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CREDITS AND ADDITIONAL NOTES

FORMATTING & FINAL EDITS


Matope
DEVELOPMENT
Matope, Kualan, LittlestMinish, Wilhelm Screamer, Sir P4tr10t, ShoeTheShoo,
Tepig Turwig, Lithology, Chadbott, SamNeedsHelp, 1thatone
ART
All art and IP property of Lucasfilm Ltd.

WHAT IS IN THIS BOOK?


This book is an unofficial fan work, the product of a collaboration between many people that was not fully
completed due to the aggressive initial scope and lack of long-term coordination. In its current state it is
not intended to be a complete sourcebook for the First Order/Resistance era. Some content is not included
because it already exists in official sources. The style of official FFG era books has been followed for artistic
consistency where possible.

Please support the official products.

FIRES OF RESISTANCE
Star Wars Roleplaying
Credtis
CONTENTS
NEW SPECIES 2 THE NIGHT BUZZARD 25
ABEDNEDO2 RZ-2 A-WING 26
AKI-AKI2 T-70 X-WING 26
GOZZO  4 T-85 X-WING 27
TEEDO5 TIE BOMBER (FIRST ORDER) 28

NEW SPECIALIZATIONS 6 TIE/SF28


TIE/VN SILENCER 29
DARK SIDE CULTIST 7
TIE/FO29
FIRST ORDER DEFECTOR 8
UPSILON-CLASS COMMAND SHUTTLE 30
FIRST ORDER LOYALIST 9
XI-CLASS LIGHT SHUTTLE 30
SEASONED ADVENTURER  10
YC-123B TRANSPORT HAULER 31
NEW TALENTS 11
NEW WEAPONS 13 THE RESISTANCE AND OTHER HEROES 32
RANGED WEAPONS 13 AMILYN HOLDO (NEMESIS) 32
BB-8 [NEMESIS] 32
SE-14R MODIFIED PROD PISTOL 13
FINN (NEMESIS) 33
ST-W48 BLASTER 13
HAN SOLO, LEGENDARY SMUGGLER (NEMESIS) 34
TOSTOVIN MUNITIONS MICRO- 13
JANNAH (RIVAL) 34
GRENADE LAUNCHER (MGL-9) 13
TOSTOVIN MUNITIONS’ PERCUSSIVE CANNON 14 LEIA ORGANA, RESISTANCE GENERAL (NEMESIS) 35
LUKE SKYWALKER, HERMIT (NEMESIS) 36
MELEE WEAPONS 14
MAZ KANATA (NEMESIS) 37
BL-155 LASER AX 14
POE DAMERON (NEMESIS) 37
EBONWOOD SWAGGERSTICK 14
REY (NEMESIS) 38
QUARTERSTAFF14
ROSE TICO 39
QUICKSILVER BATON 15
TELESCOPIC VIBRO-AX 15
THE FIRST ORDER 40
NEW ARMOR 16 ARMITAGE HUX (NEMESIS) 40
CAPTAIN PHASMA (NEMESIS) 40
ARMORWEAVE CLOTHING 16
ENRIC PRYDE (NEMESIS) 41
BAFFLEWEAVE GARMENTS 16
EXECUTIONER TROOPER (MINION) 41
BLAST JERKIN 16
FIRST ORDER JET TROOPER (MINION) 42
DESERT WRAPPINGS 16
PRAETORIAN GUARD 43
GAMMAPLAST ARMOR 16
SITH TROOPER (RIVAL) 43
GORRASLUG LEATHER COAT 16
SUPREME LEADER SNOKE (NEMESIS) 44
LUXURY ATTIRE 16
THE KNIGHTS OF REN  45
NEW GEAR 17
KYLO REN (NEMESIS) 45
ARTERIAL CHEMICAL SHUNT (CYBERNETIC) 17
AP’LEK (NEMESIS) 46
BANDOLIER17
CARDO [NEMESIS] 46
FLEXPOLY BACTA SUIT 17
KURUK (NEMESIS) 47
IFTS-4800 TRACKING GUN 17
TRUDGEN (NEMESIS) 47
LIQUID-METAL SKELETON KEY 18
USHAR (NEMESIS) 48
S-THREAD TRANSMITTERS 18
VICRUL (NEMESIS) 48
SALVAGE CLEANING KIT 18
WAYFINDER18
UNDERWORLD49
AX TAGRIN (NEMESIS) 49
NEW VEHICLES 19
BABU FRIK (RIVAL) 49
ALL-TERRAIN MEGACALIBER-6 HEAVY ASSAULT WALKER 19
DJ (RIVAL) 50
ARATECH-LORATUS LIUV 20
QUIGGOLD (RIVAL) 50
TRANSPORT SKIMMER 20
SIDON ITHANO (NEMESIS) 50
TREADABLE21
WAR PROFITEER (NEMESIS) 51
TREADSPEEDER BIKE 21
ZORII BLISS (RIVAL) 51
URBAN ASSAULT TRIPED TRANSPORT WALKER 22
V-4X-D SKI SPEEDER 22
CREATURES52
ZEPHYR GB-134 SPEEDER 23 CASTILONIAN ROKKNA (NEMESIS) 52
HAPPABORE (RIVAL) 52
NEW STARSHIPS 24
LUGGABEAST (RIVAL) 53
BALEEN-CLASS HEAVY FREIGHTER 24
ORBAK (RIVAL) 54
BTA-NR2 Y-WING 24
PORG (MINION) 54
MG-100 STARFORTRESS SF-17 25
VULPTEX (MINION) 55

FIRES OF RESISTANCE
Star Wars Roleplaying
1
NEW SPECIES
ABEDNEDO the side and back of their heads, which could be white,
blond or dark in color. Abednedo had arms that termi-
Abednedo were a sentient species native to the planet nated in five digits, and legs that ended in three.
of the same name in the Colonies region of the Galaxy.
Abednedo were humanoid and mammalian, and their Society: A gregarious and clever species, the
face featured dangling mouth tendrils and two fleshy Abednedos’ curiosity and acceptance of other spe-
nostrils. Abednedos were brown, cream or tan in col- cies, as well as their skill with languages, made them a
or. They were a common sight in the galaxy, and were common sight in the galaxy.
found in multiple, contrasting professions. Notable
Abednedo included Resistance pilot Ello Asty, Rebel Homeworld: Abednedo was a planet located in the
Alliance tech specialist Antrot and senator Brasmon galaxy’s Colonies region that was the homeworld of
Kee of Abednedo. the sentient Abednedo species, whose ancestors
evolved underground and carved out tunnel-dens to
Physiology: Abednedos were a humanoid sen- create massive cathedrals housing tens of thousands
tient species that were native to a planet also called of family units. The species eventually took to living
Abednedo, located in the Colonies region of the gal- on the planet’s surface and constructed sprawling me-
axy. A mammalian species, They could be cream, tan tropolises bristling with ornamental spires, flagpoles,
or brown in color, and those who were brown often and riotously colored carvings. While these cities
had skin that was mottled with gray. Abednedo had struck outlanders as chaotic, the Abednedos found
fleshy nose slits and black eyes, which belonged to them endless sources of amusement and interest.
sockets that protuded from the side of the individual’s
elongated head. They also possessed dangling mouth Language: Many Abednedos were able to understand
tendrils, that were remnants of sensory organs which and speak Basic. Their own language, Abednedish,
helped their ancestors to navigate underground in the had its own writing system.
dark. They could grow hair above their eyes and on
SPECIES ABILITIES

2 2 3 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Wound Threshold: 9 + Brawn


• Strain Threshold: 12 + Willpower
• Starting Experience: 100 XP
• Special Abilities: Abednedo begin with one rank
in Education. They still may not train this skill
above rank 2 at character creation.
• Tunneler Ancestors: Abednedo may remove one
b due to darkness.

AKI-AKI
The Aki-Aki are a species native to the desert planet
Pasaana. They are generally peaceful and hospitable,
and welcome offworlders to their planet. The Aki-Aki
maintain a pre-starflight level of civilization, but adopt
a number of advanced tools to aid in their life on Pas-
aana. Aki-Aki history was not always peaceful, but now
they work together to survive Pasaana’s harsh climate.

Physiology: Adult Aki-Aki are easily distinguished


by the double prehensile trunks extending from their
faces. Young Aki-Aki instead have stubby snouts and

FIRES OF RESISTANCE
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Star Wars Roleplaying
ing talent among the self-trained. Many music-lovers
simply love the heady mix of storied heritage blended
with creative flair and innovation that ensures no two
performances are ever the some.

Homeworld: Desert planets may have a reputation for


desolation, but Pasaana is bursting with life and cul-
ture. Towering buttes of granite and sandstone disrupt
long stretches of sun-bleached dunes and shrubland,
creating shadowed valleys where water, and therefore
eyes that life, collects. The native Aki-Aki recognize and revere
are sunken into both the tenacity and fragility of life, welcoming off-
a round face of worlders with open arms during their biennial festival
baby fat. They season, when food and water are plentiful and ready
lose these rounded for sharing. Between such celebrations,the Aki-Aki live
cheeks as they ma- an austere life, gathering food and water for the next
ture, leaving behind grand event. They adopt a few advanced tools to aid
more pronounced in their survival, but otherwise maintain a pre-star-
ocular orbits, and flight level of civilization. No spaceports dot Pasaana’s
their trunks be- surface, but visitors are common.A rare example of
gin growing out in modern technology eagerly embraced by the Aki-Aki
late adolescence. can be found in the dustgrain farms they maintain.
Aki-Aki trunks and foot- The desert winds of Pasaana carry seeds and spores
pads evolved to detect vibra- amid the clouds of blown sand. Using specialized elec-
tions across the desert floor, which tro-sifters, a farmer can pluck these organic kernels
is believed to contribute to their remarkable sense of from the silicate gusts, dragging them into collection
rhythm. hoppers. The pole-shaped sifters also contain mois-
ture vaporator technology, allowing a grid of these
Society: Every forty-two years, as recorded by Pas- easy-to-maintain devices to turn a stretch of arid land-
aana’s 378 standard-day journey around its sun, the scape into an irrigated underground garden known as
desert planet sprouts colorful new life in the form of a dust farm. The phedrugrass and termania-spore that
a vivid celebration. Named the Festival of the An- grow in these farms form daily dietary staples for en-
cestors, this event honors the past and looks to the tire Aki-Aki communities.
future. During the celebration the Forbidden Valley
teems with more than 500,000 revelers. The native Language:Aki-Aki have their own spoken language,
Aki-Aki comprise most of the attendees, but the event though many also learn basic to accommodate visi-
attracts all manner of species and cultures from sur- tors. In addition, Ancient Aki-Aki hunter-gatherers
rounding sectors and beyond. The centerpiece of the developed a language based on percussive stomp
festival is an immense circle of bonfires that serves patterns, which later evolved into traditional dances
as the symbolic portal to the ancestors, a gateway to of courting, aggression, and storytelling that continue
the place where the Aki-Aki believe departed spirits to be performed in modern festivals. Aki-Aki are able
live on. The hospitality of the Aki-Aki is legendary, to quickly fall into step with beats, and can produce
but the remoteness of Pasaana and its lack of mod- vast acts of seemingly spontaneous choreography in
ern amenities ensure only the really dedicated-or in no time. Dancers from other worlds- including Twi’leks,
some cases, desperate-make the trek to the festival. Weequays, Theelin, and Kessurions- come to witness
A lack of cities, hotels, restaurants, and spaceports Aki-Aki dances for inspiration.
on Pasaana means offworld attendees have to “rough
it,” though they can count on local vendors to sell or
barter with for food or festival supplies, though many SPECIES ABILITIES
prefer to bring their own food. Aki-Aki cooking is not
regarded as highly as their other creative expressions. 2 2 1 2 2 3
Music is central to many Aki-Aki traditions, and their BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

oldest folklore is preserved in songs handed down


over countless generations. Their double trunks and • Wound Threshold: 10 + Brawn
hardy lungs have prompted the development of a di-
verse array of wind instruments. The Aki-Aki also relish • Strain Threshold: 11 + Willpower
using their broad hands and feet to slap percussion in- • Starting Experience: 100xp
struments of many sizes, some improvised and others
intricately designed. Other performers visit the festival • Special Abilities: Aki-Aki begin with one rank in
Coordination or Negotiation. They still may not
to see Aki-Aki virtuosos in action and to spot burgeon-

FIRES OF RESISTANCE
Star Wars Roleplaying
3
train this skill above rank 2 at character creation. vironment of Draghor III. The
They also start the game with one rank in the Kill constant extraction and refin-
With Kindness talent. ing of resources has left the
planet bereft of other ani-
• Vibration sensitivity: Once per encounter as a
mals or plants, which leaves
maneuver, Aki-Aki can stop to sense the relative
location of anything moving within medium range. the Gozzo especially reli-
ant on trade for basic ne-
cessities and foodstuff.
GOZZO In turn the Gozzo dig
deep and harder into
Rotund and covered in bright feathers, the enterpris- the rock of their ru-
ing Gozzo stand out in any market place or cantina. ined world, heedless
Hailing from the environmentally ravaged homeworld of the consequences.
of Draghor III, the Gozzo venture out into the galaxy,
hoping to turn what resources they have into profit Homeworld: Drahgor
and a secure future for their flocks. III is a barely hospital
world tucked away from
Physiology: Gozzo are an avian-like race whose adults most of the galaxy. The
usually stand between 1.75 and 2 meters. Despite atmosphere is a swirling sea
their spindly appearance, they are tough survivors, of yellow mists, which are often
having evolved on a stormy world and continued to agitated by the massive storms
prosper where most life had perished. Their bulbous that roll across the planet. In
bodies are covered by a thick layer of brilliant white recent years the frequency and
feathers, while their long arms and legs are left bare, intensity of the storms has in-
exposing yellow flesh. The face of a Gozzo is made up creased, leaving pilots navigat-
of large, round black eyes and a small beaked mouth ing to or from the world poten-
with two wattles that hang down each side. Two fleshy tially blinded by cloud cover,
antennas sprout from the top of a Gozzo’s head. Spec- buffeted by winds and
ulation abounds to their original purpose, but most susceptible to strong
scholars believe they were once used during early Go- energy discharges. The
zzo evolution to sense air currents, or even predict the surface of Draghor III is
onset of the extreme storms that wrack their home- a barren waste, almost completely
world. In any case, they appear to be largely vestigial devoid of life. Nearly all native flora and
today. To the untrained observer Gozzo appear to have fauna has long been driven to extinction by both the
a “backwards” knee. But in truth what appears to be planets harsh environment and the Gozzo’s ceaseless
the Gozzo’s knee is actually an ankle. A Gozzo’s “true” extraction of resources for profit. The surface of the
knee is tucked closer to its body and obscured by planet is dotted by rocky, spiraling mountains. It’s on
thick feathers. these jagged peaks that most Gozzo make their nests.
Unbeknownst to nearly all Gozzo, they are not entire-
Society: The basic societal unit among Gozzo is a
ly alone on their stormy planet. Far underground in
strong family collective, called the flock. To ensure that
the Deep Core resides Karnex dragons, gigantic wyrms
hatchlings form strong bonds, groups of Gozzo young
thought to be only myths and fairytales told by the
are hatched together, then raised by the older mem-
Old Flock. While undisturbed and unseen for centu-
bers of the flock as clutchmates. Leaving the flock, es-
ries, relentless Gozzo mining pushes closer and closer
pecially for non-mercantile purposes, is highly frowned
to where the dragons dwell. Language – As a society
upon. However, in most cases repentant members are
that is forced to rely on trade with the greater galaxy
welcomed back, and in times of dire trouble deep fam-
for survival, the Gozzo have quickly adapted Galactic
ily bonds outweigh such small grievances. It is said
Basic, so that even Gozzo who rarely or never leave the
that in Gozzo culture everything can be negotiated for.
homeworld can speak it. In addition, the Gozzo main-
Even within flocks sharing is uncommon, Gozzo are ex-
tain their own language, characterized by a distinctive
pected to purchase or work for everything they are
series of trills and clucks, that is utilized only when
given. Many flocks are engaged in a primary industry,
interacting with each other.
such as running fuel depots ormining, with one central
leader appointed to be in charge, and the rest of the Vacuum of Power: Draghor III is currently unoccu-
flock serving as laborers in various positions. This ag- pied by the First Order, and only holds a loose trade
gressive system of capitalism has honed many Gozzo association with the former Republic. As the only plan-
into shrewd businessmen. Gozzo who leave Draghor et to refuel from in the region, the flock leaders of Dra-
III usually do so to seek their own riches, or represent ghor III have considerable negotiating power, provided
the flock in further flung negotiations. The Gozzo drive they can escape the attention of the First Order. Being
for acquisition of wealth has virtually ruined the en- forced to surrender their remaining valuable resources

FIRES OF RESISTANCE
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Star Wars Roleplaying
at the end of a blaster could spell the end of Gozzo on The fiercely territorial Teedo are small of stature and
Draghor III. Amongst individual Gozzo the currently in- singular of mind. They are an oddity even in a galaxy
stability offers plenty of opportunity. Enterprising Goz- full of diverse and exotic sentients, being a species
zo may strike out to get involved in the arms trade, ne- that possesses the ability to share thoughts and expe-
gotiating fuel deals, or even hiring out as mercenaries rience telepathically across individuals. This quirk has
and smugglers. Some Gozzo, sensing the target their gifted theTeedo with a broad wealth of experience, but
world makes for the First Order, aid the Resistance, it has robbed them of all sense of self. There are no
either with unheard of by Gozzo standards discounts, individuals, there is only Teedo.
or even fighting directly in the struggle.
Physiology: Teedo aren’t a large species by any mea-
surement, barely measuring to the chest of the aver-
SPECIES ABILITIES age sentient. Teedo are squat humanoids with normal
human proportions save for the three-fingered hands
and the two-toed feet. They have scaly, green-grey
2 2 2 2 1 3 skin, though the majority is thoroughly covered in
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
dark wrappings, complete with a face-obscuring mask.
The territory they inhabit is so harsh that the Teedo
reclaim and conserve all liquids they can via a series
• Wound Threshold: 10 + Brawn of filters and tubes. Curiously, the body part that is
• Strain Threshold: 11 + Willpower left uncovered is the crown of their skull, which some
speculate is related to their very peculiar brand of te-
• Starting Experience: 100 lepathy. This telepathy is a vast web of shared experi-
• Special Abilities: Gozzo begin with one rank ence. actions, and feelings. What one Teedo feels, they
in Negotiation. They still may not train this skill all feel.
above rank 2 at character creation.
Society: Jakku is a harsh world that breeds harsh peo-
• Who Dares, Gains: Once per encounter, during a ples, and the Teedo society is no exception. Teedo are
check, you may upgrade the difficulty of the check
to add 1 s and 1 a to your final result. tempermental, territorial, selfish creatures who spend
much of their time either salvaging shipwrecks,
traveling the wastes, or quarreling with out-
TEEDO siders over scrap or a perceived slight. It is
because of this that Teedo are given a wide
berth in population centers.Teedo are
normally found riding their traditional
THERE IS ONLY TEEDO mounts, the Luggabeast, which are large
pachyderms that the Teedo have not

T eedo may be one of the most insular species


in the galaxy, given they’re functionally a
single continuous consciousness spread across
only tamed, but completely al-

miles of Jakku wasteland. A Teedo that finds


themself away from the tunnel network of their
home may very well have a severe loss of sense
of “oneness,” their neural network functionally
severed. This lack of connection will result in a
functional “dumbing down” of the Teedo, with
their abilities and recollections reduced to a
spotty patchwork. In this state, a Teedo would
very much feel alone, missing a vital sensory ex-
perience, and much of their collective memory.

A player character Teedo may find themselves


unsure how to characterize such a unique way
of thinking. Chiefly, operating with a lack of
pronouns and self-referral in the 3rd person
will signify their lack of self-identification, but
when using Teedo’s special ability to utilize
another Teedo’s collected experience, descrip-
tions should be vivid but still in a sense that
demonstrates that Teedo understand that this
was another one of Teedo, but not that Teedo.

FIRES OF RESISTANCE
Star Wars Roleplaying
5
tered cybernetically. Much like the Teedo themselves,
their mounts are affixed with a faceplate and a tubing
NEW SPECIALIZATIONS
system that removes their need to consume food or Dark Side Cultist: The cultist is a preserver and an
water.Teedo have little in the way of social strata given adherent of a dying or dead force tradition. They are
they see themselves as a singular unit, but one of their not a practitioner, but they move within it for their dark
social trappings is their collective devotion to Riia, a purposes. Someone searching out dark artifacts even
deity of Teedo creation. more rare than that of the Jedi must know their way
around the criminal underbelly. Aware of and guided
They believe that the sandstorms on the planet and
in their intent by the Dark Side of the Force, the cult-
that the Battle of Jakku was a result of outsiders dis-
ist does not wield it, while still being consumed by it.
pleasing Riia.Homeworld-Jakku is a vast, unforgiving
They strive to defy and manipulate fate to their own
desert planet in the Western Reaches of the Inner Rim.
ends, or their master’s.
It’s claim to fame is that of being the theater of war of
the final battle of the Galactic Civil War, during which First Order Defector: A Combat-Oriented Role that
the Empire was finally defeated by the burgeoning Ga- focuses heavily on the nature of the First Order, pri-
lactic Republic. This rained down thousands and thou- oritizing targets in combat based on narrative deci-
sands of tons of scrap metal from the broken ships, sion-making, and providing a modest defense for the
much to the Teedo’s collective cheer. In stark contrast party-members. They take an active and scrappy role.
with its current desolation, Jakku was once a verdant They lie to themselves, their superiors, their Order,
paradise. It is unknown whether Teedo were an emi- and likely many people throughout their escape from
grated species to Jakku before it became the world it bondage. They are willing to follow orders and to fall
is, or are just very stubborn natives that weathered the back on training, but are also individuals with coping
storm.Language-Teedo, unsurprisingly, communicate skills, and force of will. They have spent a lot of time
to non-Teedo exclusively in a language referred to by looking over their shoulder.
outsiders as “Teedospeak”, and the Teedo telepathic
message among themselves. First Order Loyalist: Primarily a leader with light
combat capabilities, the loyalist embodies the purest
The Vacuum of Power: Unlike many species in the form of the First Order: Subservience, Rigorous Reli-
galaxy, Teedo has very little to do with the galactic ance on Conditioning, Fear, Hatred, and Self-Serving
politik or the war between the Resistance and The Sanctimony. A First Order officer’s conviction and
First Order. To Teedo, very little effects their lives save unbridled rage is on full display. Many are conniving,
for the occasional bounty of felled ships in high-atmo- backstabbing rats. Individuality is shunned in favor of
sphere, so galactic conflict centered around their ball complete conformity.
of sand is nothing but a boon to the hardy Teedo.
Seasoned Adventurer: The Seasoned Adventurer is
an old timer who still has some tricks up their sleeve.
SPECIES ABILITIES They have seen better days but are still out here fight-
ing the good fight. While they may be veterans of past
2 2 2 3 1 1 wars, they are more defined in skill and function by
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE their own adventures.

• Wound Threshold:9 + Brawn


• Strain Threshold:10 + Willpower
• Starting Experience: 110xp
• Special Abilities: Teedo begin with one rank in
Survival or Mechanics. They still may not train
this skill above rank 2 at character creation.
• Small: Teedo are smaller than average and
count as silhouette 0.
• Not This Teedo: Once per check as an
incidental, the character may suffer 3 strain
to upgrade the ability of a check using a non-
career skill once.

FIRES OF RESISTANCE
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Star Wars Roleplaying
ACTIVE

Universal: Dark Side Cultist Talent Tree PASSIVE


Dark Side Cultist Bonus Career Skills: Discipline, Knowledge (Lore), Knowledge(Underworld), Stealth

FEARSOME SECRET LORE STALKER WELL ROUNDED


When an adversary be- The character removes b Add b per rank of Stalk- Choose any two skills. They
comes engaged with the per rank of Secret Lore er to all Coordination and permanently become ca-
character, the character from their Knowledge (Lore) Stealth checks reer skills.
may force the adversary to checks. The character re-
make a fear check, with the duces the difficulty of all COST 5 COST 5
difficulty equal to the char- Knowledge (Lore) checks
acter’s ranks in Fearsome. they make by 1.
COST 5 COST 5

TOUCHED BY MASTER OF
GRIT TOUGHENED SHADOWS
DARKNESS
Gain +1 strain threshold Whenever the GM spends Gain +2 wound threshold Once per round, suffer two
a Destiny Point, recover strain to decrease the diffi-
COST 10 1 strain and 1 wound for COST 10 culty of the next Stealth or
each rank of Touched by Skulduggery check by one,
Darkness to a minimum of Easy.
COST 10 COST 10

RECKLESS ZEAL IMPROVED DEFY


SECRET LORE FEARSOME FATE
The character removes b Once per session, may suf- When an adversary be- A number of allies equal to
per rank of Secret Lore fer 2 strain and 2 wounds comes engaged with the ranks in Discipline may also
from their Knowledge (Lore) to reroll a failed check. character, the character use Defy Fate.
checks. The character re- may force the adversary to
duces the difficulty of all make a fear check, with the COST 15
COST 15
Knowledge (Lore) checks difficulty equal to the char-
they make by 1. acter’s ranks in Fearsome.
COST 15 COST 15

TOUCHED BY
DARKEST SECRET FORCE OF WILL DARKNESS FEARSOME
Once per encounter, the Once per game session, the Whenever the GM spends When an adversary be-
character may take a Dark- character can choose to a Destiny Point, recover comes engaged with the
est Secret action, making a make one skill check using 1 strain and 1 wound for character, the character
Daunting (dddd) Knowl- Willpower, rather than the each rank of Touched by may force the adversary to
characteristic linked to that Darkness make a fear check, with the
edge check. If successful, skill. difficulty equal to the char-
the character may add y
COST 20
COST 20 acter’s ranks in Fearsome.
to any one check made by
an adversary during the en- COST 20
counter.
COST 20

MIND OVER IMPROVED


MATTER DEDICATION DEFY FATE FEARSOME
The character may spend Gain +1 to a single charac- Once per session, when the The character upgrades the
one Destiny Point to recov- teristic. This cannot bring character makes a check ability of all checks made
er strain equal to his Will- the characteristic above 6. that results in y, may against adversaries that
power rating. spend one destiny point to have failed a fear check this
COST 25 COST 25 resist the effects of that y. encounter once.
COST 25
COST 25

FIRES OF RESISTANCE
Star Wars Roleplaying
7
ACTIVE

Universal: First Order Defector Talent Tree PASSIVE


First Order Defector Bonus Career Skills: Athletics, Deception, Discipline, Vigilance

CONVINCING LETHAL BLOWS


GRIT DEMEANOR TOUGHENED
Gain +1 strain threshold Remove b per rank of Con- Gain +2 wound threshold The character adds + 10
vincing Demeanor from any per rank of Lethal Blows to
COST 5 Deception or Skulduggery COST 5 any Critical Hit rolls inflict-
checks ed on opponents.
COST 5 COST 5

IMPROVED PROGRAMMED PERSISTENT TACTICAL COMBAT


BODYGUARD TARGETTING TRAINING
Once per session, when an When making a check, the After making one or more Melee and Ranged (Heavy)
ally protected by the Body- character may suffer strain successful combat check become career skills
guard maneuver suffers a up to twice ranks in Disci- against a target, the char-
hit, suffer the hit instead. pline to add b to the next acter adds b to all combat COST 10
check for each 2 strain suf- checks against that same
COST 10 fered this way. character target for the re-
COST 10 mainder of the encounter.
COST 10

SAVE WHAT YOU CONVINCING FIGHT WHAT YOU


TOUGHENED HATE
LOVE DEMEANOR
Once per session, when Gain +2 wound threshold Remove b per rank of Con- Once per Encounter, per-
n allied character within vincing Demeanor from any form the Fight What you
Short Range would suffer a COST 15 Deception or Skulduggery Hate Incidental; suffer 3
hit that would incapacitate checks strain and choose an ad-
them, the character may COST 15 versary within long range.
prevent that hit. The char- When the adversary or the
acter then immediately suf- character attacks the other,
fers 5 wounds and a critical decrease the critical rating
injury with+20 added to of the weapon used by 1.
the result.
COST 15
COST 15

BODYGUARD DEADLY
BODYGUARD ACCURACY LETHAL BLOWS
Once per round, perform Once per round, perform When acquired, choose 1 The character adds + 10
the Bodyguard maneuver the Bodyguard maneuver combat skill. Add damage per rank of Lethal Blows to
to guard an engaged char- to guard an engaged char- equal to ranks in that skill any Critical Hit rolls inflict-
acter. Suffer a number of acter. Suffer a number of to one hit of successful at- ed on opponents.
strain no greater than ranks strain no greater than ranks tacks made with that skill.
of Bodyguard, then until of Bodyguard, then until COST 20
the beginning of the next the beginning of the next COST 20
turn,, upgrade the difficulty turn,, upgrade the difficulty
of combat checks target- of combat checks target-
ting the character by that ting the character by that
number. number.
COST 20 COST 20

SURVIVOR’S IMPROVED FIGHT


DEDICATION SNAP OUT OF IT WHAT YOU HATE
INSTINCTS
Once per session, when Gain +1 to a single charac- Once per session, Make Whenever The characters
the character suffers a crit- teristic. This cannot bring a Daunting (dddd) Dis- affected by Fight What You
ical injury, spend 1 Desitny the characteristic above 6. cipline check to recover Hate make a combat check
Point. Then, the attacker strain equal to half of the against the other, the check
must roll two results for the COST 25 character’s current strain, generates automatic ss,
critical injury and the player rounded down. and each tt generated
chooses which will apply to is automatically converted
their character. COST 25 into y.
COST 25 COST 25

FIRES OF RESISTANCE
8
Star Wars Roleplaying
ACTIVE

Universal: First Order Loyalist Talent Tree PASSIVE


First Order Loyalist Bonus Career Skills: Coercion, Deception, Discipline, Leadership

PLAUSIBLE GRIT
WELL READ DENIABILITY TOUGHENED
Choose any three knowl- Remove b per rank of Plau- Gain +2 wound threshold Gain +1 strain threshold
edge skills. They perma- sible Deniability from all
nently become career skills. Coercion and Deception COST 5 COST 5
checks
COST 5 COST 5

KNOW THE PROGRAMMED DOMINATION SCATHING TIRADE


ENEMY
The character may use the- When making a check, the The character may suffer Take a Scathing Tirade ac-
Knowledge (Warfare) skill character may suffer strain 2 strain to make a leader- tion; Make an Average
when making checks to de- up to twice ranks in Disci- ship check with Willpower (dd) Coercion check.
termine initiative. pline to add b to the next instead of Presence. Each s causes 1 one en-
check for each 2 strain suf- emy to suffer 1 strain.
COST 10 fered this way. COST 10 Spend a to cause 1 affect-
COST 10 ed enemy to suffer 1 addi-
tional strain.
COST 10

TACTICAL COMBAT IMPROVED PLAUSIBLE GRIT


TRAINING PROGRAMMED DENIABILITY
Melee and Ranged (Heavy) When taking the Pro- Remove b per rank of Plau- Gain +1 strain threshold
become career skills grammed incidental, may sible Deniability from all
flip a destiny point to in- Coercion and Deception COST 15
COST 15 stead upgrade the ability checks
of the next check for each 2 COST 15
strain suffered this way.
COST 15

MIND OVER MATTER BRAINWASH IMPROVED


DEADLY ACCURACY SCATHING TIRADE
When acquired, choose 1 The character may spend Take the Brainwash ac- Each enemy affected by
combat skill. Add damage one Destiny Point to recov- tion; Make a Hard (ddd) Scathing Tirade suffers
equal to ranks in that skill er strain equal to his Will- Leadership check. One b on all skill checks for a
to one hit of successful at- power rating. ally within short range number of rounds equal to
tacks made with that skill. suffers two strain and up- coercion.
COST 20 grades the ability of their COST 20
COST 20 next check once.
COST 20

IMPROVED DEDICATION SUPREME SCAPEGOAT


BRAINWASH SCATHING TIRADE
Suffer 1 strain to take the Gain +1 to a single charac- Suffer 1 strain to take the Once per session, may
Brainwash action as a ma- teristic. This cannot bring Scathing Tirade action as a take the Scapegoat action;
neuver. the characteristic above 6. maneuver. Make a hard Deception
check to ensure that the
COST 25 COST 25 character is not blamed for
COST 25
a decision or action they
were responsible for, and
that someone else is.
COST 25

FIRES OF RESISTANCE
Star Wars Roleplaying
9
ACTIVE

Universal: Seasoned Adventurer Talent Tree PASSIVE


Seazoned Adventurer Bonus Career Skills: Cool, Charm, Leadership, Streetwise

GRIT INSPIRING DODGE


PRAGMATIC RHETORIC
When targeted by com-
Add b per rank of Prag- Gain +1 strain threshold Take the Inspiring Rhetoric bat check, may perform a
matic to all Cool and Street- action; make an Average Dodge incidental to suffer a
wise checks. COST 5 (ddd) Leadership check. number of strain no greater
Each s causes one ally in than ranks of Dodge, then
COST 5 short range to recover 1 upgrade the difficulty of the
strain. Spend a to cause check by that number.
1 affected ally to recover 1
additional strain. COST 5
COST 5

REASSURING WATCH THIS


CONFIDENCE GRIT PRESENCE
The character may de- When recovering strain at Once per encounter when
crease the difficulty of Dis- Gain +1 strain threshold the end of an encounter, a attempting a check with
cipline checks to avoid fear number of allies equal to a difficulty of Daunting
by 1 per rank of Confidence
COST 10 ranks in Cool recover 1 ad- (dddd) or higher, add s
ditional strain equal to ranks in Watch This
COST 10 to the check
COST 10
COST 10

ENCOURAGING
DODGE WELL TRAVELED WORDS TOUGHENED
When targeted by com- After an engaged ally fails Gain +2 wound threshold.
Knowledge (Core Worlds) a check, may suffer 1 strain
bat check, may perform a and Knowledge (Outer Rim)
Dodge incidental to suffer a to assist that ally’s next COST 15
become career skills check this encounter as an
number of strain no greater
than ranks of Dodge, then out of turn incidental.
upgrade the difficulty of the
COST 15
COST 15
check by that number.
COST 15

IMPROVED INSPIRING
TALK THE TALK PRAGMATIC NOBODY’S FOOL RHETORIC
When making a knowledge Add b per rank of Pragmat- May upgrade difficulty of Each ally affected by Inspir-
check, the character may ic to all Cool and Streetwise incoming Charm, Coercion, ing Rhetoric adds b on all
spend one Destiny Point to checks. or Deception checks oncer skill checks for a number of
substitute Knowledge (Un- per rank of Nobody’s Fool. rounds equal to Leadership
derworld) or Streetwise for COST 20
the required skill. COST 20 COST 20
COST 20

WISE WARRIOR DEDICATION OLD BUDDY WATCH THIS


When making a combat Gain +1 to a single charac- Once per session, take the Once per encounter when
check, may spend 1 Desti- teristic. This cannot bring Old Buddy action; make a attempting a check with
ny Point to use any charac- the characteristic above 6. Hard (ddd) Streetwise a difficulty of Daunting
teristic for the check. check to establish a prior (dddd) or higher, add s
COST 25 relationship with an NPC equal to ranks in Watch This
COST 25 to the check
COST 25
COST 25

FIRES OF RESISTANCE
10
Star Wars Roleplaying
NEW TALENTS
T he following pages describe talents used in Fires of
Resistance that do not appear in other Star Wars
roleplaying books.
Trees: Dark Side Cultist
A number of allies equal to ranks in Discipline may
also use Defy Fate. Each ally may only use this talent
once per session.
BRAINWASH
Activation: Active (Action) DOMINATION
Ranked: No Activation: Active (Incidental)
Trees: First Order Loyalist Ranked: No
Take the Brainwash action; Make a Hard (ddd ddd) Trees: First Order Loyalist
Leadership check. One ally within short range suffers The character may suffer 2 strain to make a Leader-
two strain and upgrades the ability of their next check. ship check with Willpower instead of Presence.

BRAINWASH (IMPROVED) FEARSOME (IMPROVED)


Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
Trees: First Order Loyalist Trees: Dark Side Cultist
Suffer 1 strain to take the Brainwash action as a ma- The character upgrades the ability of all checks made
neuver. against adversaries that have failed a fear check this
encounter.
DARKEST SECRET
Activation: Active (Action) FIGHT WHAT YOU HATE
Ranked: No Activation: Active (Incidental)
Trees: Dark Side Cultist Ranked: No
Once per encounter, the character may take a Darkest Trees: First Order Defector
Secret action, making a Daunting (dddddddd) Knowl- Once per encounter, the character may suffer 3
edge check (the GM and player should determine strain and perform the Fight What You Hate Inciden-
which Knowledge skill is most applicable in the given tal; choose an adversary within long range. Whenever
situation). If successful, the character may add y to the character or the adversary makes a combat check
any one check made by an adversary during the en- against the other, decrease the critical rating of the
counter. The subsequent check should relate in some weapon(s) used by 1.
way to the facts the character learned, or the player
should come up with an explanation for why the in-
FIGHT WHAT YOU HATE (IMPROVED)
formation the character learned is instrumental in the
disaster of the adversary’s check. Activation: Active Passive
Ranked: No
DEFY FATE Trees: First Order Defector
Activation: Active (Incidental) Whenever The characters affected by Fight What You
Ranked: No Hate make a combat check against the other, the
check generates automatic ss, and each tt gen-
Trees: Dark Side Cultist
erated is automatically converted into y.
Once per session, when the character makes a check
that results in y, the character may spend one des-
OLD BUDDY
tiny point to resist the effects of that despair. The de-
spair is still rolled, and is affected by any other effect Activation: Active (Incidental)
that regards results, but when it would be spent, the Ranked: No
y is simply cancelled. Trees: Seasoned Adventurer
Once per session, the character may make the Old
DEFY FATE (IMPROVED) Buddy action; Make a Hard (ddd ddd) Streetwise
Activation: Active (Incidental) check to establish a prior relationship with an NPC.
Ranked: No The nature of this relationship is up to GM discretion.

FIRES OF RESISTANCE
Star Wars Roleplaying
11
a or x may be spent to insert that this NPC will go SAVE WHAT YOU LOVE
above and beyond for the character. t or y may be Activation: Active (Incidental)
spent to say that this relationship has soured signifi-
cantly, even to the point of enemies. Ranked: No
Trees: First Order Defector
PRAGMATIC Once per session, when an allied character within
Short Range would suffer a hit that would incapacitate
Activation: Passive them, the character may prevent that hit. The charac-
Ranked: No ter then immediately suffers 5 wounds and a critical
Trees: Seasoned Adventurer injury with+20 added to the result.
Add b per rank in Pragmatic to all Cool and Street-
wise checks. SCAPEGOAT
Activation: Active (Action)
PROGRAMMED Ranked: No
Activation: Active (Incidental) Trees: First Order Loyalist
Ranked: No Once per session, may take the Scapegoat action;
Trees: First Order Defector, First Order Loyalist Make a Hard (dddddd) Deception check to ensure
When making a check, the character may suffer strain that the character is not blamed for a decision or ac-
up to twice ranks in Discipline to add b to the next tion they were responsible for, and that someone else
check for each 2 strain suffered this way. is.

PROGRAMMED (IMPROVED) SNAP OUT OF IT

Activation: Active (Incidental) Activation: Active (Action)


Ranked: No Ranked: No
Trees: First Order Loyalist Trees: First Order Defector
When taking the Programmed incidental, may flip a Once per session, Make a Daunting (dddd
dddd) Disci-
destiny point to instead upgrade the ability of the next pline check to recover strain equal to half of the the
check for each 2 strain suffered this way. character’s current strain, rounded down.

REASSURING PRESENCE TOUCHED BY DARKNESS


Activation: Passive
Activation: Passive
Ranked: Yes
Ranked: No
Trees: Dark Side Cultist
Trees: Seasoned Adventurer
Whenever the GM spends a Destiny Point, the char-
When recovering strain at the end of an encounter, a acter recovers 1 strain and 1 wound for each rank of
number of allies equal to ranks in Cool recover one Touched by Darkness. This happens before the GM
additional strain. enacts whatever effect the Destiny Point would have.

RECKLESS ZEAL WATCH THIS


Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: Yes
Trees: Dark Side Cultist Trees: Seasoned Adventurer
Once per session, the character may suffer 2 strain Once per encounter when attempting a check with
and 2 wounds to reroll a failed check. a difficulty of Daunting (dddd
dddd) or higher, add s
equal to ranks in Watch This to the check.

FIRES OF RESISTANCE
12
Star Wars Roleplaying
NEW WEAPONS
T he following section contains weapons found in the
galaxy during the First Order/Resistance war.
tol’s re-cocker may overheat or otherwise malfunction,
taking much longer than is convenient to return to its
normal fireable state.

Add bb to any check to perceive or identify the


report of the Prod Pistol. The GM may spend ttt
RANGED WEAPONS to have the auto-cocking arm malfunction, causing the
Prod Pistol to gain the Slow Firing 1 quality until the
end of the encounter.
SE-14R MODIFIED PROD PISTOL
The SE-14r was the standard side-arm for Imperial
commissioned officers and noncommissioned alike. It
ST-W48 BLASTER
was famous not only for putting an impressive num- The ST-W48 is an aggressive blaster employed
ber of bolts down range, but also for how quickly it by the deadly Sith troopers, designed primarily for
would overheat and expend its energy cell. That lead close-quarters combat. It packs the rapid-fire power
to many after-market modifications making use of its of a heavy blaster rifle into a smaller frame, while in-
powerful design. In the case of the very unique Prod cluding a strengthened mounting to mitigate the in-
Pistol, the SE-14r’s impressive gas compression cham- creased recoil. When an explosive punch is needed,
ber has been repurposed as something of re-cocker the ST-W48 also incorporates under-barrel bowcaster
in a design similar to more primitive crossbows. The technology without the weight or strength needed for
high-tension durasteel mechanism that would oth- an actual Wookiee bowcaster.
erwise be physically impossible to manage is effort-
lessly handled by the compression chamber, allowing As an incidental, the user may switch between the
the user to fire off powerful and near-silent aluminum ST-W48’s standard and bowcaster fire modes.
“Prods” at ranges up to 40 meters. Unfortunately, the
weapon’s legacy of power is also that of tempermen-
tality. Under imperfect circumstances, the Prod Pis- TOSTOVIN MUNITIONS MICRO-
GRENADE LAUNCHER (MGL-9)

More recently risen to galactic ubiquity in armament


manufacturing, Tostovin Munitions creates some of the
Galaxy’s more recent additions to the enforcer’s and
military warchest. Among these is the Micro-Grenade
Launcher (MGL), a rotary drum-fed grenade launcher,
hosting a deceptive amount of firepower despite the
small load size. The MGL-9 fires frag-grenades that are
smaller than a fist, rather than their much larger cous-
in, but fires them in threes. The intelligent electronics
TABLE 1-1: RANGED WEAPONS of the MGL-9 controls the remote airburst of the trio
Name Skill Dam Crit Range Encum HP Price Rarity Special
SE -14R Accurate 1,
Ranged
Modified Prod 8 2 Medium 2 2 1,850 7 Limited Ammo
(Light)
Pistol 1, Pierce 3
ST-W48 Blaster Ranged (R) Auto-fire, Stun
10 3 Medium 3 1 9
(Standard fire) (Heavy) 3,000 setting
ST-W48 Blaster Ranged (R) Knockdown,
12 3 Medium 3 1 9
(Bowcaster) (Heavy) 3,000 Limited ammo 3
Tostovin Ranged Blast 4, Limited
5 4 Medium 3 2 1,250 (R) 6
Munitions MGL (Heavy) ammo 3
Tostovin
Munitions Ranged
6 3 Short 3 3 900 7 Blast 5
Percussive (Heavy)
Cannon

FIRES OF RESISTANCE
Star Wars Roleplaying
13
of explosives, but requires a trained hand to time cor- anism from which springs forth four deadly monomo-
rectly. That said, putting three genades down range in lecular energy ribbons, two to each side. Not only are
quick succession is no small feat, and one Tostovin has these energy ribbons able to cut through practically
capitalized on in capturing their market. That, and the anything, but the laser activates nerves in a way that
expensive proprietary reloads. makes it terribly excruciating. While collapsed, it is a
perfectly serviceable staff for protection and offense.
When a is spent to activate the blast quality of the When the emitters are open, however, it becomes
MGL, spend one additional a to trigger it additional something of an unwieldy weapon, requiring much ac-
times, to a maximum of 2. Magazine Drums for the curacy to use for its intended purpose, as the danger
MGL cost 250cr. of self-injury is fairly high. For that reason, it is usually
only used for deathblows in combat, and more gener-
ally, against helpless victims, prostrate at the feet of
TOSTOVIN MUNITIONS’ PERCUSSIVE their would-be executioner.
CANNON
Wielding this weapon requires two hands. As an in-
Representing the latest in black market technology, cidental, the character may shift the weapon to Open
Tostovin Munitions’ percussive cannon can fire ex- Mode. Restoring it to closed mode requires a maneu-
tremely explosive blaster bolts. Criminal groups such ver. Whenever a victim is hit by a Laser Ax, any Critical
as the technologically inclined Guavian Death Gang Injury results in “Crippled” unless the critical roll would
and the Spice Runners of Kijimi favor this weapon. If it result in an even more grievous injury. When shifting
wasn’t for built-in recoil dampening hardware, the kick the weapon to Open Mode, add b to the next Coer-
created by discharging the percussive cannon would cion check made by the character until the end of the
probably make the blaster hurt the user as much as round.
the target. However, that didn’t stop some pirates and
thugs from shortening the barrels of their own percus-
sive cannons. EBONWOOD SWAGGERSTICK
Sawed-off percussive cannons have their encum- Primarily carried as a symbol of authority, a swagger-
brance reduced by two, and they gain the Inaccurate stick hails to riding traditions of various cultures and is
1 quality. a reasonably effective weapon in the rare occasion it
actually gets used.

MELEE WEAPONS
BL-155 LASER AX While carrying a swaggerstick, add b to social checks
with military personell in the same organization.
As overdramatic as it is lethal, the BL-155 Laser Ax is
an implement of torturous death-dealing. As imprac-
tical as the weapon may be, it suits the First Order’s QUARTERSTAFF
purposes thoroughly: Execute enemies of the First Or-
der, and make it hurt. The Laser Ax is constructed of A simple but sturdy weapon most often found among
a short durasteel stave, tipped with a collapsing mech- the primitive or poor, a quarterstaff is nonetheless ef-
fective and draws little attention compared to more
TABLE 1-2: MELEE WEAPONS
Name Skill Dam Crit Range Encum HP Price Rarity Special
BL-155 Laser (R)
Melee +2 5 Engaged 3 1 8 Defensive 1
Ax (Closed) 10,000
Breach,
BL-155 Laser (R)
Melee 8 2 Engaged 3 1 8 Innacurate 2,
Ax (Open) 10,000
Sunder, Vicious 3
Ebonwood
Melee +2 5 Engaged 2 1 950 6
Swaggerstick
Quarterstaff Melee +2 5 Engaged 4 2 40 1 Defensive 1
Quicksilver Pierce 2, Linked
Melee +3 2 Engaged 1 0 8,000 9
Baton 1
Telescopic Pierce 2, Sunder,
Melee +2 2 Engaged 4 2 1,200 7
Vibro-Ax Vicious 3

FIRES OF RESISTANCE
14
Star Wars Roleplaying
advanced weapons. They might be made of simple TELESCOPIC VIBRO-AX
wood, salvaged metal, or something of significance to
the owner, but should not be underestimated in the Vibro-axes are something of a rarity, as it is a striking
hands of a skilled wielder however humble the appear- and intimidating implement of death, mostly relegat-
ance. ed to criminal enforcers and street toughs throughout
the Outer Rim. Made from standard weapons-grade
At the GM’s discretion, an item that functions as a alloy, the heads are laser-focussed to a limb-cleaving
quarterstaff may be scavenged from a natural environ- edge. This profile is further reinforced by a vibronic
ment or scrap pile with an Average (dd
dd) Survival or generation device. The major difference between the
Perception check. Telescopic Vibro-Ax and it’s more traditional cousins
is the collapsible pole that can transition the weap-
on between the one-handed and two-handed states.
QUICKSILVER BATON The trade off of leverage and reach while one-handed
is more than made up for by the wielder’s ability to
The quicksilver baton is compacted within a contain- quickly surprise their enemy by enlarging the pole to
ment field. When the baton was activated, it extends it’s full size and extend its reach.
to full length, boasting spearpoints at either end. The
baton’s durable cylinder is made from a collapsible mi- This weapon’s default state is in it’s one-handed,
cromesh matrix held in a containment field. collapsed state. In its larger, two-handed states, its
damage increases to +3. Once per encounter, the
The baton has no weapon profile until extended into character may extend the pole of the weapon and the
its spear form. Activating or deactivating the baton next attack that turn made by the character using this
may be done once per turn as an incidental. weapon ignores the target’s melee defense.

FIRES OF RESISTANCE
Star Wars Roleplaying
15
NEW ARMOR
T he following section contains armor and clothing
found in the galaxy during the First Order/Resis-
tance war.
DESERT WRAPPINGS
Teedo and other desert cultures often dress in simple
wrappings mixed with water reclamation tech, goggles,
and other protective add-ons. In addition to offering
ARMORWEAVE CLOTHING some relief in hot and arid environments, this style of
clothing also tends to conceal the wearer’s features.
Armorweave looks and feels like regular cloth, but is
resistant to blasters and other energy weapons. It is Remove b due to hot or arid environments. Add b
most often used in military uniforms or accessories to checks to identify an individual in desert wrappings.
such as capes for high ranking officers, but can be
fashioned into almost any style of clothing.
GAMMAPLAST ARMOR
The armor gains +1 soak when the wearer sufers
damage from energy weapons. Recognizing armor- Sith Troopers wear an improved version of the armor
weave requires direct inspection and a Hard (ddd
ddd) other stormtroopers wear, with higher quality gamma-
Perception check. plast plating kitted out with a number of attachments.
Gammaplast armor found elsewhere is almost always
made to order. Its sturdy and light construction is high-
BAFFLEWEAVE GARMENTS ly configurable.

Baffleweave fabric scrambles sensors, and is popular


among criminals who want to carry weapons unde- GORRASLUG LEATHER COAT
tected and leave unusable footage on security feeds.
Garments made of baffleweave are often designed in Gorraslug leather is thick and strong, able to provide
loud or deceptive patterns to fool the naked eye as some protection from blasters while still appearing like
well. It can cause as many problems as it solves if not standard clothing of the sturdy variety. It is favored
removed when not intended to be in use. among mercenaries looking for a little style or subtlety
without being ostentatious.
Add bb to all checks to detect concealed items on
the wearer’s person or identify the wearer on security
footage or hologram. LUXURY ATTIRE
While some leaders project thier power with intimidat-
BLAST JERKIN ing armor or weaponry, others take advantage of their
station to live in comfort and style. Gold-trimmed robes
Typically made of plastoid, a blast jerkin is designed to and cushioned slippers may not intimidate in the same
shield the wearer’s vital organs from kinetic force and fashion as a dark figure, armored and masked, but the
piercing rounds. Whether the wearer is expecting a wearer displays their authority in a different fashion
slugthrower to the chest or a knife in the back, a blast by prioritizing their own comfort and flaunting wealth.
jerkin gives them a fighting chance to return the favor.
Innate talent: Rapid Recovery. Add b to social
The armor gains +2 soak when the wearer suffers checks with subordinates and low-ranking members
damage from physical projectiles or melee weapons of any faction or organization.
with the pierce quality.
TABLE 1-3: ARMOR

Name Defense Soak Price Encumbrance Hard Points Rarity


Armorweave Clothing 0 1 1,000 2 1 5
Baffleweave Garments 1 0 (R) 900 2 1 7
Blast Jerkin 0 1 400 3 1 4
Desert Wrappings 0 1 300 2 2 3
Gammaplast Armor 1 2 6,000 4 4 8
Gorraslug Leather Coat 0 2 950 3 2 5
Luxury Attire 0 0 3,000 2 1 8

FIRES OF RESISTANCE
16
Star Wars Roleplaying
NEW GEAR
T he following section contains gear found in the gal-
axy during the First Order/Resistance war.
IFTS-4800 TRACKING GUN
The IFTS-4800 tracking gun was a handheld radar de-
vice utilized by the First Order. It was equipped with
ARTERIAL CHEMICAL SHUNT (CYBERNETIC) an electromonoscope and calibration dials to improve
tracking. It can be calibrated to scan for specific ship
Common to the Guavian Death gang, an arterial chem- types for convenient alerts without requiring a full re-
ical shunt worn on the leg acts as a second heart, in- view of the scanning data.
jecting a mixture of chemicals that boost speed and
aggressiveness. This also means any other drugs,
chemicals, or poisons proliferate faster and with great-
er intensity.

Characters with an arterial chemical shunt may suf-


fer 1 strain as an incidental to add b to any Agility
check. They also add bb to any check to recover
strain.

When this character is affected by drugs or poisons,


the effect is doubled, but always ends after 1 round. If
the substance has side effects, they function and last
normally.

BANDOLIER
Normally worn by military or paramilitary forces as
well as mercenaries and others who needed large sup-
plies of ammunition, bandoliers consisted of many am-
munition pouches sewn together or snapped to a belt.
Though typically used to carry extra ammunition for
blaster-type and other ranged weaponry, bandoliers
could also carry grenades, lengths of syntherope, and
other sorts of items useful on the battlefield or in co- The IFTS functions like medium range vehicle scan-
vert operations. ners. Calibrating it to alert for a pre-determined list of
known ship types requires an Average (dd dd) Com-
A bandolier can hold up to 10 items of encumbrance puters check. The tracking gun may be used to scan
1 or less. The allowed items are subject to GM approv- the area as a maneuver, and will automatically alert if
al. These items do not count towards the character’s it detects a ship from its current watchlist. Reviewing
encumbrance value. unknown results may require more time or a check at
the GM’s discretion, and should take into account cur-
rent traffic, urgency, and signal interference.
FLEXPOLY BACTA SUIT
Requiring much less volume than the average bacta TABLE 1-4: GEAR AND EQUIPMENT
tank while allowing for marginally more modesty of
the patient, the Zaltin Corp’s FlexyPoly Bacta suit is Name Price Encum Rarity
a somewhat niche medical marvel. A series of pumps
Arterial Chemical
and tubes connects this transparent suit with a sizable 9,000 - 8
Shunt
device that measures telemetry wirelessly while deliv-
ering a patented synthetic bacta to circulate around Bandolier 115 4 3
the patient’s body. Unfortunately, medical technolo- FlexPoly Bacta Suit 2250 10 4
gy has not progressed to the point of vital life-saving
IFTS-4800 tracking
equipment and stylish streetwear being one and the 650 2 6
gun
same. The patient will still be moored to a single loca-
tion while the suit is in use, lest the tubing be ripped Liquid-Metal
(R) 350 0 8
from the ports, spilling precious bacta onto the floor. Skeleton Key
S-Thread
The Bacta Suit provides the same healing benefits as 2,000 0 9
Transmitters (Pair)
a bacta tank, as explained on page 220 of the Edge of
the Empire Core Rule book. Salvage Cleaning Kit 80 2 2
Wayfinder - 1 10
FIRES OF RESISTANCE
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17
LIQUID-METAL SKELETON KEY and some sharp picks for detailing, but the nature of
salvaging means every kit is unique.
As a dataspike is to a security console, the Liquid-Met-
al Skeleton Key is to more traditional locking appara- A salvage cleaning kit adds a to checks to repair or
tus. Particularly industrious or successful thieves and sell salvaged gear.
infiltrators often come upon these thin, shimmering
metal strips. The exact material compound is unknown
to most, as they only concern themselves with the ef- WAYFINDER
fect; unlocking any door they need to. The teeth of
this key are in a constant state of flux, up until the mo- Wayfinders are ancient pieces of technology creat-
ment it needs to solidify to turn tumblers or activate ed by both the Jedi and Sith as a means of navigat-
electrical contacts. Once activated, the Skeleton key is ing challenging stretches of space. They were created
a very perfect fit for that door and not much else. The through the study of the brains of purrgil, space-faring
user must then do a small amount of technician’s work megafauna who could travel through hyperspace by
to reset the Skeleton for more illicit deeds. biological means. Both religions chose to imbue their
wayfinders with the Force, requiring a Force-user to
The Skeleton Key upgrades the ability any skuldug- activate the wayfinder, so that secrecy and safety was
gery, mechanics, or computers check to bypass locked ensured.
doors or panels once. Once the key has been used, it
is locked into the current form until the player makes
a Hard (ddd
ddd) Computers Check to return it to it’s
malleable state.

Finding the Liquid-Metal Skeleton Key on a charac-


ter’s person requires a Daunting (dddd
dddd) Percep-
tion check.

S-THREAD TRANSMITTERS
S-Threads, otherwise known as Simu-tunnels, are an
interstellar phenomena of microscopic threads of in-
formation beamed across hyperspace, and are so
imperceptibly small that they are untraceable. This
technology has been used across the galaxy going
back eons, as it is the technology that allowed ships to
communicate navigational buoys while in the stream
of hyperspace. In this form, the S-Thread Transmitter
constantly sends a thread of data to its partner giv-
ing it fairly precise galactic coordinates of its location.
Barring interference, these Transmitters can potential-
ly guide its user from one side of the galaxy to the
other, within a square kilometer.
A force sensitive character may activate a wayfinder
Once per session, a character in possession of one with an Easy (d d) Discipline check to discover any
of the S-Thread Transmitters may make an Average coordinates stored in it. They may also use Discipline
(dd
dd) Astrogation check to attempt to identify the instead of Astrogation to calculate hyperspace routes
galactic whereabouts of the paired Transmitter. If suc- while using a Wayfinder.
cessful, the character can trace and navigate to the
coordinates of the system where the other Transmitter
resides. aa can be used to determine the coordi-
nates of the planet within that system. x can be used
to find the exact coordinates on said planet.
MACGUFFINS

SALVAGE CLEANING KIT I tems like wayfinders and holocrons may have
mechanics attached to them, but their prima-
ry purposes are narrative in nature. Their abil-
Salvagers carry a variety of tools with them to make ity to guide the party to important story beats
sure their goods are in working order and as present- is much more important than any mechanical
able as possible. A typical kit will include a variety of effect they may have. If these items are intro-
brushes of different shapes, a compressed air nozzle, duced they should play a key role in the story.

FIRES OF RESISTANCE
18
Star Wars Roleplaying
NEW VEHICLES
ALL-TERRAIN MEGACALIBER-6 HEAVY
ASSAULT WALKER
Despite their similarities in stature, the AT-M6 is a
radical departure in function from the smaller AT-AT,
the M6 is a field artillery piece more akin to the ven-
erable SPHA-T walker from the Clone Wars than it is to the extreme
any sort of troop transport. The walker was effectively recoil of the
built around its primary armament, the MegaCaliber MegaCali-
Six turbolaser, a warship-grade weapon mounted on ber Six tends
a ground platform a fraction of the size. The frame to knock all
of the walker is hardened to the highest standards unprepared
thanks to advances in metallurgy allowing lighter ma- crewman
terials to match the performance of older armor, and prone when
layering these plates for even greater protection, even it fires. This
deflecting glancing blows. increased
presence
The unique posture of the AT-M6 has given it the around the
nickname “Gorilla Walker” due to the more heavily feet is bad
fortified forelegs, all the better to support the weap- news for the
on that gives the walker its purpose. In motion, the brave resis-
walker looks like it is dragging its “knuckles” across the tance fight-
ground, further contributing to the visage of a fear- ers that try to
some simian predator. The ventilation shafts of the probe the walker’s blind spots with man porta-
walker’s forward shins are hardened to also act as ca- ble anti-armor weapons, or coordinate with nearby
ble cutters, in an act of over responding to the famous artillery units.
exploits of Rogue Squadron in the battle of Hoth.
DEF FORE/PORT/STARBOARD/AFT ARMOR
The troopers that deploy with the AT-M6 are known 4 1 -3
to find any excuse to patrol on foot rather than ride it
1| - | - |1 6
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
after their first experience with the massive walker, as
65 45
Vehicle Type/Model: Walker/AT-M6
Manufacturer: Kuat-Entralla Drive Yards
PSYCHOLOGICAL WARFARE AND THE Sensor Range: Short.
WALKER Crew: One pilot, One Gunner, One Commander, Two
MegaCaliber-Six Weapons technicians.

L ike the Empire before it, the First Order


fields walkers as their primary armored units
for their fearsome stature and presence. Addi-
Encumbrance Capacity: 25
Passenger Capacity: 12 Soldiers with full combat
gear
tionally the long strides of walkers are known Price/Rarity: (R)300,000/5
to crash through walls, barricades, and lesser
vehicles; or violently stomp on unfortunate ci- Customization Hard Points: 2
vilians and soldiers. Even the most hardened Weapons: Chin-Mounted Heavy Laser Cannons (Fire
resistance fighter will quake in their boots Arc: Forward; Damage: 6, Critical 3; Range: Short;
when facing down an entire First Order inva- Qualities: Linked 1)
sion force. A lone AT-M6 represents a signifi- Forward-mounted Medium Laser Cannons (Fire Arc:
cant threat to bodily wellness and mental forti- Forward; Damage: 6, Critical 3; Range: Close; Quali-
tude of the average soldier, so the GM should ties: Linked 1)
impose at least a Daunting (dddddddd) Fear Dorsal-mounted MegaCaliber-Six Turbolaser (Fire
Check if an AT-M6 makes a sufficiently dramat- Arc: Forward; Damage: 10, Critical 3; Range: Long;
ic entrance (and increase or upgrade it even Qualities: Breach 3, Slow Firing 1)
more if additional forces are present)

FIRES OF RESISTANCE
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19
ADDITIONAL RULES
Massive 1: When making an attack targeting this
Vehicle, the Critical rating of any weapons used counts
as 1 higher.
Maximum Firepower: If the AT-M6 is at speed 0, the
pilot may perform a maneuver to brace the walker. If
they do so, the next attack with the MegaCaliber Six TRANSPORT SKIMMER
turbolaser gains the Auto-Fire quality.
Cable Cutters: Decrease the difficulty of any checks Swift, open-air repulsorlift skimmers are popular for
made to escape tow cables to Simple, the knockdown utilitarian uses in agricultural societies like Pasaana.
quality of towcables can only be activated by spending Essentially a stripped down skiff, skimmers are easi-
twice the number of advantages or triumphs normally ly customized for a variety of uses, from plow or tow
required (including the additional advantage needed vehicle to family conveyance or mobile seed market.
for targets beyond silhouette 1).
DEF FORE/PORT/STARBOARD/AFT ARMOR

2 4 -1 0| - | - |0 0
ARATECH-LORATUS LIUV SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

The Light Infantry Utility Vehicle (LIUV), also known as 4 4


the First Order snowspeeder (or snow speeder), is a Vehicle Type/Model: Transport Skimmer/Various
wedge-shaped assault craft used in frigid climates. The
Manufacturer: SoroSuub, GoCorp, others
snowspeeder is manned by one First Order snowtroop-
er, and can hold two others, one of which can take Maximum Altitude: 10 meters
control of the forward-mounted FWMB-10 repeating Sensor Range: Close
blaster cannon. The First Order snowspeeder, unlike Crew: One pilot
the Rebel Alliance’s more fighter jet-like snowspeed- Encumbrance Capacity: 60
er, fills the role of a general-purpose vehicle used for
scouting and communications
NEW STARSHIP/VEHICLE ATTACHMENT:
REPULSOR JAMMERS

T he ability to jam repulsors is a major tactical


advantage in a galaxy that heavily relies on
repulsorlift technology for most vehicles. The
First Order has implemented respulsor jam-
ming to great effect, and has also developed
alternative options for when it is inevitably ap-
plied against them.
May only be used on ships or vehicles with a
silhouette of 5 or more. First Order ships of
silhouette 7 or greater come standard with this
DEF FORE/PORT/STARBOARD/AFT ARMOR

3 2 +2 1| - | - |0 3 equipment.
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

12 10 Base Modifiers: As a maneuver, a crewmem-


ber may activate the jammer. All repulsors on
Vehicle Type/Model: Landspeeder/LIUV
ships and vehicles at least 1 silhouette smaller
Manufacturer: Aratech-Loratus Corporation than the jamming vehicle within short range
Maximum Altitude: 5 meters cease functioning. Speeders and other vehi-
Sensor Range:Close cles entirely dependant on repulsors are im-
mobilized, and vehicles partially dependant
Crew:One pilot, one gunner
on repulsors have their handling reduced by 3.
Encumbrance Capacity:12 Most starships are unable to take off or land
Passenger Capacity:1 in this state.
Price/Rarity:50,000 credits (R)/5
Modification Options: 1 Increase range to Me-
Customization Hard Points:1 dium mod
Weapons: Turret-mounted light blaster cannon
(Damage 4; Critical 4; Range [Close]) Hard Points Required: 1
Price/rarity: 50,000/(R)9

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20
Star Wars Roleplaying
Passenger Capacity: 2 DEF FORE/PORT/STARBOARD/AFT ARMOR

Price/Rarity: 7,500 credits /3 3 1 +2 0| - | - |0 4


SILHOUETTE SPEED HANDLING
Customization Hard Points: 5
HT THRESHOLD SS THRESHOLD

14 12
Vehicle Type/Model: Treadable/Various
TREADABLE
Manufacturer: Various/Scavenged
Though continuous track propulsion is an extremely Sensor Range: Short
antiquated means of locomotion, its reliability in the Crew: One driver
face of harsh weather conditions and unstable terrain Encumbrance Capacity: 60
sees it in continuous use, particularly on impoverished
worlds. The segmented track of a treadable is made of Passenger Capacity: 5
a composite manganese-plastoid alloy for lightweight Price/Rarity: 5,000 credits /4
durability. Spare track segments fill a repair hoppper Customization Hard Points: 3
aboard the treadable to replace any broken treads
that would otherwise strand the vehicle. TREADSPEEDER BIKE
As the First Order blazes trails on harsh, untamed
worlds in the unknown regions, it designed a rugged,
reliable vehicle perfect for isolated scouting expedi-
tions. Advancements in anti-repulsorlift technology
also gave this new vehicle a tactical application. The
treadspeeder is a hybrid design; a continuous track
impeller drives the vehicle, and low-yield, jamming re-
sistant repulsors are merely secondary systems that
assist in stability and maneuvers.

DEF FORE/PORT/STARBOARD/AFT ARMOR

2 3 +2 1| - | - |0 3
The durable tread crawls over most obstacles SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
and gaps in terrain, letting the vehicle cross uneven
stretches that would challenge lesser craft. Steering
4 4
is achieved by turning one drive wheel at a different Vehicle Type/Model: Treadspeeder/125-Z
speed than the other. Manufacturer: Aratech-Loratus Corporation
Sensor Range: Close
Crew: One pilot
Encumbrance Capacity: 5
Passenger Capacity: 1
Price/Rarity: 35,000 credits (R)/7
Customization Hard Points: 1
Weapons: Twin light blaster cannons (Damage 4;
Critical 4; Range [Close]; Linked 1)

FIRES OF RESISTANCE
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21
ADDITIONAL RULES Vehicle Type/Model: Walker/Urban Assault Triped
Transport Walker
Helmet-Integrated Tactical Systems: Treadspeeders
transmit layered data readouts to the in-helmet HUD Manufacturer: Kuat-Entralla Engineering
of their pilots. Driving a treadspeeder without an Sensor Range: Short
integrated helmet is possible, but the handling is Crew: One pilot
reduced to 0.
Encumbrance Capacity: 10
Passenger Capacity: 0
Price/Rarity: 110,000 credits (R)/7
Customization Hard Points: 1
Weapons: Chin-Mounted Twin Medium Laser Cannon
(Fire Arc Forward; Damage 6; Critical 3; Range [Close];
Linked 1)
Portside Triple Blaster Cannon Cluster (Fire Arc For-
ward; Damage 4; Critical 4; Range [Close]; Linked 2)
CAP-5 Captivator Arm-this weapon’s entire profile
uses personal scale, and uses Piloting[Planetary] rath-
er than Gunnery (Fire Arc Forward; Damage 10; Criti-
cal 5; Range [Medium]; Ensnare 3, Knockdown)
ADDITIONAL RULES
The CAP-5 Captivator Arm: The Captivator Arm
may be used for excision and demolition application.
For a typical unfortified civilian structure, an Average
(dd
dd) Piloting (Planetary) check is needed to clear
out any offending walls or roofs. Buildings hardened
against such attacks should increase the difficulty.
Purpose made bunkers should be attacked as normal
against their profile. In addition to structures, the
Captivator arm is incredibly dangerous to those that
find itself in its clutches. Attacks made using the
Captivator Arm against characters or objects ensnared
by the Captivator Arm have Critical Rating 1. It may
URBAN ASSAULT TRIPED TRANSPORT not outright crush durasteel starships, but it can
WALKER hold them fast and unleash torrents of fire into as it
struggles. If the Ensnare quality activates, a character
The design of the UA-TT began as a reimagining of the on the target vehicle must make an Average (dd dd)
Clone Wars veteran, the All-Terrain Attack Pod. While Piloting (Planetary or Space) check to free the
the general form factor and tripedal nature were main- vehicle (instead of an Athletics check as normal for the
tained, the artillery purpose of the AT-AP was replaced Ensnare quality).
by that of urban warfare. Where the standard AT-ST
would level streets and crush landspeeders underfoot, V-4X-D SKI SPEEDER
the forward-mounted articulated CAP-5 Captivator
Arm allows the UA-TT much more precise movement, The V-4X-D was once a luxury sportscraft construct-
acting as a balancing implement. In addition to move- ed by Roche Industries for the purpose of high-stakes
ment, the Captivator Arm also aids the pilot in separat- downhill asteroid races. Unfortunately, the entire sport
ing walls from their structures and enemies from their fell out of favor after a group of racers were subdued
footing. This is to say nothing of its modest yet still by local fauna in a disastrous outing. Shortly after,
robust option of laser blaster and cannon emplace- these disused speeders were purchased and retrofit-
ments to engage with enemies at range. To add to this, ted and by the Rebel Alliances. They improved them
the rotating Spot Lamp opposite it’s blaster cannon by bolting on armor and strapping a pair of laser can-
cluster illuminates the darkness so that no subversive nons on the far wing, giving the vehicle the look of an
goes unnoticed. All of these tools make the UA-TT the Alliance B-Wing, save for the fact it barely flies. The
supreme weapon of urban warfare and occupancy. V-4X-D has repulsors and maneuvering thrusters, but
it is rather clumsy in the air and doesn’t reach great
DEF FORE/PORT/STARBOARD/AFT ARMOR
heights. It shows it’s specialized sporting purpose in
3 2 +1 0| - | - |0 2 the way of the Roche Halofoil mono-ski, which allows
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
the vehicle to skim the surface of the terrain for better
12 10 stability and maneuverability.

FIRES OF RESISTANCE
22
Star Wars Roleplaying
DEF FORE/PORT/STARBOARD/AFT ARMOR

3 3 -1 0| - | - |0 1
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

6 4
Vehicle Type/Model: Landspeeder/V-4X-D
Manufacturer: Roche Industries
Maximum Altitude: 30 meters
Sensor Range: Close
Crew: One pilot
Encumbrance Capacity: 3
Passenger Capacity: 0
Price/Rarity: 6,500 credits/4
Customization Hard Points: 1 HP DEF FORE/PORT/STARBOARD/AFT ARMOR

Weapons: Wing-Mounted Twin Laser Cannon (Fire Arc 2 3 +2 0| - | - |0 0


Forward; Damage 6; Critical 3; Range [Close]; Linked SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

1) 3 4
Vehicle Type/Model: Pursuit Speeder/GB-134
ADDITIONAL RULES
Manufacturer: Trochiliad Motors
Mono-ski: Once per round as a maneuver, the pilot
may extend the Halofoil mono-ski and gracefully Maximum Altitude: 20 meters
descend to an altitude of 0 meters, after which the Sensor Range: Close
handling of the vehicles becomes +1. If the pilot Crew: One pilot
would like to regain normal altitude, he must spend a Encumbrance Capacity: 5
maneuver retracting the Ski and reduce the handling
to -1. Passenger Capacity: 0
Price/Rarity: 11,000 credits (R)/7
ZEPHYR GB-134 SPEEDER Customization Hard Points: 1 HP
Weapons: Twin Variable Setting Laser Cannons
Anyone attempting to evade the law in Canto Bight (Personal Scale) (Fire Arc Forward; Damage 11; Critical
had best move fast, as police employ swift, lightweight 3; Range [Long]; Linked 1, Stun Setting)
GB-134 pursuit craft, also known as jet-sticks. The
nimble craft are well suited to navigating the narrow
roadways of the Old Town.

FIRES OF RESISTANCE
Star Wars Roleplaying
23
NEW STARSHIPS
BALEEN-CLASS HEAVY FREIGHTER BTA-NR2 Y-WING
Baleen-class freighters were about 400 meters long The BTA-NR2 Y-wing starfighter, also known as the
and were quite clumsy, but were capable of moving Resistance Y-wing was a variant of the Y-wing star-
large amounts of cargo across the galaxy every day, fighter produced by Koensayr Manufacturing that was
and consequently, were essential to commerce. Their used by the New Republic and the Resistance.
forward compartment could be opened in transit and
used to salvage items found drifting in space, even en-
tire starships. Built in orbital shipyards, ships of the
class were designed to never enter a planet’s atmo-
sphere, instead they were docked at space stations
and transfer yards to load and unload cargo.

DEF FORE/PORT/STARBOARD/AFT ARMOR

3 4 0 1| - | - |1 3
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

12 11
Vehicle Type/Model: Starfighter/BTA-NR2
Manufacturer: Consolidated Koensayr Manufacturing
& Holdings
DEF FORE/PORT/STARBOARD/AFT ARMOR Hyperdrive: Primary class 1, Backup: none
6 2 -3 2|1|1|1 6 Navicomputer: No
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Sensor Range: Short
60 40 Ship’s Compliment: One pilot, one astromech
Vehicle Type/Model: Bulk Freighter/Baleen-class Encumbrance Capacity: 10
Manufacturer: Corellian Engineering Corporation Passenger Capacity: 0
Hyperdrive: Primary Class 4, Backup: Class 12 Consumables: One week
Navicomputer: Yes Price/Rarity: 180,000 credits/4
Sensor Range: Medium Customization Hard Points: 2
Hangar: Can house 2 Silhouette 4 freighters or cargo Weapons: Forward-mounted twin medium laser
shuttles, or up to 4,000 encumbrance of cargo that cannon (Fire Arc Forward; Damage 6; Critical 3; Range
requires special handling. [Close]; Linked 1)
Crew: One pilot, one co-pilot, 2 engineers, 2 loaders Forward-mounted twin light ion cannon (Fire Arc
Encumbrance Capacity: 120,000 Forward; Damage 5; Critical 4; Range [Close]; Ion;
Passenger Capacity: 4 Linked 1)
Price/Rarity: 3,500,000 credits/3 Forward-mounted twin proton torpedo launcher
Customization Hard Points: 4 (Fire Arc Forward; Damage 8; Critical 2; Range [Short];
Blast 6; Breach 6; Guided 2; Limited Ammo 3; Linked
Weapons: 2 Heavy Tractor Beams (Fire Arc Forward;
1; Slow-Firing 1)
Damage -; Critical -; Range [Short]; Tractor 6)
Proton bomb bay (Fire Arc Aft; Damage 7; Critical 2;
8 Medium Tractor Beams (Fire Arc All; Damage -;
Range [Close]; Blast 7; Breach 8; Limited Ammo 16)
Critical -; Range [Short]; Tractor 4)

FIRES OF RESISTANCE
24
Star Wars Roleplaying
MG-100 STARFORTRESS SF-17 ADDITIONAL RULES

The MG-100 StarFortress SF-17, also known as the Tight Formation: For every Resistance Bomber ally in
close range, gunners add 1 boost die
B/SF-17 heavy bomber, is a model of heavy bomber
manufactured by Slayn & Korpil for use by the New Deploy All: The MG-100’s bomb bay carries so
Republic during the late stages of the Galactic Civ- many bombs it can drop them individually almost
il War. Following the Galactic Concordance and New indefinitely, but more commonly it is used to drop all
Republic disarmament, the ship has primarily used in of them at once. As an incidental, the bomb chute may
be switched to “deploy all” mode, gaining the auto-
civilian applications. Several ships were used by the
fire quality for the next check and then running out of
Resistance during its war with the First Order around
ammo. In this mode, each activation of auto-fire costs
34 ABY, earning it the name Resistance Bomber.
one a.
The modular bombing magazine, called the “clip” by
the bomber’s crew, would drop proton bombs through THE NIGHT BUZZARD
sequenced electromagnetic plates in the clip, which
propelled the bombs to “drop” in microgravity environ- The Knights of Ren travel aboard a customized ship
ments. The bombs would then be drawn magnetically known as the Night Buzzard. It started life as a dun-
to their targets. The assembly could be programmed geon ship from Osseriton, a penal world in the Un-
to drop specific sections of the payload in sequence, known Regions that the Knights were hired to raid.
but the most common configuration was “deploy all.” Freeing the prisoners, the Knights also liberated one
of the prison transports, altering its appearance to
fit with their dark style. Its engine sytems have been
crudely modified to generate more thrust. This comes
at the cost of its insulation baffles, which spew thick,
noxious smoke as the ship flies.
DEF FORE/PORT/STARBOARD/AFT ARMOR

4 4 0 2 | - | - |1 4
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

25 18
DEF FORE/PORT/STARBOARD/AFT ARMOR Vehicle Type/Model: Prison transport/Oubliette-class
4 2 -2 2| - | - |2 4 Manufacturer: Osseriton Assemblages
SILHOUETTE SPEED HANDLING
Hyperdrive: Primary class 2, backup class 10
HT THRESHOLD SS THRESHOLD

18 15
Navicomputer: Yes
Vehicle Type/Model: Assault Ship/B/SF-17 Sensor Range: Long
Manufacturer: Slayn & Korpil Ship’s Compliment: One pilot, four gunners
Hyperdrive: Primary class 1, Backup: none Encumbrance Capacity: 50
Navicomputer: Yes Passenger Capacity: 10
Sensor Range: Short Consumables: Three weeks
Ship’s Compliment: One pilot, one bombadier, one Price/Rarity: 160,000 credits (R)/8
flight engineer, two gunners Customization Hard Points: 0
Encumbrance Capacity: 100 Weapons: Three turret-mounted twin medium laser
Passenger Capacity: 0 cannons (Fire Arc All; Damage 6; Critical 3; Range
[Close]; Linked 1)
Consumables: Two weeks
Price/Rarity: 240,000 credits/5 Dorsal turret-mounted twin heavy laser cannon (Fire
Arc All; Damage 6; Critical 3; Range [Short]; Linked 1)
Customization Hard Points: 2
Weapons: Ventral turret-mounted twin medium laser
cannon (Fire Arc All; Damage 6; Critical 3; Range ADDITIONAL RULES
[Close]; Linked 1)
Fuel Hog: Whenever this craft suffers system strain, it
Aft turret-mounted twin medium laser cannon (Fire suffers one additional strain.
Arc Aft; Damage 6; Critical 3; Range [Close]; Linked 1)
Forward-mounted twin medium laser cannon (Fire
Arc Forward; Damage 6; Critical 3; Range [Close];
Linked 1)
Proton bomb release mechanism (Fire Arc Down;
Damage 5; Critical 2; Range [Close]; Blast 5; Breach 8)

FIRES OF RESISTANCE
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25
RZ-2 A-WING
The RZ-2 A-wing interceptor, also known as the RZ-2
A-wing starfighter or the Resistance A-wing, was a
wedge-shaped starfighter manufactured by Kuat Sys-
tems Engineering after the success of the former RZ-1
A-wing interceptor used by the Alliance during the Ga-
lactic Civil War. The RZ-2 incorporated and standard-
ized years of RZ-1 field modifications by the Rebellion,
along with making the chassis slimmer and longer to-
yield even more speed. As such, piloting the ultra-fast
yet temperamental starfighter was a matter of pride
for various Resistance pilots regarding their skills and
daring.
T-70 X-WING
DEF FORE/PORT/STARBOARD/AFT ARMOR
The T-70 X-wing starfighter, also known as the T-70
3 6 +3 1| - | - |0 2 X-wing fighter, was the successor to the T-65B X-wing
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
starfighter, manufactured by Incom-FreiTek Corpora-
5 8 tion for use by the New Republic Defense Fleet.
Vehicle Type/Model: Starfighter/RZ-2 Faster and more expensive and complex than the
Manufacturer: Kuat Systems Engineering former T-65B, the T-70 featured advanced weaponry
Hyperdrive: Primary class 1, Backup: none and proved more versatile than its predecessor, and
Navicomputer: Yes was essential in both dogfights and capital-ship scale
combat operations. Four KX12 laser cannons offered
Sensor Range: Medium single, dual, and quad firing modes. A built in dual
Ship’s Compliment: One pilot proton torpedo launcher with quick-change magazines
Encumbrance Capacity: 4 permitted the utilization of alternative armaments.
Passenger Capacity: 0 New Republic demilitarization efforts and corruption
would ultimately see production of the vessel shifted to
Consumables: One week
several well-connected manufacturers. The T-70 would
Price/Rarity: 190,000 (R)/8 be eventually replaced by the newer T-85 X-wing.
Customization Hard Points: 1
Weapons: Wingtip mounted twin light laser cannon Following its retirement from service in the New Re-
(Fire Arc Forward, Dorsal, Ventral, Rear; Damage 5; public Starfleet, the T-70 became the frontline star-
Critical 3; Range [Close]; Linked 1) fighter of the Resistance in its fight against the First
Order.
Hull mounted twin concussion missile launcher (Fire
Arc Forward; Damage 6; Critical 3; Range [Short];
Blast 4, Breach 4, Guided 1, Limited Ammo 3, Linked
1, Slow Firing 1)
NEW VEHICLE/STARSHIP WEAPON:
MAG-PULSE WARHEAD LAUNCHERS

R ecent developments in starfighter weaponry,


Mag-Pulse Warheads are powerful missiles
that can disable their target quickly, providing
a stronger, guided alternative to ion cannons.
Damage: 6
Critical: 4
ADDITIONAL RULES
Range: Short
CloakEYE Sensor Jammer: Blocks all sensors within
range, counting its ship or vehicle’s silhouette as one Qualities: Breach 4, Guided 4, Ion, Limited
smaller when being fired at. Ammo 8, Slow-firing 1
“Blinder” 4B2 Jamming Array: Increase difficulty of Price/Rarity: 8,000 credits/(R)7
attacks targeting this ship while under the effects of
Additional Mag-Pulse Warheads cost 600
evasive maneuvers by one.
credits each and are restricted

FIRES OF RESISTANCE
26
Star Wars Roleplaying
DEF FORE/PORT/STARBOARD/AFT ARMOR Hyperdrive: Primary: Class 1, Backup: None.
3 5 +2 1| - | - |2 3 Navicomputer: None – astromech droid socket.
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD Sensor Range: Short.
12 10 Crew: One pilot.
Vehicle Type/Model: Starfighter/T-70 Encumbrance Capacity: 8
Manufacturer: Incom-FreiTek Corporation Consumables: One Week
Hyperdrive: Primary class 1, Backup: none Passenger Capacity: 0
Navicomputer: No Price/Rarity: (R)220,000/9 (7 before the Hosnian
Sensor Range:Short cataclysm)
Ship’s Compliment:One pilot, one astromech Customization Hard Points: 1
Encumbrance Capacity:10 Weapons: S-Foil Mounted Medium Laser Cannons
Passenger Capacity:0 (Fire Arc: Forward; Damage: 6, Critical 3; Range: Close;
Qualities: Linked 3)
Consumables:One week
Forward-Mounted Proton Torpedo Launchers (Fire
Price/Rarity:180,000 /5
Arc: Forward; Damage: 8, Critical 2; Range: Short;
Customization Hard Points:1 Qualities: Blast 6, Breach 6, Guided 2, Limited Ammo
Weapons: Wingtip mounted quad medium laser 8, Linked 1) May also be loaded with Concussion Mis-
cannon (Fire Arc Forward; Damage 6; Critical 3; Range siles or Mag-Pulse Warheads.
[Close]; Linked 3) Ventral Wing-Mounted Retractable ground defense
Hull mounted twin proton torpedo launcher (Fire Arc cannon (this weapon uses personal Scale) (Fire Arc:
Forward; Damage 8; Critical 2; Range [Short]; All; Damage: 10, Critical 2; Range: Short; Qualities:
Blast 6; Breach 6; Guided 2; Limited Ammo 6; Autofire)
Linked 1; Slow-Firing 1) May also be loaded with
ADDITIONAL RULES
Concussion Missiles or Mag-Pulse Warheads.
Ventral wing-mounted retractable ground defense IN-630-B “Sightline” holographic imaging system:
cannon - uses personal scale(Fire Arc Forward, Aft, When the pilot of this ship performs the aim maneuver,
Starboard; Damage 10; Critical 3; Range [Medium]) they may add bb instead of b. If they do so they
cannot gain the benefits of further aim maneuvers.
T-85 X-WING Advanced Carbanti transceiver: Upgrade all checks
made to intercept neo-Imperial and First Order
The T-85 represents the ultimate evolution of the gen- communications twice and all other communications
eral purpose starfighter that proved itself on every once.
battlefront of the Galactic Civil War. Every micron of
this ship was hand tailored for peak performance, and
it represented the pride of the New Republic’s peace
keeping fleet. The weapon control systems are fine
tuned, the throttle responds to the deftest touch, and
the seats are civilian-level comfort. Before the First
Order unveiled themselves to the galaxy, most T-85s
could be found with the New Republic Defense Fleet
at Hosnian Prime.

After the Hosnian cataclysm, these ships have be-


come exceptionally hard to find as most were present
with the New Republic’s fleet. Owning one and not
reporting it to the First Order is a capital offense. Each
one collected is typically shipped off to the scrapyards
of Bracca or destroyed on the spot with an unreason-
ably large number of explosive charges.
DEF FORE/PORT/STARBOARD/AFT ARMOR

3 6 +2 1| - | - |2 3
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

12 14
Vehicle Type/Model: Starfighter/T-85
Manufacturer: Incom-FreiTek

FIRES OF RESISTANCE
Star Wars Roleplaying
27
TIE BOMBER (FIRST ORDER) TIE/SF
The First Order TIE bomber was a series of bomb- The Sienar-Jaemus Fleet Systems TIE/sf (Special Forc-
er used by the First Order. The craft had two pods, es) Space Superiority Fighter represents a notable
similar to the old TIE bombers used by the Galactic doctrine evolution compared to the classic Imperial
Empire. The new version featured angular wings. The Starfighter corps. Capable of prolonged operations
engine bank at the rear was squared off, creating a away from its mothership, and operated by a pilot and
silhouette similar to the TIE silencer. co-pilot/tail gunner rather than a lone pilot.

This fighter is typically deployed in hybrid comman-


do/pilot operations pioneered by Commander Hask’s
Inferno Squadron. The superior protection and com-
munications suites the craft brings makes it an ideal
fit for the chaotic nature of these special operations.
The modest hyperdrive and rear-protecting guns help
the /sf get in and get out efficiently without the need to
call on larger fleet elements for support. Additionally,
they are often fitted in a more modular manner to al-
low for customization to fit the mission profile, a stark
contrast to the harshly enforced uniformity of old.

With their distinctive red stripe, these fighters func-


tion more in the role of interceptors than the multi-
role designation of their more common ‘/fo’ brethren.
Only the rarest ships in the First Order’s fleet, granted
to lone operatives (such as the ‘Silencer’ and ‘Baron’
models), outperform this two man craft in the Galaxy’s
deadliest dance.

DEF FORE/PORT/STARBOARD/AFT ARMOR

3 6 +3 1| - | - |1 2
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

The TIE variant had four solar collectors that also 8 12


acted as its wings, with four laser cannons on each for-
ward tip. The wings themselves were angled outwards, Vehicle Type/Model: Starfighter/Tie series
and it had two central pods, one with a cockpit. Manufacturer: Sienar-Jaemus Fleet Systems
DEF FORE/PORT/STARBOARD/AFT ARMOR Hyperdrive: Primary: Class 2, Backup: None.
3 4 +1 1| - | - |1 3 Navicomputer: Yes.
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Sensor Range: Medium.
9 10
Crew: One pilot, One co-pilot/gunner
Vehicle Type/Model: Starfighter/TIE Bomber FO Encumbrance Capacity: 6
Manufacturer: Sienar-Jaemus Fleet Systems Consumables: Five Days
Hyperdrive: None Passenger Capacity: 0
Navicomputer: No Price/Rarity: (R)190,000/7
Sensor Range: Close Customization Hard Points: 1
Ship’s Compliment: One pilot, one gunner Weapons: Chin Mounted twin L-s9.6 laser cannons:
Encumbrance Capacity: 10 (Fire Arc: Forward; Damage: 6, Critical 3; Range: Close;
Passenger Capacity: 0 Qualities: Linked 1)
Consumables: Two days Twin Chin Mounted Mag-Pulse Warhead Launchers:
(Fire Arc: Forward; Damage: 6, Critical 4; Range: Short;
Price/Rarity: 210,000 credits (R)/7
Qualities: Breach 4, Guided 4, Ion, Linked 1, Limited
Customization Hard Points: 0 Ammo 8, Slow-firing 1) May optionally be replaced
Weapons: Forward-mounted quad light laser cannon with a paired concussion missile launcher.
(Fire Arc Forward; Damage 5; Critical 3; Range [Close];
Linked 3)
Proton bomb bay (Fire Arc Aft; Damage 7; Critical 2;
Range [Close]; Blast 7; Breach 8; Limited Ammo 16)

FIRES OF RESISTANCE
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Star Wars Roleplaying
Lb-14 dual heavy laser turret: (Gunner Only) (Fire Customization Hard Points: 1
Arc: Forward/Aft/Down; Damage: 6, Critical 3; Range: Weapons: Wingtip-mounted quad medium laser
Short; Qualities:Linked 1) cannon (Fire Arc Forward; Damage 6; Critical 3; Range
ADDITIONAL RULES [Close]; Linked 3)
Forward-mounted twin heavy laser cannon (Fire Arc
Built-In Long Range Comms: This ship is able to Forward; Damage 6; Critical 3; Range [short]; Linked
maintain encrypted communication out to extreme 1)
range instead of its sensor range, it can also readily
communicate with First Order ships at almost any Hull mounted twin proton torpedo launcher (Fire Arc
point in the Galaxy without the need for a network of Forward; Damage 8; Critical 2; Range [Short]; Blast
comm relays. 6; Breach 6; Guided 2; Limited Ammo 3; Linked 1;
Slow-Firing 1) May also be loaded with Concussion
Missiles or Mag-Pulse Warheads.
TIE/VN SILENCER ADDITIONAL RULES
The TIE/vn space superiority fighter, formally known Pseudo-cloaking device: Increase the difficulty of
as the TIE vendetta space superiority fighter and also checks to detect the ship with sensors by two. Upgrade
known as the TIE silencer, was an angular variant of the difficulty of all combat checks targetting the ship
the TIE line starfighters used by the First Order. A once at Short range or further.
product of Sienar-Jaemus Fleet Systems, its aggres-
sive design and equally impressive firepower was spe- TIE/FO
cifically crafted for use among the most elite members
of the First Order. As such, the fighter was engineered The TIE/fo space superiority fighter, commonly known
for speed and handling, though lesser pilots were still as the First Order TIE fighter, was a starfighter used by
often overwhelmed and unable to maintain control of the First Order. A product of Sienar-Jaemus Fleet Sys-
the nimble ship. tems, the TIE/fo carried the appearance of its prede-
cessor, the TIE/ln space superiority starfighter, though
it featured internal advancements that provided it with
greater defensive capabilities.
DEF FORE/PORT/STARBOARD/AFT ARMOR

3 5 +3 1| - | - |1 2
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

7 9
Vehicle Type/Model: Starfighter/TIE/FO
Manufacturer: Sienar-Jaemus Fleet Systems
Hyperdrive: None
Navicomputer: No
Sensor Range: Close
Ship’s Compliment: One pilot
Encumbrance Capacity: 4
Passenger Capacity: 0
DEF FORE/PORT/STARBOARD/AFT ARMOR Consumables: Two days
3 6 +3 1| - | - |1 3 Price/Rarity: 90,000 credits (R)/6
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Customization Hard Points: 1
14 18
Weapons: Forward-mounted twin medium laser
Vehicle Type/Model: Starfighter/TIE Bomber FO cannon (Fire Arc Forward; Damage 6; Critical 3; Range
Manufacturer: Sienar-Jaemus Fleet Systems [Close]; Linked 1)
Hyperdrive: Primary class 1, Backup: none
Navicomputer: Yes
Sensor Range: Short
Ship’s Compliment: One pilot
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: One Week
Price/Rarity: 275,000 credits (R)/8

FIRES OF RESISTANCE
Star Wars Roleplaying
29
UPSILON-CLASS COMMAND SHUTTLE (Fire Arc Forward; Damage 6; Critical 3; Range [short];
Linked 1)
An Upsilon-class command shuttle, also referred to Hull mounted twin proton torpedo launcher (Fire Arc
simply as an Upsilon-class shuttle or a First Order Forward; Damage 8; Critical 2; Range [Short]; Blast
Command Shuttle, was a multi-purpose transport 6; Breach 6; Guided 2; Limited Ammo 3; Linked 1;
utilized by the First Order as an armored shuttle for Slow-Firing 1)
high-class dignitaries and top-ranking military officials.
Armed with twin heavy laser cannons and advanced ADDITIONAL RULES
sensor suites, the Upsilon-class shuttle was able to Sensor Jammer: Reduce sensor range of all ships
monitor and scan enemy communications to effec- within medium range by one range band.
tively avoid hostile encounters. Inspired by decades of
Hyperwave Comm Scanner: Reduce difficulty of all
Imperial shuttle design, it mimicked the Lambda-class
checks to intercept or decrypt transmissions by 1.
T-4a shuttle, and was upgraded with powerful technol-
ogies resulting from the acquisition of chief scientists
following the collapse of the Old Empire. XI-CLASS LIGHT SHUTTLE
DEF FORE/PORT/STARBOARD/AFT ARMOR The First Order employed the Xi-class light shuttle for
4 3 0 2 - - 2 4 many purposes, including ferrying officers and trans-
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD porting equipment. Xi-class shuttles also had light
30 20 weapons and minimal shields, relying instead on star-
fighter escorts for protection.
Vehicle Type/Model: Shuttle/Upsilon-class
Manufacturer: Sienar-Jaemus Fleet Systems
Hyperdrive: Primary class 1, Backup class 10 DEF FORE/PORT/STARBOARD/AFT ARMOR

Navicomputer: Yes
4 4 +1 2| - | - |1 3
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Sensor Range: Long 20 15
Ship’s Compliment: One pilot, one co-pilot
Encumbrance Capacity: 55 Vehicle Type/Model: Shuttle/Xi-Class
Passenger Capacity: 12 Manufacturer: Sienar-Jaemus Fleet Systems
Consumables: One month Hyperdrive: Primary class 1, Backup class 10
Price/Rarity: 280,000 credits (R)/8 Navicomputer: Yes
Customization Hard Points: 1 Sensor Range: Medium
Weapons: Forward-mounted twin heavy laser cannon Ship’s Compliment: One pilot, one co-pilot

FIRES OF RESISTANCE
30
Star Wars Roleplaying
Encumbrance Capacity: 35 DEF FORE/PORT/STARBOARD/AFT ARMOR

Passenger Capacity: 6 4 4 0 2| - | - |2 4
Consumables: One month SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD

Price/Rarity: 100,000 credits (R)/5


28 20
Customization Hard Points: 1 Vehicle Type/Model: Transport/ YC-123B
Weapons: Forward-mounted twin light laser cannon Manufacturer: Corellian Engineering Corporation
(Fire Arc Forward; Damage 5; Critical 3; Range [close]; Hyperdrive: Primary class 2, Backup class 12
Linked 1)
Navicomputer: Yes
Sensor Range: Medium
YC-123B TRANSPORT HAULER
Ship’s Compliment: One pilot, one co-pilot
The YC-123B transport hauler was a model of trans- Encumbrance Capacity: 500
port manufactured by the Corellian Engineering Cor- Passenger Capacity: 120
poration. A troop transport, the YC-123B transport
Consumables: One month
hauler could rapidly deploy up to 120 passengers (Or
a couple dozen cavalry units) onto the battlefield via a Price/Rarity: 190,000 credits /7
large carrying compartment under the cockpit. It was Customization Hard Points: 1
armed with two CEC FP-35 forward heavy laser can- Weapons: Forward-mounted twin heavy laser cannon
nons, one on each side of the ship, as well as a CEC (Fire Arc Forward; Damage 6; Critical 3; Range [short];
AG-3M triple laser cannon turret aft of the cockpit. Linked 1)
Turret-mounted triple medium laser cannon (Fire Arc
All; Damage 6; Critical 3; Range [close]; Linked 2)

FIRES OF RESISTANCE
Star Wars Roleplaying
31
THE RESISTANCE AND OTHER HEROES
AMILYN HOLDO (NEMESIS) BB-8 [NEMESIS]
In her youth, Amilyn Holdo served in the Apprentice A BB-series astromech droid who was built in 29 ABY,
Legislature of the Imperial Senate, where she became BB-8 became the companion of the New Republic
acquainted with Princess Leia Organa of Alderaan. Commander and flight leader of Rapier Squadron, Poe
During her time in the Apprentice Legislature, Holdo Dameron. BB-8 followed Dameron when he left the
became friends with Organa, who confided with her New Republic fleet and joined the Resistance.
about involvement with the rebellion against the Ga-
lactic Empire. Holdo later became a member of the
Alliance to Restore the Republic along with Organa,
1 3 4 4 2 2
garnering a reputation as a master strategist. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 12 14 0 | 0
Skills: Astrogation 4, Charm 3, Computers 4, Cool 2,
Coordination 2, Discipline 2, Mechanics 5, Perception
3, Piloting (Planetary) 2, Piloting (Space) 3, Resilience
1, Stealth 3, Vigilance 3

Talents: Adversary 2, Durable 2, Fine Tuning 3, Solid


Repairs 3, Swift
By the year 34 ABY, Holdo became a Vice Admiral Abilities:
in Organa’s Resistance during its war with the First Or-
der, and was given command of the cruiser Ninka • Droid: Does not need to breathe, eat, or drink
and can survive in vacuum or underwater; immune
to poisons and toxins.
2 2 4 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE • Never Underestimate A Droid: BB-8 upgrades
the difficulty of all combat checks targeting a
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE starfighter he is plugged into once.
3 13 16 0 | 0
• Silhouette 0
Skills: Astrogation: 3, Charm: 2, Cool: 3, Deception:
4, Discipline: 3, Knowledge (Education): 3, Knowledge Equipment:
(Warfare): 3, Leadership: 3, Perception: 2, Piloting
(Space): 2, Ranged (Light): 2, Vigilance: 2 • BB-8’s arc welder
Talents: Commanding Presence 2, Nobody’s Fool 1, • Built-in repair kit and data interfacing unit
Starship Adversary 1

Abilities:

• Outmaneuver: As an action, may make a Hard


(ddd
ddd) Knowledge (Warfare) check. Choose
one ship or vehicle per s. Until the end of the
character’s next turn, the chosen ships must
perform one extra maneuver to move.
• Hidden Strategy: Once per encounter, Admiral
Holdo may use her Deception skill in place of
Leadership on any check (including Mass Combat).

Equipment:

• Defender-5 sporting blaster: Ranged (Light)


Damage 5, Critical 3, Range [Medium], Accurate
1, Stun Setting

FIRES OF RESISTANCE
32
Star Wars Roleplaying
3 3 2 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 16 18 0 | 0
Skills: Athletics 2, Cool 2, Deception 3, Discipline
4, Gunnery 2, Knowledge (Warfare) 1, Leadership 3,
Melee 3, Piloting (Planetary) 1, Ranged (Heavy) 3,
Ranged (Light) 3, Vigilance 4

Talents: Adversary 3, Body Guard (Improved), Fight


What You Hate (Improved),

Abilities:

• Force Rating 1
• Force Power: Enhance
• I Won’t Let Them Win: Once per session, when
the characters affected by Finn’s Fight What You
Hate make a combat check against each other,
Finn may spend a Destiny Point to have each
successful check generate an automatic Critical
Injury.

Equipment:

• Blaster Rifle: Ranged (Heavy) Damage 9, Critical


3, Range [Long], Stun Setting
• Blaster Pistol: Ranged (Light) Damage 6, Critical
3, Range [Medium], Stun Setting
• Resistance Jacket: +1 soak

FINN (NEMESIS)
Kidnapped by the First Order and forced to fight as a
stormtrooper, FN-2187 became disillusioned with the
military junta after witnessing the Massacre of Tuanul.
He chose his own path when he helped Poe Dameron
escape the Star Destroyer where the First Order held
the pilot captive, and was lauded as a hero by the Re-
sistance after shutting down the shields to Starkiller
Base and bravely dueling Kylo Ren. As his status with-
in the organization rose to that of a legend, Finn saw
himself as just another man who did the right thing.
Nevertheless, he proves to be more than the average
soldier time and again.

FIRES OF RESISTANCE
Star Wars Roleplaying
33
HAN SOLO, LEGENDARY SMUGGLER • Never Tell Me The Odds: Once per session, after
(NEMESIS) assembling the dice pool for a check but before
rolling, Han may suffer up to 3 Strain to remove
Once a smuggler, Han became a leader in the Alliance an equal amount of negative dice from the pool.
to Restore the Republic and an instrumental figure in
the defeat of the Galactic Empire during the Galactic • Hey, Kid: Once per encounter, Han may add ss
to a social check targeting anyone born after the
Civil War. He is a legend in multiple circles. In the early
battle of Endor.
days after Endor, he married Leia Organa, and the two
had a son, Ben Solo. Equipment:
When Ben was seduced to the dark side by Snoke, • Han’s Customized DL-44: Damage 7, Critical
Han returned to the only life he felt good at, smug- 3, Range [Medium], Stun Setting, Overcharged:
gling. He continued to make enemies at every turn and Once per round, as a maneuver Han may
lost the Falcon along the way, but never Chewie. overcharge the blaster. He upgrades the difficulty
of the next attack with this weapon once to gain
3 4 3 3 3 4 Pierce 7 on that attack. The GM may spend y
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
or tt on the check to cause the blaster to run
out of ammo. Boring Conversation Anyway: Once
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE per encounter after a failed Deception check, Han
4 20 16 0 | 0 may immediately draw this blaster and make an
attack targeting the target of the failed check as
Skills: Astrogation 3, Brawl 2, Charm 2, Cool 4, De- an incidental.
ception 2, Gunnery 3, Knowledge (Outer Rim) 4,
Knowledge (Underworld) 4, Leadership 3, Mechanics • New Jacket: +1 soak
3, Negotiation 2, Perception 3, Piloting (Planetary) 3,
Piloting (Space) 5, Ranged (Light) 5, Skulduggery 3,
JANNAH (RIVAL)
Stealth 2, Streetwise 3, Vigilance 1
On Kef Bir, Jannah leads a fierce band of warriors unit-
Talents: Adversary 3, Hold Together, Master Pilot, Old
ed in defiance of the First Order. They know firsthand
Buddy, Quick Draw, Starship Adversary 2, Watch This
how dangerous First Order forces can be, for they
2
were once stormtroopers themselves. Company 77
Abilities: mutinied at the Battle of Ansett Island in objection to
callous orders from command that targeted innocent
• Impulsive Distraction: Once per encounter, civilians. Jannah’s unit have shed their high-tech armor
Han may spend an Action to allow all allies in the for the rustic life of a nomadic tribe, roaming the grass-
encounter to add automatic s to their next skill land islands of the oceanic moon.
check that round.

FIRES OF RESISTANCE
34
Star Wars Roleplaying
3 4 3 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 5 0 | 0
Skills: Athletics 3, Brawl 2, Cool 2, Discipline 3, Lead-
ership 3, Mechanics 3, Perception 2, Ranged (Light)
3, Ranged (Heavy) 3, Survival 3, Stealth 3, Vigilance 3

Talents: Coordinated Assault, Let’s Ride, Suppressing


Fire 2

Equipment:
LEIA ORGANA, RESISTANCE GENERAL
• Custom Powered Bow: Ranged (Heavy), Damage (NEMESIS)
6, Critical 3, Range [Medium], Cumbersome 3,
Limited Ammo 1, Pierce 2
In the aftermath of the Battle of Endor, Leia married
• Scavenged Pistol: Ranged (Light), Damage 6, Han Solo and learned the Jedi arts as her brother’s
Critical 3, Range [Medium], Stun Setting apprentice until giving birth to her son, Ben Solo, on
the day of the Empire’s capitulation. Her personal and
• Nomad’s Armor: Soak +1 political life suffered in the years that followed, with
• Quiver of aluminum arrows Ben turning to the dark side like his grandfather before
him, adopting the persona of Kylo Ren, and the Ga-
• Grapple Line lactic Senate sidelining Organa’s career. Adopting the
• IFTS-4800 Tracking Gun military rank of general, she led the Resistance during
the Cold War and sought to make amends with Ben.
• Orbak

2 2 3 4 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 20 0 | 0
Skills: Charm 2, Cool 4, Deception 2, Discipline 3,
Knowledge (Education) 3, Knowledge (Warfare) 3,
Leadership 4, Lightsaber 2, Perception 2, Ranged
(Light) 3, Vigilance 2

Talents: Adversary 2, Commanding Presence 2, No-


body’s Fool 2

Abilities:

• Force Rating 2
• Take Charge (Supreme): When making a skill
check, Princess Leia may spend a to let one
ally within Medium range immediately perform a
maneuver, aaa to let all allies within Medium
range perform a maneuver, or x to let one ally
within medium range perform an action as an out-
of-turn incidental.
• Force Powers: Enhance, Influence, Sense, Move
Equipment:

• Defender-5 sporting blaster: Ranged (Light)


Damage 5, Critical 3, Range [Medium], Accurate
1, Stun Setting

FIRES OF RESISTANCE
Star Wars Roleplaying
35
LUKE SKYWALKER, HERMIT (NEMESIS)
After the capitulation of the Empire, Luke Skywalker
traveled across the galaxy, searching for knowledge
that would aid him in rebuilding the Jedi Order. One
of his apprentices was his sister’s son, Ben Solo, who
inherited the Skywalker bloodline’s raw strength and
potential for limitless power.

The loss of his nephew, who fell to the dark side


like Vader before him, haunted Luke for the rest of his
life. In addition, the destruction of his nascent Order
convinced him that the time had come for the Jedi to
end. He therefore sought exile on the remote world of
Ahch-To, having elected to live out his remaining days
as a hermit despite the galaxy’s pleas for help during
the rise of the First Order.

2 4 3 4 5 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 20 26 0 | 0
Skills: Cool 4, Discipline 5, Gunnery 4, Knowledge
(Lore) 5, Leadership 2, Lightsaber 5, Perception 4, Pi-
loting (Space) 4, Resilience 3, Stealth 3, Survival 4,
Vigilance 4

Talents: Adversary 4, Calming Aura, The Force is my


Ally, Parry (Improved) 5, Reflect (Improved) 5, Shien
Technique

Abilities:

• The Last Jedi: Luke has cut himself off from


the force. He is unable to be detected through
force powers, and counts as having all Force dice
committed. As a maneuver, he may end these
effects and regain a Force Rating of 8.
• Force Powers: Bind, Enhance, Farsight, Foresee,
Influence, Misdirect, Move, Protect, Seek, Sense,
Suppress (All upgrades for all listed powers)
• Pass On What You Have Learned: Once per
round as an incidental Luke may grant allied
characters the ability to use any one basic Force
power or upgrade he has that they have not
purchased.
• Only Different In Your Mind: Luke may use Force
Powers at any range, even across the galaxy. When
using this ability, he must still activate the range
upgrade of the power once, and suffer a minimum
of 5 strain. At GM discretion, he may instead
suffer wounds or a critical injury depending on the
scale of power being used.

Equipment:

• Hermit’s cloak (Soak +1)

FIRES OF RESISTANCE
36
Star Wars Roleplaying
• Holdout Blaster Pistol: Damage 5, Critical 4
Range [Short], Stun Setting, Add b to all checks
to find this weapon if Maz is concealing it)
• Massive Goggles: Maz adds bb to all Perception
checks

POE DAMERON (NEMESIS)


The son of Lieutenant Shara Bey and Sergeant Kes
Dameron of the Alliance to Restore the Republic,
Dameron followed in his late mother’s footsteps in
becoming a pilot, serving the New Republic Defense
Fleet as the commander of Rapier Squadron, but grew
disillusioned with the Republic’s inaction to the First
Order’s violations of the Galactic Concordance. Dam-
eron defected to the Resistance, where he became
one of General Leia Organa’s most trusted operatives.
MAZ KANATA (NEMESIS) Dameron flew under the callsign of Black Leader while
piloting his specialized T-70 X-wing starfighter, Black
Born over a millennium before the brewing war be- One.
tween the First Order and the Resistance, Maz lives
in an ancient castle on the planet Takodana She has 3 4 2 3 3 4
gained a reputation as a “pirate queen” by allowing BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

traveling smugglers to reside in her home—as long as SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
they honored her prohibitions against politics and war. 4 16 16 0 | 0
Kanata spent centuries traveling the galaxy, collecting
antiques and trinkets which she keeps inside the store-
Skills: Athletics 2, Charm 3, Cool 3, Gunnery 4, Lead-
houses and vaults of her castle.
ership 3, Mechanics 1, Piloting (Planetary) 3, Piloting
(Space) 5, Ranged (Light) 2, Streetwise 1, Vigilance 2,
1 3 4 5 4 5 Knowledge (Warfare) 2,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 16 19 0 | 0
Skills: Charm 3, Cool 4, Coordination 2, Deception
4, Discipline 4, Knowledge (Outer Rim) 2, Knowledge
(Lore) 3, Knowledge (Underworld) 4 , Leadership 5,
Negotiation 4, Ranged-Light 2, Skulduggery 3, Stealth
2, Streetwise 5, Survival 3, Vigilance 3

Talents: Adversary 2, Kill with Kindness 2, Nobody’s


Fool 3

Abilities:

• Force Rating 2
• Force Power: Seek (Maz may spend ◐ ◐ to gain
insight into the general location or direction of an
object or person she knows about, regardless of
current distance.)
• Force Powers: Influence, Sense
• Living Reliquary: Maz can spend a Destiny
Point to add an artifact of the GM’s choice to her
inventory

Equipment:

• Thick Clothing: +1 Soak

FIRES OF RESISTANCE
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37
Talents: Adversary 2, Form On Me, Full Throttle (Su- REY (NEMESIS)
preme), Master Pilot, Skilled Jockey 2 Starship Adver-
sary 3 A former scavenger from the planet Jakku, her life was
changed by the tumultuous events of the last days of
Abilities: the New Republic Era. Her decision to help the droid
BB-8 would set Rey on a course to discovering the
• One Hell Of A Pilot: Once per session, may Force that awakened within her, leading her to seek
spend a Destiny Point to take the One Hell Of A out Jedi Master Luke Skywalker for training. Yet de-
Pilot action and make a Hard (ddd
ddd) Piloting spite her commitment to the Jedi Order and the light
(Space) check. For each s, Poe removes one
side of the Force, Rey felt the pull to the dark side
minion-level starfighter opponent from the
due to her anger and the adversarial relationship she
encounter. x may be spent to remove an entire
had with Ben Solo, a fallen Jedi whom she knew as
minion group.
the dark warrior Kylo Ren. The unique Force-bond be-
Equipment: tween them was a result of their nature as a dyad in
the Force.
• Blaster pistol: Ranged (Light) Damage 6, Critical
3, Range [Medium], Stun Setting After the deaths of her parents, Rey was forced to
survive on her own in the Jakku desert, and became
• Resistance flightsuit: +1 soak a skilled mechanic, pilot and combatant in the pro-
cess. Her isolated life was disrupted shortly before war
broke out across the galaxy. Determined to help the

FIRES OF RESISTANCE
38
Star Wars Roleplaying
Resistance, Rey gained several new allies including
Finn, a renegade stormtrooper, as well as the veter-
ans Han Solo and Chewbacca. In the course of their
journey, she discovered her latent Force powers and
sought guidance under Skywalker, who taught her
the art of the Force despite his decision to end the
Jedi legacy.

3 4 3 4 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 16 16 2 | 1

Skills: Athletics 3, Charm 2, Cool 3, Coordination 3,


Discipline 3, Gunnery 2, Lightsaber 4, Mechanics 4,
Melee 4, Perception 2, Piloting (Planetary) 2, Pilot-
ing (Space) 3, Ranged (Light) 2, Survival 3, Vigilance
2, Knowledge (Outer Rim) 2

Talents: Adversary 2, Parry 3, Reflect 3, Skilled


Jockey 2

Abilities:

• Force Rating 3
• The Force Awakens: Once per session, as a
maneuver, Rey may spend a Destiny Point to
increase her Force Rating to 5 until the end of
the current encounter.
• Force Powers: Enhance, Influence, Move, Sense eventually received news that the First order shelled
Optional: Heal, Unleash. her people as a weapons test. Having lost everything
they had to the First Order, Rose and her sister com-
Equipment: mitted themselves to the Resistance to avenge their
homeworld.
• Scavenger Staff: Melee, Damage 5, Critical 5,
Range [Enaged], Defensive 1
• Skywalker Lightsaber: Lightsaber, Damage 10, 2 3 4 3 3 2
Critical l, Range [Engaged], Breach 1, Sunder, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Vicious 2
SOAK VALUE W. THRESHOLD M/R DEFENSE

• NN-14 blaster pistol: Ranged (Light), Damage 6, 3 12 0 | 0


Critical 3, Range [Medium], Stun Setting
Skills: Coercion 1, Computers 1, Cool 1, Discipline 2,
Mechanics 3, Melee 2, Piloting (Planetary) 1, Ranged
ROSE TICO (Light) 1, Vigilance 2
Rose Tico and her older sister Paige grew up on Hays
Talents: Fine Tuning 2, Push the Specs, Save What You
Minor, a impoverished mining colony in the Otomok
Love, Solid Repairs 2
system. The First Order took over Hays Minor’s mines]
and forced Rose’s people to mine their planet’s re- Equipment:
sources to feed their war machine. Rose was able to
blow up twelve OreDiggers and stop the First Order’s • Shock Prod: Melee, Damage 4, Crit 4, Range
mining operations for three days. Her parents told her [Engaged], Concussive 1, Stun Damage, Slow
that she and Paige had to find the Resistance and join Firing 1
them in their fight against the First Order.
• Support Crew Coveralls: Soak +1
Rose and Paige were welcomed into the Resistance • Toolkit
by Admirals Gial Ackbar and Amilyn Holdo. The two of
them joined the Resistance’s Cobalt Squadron. Rose • Data Spikes

FIRES OF RESISTANCE
Star Wars Roleplaying
39
THE FIRST ORDER
ARMITAGE HUX (NEMESIS)
Born on the planet Arkanis around the time of the Bat-
tle of Yavin, Hux was the illegitimate son of Comman-
dant Brendol Hux, who fathered Armitage by a kitchen
woman. In the aftermath of the Galactic Civil War, Hux
was sent into the Unknown Regions where the First
Order rose seeking to reclaim the glory of the Galac-
tic Empire. A ruthless officer by the time of the Cold
War, Hux engineered the death of his father, oversaw CAPTAIN PHASMA (NEMESIS)
the training and indoctrination of a new generation of
stormtroopers, and ordered the firing of the Starkiller Phasma grew up as a member of the Scyre clan on
superweapon to destroy the New Republic capital of the nuclear-ravaged world of Parnassos, where she
Hosnian Prime. During the First Order/Resistance War, became a formidable warrior, eventually becoming
Hux served as commanding officer of the Mega-class the clan’s military leader. Seeking passage offworld,
Star Dreadnought Supremacy until its destruction Phasma helped the First Order General Brendol Hux
shortly before the Battle of Crait. find his ship, in the process betraying her own brother,
Keldo, and the rest of her clan. After being rescued,
Phasma joined the First Order, abandoning her former
2 2 3 2 1 3 life. Over the years, Phasma rose through the ranks
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE of the First Order, eventually becoming the leader of
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
their stormtrooper training program.
2 12 15 0 | 0
4 3 2 4 3 3
Skills: Coercion 4, Deception 3, Knowledge (Warfare) BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
1, Leadership 2, Negotiation 3, Ranged (Light) 1, Vig-
ilance 2 SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

7 18 16 2 | 2
Talents: Adversary 2, Coordinated Assault 2, Inspiring
Rhetoric, Scathing Tirade Skills: Athletics 3, Brawl 3, Coercion 4, Cool 3, De-
ception 2, Discipline 3, Knowledge (Warfare) 2, Lead-
Abilities: ership 2, Melee 3, Ranged (Heavy) 4, Ranged (Light)
3, Resilience 4, Skulduggery 2, Survival 2, Vigilance 2
• Dissapointing Reality: If a first order unit is in the
same ship, base, or field of combat as Hux, they
Talents: Adversary 2, Fearsome 2, Field Commander
gain b on all checks. If they are within medium
range of Hux, they gain b instead. (Improved), Parry 4, Quick Draw

• Everybody’s Fool: All social checks targetting Abilities:


Hux are upgraded once.
• First Order Valor: May perform a maneuver to
Equipment: cause all ranged attacks targeting the character to
instead hit one ally or helpless enemy in Engaged
• Heavy Blaster Pistol: Ranged (Light), Damage 7, range, until the beginning of the character’s next
Critical 3, Range [Medium], Stun Setting turn.

Equipment:

• F-11D Blaster Rifle: Ranged (Heavy), Damage


10, Critical 3, Range [Long], Stun Setting
• SE-44C blaster pistol : Ranged (Light), Damage
6, Critical 3, Range [Medium], Accurate 1, Stun
Setting
• Quicksilver Baton: Melee, Damage 7 Crit 2,
Range [Engaged], Pierce 3, Linked 1

FIRES OF RESISTANCE
40
Star Wars Roleplaying
• Crushgaunts: Brawl, Damage 7, Crit 2, Range Skills: Coercion 4, Cool 4, Deception 3, Discipline 3,
[Engaged], Sunder, Vicious 2 Knowledge (Warfare) 4, Leadership 4, Melee 2, Per-
ception 3, Ranged (Light) 2, Vigilance 2
• Chromium-Plated Armor: Soak +3
Talents: Adversary 2, Nobody’s Fool 2, Starship Ad-
versary 2, Thorough Assessment
ENRIC PRYDE (NEMESIS)
Abilities:
Enric Pryde was a human male officer who held the
military rank of Allegiant General in the First Order • FirstOrder Leader: All First Order units within
during the First Order/Resistance War. In the last days Long range of General Pryde may perform a free
of the conflict, Pryde was appointed as the command- second maneuver on their turn.
ing officer of the Final Order—a fleet of Xyston-class
Star Destroyers—by the reborn Galactic Emperor Equipment:
Darth Sidious. Occupying a position of power and
privilege, Pryde was a high-ranking First Order offi- • Blaster Pistol: Ranged (Light), Damage 6, Critical
cer who wielded authority over the ground and naval 3, Range [Medium], Stun Setting
forces of the First Order military. Pryde’s flagship, the • Ebonwood Swaggerstick: Melee, Damage 4, Crit
Resurgent-class Star Destroyer Steadfast, was named 5, Range [Engaged]
in honor of the vessel he commanded during his time
in the Imperial Navy.
EXECUTIONER TROOPER (MINION)
A native of the planet Alsakan, Pryde was raised un-
der the reign of the Galactic Empire. As such, his ideol- Owing to the First Order’s merciless attitude towards
ogy was shaped by the principles of the New Order. A treason—exceeding even that of the Galactic Empire,
veteran of the Imperial Military, he retreated into the where even a derogatory remark was considered trea-
Unknown Regions of the galaxy after the Empire fell sonous—the First Order Executioner troopers tended
to the forces of the New Republic. Like other Imperi- to do several public executions each day on anyone
al officers, Pryde joined the Empire’s successor state, with even slight loyalty issues. In addition, the exe-
the First Order, longing to return to the High Human cutioner trooper underwent several rotations during
culture and civilization of his youth. During the New each session, and was even considered at times a test
Republic Era, he served as part of a second wave of to see whether they would make it within the Storm-
leadership that Supreme Leader Snoke kept in reserve trooper Corps.
after the unveiling of Starkiller Base. After Snoke’s
death, Supreme Leader Kylo Ren supported Pryde’s Unlike most stormtrooper variants, they were not
career at the expense of his rival, General Armitage from a specialist unit, but were instead random-
Hux. ly picked among regular stormtroopers for that day
depending on various assignments. When wearing
the Executioner trooper armor, their identity was left
anonymous by not broadcasting their serial number
2 2 4 3 2 4 which would appear on displays of other stormtroop-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ers. The Executioner trooper also had a built in vocod-
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE er which disguised their voice. Only their commanding
2 15 17 0 | 0 officer was aware of their identity.

FIRES OF RESISTANCE
Star Wars Roleplaying
41
3 3 2 2 3 1 3 3 2 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 M/R DEFENSE

5 5 0 | 0 5 5 0 | 0
Skills (Group Only): Athletics, Brawl, Discipline, Me- Skills (Group Only): Athletics, Discipline, Melee, Pi-
lee, Ranged (Heavy), Vigilance loting (Planetary), Ranged (Heavy), Ranged (Light)

Equipment:

• Bl-155 Laser Axe: Melee, Damage 8, Crit 2,


Breach, Innacurate 2, Sunder, Vicious 3

• Executioner Armor: Soak +2, lacks serial


number identification

Equipment:

• Blaster Carbine: Ranged (Heavy), Damage 9, Crit


3, Range [Medium], Stun Setting
• Frag Grenade: Ranged (Light), Damage 8, Crit 4,
Range [Short], Blast 6, Limited Ammo 1

FIRST ORDER JET TROOPER (MINION) • Jetpack: Allows user to function as a Silhouette
1, Speed 2, Handling 2, System Strain Threshold
Like the Galactic Empire’s jumptroopers, First Order 3 vehicle that can only operate in atmosphere and
jet troopers were specialized stormtroopers that were requires Piloting: Planetary to operate
trained in aerial combat utilizing specialized armor • Trooper Armor: Soak +2
and weaponry. Several variants existed with gear suit-
ed to their particular missions.

FIRES OF RESISTANCE
42
Star Wars Roleplaying
PRAETORIAN GUARD • Electro-Bisento: Melee, Damage 7, Critical 1,
Range [Engaged], Cortosis, Pierce 2, Defensive 1
The Elite Praetorian Guard was a First Order unit that
consisted of eight human warriors divided into four • Vibro-Arbir: Melee, Damage 5, Critical 2, Range
[Engaged], Cortosis, Pierce 2, Linked 1
pairs. Like the Imperial Royal Guards who protected
Emperor Palpatine during the reign of the Galactic • Vibro-Voulge: Melee, Damage 7, Critical 2, Range
Empire, the Praetorian Guards served as elite person- [Engaged], Cortosis, Pierce 3, Defensive 1
al bodyguards of Supreme Leader Snoke. As such,
they were trained to protect the Supreme Leader by • Praetorian Armor: Soak +2, Defense 1
meeting any threat with a ferocious response. Clad in
red armor and robes, the Praetorian Guard’s appear-
ance deliberately echoed that of the Emperor’s royal
guardsmen. As combatants they specialized in several
forms of martial arts, such as Teräs Käsi, and carried
various high-tech melee weapons.

Each Praetorian Guard carries one of the weapons


listed in their profile.

3 3 2 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 12 1 | 1
Skills: Brawl 2, Coercion 2, Cool 3, Discipline 2, Melee
4, Perception 3, Vigilance 3

Talents: Adversary 2, Parry 3

Abilities:

• Group Tactics: When more than one Praetorian


Guard is in an encounter, add a to all combat
checks they make.

Equipment:

• Bilari Electro-Chain Rapier: Melee, Damage


5, Critical 2, Range [Engaged], Cortosis, Pierce
3, Vicious 1, may switch to whip mode as an
incidental.
• Bilari Electro-Chain Whip: Melee, Damage 5,
Critical 2, Range [Engaged], Cortosis, Ensnare 2,
may switch to rapier mode as a maneuver.

SITH TROOPER (RIVAL)


Sith troopers, also known as Sith stormtroopers, were
elite soldiers in the Sith Eternal army that was created
on the planet Exegol during the New Republic Era. The
army comprised the children of the Sith Eternal, a Sith
cult that revered the dark side of the Force. While Sith
troopers were named after the Jedi Order’s ancient
rival, the Sith Order, they were not Force-sensitive like
their namesake. Nevertheless, they shared the Sith
cultists’ devotion to the Sith religion.

FIRES OF RESISTANCE
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43
Taking inspiration from the Sith legacy that was built 4, Knowledge (Lore) 5, Knowledge
on fear and death, the armor worn by Sith troopers (Outer Rim) 4, Knowledge (Xenol-
was red like Sith lightsaber blades and the Emperor’s ogy) 4
Royal Guard. They were the culmination of the Contin-
gency created by Darth Sidious—Dark Lord of the Sith Talents: Adversary 3, Fearsome 2,
and Galactic Emperor—whose goal was to return the Nobody’s Fool 3
galaxy to a dark age of a thousand years past, under
the eternal reign of a new Sith Empire. Abilities:

• Force Rating 5
3 3 3 3 3 2
• Insidious Bond: As an
action, Snoke may allow
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE one ally within Short range
7 17 1 | 1 to recover up to 5 strain.
He then inflicts the
Skills: Athletics 3, Coercion 3, Cool 4, Discipline 4, same number of strain
Gunnery 3, Melee 2, Perception 3, Ranged (Heavy) 3, on another ally within
Ranged (Light) 3, Stealth 2, Vigilance 3 Short range. If Snoke
himself suffers an
Talents: Adversary 1, Quick Strike 1 additional 2 strain,
he may inflict this on
Equipment: an enemy instead.

• Heavy Blaster Rifle: Ranged (Heavy), Damage • Supreme Leader:


10, Critical 3, Auto-fire When Snoke is
present in an
• Frag Grenade: Ranged (Light), Damage 8, Crit 4, encounter, all First
Blast 6, Limited Ammo 1 Order characters may
upgrade non-combat
• Thermal Detonator: Ranged (Light), Damage 20, checks once.
Crit 2, Blast 15, Breach 1, Limited Ammo 1
• Sith Trooper Armor: +2 Soak, +1 Defense, • Force Power Bind:
upgrade Stealth checks once, remove bb (Snoke may spend ◐ to
imposed due to darkness, smoke, orother immobilize a target until
environmental effects which obscure vision the end of Snoke’s next
turn and ◐ ◐ to affect 2
additional targets)
SUPREME LEADER SNOKE (NEMESIS)
• Force Power Unleash:
(Snoke may make an
Possessing powerful abilities as a Force wielder, Snoke Unleash power check
gained control of the First Order, a hermit state in the as a ranged attack and
Unknown Regions that began as a remnant of the Ga- roll an Average (dddd)
lactic Empire. Despite holding absolute power as Su- Discipline check. If
preme Leader, Snoke allowed General Armitage Hux the check succeeds
to lead the First Order military in his name, prefer- and Snoke spends
ring to concentrate on spiritual matters of the Force. ◐ ◐, the attack
With the turning of Padawan Ben Solo—grandson of hits with a base
the Chosen One Anakin Skywalker—to the dark side damage of 5 and
of the Force, Snoke gained as his apprentice the heir a critical rating
to the powerful Skywalker bloodline, who adopted the of 4. Snoke may
persona of Kylo Ren after renouncing and destroying increase the damage by
the Jedi Order. 3 per additional ◐ spent and
spend ◐ to give the attack the Ensnare 2
or Burn 2 quality)
2 2 4 5 5 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE • Force Powers: Influence, Move, Sense
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE Equipment:
3 16 20 0 | 0
• Khalat Robes
Skills: Charm 2, Coercion 3, Cool 3, Deception 4,
Discipline 4, Leadership 3, Medicine 2, Perception • Matching Slippers
4, Resilience 3, Vigilance 4, Knowledge (Core Worlds)

FIRES OF RESISTANCE
44
Star Wars Roleplaying
THE KNIGHTS OF REN 4 4 3 4 4 2
T he scattered settlements of the Unknown Regions BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

and adjacent border territories tell cautionary tales SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

of dangers lurking in unmapped space. Local folklore 6 20 18 1 | 1


has warned for centuries of marauders known as the
Knights of Ren. Since the rise of the First Order, myth Skills: Astrogation 2, Athletics 2, Coercion 3, Cool
has become reality. Whether or not this gang of dark 3, Discipline 3, Gunnery 4, Lightsaber 4, Perception
warriors are truly connected to that ancient tradition 3, Piloting (Planetary) 2, Piloting (Space) 4, Ranged
or are wrapping themselves in the name and reputa- (Light) 3, Vigilance 3
tion of legends is not known, nor consequential, for
whatever their origins they are a force to bereckoned Talents: Adversary 2, Durable 2. Improved Parry 4,
with. The Knights were gifted to Ben Solo by Snoke, Improved Reflect 4
who promised the fallen Jedi apprentice powerful fol- Abilities:
lowers if he proved worthy. After a grueling trial, Kylo
Ren emerged to lead them. • Force Rating 3
Visage of Violence: At the beginning of each encoun- • Rage: When Kylo is suffering from at least one
ter with the Knights of Ren, each enemy within Medi- critical injury, he adds st per injury to combat
um Range must make an Average (dd dd) fear check, checks.
upgraded once for each Knight of Ren present.
• Stasis:
After a successful Protect Power check,
Kylo may perform a Bind Power check as a
maneuver.
KYLO REN (NEMESIS)
• Force Power Bind: (Kylo may spend ◐ to
Kylo Ren sacrificed everything in his pursuit of power immobilize a target until the end of Kylo’s next
through the dark side, choosing to isolate himself from turn and ◐ ◐ to affect 2 additional targets)
the people he loved as Ben Solo. During the New Re-
public Era, Ben was part of a new generation of Jedi
• Force Power Protect: (Kylo may make an
Average (ddd
ddd) Discipline check and spend ◐
apprentices trained by his uncle, Jedi Master Luke ◐ to reduce damage from the next energy-based
Skywalker. However, Ben was seduced by the dark weapon that hits him by 4+s. He may spend ◐
side through the machinations of the phantom Sith to reduce the damage by an additional 2.)
Lord Darth Sidious and his creation, Supreme Lead-
er Snoke. Ben destroyed his master’s training temple • Force Powers: Enhance, Influence, Move, Sense
and killed his fellow students, earning him the moniker
Equipment:
“Jedi Killer” along with the new identity of Kylo Ren.

In addition to becoming a champion of the First • Kylo’s Crossguard Lightsaber: Lightsaber,


Damage 10, Critical l, Range [Engaged], Breach
Order, the Empire’s successor that Snoke ruled as 1, Sunder, Vicious 2, may spend ttt or y on
Supreme Leader, Ren gained the title master of the enemy Melee or Lightsaber check to disarm them.
Knights of Ren, having inherited his predecessor’s
command with Snoke’s blessing.Through his new mas- • Personalized Armor: Soak +2, Defense 1
ter’s training, Solo became nothing more than a dis-
tant memory in the life of Ren. He was the Supreme
• Vader’s Mask: After meditating in his quarters,
Kylo adds ● to all force power checks for the next
Leader’s most gifted apprentice as well as the embod- encounter.
iment of a new generation of dark side warriors that
emerged to fill the void left by the fall of the Sith.

FIRES OF RESISTANCE
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45
AP’LEK (NEMESIS) CARDO [NEMESIS]
Whereas most of the Knights prefer a straightforward While most of the Knights of Ren strike with exacting
and violent approach to eliminating their targets, precision, Cordo’s approach leaves wide swathes of
Ap’lek revels in deception. As a strategist, he employs destruction. His hefty arm cannon packs more than
feints and misdirection to trap an opponent. On his enough firepower for a single warrior. A wide-bore
belt is a smoke dispenser that obscures vision and flamethrower launches jets of burning naphthex gel,
disrupts sensors; his own nascent Force abilities allow burning down obstacles and any enemies using them
him to peer through such screens. As a warrior, the as cover. A vented plasma bolt launcher has limit-
sinister face of his battered helmet suggests an unset- ed ammunition but fires explosive charges over 200
tling rictus, as if he delights in his tricks. His preferred meters. Cardo’s obsession with weapon modification
lethal weapon, though, is an ancient Mandalorion ex- makes him the best armorer of the Knights.
ecutioner’s ax.
3 4 3 2 2 2
3 2 3 4 3 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 6 18 14 1 | 1


5 18 16 1 | 1 Skills: Athletics 1, Discipline 3, Gunnery 2, Mechanics
Skills: Athletics 2, Coercion 1, Cool 3, Deception 3, 3, Perception 3, Ranged (Light) 4, Vigilance 4
Discipline 3, Knowledge (Lore) 2, Mechanics 1, Med-
icine 1, Melee 4, Perception 2, Ranged (Light) 2, Talents: Adversary 2
Stealth 3, Vigilance 4
Abilities:
Talents: Adversary 2, Disorient 3, Fient 2, Prey on the
Weak 2 • Force Rating 1
Abilities:
• Swath of Destruction: Cardo may add c to all
combat checks and spend ◐ as a to activate
weapon qualities.
• Force Rating 2
Equipment:
• Piercing Vision:Ap’Lek ignores all b due to
smoke or other concealment.
• Arm Cannon (Blaster): Ranged (Light), Damage
• Unbalance: Ap’lek may add cc to all combat 6, Crit 3, Range [Medium], Auto-fire, Stun setting,
checks and spend ◐ as a to activate disorient. ttt may cause out of ammo.

Equipment: • Arm Cannon (Flamethrower): Ranged (Light),


Damage 5, Crit 2, Range [Short], Blast 3, Burn 2,
• Mandalorian Executioner’s Ax: Melee, Damage Pierce 2, Vicious 3
6, Crit 1, Pierce 4, Sunder, Vicious 1
• Arm Cannon (Plasma Bolt): Ranged (Light),
• Heavy Battle Armor: +2 Soak, +1 defense Damage 7, Crit 3, Range [Medium] Pierce 5,
Prepare 1
• Smoke Canister: Activate with a maneuver to
create concealment that adds bb within short • Heavy Blaster Pistol: Ranged (Light), Damage 7,
range Crit 3, Range [Medium], Stun setting
• Heavy Battle Armor: +2 Soak, +1 defense

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Star Wars Roleplaying
KURUK (NEMESIS) TRUDGEN (NEMESIS)
The most solitary of the Knights, Kuruk serves as the A collector of trophies from fallen conquests, Trudgen
group’s rifleman and the pilot of the Night Buzzard. He adds to his weapons and armor as his victories grow.
is the one most likely to remain behind, perched on a His patchwork helmet indicates that he defeated a
high vantage point, covering an assault with his preci- death trooper at some point in the past, a remarkable
sion marksmanship. The blinder flaps on his helmet achievement given their strength and rarity. His signa-
focus his attention on his target, and his aim is further ture weapon is an enormous vibrocleaver. The ultra-
sharpened by concentrating on the Force. He carries sonic technology that rapidly vibrates the blade edge
no bladed weaponry, relying instead on his multi-bar- for extra cutting power is an add-on modification to a
reled custom designed rifle, which has rapid-fire, snip- traditional, primitive weapon. When not swinging the
ing, and pump-action plasma bolt firing capabilities. hefty blade in combat, Trudgen either rests the blunt
end over his shoulder, holds it via the weight-reduc-
3 4 2 3 2 2 ing holes lining the blade spine, or attaches bandolier
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE straps to it and slings it over his back.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 18 14 1 | 1 4 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Athletics 2, Discipline 3, Gunnery 2, Perception
2, Piloting (Planetary) 2, Piloting (Space) 3, Ranged SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(Heavy) 4, Ranged (Light) 2, Ranged (Light) 4, Stealth 6 18 14 1 | 1


1, Survival 2, Vigilance 4
Skills: Athletics 2, Discipline 3, Gunnery 2, Melee 4,
Talents: Adversary 2, Intuitive Shot Perception 4, Vigilance 4
Abilities: Talents: Adversary 2, Parry 2

• Force Rating 1 Abilities:


Equipment: • Force Rating 1
• Custom Sniper Rifle (Standard and full auto): • Force Power: Enhance
Ranged (Heavy), Damage 10, Crit 2, Range [Long],
Auto-fire, Accurate 2 • Trophy Collector: Once per round, may pick up
an enemy’s dropped piece of equipment as an
• Custom Sniper Rifle (Plasma Bolt): Ranged incidental.
(Heavy), Damage 10, Crit 2, Range [Long] Pierce
6, Prepare 1 Equipment:

• Heavy Battle Armor: +2 Soak, +1 defense • Vibrocleaver: Melee, Damage 7, Crit 2, Range
[Engaged], Pierce 3, Vicious 2
• Blinder Panels: Remove bb from ranged checks
• Breath Screen: Immune to airborne toxins • Combat Knife: Melee, Damage 5, Crit 2, Range
[Engaged]
• Heavy Battle Armor: +2 Soak, +1 defense

FIRES OF RESISTANCE
Star Wars Roleplaying
47
USHAR (NEMESIS) VICRUL (NEMESIS)
Ushar is the Knight most likely to force prisoners to Vicrul sees himself as the harvester, the reaper of the
grovel for mercy. He tests the mettle of his victims; fallen, and the targeter of souls. Every unfortunate
those who whimper for help are deserving of slow pun- victim to fall to his weapons augments his power.
ishment, while those who fight back are to be lauded. The dark side, though it may be muted by his lack of
Usher’s helmet bears the crumple mark of a particu- Force-training, surges in him with each hateful strike.
larly feisty prisoner who retaliated, earning Usher’s re- Vicrul relishes this, and prefers to eliminate his targets
spect, and a swift death. Ushar’s signature weapon is a at close range, though he keeps a blaster pistol at the
war club with a blunt, heavy end that helps drive kinet- ready in case he should need it. Vicrul’s latent Force
ic energy to a concussion field generator. This feature abilities manifest themselves in heightened reflex-
can produce a widely dispersed concussion blast. es and the power to magnify fear in his prey, though
these abilities come unbidden and uncontrolled.
4 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE 4 3 2 3 2 2
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

6 18 14 1 | 1 SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 18 16 1 | 1
Skills: Athletics 2, Coercion 4, Discipline 3, Gunnery
2, Melee 4, Perception 3, Ranged (Light) 3, Vigilance 4 Skills: Athletics 2, Coercion 4, Discipline 3, Gunnery
2, Melee 4, Perception 3, Ranged (Light) 3, Vigilance 4
Talents: Adversary 2, Parry 2
Talents: Adversary 3, Parry 2, Terrify (Improved)
Abilities:
Abilities:
• Force Rating 1
• Test their Mettle: When questioning or torturing • Force Rating 2
a captive, Ushar adds c to the check and may • Reaper of the Fallen: Whenever Vicrul wounds
spend ◐ as s or a an enemy, he recovers 1 strain. When Vicrul
inflicts a critical injury or kills his target, all attacks
Equipment: targeting him have their difficulty upgraded until
his next turn.
• War Club: Melee, Damage 8, Crit 5, Range
[Engaged], Stun 3, Disorient 3, Kinetic charge: Equipment:
May spend a to add Blast 4 and Concussive
qualities to the weapon until one or both of them • Scythe: Melee, Damage 5, Crit 1, Range [Engaged],
are triggered on a subsequent check. Pierce 3, Vicious 2
• Thermal Detonator: Ranged (Light), Damage 20, • Heavy Blaster: Ranged (Light), Damage 7, Crit 3,
Crit 2, Blast 15, Breach 1, Limited Ammo 1 Range [Medium], Stun Setting
• Heavy Battle Armor: +2 Soak, +1 defense • Heavy Battle Armor: +2 Soak, +1 defense

FIRES OF RESISTANCE
48
Star Wars Roleplaying
UNDERWORLD
AX TAGRIN (NEMESIS) • HH-50 Heavy Blaster Pistol: Ranged (Light),
Damage 7, Crit 3, Range [Short], Linked 1, Stun
Indomitable and Cunning, Ax Tagrin is an Iktotch Boun- Setting, Vicious 1
ty Hunter that works primarily with the First Order.
His most recent exploit consisted of capturing a Resis- • Flash Charge: Ranged (Light), Damage -, Crit -,
Range [Short], Blast -, All characters hit by blast
tance spy, but not before allowing him to call for sup-
are disoriented for 2 rounds. x may be spent to
port. When the Resistance members of the Colossus Stagger 1 affected target for 1 round.
came to the rescue, Ax was lying in wait, springing trap
after trap to ensure that Kazuda Xiono and his team • Com-Bug: Allows Ax to make an Average (dd
dd)
were thoroughly outmaneuvered. This venture eventu- Computers check to listen in on open and softly-
ally ended in the Resistance members escaping, but encrypted communication channels withing Long
Ax Tagrin nearly killed them a half-dozen times. Range.

BABU FRIK (RIVAL)


Babu Frik worked for the Spice Runners of Kijimi on
the planet of Kijimi for some time before the Cold
War. When Zorii Bliss and Poe Dameron and mem-
bers of the gang went to Quintil to rescue Tomasso,
Bliss asked after Frik. Later, after Bliss and Dameron
were inducted as Spice Runners, Bliss brought Dam-
eron and their damaged droid companion EV-6B6 to
Babu, who fixed the droid for them. When Dameron
abandoned the group to join the New Republic, Babu
Like most bounty hunters, Ax has plenty of tools at allowed him to take a holographic disguise matrix so
his disposal to capture his prey, which makes him a he could sneak offworld. Sometime after the Battle of
dangerous and versatile adversary. He usually waits Crait, Kijimi fell under First Order occupation, which
for his first trap to spring before he engages the en- made life more difficult for Babu and the band of spice
emy, but then bears down with the weight of his Vi- runners.
bro-ax and his intimidating double-pistol. If the quarry
do escape this initial onslaught, he has ways of track- 1 1 4 2 2 3
ing them down before brutally waylaying them again. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Ax Tagrin is nothing if not persistent.
SOAK VALUE W. THRESHOLD M/R DEFENSE

1 4 0 | 0
4 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Charm 3, Computers 5, Knowledge (Under-
world 3), Mechanics 4
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

7 22 15 1 | 1 Talents: Machine Mender 3, Master Slicer, Reroute


Processors, Speaks Binary 2
Skills: Athletics 2, Brawl 2, Cool 3, Melee 2, Piloting
(Space) 2, Ranged (Light) 2, Stealth 2, Streetwise 1, Abilities:
Survival 1
• Silhouette 0
Talents: Adversary 1, Disorient 2, Prey on the weak 2
Equipment:
Abilities:
• Precision Toolkit
• Earthshaker:Once per session, Ax may take the
Earthshaker maneuver to give his next melee • Slicer Gear
attack Blast 5.

Equipment:

• Extendable Vibro-Ax: Melee, Damage 7, Crit 2,


Range [Engaged], Pierce 3, Vicious 2

FIRES OF RESISTANCE
Star Wars Roleplaying
49
DJ (RIVAL)
4 1 2 3 3 3
The man known only as “DJ”, a nickname that was ac- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tually an acronym for his personal motto “Don’t Join”,
SOAK VALUE W. THRESHOLD M/R DEFENSE
is a talented thief and slicer. As reflected in his motto,
DJ lacks a belief in the black and white moralities of 4 15 0 | 0
good and evil, and instead sees only shades of gray. Skills: Charm 3, Coercion 3, Cool 2, Deception 1,
The only factions to him are his side or the other’s Discipline 1, Gunnery 3, Knowledge (Underworld) 1,
side, with his side being the only one that truly mat- Leadership 2, Negotiation 4, Piloting (Planetary) 1, Pi-
tered. When it came to the factions fighting the First loting (Space) 1, Streetwise 1, Vigilance 2
Order/Resistance War, he saw the tyrannical First Or-
der and the ambitious Resistance to be two sides of Talents: Adversary 1, Burly 2, Nobody’s Fool 2
the same coin.
Equipment:

• HOB Heavy Repeating Blaster: Gunnery,


Damage 15, Crit 3, Range [Extreme], Auto-fire,
Cumbersome 6, Pierce 2, Vicious 1

SIDON ITHANO (NEMESIS)


A deadly pirate and an inspiring leader, Sidon Ithano
captains his crew of Menson Martinet on their array
of misadventures. A male from the cluster where his
species gets their name, Ithano is a Delphidian, though
most will never know that. Ithano is seldom seen with-
2 3 4 4 3 1 out of the outfit he has donned for most of his career,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE complete with the blood-red Kaleesh helmet he has
SOAK VALUE W. THRESHOLD M/R DEFENSE
adopted. That, and his infamy for his skills and fero-
2 14 0 | 0 ciousness, has earned him the titles The Crimson Cor-
sair, The Blood Buccaneer, and the Red Raider. Ithano
Skills: Coercion 2, Cool 2, Computers 5, Deception 4, also diferentiates himself in his field of piracy is his
Knowledge (Underworld) 3, Perception 2, Skulduggery disdain for direct communication. A man of few words,
4, Stealth 3, Streetwise 3, Vigilance 2 Ithano prefers to let his First Mate, Quiggold, do his
talking for him. Among his many adventures, Ithano
Talents: Bad Motivator, Bypass Security 2, Knows the has claim to the remarkable feat of discovering one of
Ropes Count Dooku’s felled flagships. Access to the location
of Separatist Factory Locations has lead to dilapidated
Equipment: Separatist battle-droids being reintroduced to private
use.
• Banal Apparel
• Slicer Gear 2 4 2 3 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
• Liquid Metal Skeleton Key
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 18 12 1 | 1
QUIGGOLD (RIVAL)
Skills: Coercion 2, Cool 2, Discipline 2, Knowledge
Quiggold was a male Gabdorin pirate from Gabdor (Underworld) 1, Leadership 4, Melee 1, Negotiation
and the first mate of Captain Sidon Ithano’s crew in 2, Piloting (Planetary) 1, Piloting (Space) 1, Ranged
the Outer Rim in the decades after the Galactic Civil (Heavy) 2, Streetwise 1, Vigilance 2
War. Assisting Ithano in the hunt for a possible lost
shipment of kyber crystals that was originally meant
to be delivered to Count Dooku during the Clone Wars,
Quiggold and the rest of the crew ended up finding a
clone trooper frozen in stasis named Kix and locations
to long-forgotten former Separatist bases. Quiggold
wore a simple brown hood and had a peg leg fash-
ioned from a fuel funnel and carried a set of prayer
beads fashioned from hyperdrive plotter pins.

FIRES OF RESISTANCE
50
Star Wars Roleplaying
Talents: Adversary 2, Cunning Persona, Rapid Reac- ZORII BLISS (RIVAL)
tion 3, Trust the Captain 2
Zorii Bliss, also known as Zorri Wynn, was a human
Abilities: female native to the frigid planet Kijimi. She was the
leader of the Spice Runners of Kijimi. During the war
• I Don’t Die So Easily: Once per session, when between the First Order and the Resistance, Bliss was
Sidon Ithano would die, become incapacitated, neutral, and she spent time in Kijimi’s Thieves’ Quar-
or otherwise be removed from the encounter, ter. She shared a past connection with Poe Dameron
he miraculously survives. He recovers 5 wounds
as he was once a spice runner along with her, but Poe
and 5 strain, then returns to the encounter in his
Dameron left the group and abandoned Bliss.
original initiative slot at the beginning of the next
round.
• Take the Deal: Sidon may use Willpower instead 2 3 2 3 2 3
of Presence when making Negotiation checks. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Talk is Cheap: Ithano may spend x on any SOAK VALUE W. THRESHOLD M/R DEFENSE

combat check to add b to the next check each 4 15 0 | 0


ally within medium range makes. Skills: Athletics 2, Charm 2, Coercion 2, Cool 3, De-
ception 3, Gunnery 3, Knowledge (Underworld) 3,
Equipment:
Leadership 2, Piloting (Space) 4, Ranged (Light) 3,
• Blaster Rifle: Ranged (Heavy), Damage 11, Crit Streetwise 3, Vigilance 2
3, Range [Medium], Pierce2, Stun Setting
Talents: Adversary 1, Indistinguishable 2, Quick Draw,
• Heavy Blaster Pistol: Ranged (Light), Damage 7, True Aim 1
Critical 3, Range [Medium], Stun Setting
Equipment:
• Mask of the Corsair: Sidon’s iconic Kaleesh mask
has marked him as an extremely dangerous and
competent man. He adds bb to coercion checks
• Twin E-851 Blaster Pistols: Ranged (Light),
Damage 7, Critical 3, Range [Medium], Linked 1,
and bb to any stealth checks., Stun Setting
• Zorii’s Helmet: Integrated long-range commlink,
WAR PROFITEER (NEMESIS) Scanners (remove bb due to concealment or
darkness), and life support (Immune to airborne
The Corporate Sector is home to many who benefit poisons)
from keeping the galaxy in turmoil, selling weapons
and warships to both sides of the conflict. Places like
the Canto Bight casinos fill with rich profiteers cele-
brating their financial success at the expense of the
innocent citizens of the galaxy

.
2 2 3 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

2 14 15 0 | 0
Skills: Charm 3, Coercion 1, Cool 2, Deception 3,
Knowledge (Core Worlds) 2, Knowledge (Education) 3,
Negotiation 4

Talents: Convincing Demeanor 2, Nobody’s Fool 3,


Plausible Deniability 2

FIRES OF RESISTANCE
Star Wars Roleplaying
51
CREATURES
CASTILONIAN ROKKNA (NEMESIS) Abilities:

The Rokkna is the apex predator of Castilon. Not be- • Amphibious


cause they are particularly predatory or agile, but be-
cause they are the largest single living thing on Casti-
• Many-armed:The creature gains on all Brawl
checks and may spend on a successful melee
lon. These megalithic beasts sport many tentacles the attack to hit a second targetEngaged with it,
size of starships and a beak that easily crush stone dealing the same damage as dealt to the original
or durasteel alike. Rokkna are not generally territorial target.
creatures, and usually are carefree and curious about
their surroundings. This drastically changes when it • Silhouette 5:
senses its child, who starts life off as a tiny squidling • Supremely Terrifying:Upon first seeing a Rokkna,
only as large as an Astromech, may be in danger. Then, an individual must make a Daunting (c cddd
ddd)
it sets its four massive eyes on whatever is closest and fear check to reflect the sheer dread the beast
lays waste to it. It has on at least one occasion caused invokes.
significant damage to heavily-reinforced civilian struc-
tures in the vast ocean of Castilon. Equipment:

• Massive Beak: Brawl, Damage 18, Critical 1,


6 2 1 2 3 1 Range [Short], Breach 4, Ensnare 5
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
• Megalithic Tentacles: Brawl, Damage 11, Critical
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE 4, Range [Long], Breach 2, Ensnare 3, Knockdown
13 52 38 0 | 0
Skills: Athletics 2, Brawl 3, Coordination 1, Percep-
tion 3, Resilience 1, Vigilance 2

Talents: Adversary 2

HAPPABORE
(RIVAL)
Happabores possessed
broad flat noses and beady
black eyes, which were al-
most hidden by the wrinkles
of their faces, as well as thick
skin that was very resilient to
heat. Their hides were well-ar-
mored on their dorsal side for protec-
tion against the sun and predators.] Their
large snouts aided them in finding and digging up
tubers. They had broad mouths with flat, yellow teeth
inside which they would use to bite with if provoked.
Otherwise, happabores were largely docile, being

FIRES OF RESISTANCE
52
Star Wars Roleplaying
known as patient, obedient creatures that could take within a maximum ofplanetary medium range.
a lot of abuse. Their forelimbs were short and stubby
with broad feet, while their hind limbs were longer and • Trained Mount: Add b to a rider’s Survival
checks while mounted
more powerful-looking, capable of covering several ki-
lometers at a time Equipment:

4 1 1 1 2 1 • Big Teeth: Brawl, Damage 7, Critical 4, Range


[Engaged]
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE


• Stomp: Brawl, Damage 5, Critical 5, Range
[Engaged], Knockdown
10 35 0 | 0

LUGGABEAST (RIVAL)
The hulking Luggabeast is a cybernetic fusion of flesh
and durasteel. Found on the frontier world of Jakku,
the Luggabeast is a creation of the Teedo, who have
made, bred, and carved these creatures into their
mechanized state. Luggabeasts owe to this their abili-
ty to have sustenance directly piped into their system,
never needing to eat or drink. Because of these now
obsolete biological directives, Luggabeast exist to sur-
vive the scorching heat of Jakku, and find and collect
scrap. They are aided in this by the sensors and optics
Skills: Brawl 1, Cool 2, Resilience 4, Survival 3
the Teedo have outfitted them with.
Abilities:

• Silhouette 2 4 1 1 2 1 1
• Beast of Burden
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
15: Add 15 to the creature’s
encumbrance threshold. SOAK VALUE W. THRESHOLD M/R DEFENSE

8 22 1 | 1
• Sniff it out: May make an Average (dd
dd) Survival
check to locate the nearest water or food source

FIRES OF RESISTANCE
Star Wars Roleplaying
53
Skills: Athletics 2, Brawl 1, Perception 3, Resilience 2 Skills: Athletics 3, Brawl 2, Resilience 1

Abilities: Abilities:

• Silhouette 2 • Silhouette 2
• Beast of Burden 10: Add 10 to the creature’s • Trained Mount 2: Add bb to a rider’s Survival
encumbrance threshold. checks while mounted
• Sand Walker:Remove b from any checks made Equipment:
to traverse sandy or desert terrain.
• Steel Seeking Steel:The Luggabeast may make • Tusks: Brawl, Damage 6, Critical 3, Range
a Hard (ddd
ddd) Perception check to identify the [Engaged], Pierce 2, Knockdown
nearest large amount of scrapmetal, if any.
• Trained Mount: Add b to a rider’s Survival PORG (MINION)
checks while mounted
Porgs were a species of non-sentient birds. They were
Equipment: stocky in nature, with two short wings, flat, beakless
faces, and two webbed feet. They could fly short dis-
• Steel Stomp: Brawl, Damage 5, Critical 4, Range tances but not far enough to leave their native island.
[Engaged], Knockdown They could also run quite swiftly on the ground and
were good at maneuvering into small spaces.
ORBAK (RIVAL)
Orbaks are fleet-footed creatures with strong mus-
cles and great endurance. They are not native to Kef
Bir, and examples of orbaks can be found on several
worlds, making it diicult to pinpoint their galactic ori-
gins. On frontier worlds they are domesticated as agri-
cultural, transport, and even war animals. The Compa-
ny 77 survivors on Kef Bir have tamed a herd of orbaks
to be their loyal mounts, and the orbaks and riders are
inextricably linked in a partnership of survival. Atop
orbaks, the riders can explore huge stretches of the
countryside and keep pace with swift-moving prey. In
return, the riders must protect their orbaks from pred-
ators, as their nomadic lifestyle is completely depen-
dent on the prized steeds.
1 2 1 1 1 2
4 3 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


1 3 0 | 0
5 15 0 | 0

FIRES OF RESISTANCE
54
Star Wars Roleplaying
Skills (Group Only): Charm, Coordination, Stealth

Abilities: 2 3 1 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Silhouette 0
SOAK VALUE W. THRESHOLD M/R DEFENSE

• Innocent Stare: A character targetting a porg 3 6 0 | 0


with a combat check must suffer 3 strain before
making the check or choose another target. Skills (Group Only): Charm, Coordination, Percep-
tion, Survival, Vigilance
Equipment:
Talents: Shortcut 2
• Bite: Brawl, Damage 1, Critical 3, Range [Engaged]
Abilities:

VULPTEX (MINION) • Silhouette 0

The vulptices were a species of canids with a flexible • Crystaline Spines: May spend tt on combat
checks targetting a Vulptex to inflict a hit for 5
body native to the mineral world Crait. Their most dis- damage with pierce 3
tinctive feature was a coat of crystaline bristles/spines
that served as protection against their predators. The • Spine Chime: For each minion group of at least
jingling sounds resulting from this coat helped warn 3 Vulptices in an encounter, add s to initiative
other vulptices about danger. Their facial bristles also checks.
helped them gauge whether they could fit into a tight
space. Vulptices had excellent low-light vision and Equipment:
keen senses. They were omnivorous, feeding on tubers
and small burrowing mammals they dug out from un-
• Bite: Brawl, Damage 3, Critical 3, Range [Engaged]
der Crait’s salt crust.

FIRES OF RESISTANCE
Star Wars Roleplaying
55

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