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Mando Source Book With Errata - 10-18-23
Mando Source Book With Errata - 10-18-23
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5
I
Gear and
Equipment
“Verd ori’shya beskar’gam.
A warrior is more than his armor.”
-Mandalorian proverb
*Beskar Item Quality
Equipment This guide uses the quality “Beskar”
in place of the usual “Cortosis” qual-
ity. They are mechanically identical,
Beskar Armor meaning that weapons with this quality
Beskar’gam cannot be sundered, and armor with
The wearing of armor is one of the six tenets this quality is immune to Pierce/Breach
qualities.
that defines Mandalorian culture. Wear-
Narratively, Cortosis has the ability
ing Beskar’gam (Meaning “Iron Skin” in the
to short out lightsabers, while Beskar
Mandalorian language) is considered the does not. Beskar however is a more
most pious way to observe this practice. durable and versatile material.
Pure beskar is more durable than any other
material in the galaxy, and closely guarded
forging techniques can produce impervious
alloys lighter than durasteel.
Repeated folding in the smithing process Handheld Weapons
produces fine layers, similar to those in lam- besbe’trayce
inate plastoid armors. This greatly enhances All Mandalorians are trained from an early
the armor’s energy dissipating capabilities. age to effectively wield a variety of weapons.
Unlike plastoid however, Beskar is almost Outsiders believe that this is done simply
infinitely resistant to energy, allowing it to to produce more deadly warriors and hunt-
deflect energy without absorbing heat. As a ers. In reality Resol’nare dictates that a war-
result, wearers of Beskar’gam generally only rior who fails to protect their clan is forev-
suffer damage from the kinetic force of blast- er marked “Dar’mando”, one who lacks the
er bolts (or slugs), not the thermal energy soul of a Mandalorian. This is considered a
of the shot itself. High beskar content alloys fate worse than death.
can even withstand sustained contact with
lightsabers. Amban Phase Pulse Blaster
There are certain symbols (the Iron The Amban Phase Pulse blaster
Heart) and styles (“T” shaped visors) pres- is an unconventional disruptor
ent in nearly every suit of Beskar’gam. sniper rifle. While most blast-
These provide common visual identity for ers generate bolts by ener-
all Mandalorians, regardless of clan, creed, gizing Tibanna gas, the
species, or gender.
___________________________________ Amban relies on special-
Price: $20,000 (R) ized disruptor cartridges
Rarity: 10 || Encum: 6 || Hard Points: 6 that must be reload-
___________________________________
ed for every shot.
Soak: 3 || Defense: 1
Qualities: Beskar*
Author’s note: I consider the “Mandalorian
Armor” defined by FFG to be made of Du-
rasteel (or a low Beskar alloy), like Jan-
go Fett’s armor in the Leg-
ends continuity.
7
This limits the weapon’s rate of fire, but the Damage: 7 || Crit: 3 || Range: Medium
devastating effectiveness of the blasts more Qualities: Accurate 1, Stun Setting
than compensates for this.
At close range the Amban’s dual prongs Micro Detonite Charges
may be used as a shock prod, delivering Not as clumsy or random as a baradium
enough of a jolt to daze even the most re- detonator, micro detonite charges produce
silient of adversaries. As with all disruptor contained high energy explosions. They are
weapons the Amban Blaster is extremely re- easily affixed to most surfaces and can be
stricted in both Imperial and New Republic triggered by a proximity sensor, impact de-
jurisdictions.
___________________________________ tector, remote activation, or a timer.
___________________________________
Price: 9,000 (R), $50 per round Price: $125 || Rarity: 3 || Encum: 1/2
___________________________________
Rarity: 9 || Encum: 4 ||Hard Points: 2 Skill Skill: Ranged [Light] (If thrown)
__________________________________
Damage: 8 || Crit: 3 || Range: Short (Thrown)
(Sniper Mode): Ranged [Heavy] Damage: 11
Qualities: Blast 6, Limited Ammo 1
|| Crit: 2 || Range: Extreme Qualities:
Usage: When the charge is triggered En-
Accurate 1, Cumbersome 3, gaged targets roll a Daunting (dddd)
Pierce 2, Vicious 5, Limited Ammo 1,
___________________________________ Resilience check. Each f inflicts +1 wound,
Prepare 1 Skill (Taser Mode): Melee and ttt activates a critical injury.
Damage: 6 || Crit: 4 || Range: Engaged Entering engaged range triggers the charge’s
Qualities: Disorient 2, Stun Damage proximity sensor which emits a soft tone. An
BRG-96 Blaster Pistol Average (dd) Perception check can alert
Packing the punch of heavy blaster pistol in a character to the noise, allowing them time
to take one maneuver at the cost of 4 strain.
a light frame, the BRG-96 blaster is a sturdy
Special: A charge gains the quality Breach
and reliable side arm. The addition of a few
1 if it affixed directly to a target. A x re-
after market modifications can make this into
sult on a ranged attack (throwing it) can affix
a unparalleled pistol.
_________________ the charge to the target, granting the bonus
Price: 2,000, Rarity 5, Enc: 2, HP 4 (Blast damage does not benefit from the
Skill: Ranged (Light) Breach quality).
8
Forgemaster’s Hammer Price: $2,750 (R)
Nau’alor Nyni’besbe Rarity: 5 || Encum: 6 || Hard Points: 2
___________________________________
The seventh unofficial tenet of Mandalorian Skill: Ranged Heavy
culture is disdain for uni-taskers. As such, Damage: 9 || Crit: 4 || Range: Long
Mandalorian smithing hammers are effective Qualities: Auto-Fire, Accurate 2, Cumber-
at both forging and destroying armor. Made some 3, Stun Setting
of a high Beskar content alloy, these ham-
mers are capable of fending off lightsaber
attacks.
___________________________________ The Darksaber
Price: $15,000 (R) ne’tra Kyr’Kad
Rarity: 10+ || Encum: 4 || Hard Points: 3 A legendary weapon liberated from the Jedi
___________________________________
of the Old Republic, many Mandalorians
Skill: Melee believe that whoever claims the Darksaber
Damage: +3 || Crit: 4 || Range: Engaged through combat is the rightful Mand’alor.
___________________________________
Qualities: Beskar*, Disorient 1, Cumber-
some 3, Defensive 1, Knockdown, Unwieldy Price: Priceless
Rarity: +10 || Encum: 2 || Hard Points: 3
___________________________________
3
Skill: Lightsaber
Beskar Spear Damage: 8 || Crit: 2 || Range: Engaged
Beskar beviin Qualities: Accurate 1, Breach 1, Defensive
Beskar spears are perhaps the oldest and 1, Sunder, Vicious 2
most rare of the traditional Mandalorian
weapons. Legend claim that these spears L-x4 Mortar Launcher
were forged by the original Taung settlers of A sleek and simple design, the BlasTech In-
Mandalore to hunt Mythosaurs. Formed from dustries L-X4 Mortar Launcher is compact
pure Beskar, these martial weapons are ex- enough to be transported and operated by a
tremely heavy and can only be modified by a single soldier. The owner’s manual insist that
Mandalorian forgemaster.
___________________________________ only BlasTech brand baradium core thermal
Price: $ 20,000 (R) shells may be used in the launcher. Howev-
Rarity: 10+ || Encum: 4 || Hard Points: 1
___________________________________ er many foolhardy operators claim that Ther-
Skill: Melee mal Imploders and Jogan fruit seem to fly
Damage: +3 || Crit: 4 || Range: Engaged just as far.
___________________________________
Qualities: Beskar*, Cumbersome 3, Defen- Price: $4,750 (R) Shells: $300 each (R)
sive 1, Unwieldy 3 Rarity: 5 || Encum: 6 || Hard Points: 0
___________________________________
9
(L-X4 Mortar Continued) Miniature Flame Projector
Skill: Gunnery
Damage: 14* || Crit: 3* ||
Tracin’la Kom’rk
Over the course of their many wars with the
Range: Min (Medium) to Max (Long)
Jedi, ancient Mandalorians found flame pro-
Qualities: Blast 10*, Pierce 2*, Prepare 1,
jectors to be highly effective against lightsa-
Slow-Fire 1, Inaccurate 2
ber wielding foes. Though direct conflicts
*Using standard ammunition with Jedi are now few and far between, the
Special: Any small cylindrical or spherical weapon has remained an essential part of
item may be loaded into the mortar and fired most Mandalorians’ arsenals. The projector
at Long range using the Ranged [Heavy] itself is generally mounted on a gauntlet,
skill. Grenades fired from the launcher use with a remote line connecting to a concealed
their base damage stats. fuel reservoir.
___________________________________
Price: $1,200 (R)
Integrated Weapons Rarity: 5 || Hard Points Required: 2
___________________________________
Skill: Ranged [Light]
A Mandalorian may be rendered empty
handed, but never unarmed. A multitude of Damage: 5 || Crit: 2 || Range: Short
weapons can be affixed to a warrior’s armor Qualities: Burn 2, Blast 2, Pierce 2, Vicious
and operated through either a HUD or wrist 3 Special: For an additional $1,200, a
second projector may be installed on the
mounted keypad. opposite arm without requiring the use of
hard points, granting the Linked 1 quality or
Whistling Birds allowing mul-tiple targets to be fired upon.
Jaig Bes’laaryc
Whistling Birds are a Mandalorian weapon Whipcord Launcher
designed as a defense against multiple ad- araniik’la Beviin
versaries. A user designates targets and Just as Mandalorians utilized flame projec-
activates the weapon all through a helmet tors to counter a Jedi’s lightsaber, the whip-
HUD, allowing the miniature guided missiles cord launcher was their response to Force
to be fired discreetly. This weapon can only abilities. While most often used to ensnare
be produced by Mandalorian armor smiths a foe, whipcords can also pull targets and
and is generally integrated into to a vam- items toward the user, allowing them to trip
brace or gauntlet.
___________________________________ an enemy or retrieve fallen weapons. This
Price: $6,000 (R), $600 for full reload piece of equipment also comes in handy
Rarity: 9 || Hard Points Required: 2 when one’s jetpack suddenly runs out of
__________________________________
Skill: Computers fuel. Some models use coiled fibercord
while others contain liquid-cable reservoirs,
Damage: 5 || Crit: 3 || Range: Short
neither option provides a distinct advantage
Qualities: Pierce 3, Limited Ammo 12
over the other.
___________________________________
Usage: As an action, designate an adver-
sary as the primary target and make an Easy Price: $600
(d) Computers check. Increase difficulty to Rarity: 2 || Hard Points Required: 1
___________________________________
Average (dd) if attempting to hit multiple Skill: Melee
adversaries. For every a fire one addition- Damage: +1 || Crit: 5 || Range: Short
al missile, either at the prime target or addi- Qualities: Ensnare 2, Knockdown
tional adversaries in short range. All missiles
deal +1 damage for each s.
10
Beskar Vamblade Price: $1,000 (R)
Rarity: 5 || Hard Points Required: 1
__________________________________
Beskad’ika Kom’rk Skill: Ranged [Light]
Most Mandalorian bladed weapons forgo Damage: 6 || Crit: 3
the ultrasonic vibration generator found in vi- Range: Short
bro-weapons. This decreases their potential Activation: Maneuver
to inflict grievous wounds, but makes them Qualities: Pierce 3, Inaccurate 1
silent and considerably more precise. These Mod Options: 1x Remove Inaccurate 1
weapons are of course forged from Beskar, Special: When an individual is attempting to
meaning they can parry all forms of melee uncover concealed weapons, impose b to
attack without being sundered. These min- locate/identify the Integrated Launchers.
iature gauntlet mounted blades are ideally
suited for finding the gaps in an adversary’s
armor.
__________________________________
Price: $2,000 (R)
Rarity: 10 || Hard Points Required: 1 (Ea.)
__________________________________
Skill: Brawl
Damage: +1 (+2 if dual wielded) || Crit: 3 Weapon Modifications
Range: Engaged
Mandalorians have been known to
Qualities: Accurate 2, Beskar*, Defen-
spend more credits on modifying
sive 1(2 if dual wielded),
their weapons than the base weap-
Special: These blades can be deployed
on originally cost. This investment
as an incidental and suffer no penalties
ensures they are equipped
for being dual wielded. aaa or x
to handle any adversary
on the roll allows the blade to
and don’t have to worry
slip between an target’s armor,
about equipment failing
granting 5 pierce to the attack.
in the heat of battle.
Tracking Fob
One of the benefits of Bounty Hunt-
er’s Guild membership is the free use
of tracking fobs. It is rare for unaffiliated
bounties offer such assistive devices.
A fob can be attuned to an individual’s
biometric signal by inputing their chain
code, providing short range tracking
data. While this certainly make it easi-
er to hunt down targets they are limited
by their 100 km effective range.
Price: $350 || Rarity: 5
14
er to pass out.
Coupling Belts
When activated, these paired belts are teth-
ered by a power coupling. The wearers are Black Melon
drawn together by the coupling, adding a Native to the Jundland Wastes of Tatooine,
level of complexity to most physical tasks. black melons have a brittle shell and contain
They have been used in both formal gladia- a potable “milk”. Most humanoids find the
torial tournaments as well as small town bar milk repulsive, but it can provide life saving
brawls. hydration during droughts. In Tusken culture
___________________________________
it was extremely insulting to refuse an offer
Price: $250 || Rarity: 4
to share the beverage.
___________________________________
Encumbrance: 3 (while not worn)
Usage: Prevents the wearers from sepa- Price: $15 || Rarity: 3 (9 off Tatooine)
rating by more than 2 meters. The coupling Encumbrance: 1
can be manipulated like a rope, but contact Usage: May be consume to stave off dehy-
with the electrified tether deals 1 strain per dration. Those that have not previously con-
turn. Athletic and Coordination checks suf- sumed the beverage must make a ddd
fer b while the belt is worn and powered. Resilience check or be overwhelmed by the
retched taste.
Thermo-Regulator Pod
This backpack sized pod is ideal for trans- Humidity Vest
porting organic materials that require a cli- Many of the sentient species of the galaxy
mate controlled environment. It can main- hail from tropical or oceanic planets. As
tain an internal temperature between 50 and such, their biology is ill suited for the arid en-
-10 Galactic Standard Degrees for up to two vironments found on many plants. To com-
weeks on a single charge. Despite regular pensate for this individuals wear humidity
requests from disgruntled customers, they vests to provide passive hydration.
___________________________________
currently do not feature safety locks.
___________________________________ Price: $175 || Rarity: 3
Price: $225 || Rarity: 3 Encumbrance: 2 (if carried)
Encumbrance: 2 (4 if not carried by shoul- Usage: Negates b imposed by arid en-
der straps) vironments. It can be worn under most
Usage: Can contain up to 4 encumbrance clothing/armor and provides no defensive
worth of material. benefits. Damage to the vest may prove life
threatening to certain species.
Hover Pram
This small pram floats a few feet off the Electro-Immolation Capsule
ground and is a secure way to transport A small electric capsule that can be surgi-
infants or small pets. It can be controlled cally installed into a being, generally in their
remotely or programmed to automatically tooth. If an individual is taken prisoner they
follow an individual. It provides moderate can activate the capsule which administers
protection from the elements and is capable a lethal shock.
___________________________________
of being pressurized, holding 2 hours of re- Price: $100 (R) || Rarity: 6
serve air.
___________________________________ Usage: A conscious character can activate
Price: $250 || Rarity: 4 the capsule as a maneuver, immediately
Encumbrance: 4 (if carried in hands) killing themself. A PC may spend a Destiny
Usage: Can contain up to 4 encumbrance Point to cause the capsule to misfire, pre-
venting a potential prisoner from dying.
worth of material or one silhouette 0 being.
15
II
Species
“Given a chance, life will occur. It is tenacious,
aggressive—it seems to crave existence.”
appearance with two arms and two legs of Language: Having evolved from complete-
human proportions. They reach their full ly aquatic sea creatures, the native Mythrol
height while still in their fledgling state, stand- language is most easily spoken underwater.
ing between 5 and 6 feet tall. They have Most individuals now speak Basic in their
light blue skin with darker swirling splotches day to day lives, but original Mythrol is used
every where but their faces. in important ceremonies and gatherings,
Gills and facial fins give fledglings a trap- such as Life Day.
ezoidal head shape. About 1/3 of the way
through their life cycle Mythrol molt, adopt-
2 2 2
ing a more oblong head shape. They also
sprout rows of cranial horns, develop
orange streaks across their faces, and
gain considerable muscle mass.
Despite their amphibious appear-
2 2 2
ance, Mythrol lack webbing on
their hands and feet and are
not adapted to live in entirely
submerged environments.
Instead they prefer to reside
near tide pools and oth- Species Abilities (Fledgling)
er shallow bodies of water.
• Wound Threshold: 10 +Brawn
Also dissimilar from standard
amphibious races, Mythrol are • Strain Threshold: 9 +Willpower
warmblooded. This enables • Starting XP: 110
them to survive in a wider ar- • Semi-Aquatic: Can breath underwater.
ray of climates. • Sonic Senses: Can hear super and sub
sonic noise, add b to checks involving
Society: The Mythrol were previ- hearing
ously a members of the Galactic
Republic, but the xenophobia of
the Imperial regime led the al-
ready cloistered society to cut off 3 1 3
contact with the rest of the gal-
axy. After the fall of the Empire
most Mythrol still choose to re-
side on their homeworld, thought
a few intrepid individuals have
been spotted in the Outer Rim.
2 2 1
Homeworld: The name for the
Mythrol homeworld is not eas-
Species Abilities (Molted)
ily translated to Basic. The • Wound Threshold: 11 +Brawn
planet itself is temperate, • Strain Threshold: 8 +Willpower
with the majority of the • Starting XP: 100
surface covered in warm salt • Heat Resistant: Remove b imposed by
water oceans. Mythrol cities are hot environments.
17 generally located on the coast of
Phrogg
Phroggs are a rare sight in the galaxy, and
Society: Individuals are generally friendly
and honorable, though little is known about
Phrogg society as a whole. Despite their
almost entirely unheard of outside the Outer small stature they are known to be very
Rim. While not physically imposing, they are self assured, willing to confront those they
a clever and confident species. believe be acting immorally or dishonestly.
While this righteous nature can sometimes
Physiology: Phroggs are an amphibious result in unwanted confrontations they are
species. As such they are capable of breath- not afraid to defend themselves or their
ing both air and water, but cannot regulate clans.
their internal body temperature. Phroggs
also have long tongues which they can use Homeworld: The original Phrogg homeworld
to retrieve items from a distance. Their skin is not known, most individuals are found on
tones include shades of pink, blue, and or- estuary worlds such as Trask or Dac.
ange.
Phroggs measure between 4 and 5 feet Language: Phroggs speak Frog, a lan-
tall when standing on their hind legs. They guage which very few other sentients are fa-
prefer to walk upright, but are ponderous miliar with. A translator droid is required for
in their movements while doing so. They an unacquainted individual to comprehend
are significantly more agile on all fours, be- a Phrogg’s speech. They are incapable of
ing able to leap up to three times their body speaking Basic without a vocoder, but most
length if unladen. This agility is even further have a functional understanding of it.
enhanced in aquatic environments where
they can utilize their webbed hands and feet.
Most sentients consider Phroggs’ large
eyes, soft features, and diminutive stature to
be “cute” or charming in appearance.
1 2 2
2 2 3
Species Abilities
• Wound Threshold: 9 +Brawn
• Strain Threshold: 10 +Willpower
• Starting XP: 100
• 1 rank in Discipline or Charm
• Amphibian: Can breath underwater and
remove penalties for being underwater.
Remove b from humidity and heat, add
b for dry or cold conditions.
• Prehensile Tongue: May pick up items
within Short range as an incidental
• Leaping Lizards: Upgrade Athletic and
Coordination checks once if they involve
jumping.
18
III
the outer rim
“You don’t survive in the
Outer Rim by being stupid!”
-Hondo Ohnaka
Nevarro
nevarro
Government: None
Flora: None
Government: Governorship
Languages: Basic
Fauna: Convor, Loth-Cat, Broadhead weapon, the Death Star, was destroyed
over Yavin. Desperate to rebuild, the Empire
Major Cities: Calodan scoured the galaxy for untapped material re-
sources. An old mineralogical survey of Cor-
Areas of Interest: Calodan Palace, Calodan vus indicated that it contained vast untapped
Market, Ash Fields alum veins. Imperial engineers descended
upon the planet and established a vast net-
Major Exports: Raw Industrial Material work of mines and processing plants. Before
long most of the surface was barren. Now
Major Imports: Weapons, Technology nearly every forest has been burned away
and regions with deep alum veins are vol-
Background: Corvus was originally a nature atile lava pools. It’s unknown exactly how
sanctuary protected by the Old Republic. much of the wildlife survived the purge, but
Verdant forests, raging rivers, magnificent the towering broadheads appear to be the all
mountains, and crystalline oceans; for thou- that remains of the original inhabitants.
sands of years this is what visitors to Corvus
could expect to see. The planet’s diversity of Plot Hooks: The New Republic Bureau of
flora and fauna was unmatched by any oth- Ecological Conservation has heard of the de-
er in the surrounding sectors. Ecological re- struction taking place on Corvus. As it does
searchers and campers alike flocked to the not fall under NR jurisdiction, they are un-
system, hoping to soak in its natural majesty. able to intervene. They have requested that
The city of Calodan was eventually estab- the PCs travel to Corvus to collect samples
lished by the Republic senate to serve as a of the surviving native flora and fauna so
port for visitors and a home for park rangers. that it may be preserved. The job description
For nearly 500 years Corvus remained un- failed to mention that the local Broadheads
spoiled. stand well over 10 meters tall and don’t take
A few years before the outset of the Clone kindly to intruders.
Wars the Republic was deep in debt. Pres-
ervation funding was quickly reallocated and Unbeknownst to the New Republic, the
not long after the city of Calodan was desti- Imperial remnant on Corvus continues to
tute. Most of the population abandoned the mine and export unrefined alum. A crime lord
planet and those that remained began clear- managed to learn about the operation and
ing forests for farming and mining. Despite has tasked the PCs with “liberating” some of
this the damage to the planet was minimal. the material.
Two decades later the Empire’s ultimate
25
Morak
morak
Government: None
Fauna: Tropical Birds and Reptiles the fateful battle of Scariff that Morak would
re-enter the galactic stage.
Major Cities: None As the newly formed New Republic swept
through the galaxy it cleared out countless
Areas of Interest: Farming villages, Imperi- Imperial installations. Survivors of a decimat-
al refinery ed task force retreated to Morak. There they
reinforced the garrison, refueled their ships,
Major Exports: Refined Rhydonium, Food- and reactivated the refinery. With the navy
stuffs, exotic animals now at a fraction of its original strength the
insubstantial refinery has proven to be more
Major Imports: Technology, Vehicles, Med- than adequate for the Imperials’ needs.
ical supplies
Plot Hooks: Local raiders have liberated a
Background: Most navigational charts large supply of unrefined rhydonium but their
only list Morak as “Astrological Object RF- ship was severely damaged in the process.
002/15”. Only well traveled individuals (and Unable to move the goods, they had a third
of course its inhabitants) know it by its local party contact the PCs and ask for assis-
name. Even though the Empire has main- tance. The PCs need to load up the Rhydo-
tained a presence on the planet for nearly nium and get it to a buyer before the Empire
three decades it was never deemed lucra- tracks down the missing cargo.
tive enough to expand operations beyond a
single outpost. A pack of ravenous reptiles has been giving
In the early days of the Empire the navy the local Imperial garrison trouble. The vet-
underwent exponential expansion. This led eran troopers claim the trouble only started
to a massive demand for starship fuels, rhy- after the refinery was reactivated. It seems
donium being chief among them. Refiner- that the heat generated by the refining pro-
ies were established on dozens of planets cess has attracted the cold blooded crea-
across the galaxy. Many of them proved tures and with the machinery running day
extremely profitable and underwent massive and night, they are especially active. They’ve
expansions. However, analysis of the Mor- taken up residence in the ventilation system,
ak operation found that the natural supply of occasionally dragging lone technicians into
rhydonium was less abundant than originally their lair with them.
speculated. While the refinery itself was shut
down, a garrison was left behind to maintain
a presence in the Outer Rim. It wasn’t until
26
Maldo kreis
maldo kreis
Government: None
Flora: None
of water vessels were imported to the planet
Fauna: Ravinak, Ice Spider but they were all either wrecked by Ravinaks
or ice flows. Now fishermen generally only
Major Cities: None cast their nets through holes cut in the ice.
Visitors to Maldo Kreis are rare, and new
Areas of Interest: Kreis Cantina, Refueling settlers even more so. The fueling station
station remains operational but most locals either
work as trawlers or maintain the local busi-
Major Exports: None nesses.
Major Imports: Foodstuffs, Technology Plot Hooks: A distress beacon is emanat-
ing from somewhere below the surface of
Background: To an outside observer the the planet. Exploring the ice caverns reveals
entirety of Maldo Kreis appears to be a fea- that the ship is an ancient Old Republic car-
tureless tundra. Just below the icy surface tography vessel. Strangely it doesn’t seem
however the planet is swarming with life. like there’s anyone on board.
Monstrous Ice Spiders and Ravinaks threat-
en anyone who strays too far from the safe A bounty target was last seen on Maldo
zones. Kreis. The cantina proprietor insists the tar-
For most of the year driving snow storms get just left for his ship. Footprints leading
ravage the planet’s surface. In the clear pe- to a large collapsed section of ice suggest
riod, which locals sardonically refer to as the he didn’t make it all the way to the ship. He’s
“Tropic Season”, temperatures can rise as probably dead, but proof is required to col-
high as 10 degrees below freezing. lect the bounty.
The sole settlement on Maldo Kreis was
founded some point before the fall of the Old A travel agency is looking for new “Extreme
Republic. It was established during a period Vacation” locations and wants the PCs to
of expansion in the Outer Rim, serving as a scout Maldo Kreis. They are to collect climate
refueling station for colonists and explorers. data and record testimonials about their first
Their business was enough to support the hand encounters with the local wildlife.
modest settlement and its inhabitants for a
short period. Over time business slowed and
the fueling station stagnated. Rather than
leave some of the inhabitant devised ways
to fish the oceans below the ice. A handful
27
The Roost
the roost
Languages: Basic
es, but Malk’s personal
Major Terrain: Space Station gunship, a heavily modi-
fied Porax-48, deters most
Background: Official designated “SS- individuals from even con-
R16c”, the Roost space station predates the sidering an attack.
New Republic by at least 100 years. It was
originally a Baktoid Armor Workshop affiliat- Plot Hooks: A rival mer-
ed starfighter repair station offering mainte- cenary gang has been
nance and repair services to the inhabitants stealing business from
of the Outer Rim. After the rise of the Em- Malk and his crew. Malk
pire Baktoid’s parent company, the Techno would handle it himself but
Union, was subjected to severe regulations after his last job went south
for their support of the Confederacy of Inde- he’s a little short handed.
pendent Systems during the Clone Wars. As He wants to hire the PC’s
a result Baktoid sold off many of their satel- to remove his competition. They might even
lite operations including their chain of Outer earn a bonus if they can be discreet about it.
Rim service stations.
After changing hands half a dozen times The New Republic needs individuals that
station SS-R16c finally fell under the control are acquainted with the galactic underworld
of Ranzar Malk and his mercenary outfit. to infiltrate Malks gang and gather evidence
Malk renamed the station and made it his of his illegal activities to build a case against
home, moving it into open space in order to him. While undercover, Malk sends the PCs
conceal its location. For the next 15 years he and his crew to raid a New Republic outpost.
and his crew operated out of the station and
made a name for themselves in the Outer
Rim.
Now retired, Malk primarily uses the sta-
tion to coordinate operations and fence sto-
len ships. Individuals that have managed to
get on his good side can also come to the
station for repairs, although they rarely leave
without owing the man a favor or two.
The station itself has no exterior defens-
28
IV
Vehicles and
Mounts
“You came in that thing?
You’re braver than I thought.”
-Leia Organa
Razor Crest 4 4 -1 20
Hull Type/Class: Pre-Imperial Gunship
Hyperdrive: Class 2, with Navicomputer 22
Ship’s Complement: 1 Pilot, 4 Passengers
Encumbrance Capacity: 200
1 ~ ~ 1 3
Sensor Range: Medium temporary starships their on-board systems
Price: $120,000 || Rarity: 6 are highly simplified, making repairs easy.
Hard Points: 5 The ship comes standard with a two medi-
um laser cannons, but there is room to install
Weapons:
___________________________________ more robust weapon systems. The interior
Forward Mounted Med Laser Cannons is also highly customizable, with room for
Fire Arc: Forward || Damage: 6 || Crit: 3 weapon lockers, crew quarters, recreation
Range: Close || Qualities: Linked 1 terminals, food prep areas, or just simple
cargo storage.
Special: The difficulty of Mechanic checks to
restore Hull Trauma are decreased by one.
Additionally the credit cost to repair the ship
is reduced by 25%.
Porax-48 Gunship 3 5 0 16
Hull Type/Class: Heavy Fighter
Hyperdrive: Class 1.5, with Navicomputer 12
Ship’s Complement: 1 Pilot
Encumbrance Capacity: 10
2 ~ ~ 1 3
Sensor Range: Medium to the Porax-38, is the first new design by
Price: $165,000 || Rarity: 7 Baktoid Armor Workshop since its involve-
Hard Points: 4 ment in the Clone Wars. Highly versatile, the
P-48 can match a TIE fighter’s speed while
Weapons:
___________________________________ packing enough punch to take on larger as-
Wing Mounted Med Laser Cannons sault ships. Top of the line reactors power
Fire Arc: Forward || Damage: 6 || Crit: 3 this ship’s heavy weapons and advanced
Range: Close || Qualities: Linked 1 shields. Popular among mercenaries and
private militias, they are prohibitively expen-
Cockpit Mounted Dual Auto-Blasters sive and do not see wide spread use.
Fire Arc: Forward || Damage: 6 || Crit: 3
Range: Close || Qualities: Linked 1
outland Tie 3 5 +2 6
fighter
Hull Type/Class: Starfighter
8
Hyperdrive: None 0 ~ ~ 0 2
Ship’s Complement: 1 Pilot the most rugged of environments.
Sensor Range: Short
Encumbrance Capacity: 10 Visually identical to the iconic TIE/ln star-
Price: $55,000 (R) || Rarity: 4 fighter, the Outland TIE features folding
Hard Points: 0 solar collection panels and a landing gear.
These enable it to land without a standard
Weapons:
___________________________________ TIE docking armature and grants easy ac-
Forward Mounted Medium Laser Cannon cess for pilots. These added mechanism add
Fire Arc: Forward || Damage: 6 || Crit: 3 mass to the fighter, making it slightly more
Range: Close || Qualities: Linked 1 sluggish than a standard TIE.
Harbor Hauler 4 1 -3 30
Hull Type/Class: All Terrain Utility Vehicle
Ship’s Complement: 1 Driver, 1 Co-pilot, 1 28
crane operator, 7 Passengers/Mechanics
Sensor Range: Close
~ ~ ~ ~ 2
Encumbrance Capacity: 100 turned its attention to more commercial ve-
Price: $140,000 || Rarity: 7 hicles. Within a year they were the galaxy’s
Hard Points: 4 leading manufacturer of mobile cargo haul-
ers.
Weapons: None The All Terrain Harbor Hauler (AT-2H) can
effortlessly traverse a variety of terrains, in-
Background: Upon taking power one of the cluding water up to 15 meters in depth. Sim-
New Republic’s first acts was to regulate ilar to ascension guns, the crane combines
Kuat Drive Yard’s production of Imperial-era high tension Steelton cables and winches
war machines. With their All Terrain line of with integrated repulsors to carry loads up to
assault walkers effectively outlawed, KDY three times the walker’s weight.
Imp. Juggernaut 4 2 -2 22
Hull Type/Class: Wheeled Vehicle
Ship’s Complement: 1 Driver, 1 Co-pilot, 10
Up-to 50 Passengers
Encumbrance Capacity: 500
0 ~ ~ 0 3
Price: $85,000(R) || Rarity: 5 Riding on massive wheels, it is a compro-
Hard Points: 2 mise between AT walkers and repulsor craft.
At the height of the empire the unarmed
Weapons: None vehicle would have been escorted by repul-
sor tanks and TIE fighters. With most of their
Background: The Imperial Combat Assault combat vehicles destroyed in the war these
Transport, sometimes referred to as a Jug- transports must rely now on their armor and
gernaut (Not to be confused with the HAVw speed for protection.
A6 Juggernaut) is a heavy cargo vehicle.
32
Pod Racer Swoop 2 4 -1 2
Hull Type/Class: Swoop Bike
Ship’s Complement: 1 Pilot 4
Sensor Range: None ~ ~ ~ ~ 0
Encumbrance Capacity: 8
Price: $3,500 || Rarity: 7 These bikes were first cobbled togeth-
Hard Points: 2 er by Jawas that scavenged the Mos Espa
Circuit on Tatooine. Other enterprising en-
Weapons: None gineers heard about the design and began
buying up old racers to convert them into
Background: Consisting of little more than bikes. While most of them are simply cheap
an old pod racer turbine engine and a seat, alternatives to officially licensed swoops,
this jury rigged swoop bike is one of the fast- bikes made from famous pods have been
est and most dangerous methods of travers- known to fetch a hefty price.
ing a planet’s surface.
at-st raider 3 2 +1 13
Hull Type/Class: Recon Walker
Ship’s Complement: 1 Driver, 1 Co-Pilot 12
Sensor Range: Short 0 ~ ~ 0 2
Encumbrance Capacity: 18
Price: $75,000 || Rarity: 6
Hard Points: 2
Weapons:
__________________________________
Port Mounted Light Blaster Cannon
Fire Arc: All (Port) || Damage: 4 || Crit: 4
Range: Close || Qualities: None
Chin Mounted Light Blaster Cannon
Fire Arc: Forward || Damage: 5 || Crit: 4
Range: Close || Qualities: Linked 1
Starboard Mounted Searchlight
When attacking, negate all setback imposed
by Darkness. Adversaries may be blinded by
the light and suffer bb on attack rolls
Background: Despite the New Republic’s
best efforts many Imperial weapons have
managed to escape the scrap yards. Some
of the most valuable and dangerous pieces
of equipment on the black market are AT-ST
walkers. Run down, carbon scored, and in
desperate need of an oil bath, these walkers
have seen better days. However that doesn’t
mean they’re any less dangerous. 33
K79-S80 ITT 3 2 -2 14
Hull Type/Class: Personnel Carrier
Ship’s Complement: 1 Driver, 1 Co-Pilot, 1
Gunner, 10 Passengers +6 Prisoners
7
Sensor Range: Short 0 ~ ~ 0 2
Encumbrance Capacity: 55
Price: $70,000 (R) || Rarity: 4 carrier capable of providing heavy weap-
Hard Points: 0 ons support. With enough room to carry one
squad of Stormtroopers it can provide rapid
Weapons:
___________________________________ reinforcement to biker scout patrols that en-
Forward Mounted Light Blaster Cannon counter heavy resistance.
Fire Arc: Forward || Damage: 4 || Crit: 4 Propelled by repulsors rather than walk-
Range: Close || Qualities: Linked 1 er legs the ITT has difficulty traversing un-
Twin Light Blaster Turret even terrain but is considerably faster than
Fire Arc: Forward || Damage: 4 || Crit: 4 AT series walkers. Its speed combined with
Range: Close || Qualities: Linked 1 its smaller size makes it perfectly suited for
urban and open country patrols. In a pinch it
Background: The K79-S80 Imperial Troop can also serve as an armed cargo transport.
Transport (ITT) is an armored personnel
Trexler Marauder 3 2 -1 18
Hull Type/Class: Armored Vehicle
Ship’s Complement: 1 Driver, 1 Co-Pilot, 1 10
Gunner, 4 Passengers
Sensor Range: Short
0 ~ ~ 0 3
Encumbrance Capacity: 40 fering crippling losses at the battles of Endor
Price: $75,000 (R) || Rarity: 6 and Scariff the Imperial hierarchy shifted its
Hard Points: 2 focus to re-building the navy. As a result very
few Marauders ever made it off the assem-
Weapons:
___________________________________ bly line, making them something of a rarity.
Forward Mounted Light Blaster Cannon
Fire Arc: Forward || Damage: 4 || Crit: 4
Range: Close || Qualities: Linked 1
Twin Light Blaster Turret
Fire Arc: Forward || Damage: 4 || Crit: 4
Range: Close || Qualities: Linked 1
Tamed Blurrg 2 2 +1 2
Hull Type/Class: Mount
Ship’s Complement: 1 Jockey
Encumbrance Capacity: 10
4
Price: $12,000 || Rarity: 5 0 ~ ~ 0 0
Hard Points: None
Weapons:
(Based on Wild Blurrg stats, uses per-
sonal
____ scale range bands and damage)
_______________________________
Bite Brawl (ddcc)
Damage: 6 || Critical: 4 || Range:
Engaged
(Pierce 3, Sunder, Vicious 1)
Slam Brawl (ddcc)
Damage: 5 || Critical: 5 || Range:
Engaged
(Disorient 2, Knockdown)
Background: Blurrg are
stocky two-legged reptiles
that can be found on a num-
ber of planets across the Out-
er Rim. Even when raised in
captivity they are naturally
surly creatures. A potential
jockey must prove them-
self worthy of the beast’s
respect before attempt-
ing to ride it.
35
V
adversaries
“We’re a culture. We’re an idea.
And you can’t kill ideas-
but we can certainly kill you.”
N.R. Correctional
officer 2 3 2
When all of your co-workers are security
f droids and hardened criminals, your “peo-
Minion ple skills” tend to get “rusty”. The Republic’s
battle hardened veterans are occupied with
rooting out Imperial holdouts, meaning that
the majority of the Correctional Corps. field
2 3 2
staff is comprised of fresh faced recruits.
37
N.R. Security Droid
These humanoid security droids are de-
signed to guard and handle prisoners. They
3 2 2
are equipped with an integrated scomp link
f to quickly access prison records and control
Minion cell doors.
Weapons
DH-17 Carbine Ranged [Heavy] (dd)
8 4 0/0
Damage: 8 || Critical: 3 || Range: Medium
(Auto-Fire, Inaccurate 1, Stun Setting) Talents and Abilities
Shock Baton Brawl (ddd) Droid
Damage: 5 || Critical: 3 || Range: Engaged
(Concussive 1, Stun damage) Equipment
Metal Limbs Brawl (ddd) Integrated Scomp Link
Damage: +1 || Critical: 5 || Range: Engaged
(Disorient 2)
Weapons
1 1 1
Integrated Light Cannon
Ranged [Gunnery] (dd)
Damage: 9 || Critical: 3 || Range: Medium
(Auto-Fire, Stun Setting)
10 5 0/0
Talents and Abilities
Droid
38
Imp. Remnant
Scout Trooper 2 2 1
Scout Troopers were once considered some
f of the greatest reconnaissance and sniper
Minion units in the galaxy. As the Empire continues
to decline so too does that reputation.
Equipment
Scout Trooper Armor (+1 Soak, +1 Defense)
Imp. Remnant
Stormtrooper 2 2 1
The Imperial Stormtrooper Corp. was once
f the face of Imperial power and control. Only
Minion troopers under the direct command of Moffs
and Warlords have maintained their rigorous
training regiments. Those that have been
abandoned at remote outposts have be-
2 1 1
come lax undisciplined.
Equipment
39 Stormtrooper Armor (+2 Soak)
Watch Warrior
Over the course of countless crusades and
civil wars the Mandalorian warriors have es-
3 3 2
tablished themselves as the fiercest warriors
f in the galaxy. Even the lowest ranking mem-
Minion bers wear master-crafted armor and carry
small arsenals.
N.R. Provincial
Patrol pilot 2 4 2
f
t This battle tested veteran of the Galactic Civ-
Minion
Rival il War spends most of their time issuing cita-
tions. A scarcity of personnel and resources
means that squads of 2 or 3 may be respon-
sible for patrolling an entire sector. 3 2 3
Skills
Cool 2 (dcc), Discipline 2 (cc),
Gunnery 3 (dccc), Piloting [Space] 3
(dccc), Perception 3 (ccc)
Ranged [Heavy] 1 (dddc)
12 3 0/0
Weapons Equipment
A280-C Rifle
Ranged [Heavy] (dddcbb) Data pad, Flight suit (+1 Soak, Emergency
Damage: 9 || Critical: 4 || Range: Long Respirator)
(Accurate 1, Cumbersome 3, Stun Setting)
Skills
2 3 2
Athletics 2 (dcc) Discipline 3 (ccc),
Vigilance 3 (ccc) Ranged [All] 3
(dccc), Melee 2 (ddcc)
Weapons 13 6 0/0
E-11D Carbine Ranged [Heavy] (dccc)
Damage: 9 || Critical: 3 || Range: Medium Talents and Abilities
(Stun Setting, *Upgrade ranged attacks Adversary 1
made from short range once) Enhancements: Add bb to perception
Vibroknife Melee (ddcc) checks, impose bb to checks attempting to
Damage: +1 || Critical 2: || Range: Engaged detect this unit using sensors/scanners
(Pierce 2, Vicious 1)
Sonic Imploder Ranged [Light] (dccc) Equipment
Damage: 10 || Critical: 3 || Range: Short Death Trooper Armor (+2 Soak, Enhance-
(Blast 8, Concussive, Disorient 5 Limited ments Comm Scrambler)
Ammo 1)
Mortar Trooper
Imperial Mortar Troopers can carry a launch
tube and a dozen shells into skirmishes,
3 3 2
allowing for rapid deployment of heavy an-
t ti-personnel weaponry. The size and mass
Rival of their equipment means they don’t even
carry a side arm, let alone a blaster rifle.
Skills
2 2 1
Athletics 1 (dcc), Discipline 2 (cc),
Ranged [Heavy/Light] 3 (ccc)
Weapons
L-x4 Mortar Launcher
12 5 0/0
Ranged [Heavy] (cccbb)
Damage: 14 || Critical: 3 || Range: Long Volatile If defeated by an attack that scored
(Blast 12, Pierce 2, Disorient 2, Prepare 1, a critical hit (and still carrying shells), ex-
Slow-Fire 1, Inaccurate 2, Limited Ammo 12) plode with a Blast 12 quality
Equipment
Talents and Abilities Shell Carrier (Holds 12 shells), Mortar Storm-
Adversary 1 trooper Armor (+2 Soak, +3 soak against
Blast Padding: +3 Soak against Blast qual- Blast damage)
ity damage
41
Incinerator Trooper
Equipped with a high volume flame projec-
tor, Imperial Incinerator Troopers are ca-
3 3 2
pable single handedly of clearing an entire
t building.
Rival
Skills
Athletics 1 (dcc), Discipline 2 (cc),
Ranged [Heavy/Light] 3 (ccc)
2 2 1
Weapons
Flame Projector Ranged [Heavy] (ccc)
Damage: 8 || Critical: 2 || Range: Short
(Burn 3, Blast 8, Pierce 2)
12 5 0/0
Thermal Imploder Ranged [Light] (ccc)
Damage: 8 || Critical: 3 || Range: Short Equipment
(Blast 8, Burn 2, Limited Ammo 1) Fuel pack, Incinerator Stormtrooper Armor
(+2 Soak, Insulation)
Talents and Abilities
Adversary 1
Insulated Armor: Ignore Fires of rating 5 or
lower.
Volatile If defeated by an attack that scored
a critical hit, explode with a Blast 12 quality
Skills
Discipline 1 (dc), Leadership 1 (dc)
2 2 2
Vigilance 1 (dc), Ranged [Light] 1 (dc)
Weapons
SE-14c Pistol Ranged [Light] (dc)
Damage: 6 || Critical: 4 || Range: Short
12 3 0/0
(Auto-Fire, Stun Setting)
Equipment
Officer’s Uniform (+1 Soak), Code Cylinders
42
Dark trooper Mk.III
The Dark Trooper project was initiated soon
after the rise of the Empire. Decades of
5 3 1
research and development produced the
t Phase III Dark Trooper, a highly advanced
Rival and physically imposing battledroid. What
they lack in creative problem solving they
make up for in sheer power. 1 3 1
Skills
Athletics 3 (ddccc), Discipline 5
(ccccc), Vigilance 3 (ccc), Re-
silience 2 (dcc), Brawl 2 (dddcc),
Ranged [Heavy] 3 (ccc)
16 8 1/1
Weapons Talents and Abilities
Heavy Assault Cannon Adversary 1, Droid
Ranged [Heavy] (ccc) Fireproof Ignore Fires of rank 5 or lower
Damage: 10 || Critical: 4 || Range: Medium
(Auto-Fire, Cumbersome 4, Pierce 4, Vi- Equipment
cious 1) Rocket Boosters (Speed 2, Handling 0, Sys-
Metal Limbs Brawl (dddcc) tem Strain 3)
Damage: +1 || Critical: 4 || Range: Engaged
(Disorient 2, Knockdown)
Imperial Scientist
You spend 10 years developing the greatest
starship the galaxy has ever seen and then
2 2 4
those nerf herders in marketing go and call
t it something like “The Sun Crusher”. If this
Rival research facility wasn’t located in the middle
of a black hole cluster I swear I’d quit.
Skills
2 3 2
Computers 2 (ddcc), Mechanics
3 (ddcc), Medicine 3 (dccc),
Education 4 (cccc), Xenology 3
(dccc)
10 3 1/1
Weapons
Military Holdout Blaster Equipment
Ranged [Light] (dd) Protective Gear (+1 Soak, Ignore Fires/Acid
Damage: 6 || Critical: 3 || Range: Short of rank 2 or lower), Research Data Pad,
(Stun Setting) Code Cylinder
43
Watch Heavy
Infantry 4 3 2
This imposing warrior is an unstoppable
t force on the battlefield.
Rival
Skills
Athletics 3 (dccc), Discipline 4
(dccc), Piloting [All] 2 (dcc), Vig-
3 3 2
ilance 2 (dcc), Resilience 3, Melee 2
(ddcc), Ranged [All] 3 (ccc)
Weapons
M-56 Repeating Cannon
14 7 1/1
Ranged [Heavy] (ccc)
Damage: 10 || Critical 3 || Range: Long Talents and Abilities
(Auto-Fire, Pierce 2, Cumbersome 4) Adversary 1
Vibroknife Melee (ddcc) Hard Headed 2: May make a Hard (ddd)
Damage: +1 || Critical 2: || Range: Engaged Discipline check to recover from being
(Pierce 2, Vicious 1) Staggered or Disoriented.
Miniature Flame Projector
Ranged [Light] (ccc) Equipment
Damage: 6 || Critical: 2 || Range: Short Beskar’gam (+3 Soak,+1 Defense, Beskar),
(Blast 6, Burn 2, Pierce 2) Heavy Jetpack (no rocket launcher)
Skills
Athletics 3 (ccc) Coordination 3
4 3 3
(dccc), Discipline 4 (dccc), Pilot-
ing [All] 2 (dcc), Vigilance 3 (dcc),
Melee/Brawl 3 (ccc), Ranged [All] 3
(dccc)
13 6 1/1
Weapons
WESTAR-35 Pistols (Ensnare 2, Knockdown)
Ranged [Light] (dccc)
Damage: 6 || Critical: 2 || Range: Medium Talents and Abilities
(Accurate 1, Stun Setting) Adversary 1
Beskad’ika Vamblade Brawl (ccc)
Damage: +1 || Critical: 3 || Range: Engaged Equipment
(Accurate 2, Beskar, Defensive 1) Beskar’gam (+3 Soak, +1 Defense, Beskar),
Whipcord Launcher Melee (ccc) Z-6 Jetpack (w/ missile)
Damage: +1 || Critical 5: || Range: Short
44
Imperial Moff
Originally only serving as sector gov-
ernors, Moffs gained immense military
3 3 4
power after the Imperial senate was dis-
y solved. After the empire’s collapse many
Nemesis became warlords and attempted to take
control of surviving Imperial forces.
Skills
4 3 4
Coercion 4 (dccc), Cool 2 (ddcc),
Deception 3 (dccc), Education 4
(cccc), Leadership 4 (cccc),
Perception 4 (cccc), Piloting [All] 2
(ddcc), Ranged [Light] 2 (dcc), Vig-
18 18 4 1/1
ilance 2 (dcc)
Kill with Kindness 2 Negate bb from
Weapons Charm and Leadership checks
Nova Viper Blaster Pistol Nobody’s fool 2 The difficulty of Charm,
Ranged [Light] (dccbb) Coercion, or Deception checks attempted
Damage: 7 || Critical: 3 || Range: Medium against this character is upgrade twice
(Accurate 2, Pierce 2, Stun Setting)
Equipment
Talents and Abilities Moff’s Armored Field Uniform (+1 Soak, +1
Adversary 2 M/R Defense), High Level Code Cylinder
Watch Forgemaster
A Mandalorian Forgemaster would die be-
fore revealing the secrets of Beskar smith-
4 4 4
ing. This particular forgemaster does not in-
y tend on dying anytime soon.
Nemesis
Skills
Athletics 4 (ccc) Coordination 4
(dccc), Discipline 4 (dccc),
3 4 3
Knowledge[Lore/Outer Rim] 3 , Vigilance 3
(dcc), Melee 4 (cccc), Ranged
[All] 3 (dccc)
Weapons 18 20 6 2/2
Armorer’s Hammer Melee (cccc)
Damage: +3 || Critical: 4 || Range: Engaged Insulated Armor: Ignore Fires of rating 5 or
(Beskar, Cumbersome 3, Disorient 1, Defen- lower.
sive 1, Unwieldy 3, Knockdown)
Equipment
Talents and Abilities Nau’alor Beskar’gam (Soak +2, Defense +2,
Adversary 2 Beskar Weave, Ignore Fires of Rating 5 or
Dodge 2 Upgrade incoming attacks up to 2 lower)
times, suffering strain equal to number of up-
grades used
45 Lethal Blows 2 +20 to Critical injury rolls
Bad Company
f
Minion
U nsavory characters are a dime a
dozen in the Outer Rim. Seedy
spaceports and cantinas play host to
be made (assuming you don’t die in
the process).
Novice hunters have to take any
a wide variety of outlaws, bounty hunt- jobs they can find on the bounty
ers, and general vagabonds. Despite boards. Those that find success may
their differences these individuals are seek membership with the Bounty
all united by one thing: a love of cred- Hunter’s Guild. This offers many ben-
its. efits, including auxiliary support, hand
In the Outer Rim, you’re nobody picked jobs suited to their skill set, and
till somebody has placed a price on increased paydays.
your head. While a death mark brings Outside of the cat and mouse
some degree of fame and notoriety in game that is bounty hunting, there are
the fringes of society it also means a the common goons/henchmen. These
lot of looking over your shoulder. unscrupulous individuals make their
To many, bounty hunting sounds living harassing towns people and
like a very attractive career: you get plundering whatever they can get their
to be your own boss, set your own hands on.
hours, and there’s plenty of credits to
Bail Jumper
A lot of people must have missed the day
they covered “Don’t do the crime if you can’t
2 2 2
do the time” in Villainy 101. Bail jumpers are
f the bread and butter of the bounty hunting
Minion trade. It’s not uncommon for them to travel in
groups, believing there is safety in numbers.
Weapons
Blaster Pistol Ranged [Light] (dd)
6 3 0/0
Damage: 6 || Critical: 3 || Range: Medium
(Stun Setting)
Equipment
Heavy Clothing (+1 Soak)
46
Small town Thug
It’s not hard for you and your friends to quote,
“Run this town”, when there’s only four other
3 2 1
f people living there.
Minion
Skills (Group Only)
Skulduggery (dd), Streetwise (dd), De-
ception (dd), Ranged [Light] (dd), Melee
(ddd)
2 2 2
Weapons
Blaster Pistol Ranged [Light] (dd)
Damage: 6 || Critical: 3 || Range: Medium
(Stun Setting)
6 4 0/0
Vibroknife Melee (ddd)
Damage: +1 || Critical: 2 || Range: Engaged
(Pierce 2, Vicious 1)
Equipment
Heavy Clothing (+1 Soak)
klantoonian Raider
Pillaging farms and drinking ale is hard work,
but somebody has to do it.
3 2 1
f Skills (Group Only)
Minion Skulduggery (dd), Deception (dd),
Ranged [Heavy] (dd), Melee (ddd)
Weapons
1 2 1
ACP Repeater Gun Ranged [Heavy] (dd)
Damage: 7 || Critical: 3 || Range: Medium
(Auto-Fire)
War-spear Melee (ddd)
Damage: +2 || Critical: 4 || Range: Engaged
6 3 0/0
(Defensive 2, Pierce 1)
Equipment
Beast Hide Armor (+1 Soak)
47
Mining Collective
Enforcer 2 2 2
Every organization needs someone to do its
f dirty work. When they all wear the same uni-
Minion form, it almost looks legal.
Weapons
Blaster Carbine Ranged [Light] (dd)
Damage: 8 || Critical: 3 || Range: Medium
7 3 1/1
(Auto-Fire, Stun Setting)
Truncheon Melee (dd)
Damage: +2 || Critical: 5 || Range: Engaged
(Disorient 2)
Equipment
Armored Uniform (+1 Soak, +1 Defense)
Gun-For-Hire
Bounty hunter, mercenary, assassin; if there’s
credits to be made, the job title doesn’t mat-
3 3 2
ter to this rebel without a cause.
f
Minion
Skills (Group Only)
Athletics (dd), Skulduggery (dd), Street-
wise (dd), Ranged [Heavy] (ddd),
2 2 2
Melee (ddd)
Weapons
Blaster Carbine Ranged [Light] (dd)
Damage: 8 || Critical: 3 || Range: Medium
8 4 1/1
(Auto-Fire, Stun Setting)
Vibroknife Melee (ddd)
Damage: +1 || Critical: 2 || Range: Engaged
(Pierce 2, Vicious 1)
Equipment
Armored Clothing (+1 Soak, +1 Defense)
48
Underworld
Contact 2 2 3
This generous individual is more than hap-
t py to locate anyone or anything you might
Rival need. Of course there is the small issue of
the finders fee.
Equipment
Heavy Clothing (+1 Soak)
Military Deserter
Does it really count as deserting if you were
already an ex-Imperial? All I’m saying is it
3 3 2
was more exciting when we were still calling
t our selves rebels.
Rival
Skills (Group Only)
Athletics 2 (dcc) Discipline 2 (dcc),
Vigilance 3 (dcc), Ranged [Light] 3
2 3 2
(ccc), Melee 2 (dcc)
Weapons
Blaster Rifle Ranged [Heavy] (ccc)
Damage: 9 || Critical: 3 || Range: Medium
12 5 0/0
(Auto-Fire, Stun Setting)
Combat Vibroblade Melee (dcc)
Damage: +1 || Critical: 2 || Range: Engaged
(Pierce 2, Vicious 1)
Equipment
Padded Armor (+2 Soak)
49
aspiring bounty
Hunter 3 3 2
With a few successful hunts under their belt,
t the greatest threat to this up and coming
Rival bounty hunter is their over confidence.
Skills
Athletics 2 (dcc), Coercion 2 (dcc),
3 3 2
Cool 3 (dcc), Perception 3 (ccc),
Piloting [All] 2 (dcc), Vigilance 2
(dcc), Skulduggery 2 (dcc), Street-
wise 2(ccc), Ranged [All] 3 (ccc)
13 4 1/1
Weapons
A350 Rifle Ranged [Heavy] (ccc) Talents and Abilities
Damage: 9 || Crit: 3 || Range: Long Adversary 1, Nobody’s Fool 1
Qualities: Auto-Fire, Accurate 2, Cumber-
some 2, Stun Setting Equipment
Tangle Gun Ranged [Heavy] (ccc) Armored Clothing (+1 Soak, +1 Defense),
Damage: 1 || Critical 4 || Range: Short Electro Binoculars, Stun Cuffs
(Ensnare 3)
Gamorean Gladiator
The constant concussions would be a con-
cern if there was anything up there to begin
4 2 1
with.
t
Rival Skills
Athletics 3 (dccc), Discipline
(dcc), Resilience 2 (ddcc),
Melee 2 (ddcc)
2
1 3 2
Weapons
Vibro-Axe Melee (ddcc)
Damage: +3 || Critical: 2 || Range: Engaged
(Pierce 2, Sunder, Vicious 3)
15 5 0/0
Talents and Abilities
Hard Headed 2 May make a Hard (ddd)
Discipline check to recover from being Stag-
gered or Disoriented.
Equipment
Beast-Hide Armor (+1 Soak)
50
HK-87 assassin Droid
Adept in all forms of infantry combat, the
HK-87 is a popular bodyguard amongst gov-
4 4 2
ernment officials and underworld crime lords
t alike. Its strength and agility greatly surpass
Rival those of the rank and file organic soldiers.
Skills
Athletics 2 (ddcc), Coordination 2
1 3 1
(ddcc), Discipline 4 (dccc), Re-
silience 2 (ddcc)Vigilance 2 (dcc),
Ranged [All] 3 (dccc), Brawl 2
(ddcc)
14 6 1/1
Weapons
Heavy Carbine Ranged [Heavy] (dccc) Talents and Abilities
Damage: 10 || Critical: 3 || Range: Medium Adversary 1, Droid
(Auto-Fire, Cumbersome 2)
Metal Limbs Brawl (ddcc)
Damage: +1 || Critical 5 || Range: Engaged
(Disorient 1, Knockdown)
Legendary Bounty
Hunter 4 4 4
Even if the target had enough credits to pay
t
y off this hunter, they’ve got a reputation to up-
Rival
Nemesis hold.
Skills
Athletics 4 (cccc), Coercion 4
4 5 4
(cccc), Cool 3 (dccc), Per-
ception 3 (ddccc), Piloting [All] 4
(cccc) Vigilance 3 (dccc),
Skulduggery 3 (ddccc), Streetwise
3(ddccc), Ranged [All] 4 (cccc)
18 16 6 1/1
Weapons
Dual Verpine Pistols Talents and Abilities
Ranged [Light] (cccc) Adversary 2, Nobody’s fool 2, Quick Draw
Damage: 8 || Critical: 3 || Range: Medium
(Slugthrower, Knockdown, Pierce, Linked 1) Equipment
Stokhli Stick Flash Charge, Extra Reload, Heavy Bat-
Ranged [Heavy] (ccccbb) tle Armor (+2 Soak, Refined Cortosis Vam-
Damage: 0 || Critical: ~ || Range: Long braces), Stun Cuffs, 2x Stimpacks, Scanner
(Accurate 2, Ensnare 4, Slow-Fire 1, Stun 8) Goggles, Recon Remote
51
Syndicate assassin
Some people make their living farming krill
or trawling the ocean. Other’s pay the bills
3 5 3
by killing for the most notorious crime syndi-
y cates in the galaxy.
Nemesis
Skills
Athletics 4 (dccc), Cool 3 (dccc),
Perception 4 (dcccc), Stealth 4
5 4 4
(dcccc), Vigilance 4 (dccc),
Skulduggery 3 (ddccc), Streetwise
3(ddccc), Melee/Brawl 4 (dccc)
(Ranged [All] 4 (dcccc)
16 18 4 1/1
Weapons
Nightstinger Sniper Rifle Adversary 2
Ranged [Heavy](dccccbb) Dodge 2 Upgrade incoming attacks up to 2
Damage: 10 || Critical: 2 || Range: Extreme times, suffering strain equal to number of up-
(Accurate 2, Cumbersome 3, Pierce 1, Stun grades used
setting) Lethal Blows 2 +20 to critical injury rolls
NanoDagger Melee (dccc)
Damage: +1 || Critical: 2 || Range: Engaged Equipment
(Pierce 5, Vicious 1) Smoke Bomb, Zephyr Stealth Suit (+1 Soak,
+1 Defense, Upgrade Stealth by 1), Bear
Talents and Abilities sloth venom
y
Nemesis
52
Villagers, Vendors
f
and Vagrants
Minion
E veryone knows you can’t trust the
Hutts, all Stormtroopers are Robas,
and the New Republic is nothing but
are simply trying to make their way in
the galaxy. They eek out a living in the
Outer Rim by working as farmers, me-
a bunch of self important do-gooders. chanics, or scavenging.
Well traveled individuals are rare- While civilians are generally good
ly surprised when dealing with these natured and non-aggressive many of
organizations. However out in the them grew up under the dominion of
wider galaxy no one is wearing a uni- the Empire. Brutal authoritarianism
form that advertises their morals and is all they have ever known and the
trustworthiness. Betrayal at the hands New Republic hasn’t yet proven it will
of an Imperial Moff is to be expected. be any different. It’s not surprising that
Being double crossed by a Quarren in most civilians are naturally distrustful
overalls may take even the most sea- of anyone that carries a blaster for a
soned adventures by surprise. living.
Luckily not everyone you meet is
a soldier or trained killer. Most people
Cantina Regular
If stealing an Mandalorian’s beskar sounds
like a good idea it may be time to cut back
2 2 2
on the Corellian whiskey. When they have
f their wits about them these “townies” can
Minion provide information on local events or point
new-comers in the right direction.
Equipment
Heavy Robes (+1 Defense)
Krill Farmer
Constantly being attacked by raiders and
having your children kidnapped ain’t easy
2 2 2
work, but somebody’s gotta do it.
f
Minion Skills (Group Only)
Athletics (dd), Survival (dd), Knowledge
[Lore] (dd), Melee (dd) 2 2 2
Weapons
Farm Implement Melee (ddbb)
Damage: +1 || Critical: 4 || Range: Engaged
(Unwieldy 3, Inaccurate 1, Defensive 1, Dis-
orient 1)
7 3 0/0
Talents and Abilities
Indistinguishable 2 Upgrade difficulty of
checks to identify this character twice
Equipment
Heavy Clothes (+1 Soak)
54
Tusken Raider
Tusken Raiders get a bad rap. If a bunch of
colonists crashed into your desert and start-
3 2 2
ed calling you “sand people” you’d probably
f want to kill them too. These desert nomads
Minion have developed symbiotic relationships with
both Banthas and Massiffs. Their coopera-
tion allows them all to survive in the desolate
Jundland wastes of Tatooine.
3 2 2
Skills (Group Only)
Athletics (ddd), Resilience (ddd),
Survival (ddd), Vigilance (dd), Melee
(ddd), Ranged (dd)
7 4 0/0
Weapons move through difficult terrain
Cycler Rifle Ranged Heavy (ddb)
Damage: 7 || Critical: 5 || Range: Long Equipment
(Accurate 1, Cumbersome 2, Slugthrower) Tusken Raider Wrap (+1 Soak, remove b
Gaffi Stick Melee (ddd) from hot/dry conditions)
Damage: +2 || Critical: 3 || Range: Engaged
(Defensive 1, Disorient 3)
Quarren Trawler
You ever think about how we’re squid peo-
ple, that catch smaller squids to feed them to
3 2 2
a bigger squid? Yeah, me neither...
f
Minion Skills (Group Only)
Deception (ddd), Piloting [Planetary]
(dd), Streetwise (ddd), Knowledge
[Lore] (dd), Melee (ddd)
3 2 2
Weapons
Fishing Implement Melee (dddb)
Damage: +1 || Critical: 4 || Range: Engaged
(Unwieldy 2, Inaccurate 1, Defensive 1,
6 4 0/0
Pierce 1)
Equipment
Fisherman’s Coveralls (+1 Soak)
55
Tavern proprietor
Providing food, alcohol, and a place to sleep
makes you pretty popular in the Outer Rim.
2 2 4
Bounty hunters know that bar tenders almost
t always know the most profitable rumors and
Rival gossip.
Skills
Charm 2 (dcc), Cool 2 (dcc), Vigi-
3 2 3
lance 2 (cc), Deception 1 (ddc), Nego-
tiation 3 (ccc), Perception 2 (dcc),
Streetwise 3 (dcc), Knowledge [Outer
Rim/Lore 3 (dccc)Ranged [Heavy] 1
(dc)
8 3 0/0
Weapons Equipment
Scatter Gun Ranged [Heavy] (dc) Heavy Clothing (+1 Soak)
Damage: 7 || Critical: 6 || Range: Short
(Blast 3, Knockdown, Slugthrower)
kubaz Ferryman
This enterprising small business owner can
connect travelers in the Outer Rim with a
2 2 2
wide array of transportation options and
t rental vehicles.
Rival
Skills
Negotiation 3 (ccc), Piloting 1 (dc),
Streetwise 2 (dcc), Knowledge [Outer
3 2 3
Rim] 2 (cc), Ranged [Light] 1 (dc)
Weapons
Holdout Blaster Ranged [Light] (dc)
Damage: 5 || Critical: 4 || Range: Short
6 3 0/0
(Stun setting)
Equipment
Kubaz Environment Suit (+1 Soak), Vehicle
Summoning Flute
56
Zabrak Tavern
Brawler 4 2 1
After a long day working the fields, there’s
t nothing more relaxing than heading to the
Rival common house and pummeling people to a
pulp. Some common houses host sparring
matches where guest fighters and reckless
betting are more than welcome.
3 2 2
Skills
Athletics 3 (dccc), Coordination 2
(cc) Discipline 3 (dcc), Resilience 2
(ddcc), Brawl 3 (dccc)
10 5 0/0
Weapons Equipment
Sap Gloves Brawl (dccc) Beast Hide Armor (+1 Soak)
Damage: +2 || Critical: 5 || Range: Engaged Set of Coupling Belts
(Knockdown, Concussive 1)
Shoddy Mechanic
This mechanic hasn’t had much success
“fixing” ships, but they can certainly “un-
2 2 3
t break” them. For enough credits, they’ll
Rival even damage a ship further, though this re-
3 2 2
quest is rarely made by the vessel’s owner.
Skills
Deception 1 (ddc), Mechanics 3
(cccb), Negotiation 2 (dcc), Street-
wise 2 (dcc), Melee 1 (dc)
Weapons 7 3 0/0
Hydrospanner Melee (dcb)
Damage: +1 || Critical: 5 || Range: Engaged
(Disorient 1, Inaccurate 1)
Equipment
Utility Coveralls (+1 Soak), Mechanics Tools
(b to Mechanics checks)
57
Critters and
f
Creatures
Minion
Its a common belief in the Outer Rim
that if you meet your fate at the end
of a blaster you should count yourself
tremely efficient hunters. Without con-
stant vigilance and adequate prepa-
ration, even veteran adventurers can
lucky. Even the most wretched hive end up as a meal.
of scum and villainy is safer than the It pays to be wary of all wildlife,
untamed wilderness of the Outer Rim. not just the ones with pointy teeth.
Flying reptiles with venomous talons, Even docile herbivores will stampede
oceans of ghostly spiders, and drag- if threatened or aggravated. Worse
ons the size of star cruiser are just a than ending up dead, you’d forever be
taste of what awaits adventurers that known as the bounty hunter that was
stray too far from civilization. killed by a bantha.
On planets where food is especially
scarce (e.g. Maldo Kreis or Tatooine)
predators can not risk a potential meal
escaping. They have evolved traits
and strategies that make them ex-
Attacks 1 1 0/1
Bite Brawl (d)
Damage: +1 || Critical: 4 || Range: Engaged
(Pierce 1, Gain +1 Linked quality for every
additional minion in this group)
58
Massiff
These reptilian canines migrated from Ge-
onosis to Tatooine over 200 years before the
2 3 1
rise of the Empire. While some Tusken clans
f adopted the creatures and use them as sen-
Minion tries, other clans believe this to be an unten-
2 1 2
able departure from tradition. Some military
organizations, including the Grand Army of
the Republic, have been known to train Mas-
siffs as tracking animals.
f
Minion
59
adolescent Ice Spi-
der 3 3 1
Ranging from 1 to 5 years old, these spiders
t stand between 1 and 2 meters tall. They
Rival protect the nest from intruders and hunt to
feed the hatchlings. Once they have grown
to a certain size, they are eaten by the nest
queen, preventing the rise of a potential
1 1 1
usurper.
Skills
Athletics 1 (ddc)
Coordination 3 (ccc), Brawl 2 (dcc)
8 3 0/0
(Ensnare 1, Slow-Fire 3)
Attacks
Leg Strike Brawl (dcc) Talents and Abilities
Damage: +1 || Critical: 4 || Range: Engaged Silhouette 1
(Linked 1) Beady Eyes Suffer bb on perception
Venom Bite Brawl (dcc) checks that rely on sight. Can detect subtle
Damage: +2 || Critical: 4 || Range: Engaged vibrations instead.
(Pierce 1, Applies Dendriton Toxin effect)
Spew Webbing Coordination (ccc)
Damage: 0 || Critical: ~ || Range: Short
Broadhead
Found only in the forests of Corvus, some
have said that Broadheads resemble a cross
5 2 1
between a Blurrg and a Fambaa. These tow-
t ering beasts can easily reach 10 meters in
Rival height and feed on the upper branches of
Corvus’ trees. Though generally docile, they
are not afraid to throw their weight around if
threatened.
1 2 1
Skills
Athletics 2 (dddcc), Resilience 1
(ddddc), Vigilance 1 (dc), Brawl 1
(ddddc)
14 7 0/0
Attacks by vehicle silhouette chart (Normal against
Bite Brawl (ddddc) Sil 2 and Hard against Sil 1)
Damage: +1 || Critical: 5 || Range: Engaged
Stomp Brawl (ddddc) Damage: +2 ||
Critical: 4 || Range: Engaged
(Concussive, Knockdown)
Attacks
Bite Brawl (ddddccc)
Damage: +2 || Critical: 4 || Range: Engaged
45 13 0/0
(Pierce 4, Sunder)
Slam Brawl (ddddccc) (even if the check failed) swallows silhouette
Damage: +1 || Critical: 5 || Range: Engaged 1 or smaller targets. Swallowed target are
(Knockdown, Disorient 2) Ensnared indefinitely. Attacks made from in-
side the Ravinak have Breach +1. Difficulty
Talents and Abilities of all attacks determined by vehicle silhou-
Adversary 1, Silhouette 4 ette chart (Hard against Sil 2 or Daunting
Aquatic Suffer no penalties for moving against Sil 1)
through water, can remain submerged for Ponderous May only spend one Maneuver
hours on movement per turn (if not swimming)
Colossus A result of x on a Bite attack
Nevarro Ruping
Distantly related to the Onderonian Ruping,
these reptavians live in the volcanic canyons
4 4 2
of Nevarro. They are nocturnal pack hunters,
t making the already treacherous Nevarro wil-
Rival derness all the more dangerous.
Skills
Athletics 2 (ddcc), Coordination 2,
2 2 2
(ddcc), Vigilance 2 (cc), Brawl 2
(ddcc)
Attacks
Claw Slash Brawl (ddcc)
15 4 0/0
Damage: +2 || Critical: 3 || Range: Engaged
(Pierce 3, Linked 1)
Venom Bite Brawl (ddcc)
Damage: +1 || Critical: 4 || Range: Engaged
(Pierce 2, Applies Dendriton Toxin effect)
61
Wild Blurrg
As strong as they are dimwitted, Blurrg make
reliable, (though surly) mounts. While most
4 2 1
stand between 1 and 1.5 meters in height, a
t subspecies on Endor was known to reach at
Rival least 3 meters.
Skills
Athletics 2 (ddcc), Resilience 1
2 2 1
(dddc), Brawl 2 (ddcc)
Attacks
Bite Brawl (ddcc)
Damage: +2 || Critical: 4 || Range: Engaged
12 6 0/0
(Pierce 3, Sunder, Vicious 1)
Slam Brawl (ddcc) Damage: +1 || Criti- hand. A pacified Blurrg may be ridden as a
cal: 5 || Range: Engaged mount, though additional checks may be re-
(Disorient 2, Knockdown) quired to maintain a bond.
Wild Bantha
Native to the dunes of Tatooine, Banthas are
peaceful herbivorous herd animals. They are
5 1 1
cultivated across the galaxy for their meat,
t hides, and fur. Tusken raiders form close at-
Rival tachments with their Bantha mounts and it is
forbidden by their culture to harm the crea-
tures, whether wild or tamed. A vast array of
subspecies can be found in the wider gal-
1 1 1
axy, at least three of which could be found on
Kashyyyk alone.
Skills
Athletics 1 (ddddc), Resilience 1
14 7 0/0
(ddddc)
Domesticate A player may attempt to tame
Attacks a Wild Bantha by passing a ddd Survival
Bite Brawl (ddddd) or Xenology check, granted they have not
Damage: +1 || Critical: 5 || Range: Engaged taken violent action against the creature be-
Slam Brawl (ddddd) Damage: +0 || fore hand.
Critical: 5 || Range: Engaged
(Disorient 2, Knockdown)
Attacks
Bite Brawl (dddddccccc)
Damage: +4 || Critical: 4 || Range: Engaged
250 65 30 0/0
(Breach 1, Sunder)
Slam Brawl (dddddccccc) cussed, or knocked down. Can only be criti-
Damage: +1 || Critical: 5 || Range: Engaged cally injure by vehicle scale weapons.
(Concussive, Disorient 3, Knockdown) Colossus A result of x on a Bite attack
Spew Acid Coordination (dccc) (even if the check failed) swallows silhouette
Damage: 15 || Critical: 4 || Range: Short 3 or smaller targets. Swallowed target are
(Blast 10, Burn 3, Breach 1, Slow-Fire 3) Ensnared indefinitely. Attacks made from in-
side the Krayt dragon have Breach +3. Dif-
Talents and Abilities ficulty of all attacks determined by vehicle
Adversary 2, Silhouette 6 silhouette chart (Almost always Formidable)
Indomitable Cannot be staggered, con-
Mudhorn
Aggressively territorial, Mudhorns are popu-
lar combatants in sporting arenas across the
6 2 1
galaxy. They prefer to live in wetlands and
y swaps, but have been known to reside on
Nemesis more arid worlds.
Skills
Athletics 4 (ddcccc), Resilience 3
(dddccc), Brawl 3 (dddccc)
1 2 1
Attacks
Gore Brawl (dddccc)
Damage: +3 || Critical 4 || Range: Engaged 26 16 8 0/0
(Knockdown, Pierce 4)
Slam Brawl (dddccc) Hard Headed 3 May make an Average
Damage: +1 || Critical 5 || Range: Engaged (dd) Discipline check to recover from be-
(Knockdown, Disorient 3, Concussive) ing Staggered or Disoriented.
Charge If the Mudhorn made a movement
Talents and Abilities maneuver before attacking, the roll is up-
Adversary 1, Silhouette 2 graded once.
Crippling Blow Increase difficulty of an at-
tack, on a success the target suffers 1 strain Equipment
whenever they move for the remainder of Egg
the encounter.
63
Hulking Ice Spider
The matriarch of an ice spider nest, these
imposing beasts are at the top of the food
7 4 2
chain on Maldo Kreis. If killed, one of her
y adolescents will under go rapid growth and
Nemesis take her place as the nest queen. Some are
believed to be centuries old, though few re-
searchers return from their expeditions. 1 2 1
Skills
Athletics 2 (dddddcc)
Coordination 4 (cccc), Resilience 2
(ddddcc), Vigilance 4 (dddc),
Brawl 2 (dddddcc)
50 35 10 0/0
Attacks
Massive Legs Brawl (dddddcc) Talents and Abilities
Damage: +1 || Critical: 5 || Range: Engaged Adversary 2, Silhouette 3
(Breach 1, Knockdown, Linked 1) Colossus Difficulty of all attacks determined
Venom Bite Brawl (dddddcc) by vehicle silhouette chart (Average against
Damage: +2 || Critical: 4 || Range: Engaged Sil 2, Hard for Sil 1)
(Pierce 4, Applies Dendriton Toxin effect) Beady Eyes Suffer bb on perception
Spew Webbing Coordination (cccc) checks that rely on sight. Can detect subtle
Damage: 0 || Critical: ~ || Range: Short vibrations instead.
(Ensnare 5, Slow-Fire 2)
y
Nemesis
64
One more time...
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