General Tsui Choi,
Stryker. Clone Commander Ryyk.
• Armor Markings: Black and white. • Armor Markings: Maroon and white.
• Regiment Ability: Members of the 66th can • Regiment Ability: Members of the 87th gain an
negate 1 rank of the Reflect talent when used additional +1 ranged defense when taking cover
against an attack they have made. in urban environments.
Under the command of the Togruta Jedi healer Talahara With a focus on fast deployment at a moment’s notice,
Osey, the 78th head into the deadliest battlefronts to members of the 91st are trained to operate a vast array
recover lost or wounded troopers. of Republic ground vehicles.
• Commanding Officer(s): Jedi General Talahara • Commanding Officer(s): Jedi General Mace
Osey, Clone Commander Mercury. Windu, Jedi General Adi Gallia, Clone Commander
Neyo.
• Armor Markings: Teal and white.
• Regiment Ability: Members of the 78th gain one • Armor Markings: Dark red and white.
rank in the Stimpack Specialization talent. • Regiment Ability: Members of the 91st gain one
rank in the Piloting (Planetary) skill. Minion groups
add this to their group skills instead.
One of the few clone units not under the direct command “Horn” Company distinguished itself as a crack company
of a Jedi, this group of sharpshooters is tasked with for ship-to-ship boarding actions.
targeting enemy officers from afar.
• Commanding Officer(s): Jedi General Eeth Koth,
• Commanding Officer(s): Clone Major Sharp, Clone Captain Lock.
Clone Captain Falco.
• Armor Markings: Green, yellow and white.
• Armor Markings: Dark green and white. • Regiment Ability: When taking cover, members
• Regiment Ability: Members of the 95th gain one of the 131st add automatic tt to enemy attacks
rank in the True Aim talent. against them.
The “Wolfpack” are known for their utilization of shock- The 177th is so renowned amongst the Grand Army
and-awe tactics to take the fight to the droid armies, that the presence of Kiffar Jedi Kledas Sul and his men
often with devastating effect. is said to be worth three regiments.
• Commanding Officer(s): Jedi General Plo Koon, • Commanding Officer(s): Jedi General Kledas Sul,
Clone Commander Wolffe. Clone Commander Doyen.
• Armor Markings: Gray-blue and white. • Armor Markings: Blue, bronze and white.
• Regiment Ability: Members of the 104th gain • Regiment Ability: Members of the 177th
one rank in the Clanker Killer talent. increase the strength rating of their force by one
for the purpose of Mass Combat checks.
Led by Jedi Council member Coleman Kcaj, the 181st Under the command of Obi-Wan Kenobi, the 212th has
specialize in lightning attacks against unprepared fought on some of the war’s most deadly battlefronts.
targets.
• Commanding Officer(s): Jedi General Obi-Wan
• Commanding Officer(s): Jedi General Coleman Kenobi, Clone Commander Cody.
Kcaj, Clone Commander Dumas.
• Armor Markings: Orange and white.
• Armor Markings: Dark brown and white. • Regiment Ability: Members of the 212th do
• Regiment Ability: Members of the 181st gain not suffer strain when targeted by the Field
one rank in the Quick Strike talent. Commander talent.
Specializing in assault drops, the 187th are often called Led by the dour Klatooinian Jedi General Ragnar Tuvok,
upon to carry out airborne ambushes of enemy ground the 284th spurn defensive deployments in favor of
forces. aggressively attacking the enemy at close range.
• Commanding Officer(s): Jedi General Mace • Commanding Officer(s): Jedi General Ragnar
Windu, Clone Commander Rawls. Tuvok, Clone Commander Rust.
• Armor Markings: Purple and white. • Armor Markings: Brown, pale green and white.
• Regiment Ability: Members of the 187th gain • Regiment Ability: Members of the 284th gain
the Let’s Ride talent. one rank in the Point Blank talent.
Under the command of Jedi General Aayla Secura, the The Pantoran Jedi General Dag Rola oversees this
327th follow the principle of taking their time to make regiment of hard-nosed walker pilots and stubborn
sure every shot counts. artillerists.
• Commanding Officer(s): Jedi General Aayla • Commanding Officer(s): Jedi General Dag Rola,
Secura, Clone Commander Bly. Clone Commander Trig.
• Armor Markings: Yellow and white. • Armor Markings: Pale green and white.
• Regiment Ability: Members of the 327th add • Regiment Ability: Members of the 349th
the Vicious 2 item quality to attacks made with upgrade Gunnery checks once when piloting
blasters. ground vehicles.
Formed from detachments in the 501st, the 332nd When Republic High Command need something blown
serves under Ahsoka Tano’s command. up, they call the 442nd and their fiery Iakaru Jedi
General, Umber Tokk.
• Commanding Officer(s): Ahsoka Tano, Clone
Commander Rex. • Commanding Officer(s): Jedi General Umber
Tokk, Clone Commander Ash.
• Armor Markings: Orange, blue and white.
• Regiment Ability: Members of the 332nd gain • Armor Markings: Green and white.
automatic w on checks when in medium range of • Regiment Ability: Members of the 442nd
an allied Jedi. upgrade Gunnery checks once when targeting
vehicles or buildings.
Known as the “Heavy Hitters”, the 492nd are a division The first unit to break the enemy lines at Geonosis, the
of some of the toughest clones in the Grand Army. True 556th now serve as the Republic’s first resort for desert
to their name, they are often the first into battle - and warfare.
the last out of it.
• Commanding Officer(s): Jedi General Uri Mado,
• Commanding Officer(s): Jedi General Mekla Clone Commander Jet.
Hath, Clone Commander Stak.
• Armor Markings: Brown and yellow.
• Armor Markings: Red, black and white. • Regiment Ability: Members of the 556th add
• Regiment Ability: Members of the 492nd gain automatic qw to Resilience and Survival checks
one rank in the Toughened talent. made in arid or desert environments.
One of the most celebrated units in the Grand Army, With two Jedi Generals in joint command, the 615th
the 501st are the clone troopers under the personal often favor a hard-hitting offensive as the best strategy
command of Republic hero Anakin Skywalker. in battle.
• Commanding Officer(s): Jedi General Anakin • Commanding Officer(s): Jedi Generals Tiplee
Skywalker, Clone Captain Rex. and Tiplar, Clone Commander Doom.
• Armor Markings: Blue and white. • Armor Markings: Green, yellow and white.
• Regiment Ability: Members of the 501st gain • Regiment Ability: Members of the 615th gain
ww when targeted by the Coordinated Assault one rank in the Suppressing Fire talent.
talent instead of w.
The Nikto Jedi Drok Rhom commands this elite recon Charged with the duty of keeping the peace in the
unit as the eyes and ears of many major Republic Republic capital, some argue the Coruscant Guard are
operations. more akin to police than soldiers.
• Commanding Officer(s): Jedi General Drok • Commanding Officer(s): Clone Commander Fox,
Rhom, Clone Commander Rakghoul. Clone Commander Thorn.
• Armor Markings: Red and white. • Armor Markings: Red and white.
• Regiment Ability: Members of the 784th gain • Regiment Ability: Members of the Coruscant
one rank in the Stalker talent. Guard gain one rank in the Coercion skill. Minion
groups add this to their group skills instead.