Professional Documents
Culture Documents
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
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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
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.
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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.
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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
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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
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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.
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ACTIVE
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
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
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ACTIVE
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
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ACTIVE
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
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ACTIVE
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
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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.
FIRES OF RESISTANCE
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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.
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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.
FIRES OF RESISTANCE
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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
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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.
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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.
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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.
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
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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.
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
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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.
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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
3 2 +2 1| - | - |0 3 equipment.
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
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Star Wars Roleplaying
Passenger Capacity: 2 DEF FORE/PORT/STARBOARD/AFT ARMOR
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.
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)
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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
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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
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
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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.
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
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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
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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.
3 6 +2 1| - | - |2 3
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
12 14
Vehicle Type/Model: Starfighter/T-85
Manufacturer: Incom-FreiTek
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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.
3 6 +3 1| - | - |1 2
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
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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
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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
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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
FIRES OF RESISTANCE
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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
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
Abilities:
Equipment:
FIRES OF RESISTANCE
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3 3 2 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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
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:
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
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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.
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3 4 3 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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
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
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
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:
FIRES OF RESISTANCE
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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.
2 4 3 4 5 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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
Abilities:
Equipment:
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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
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
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
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:
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
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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
4 16 16 2 | 1
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
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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
Equipment:
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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
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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:
Equipment:
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.
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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.
3 3 2 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 16 12 1 | 1
Skills: Brawl 2, Coercion 2, Cool 3, Discipline 2, Melee
4, Perception 3, Vigilance 3
Abilities:
Equipment:
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.
FIRES OF RESISTANCE
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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
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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
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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 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
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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
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
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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.
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
Equipment:
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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:
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.
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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
.
2 2 3 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 14 15 0 | 0
Skills: Charm 3, Coercion 1, Cool 2, Deception 3,
Knowledge (Core Worlds) 2, Knowledge (Education) 3,
Negotiation 4
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CREATURES
CASTILONIAN ROKKNA (NEMESIS) Abilities:
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
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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:
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
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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
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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
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.
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