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Star Wars Campaign Setting

Running a Starfinder Campaign


in the Star Wars Universe
Contents
Chapter 1: Galactic Encounters 3
Adversaries .........................................................................4
The Galactic Empire .................................................................5
Beasts ........................................................................................13
The Confederacy of Independent Systems ....................... 17
Fringe Dwellers .......................................................................21
Force Vergences ......................................................... 26
Using the Force ....................................................................... 27
Worlds in Rebellion ..............................................29
Duty ............................................................................................31
Now This is Podracing ........................................33
Chapter 2: Starships 34
Imperial Ships ................................................................ 35
Rebel Ships ........................................................................41
Other Ships ......................................................................46
Vehicles ............................................................................... 48
Chapter 3: Character Options 51
Species ....................................................................................52
Aqualish ........................................................................................52
Bothan .......................................................................................... 53
Cerean ...........................................................................................53
Chagrian .......................................................................................54
Chiss ..............................................................................................55
Clawdite ........................................................................................56
Clone ............................................................................................. 57
Devaronian ...................................................................................58
Duros ............................................................................................ 59
Ewok ............................................................................................. 59
Gran ...............................................................................................60
Kel Dor ..........................................................................................61
Ithorian ......................................................................................... 61
Mandalorian ................................................................................ 62
Mirialan ........................................................................................ 63
Mon Calamari ..............................................................................64
Nautolan .......................................................................................64
Quarren ........................................................................................ 65
Rodian ...........................................................................................66
Sullustan ...................................................................................... 67
Togruta ..........................................................................................67
Trandoshan ..................................................................................68
Twi’lek ...........................................................................................69
Weequay ....................................................................................... 70
Wookiee ........................................................................................71
Zabrak ...........................................................................................72 Credits:
Archetypes ........................................................................ 73 Fantasy Flight Games Star Wars Roleplaying Games, Star
Wars Saga Edition, Wookiepedia
New Feats ............................................................................77
New Skill Uses ..............................................................79 Disclaimer:
Some of the text is taken straight from either the Fantasy
Flight Star Wars or Wizard's Star Wars Saga Edition games
themselves, the rest is mine where I used it to fill in the gaps.
I have made an effort to blend the text and therefore do not
quote the original texts.
CONTENTS
2
Galactic Encounters
As the Gamemaster, you are free to set your Star Wars The First Order Era
campaign in any time period. However, this document focuses The New Republic’s rise reduced the once-mighty Empire to
on two eras in particular: The Rise of the Empire Era and a rump state hemmed in by strict disarmament treaties and
The Rebellion Era. The information presented within is punishing reparations. But in the galaxy’s Unknown Regions,
intended to give you enough of a backdrop to comfortably set former Imperial officers, nobles and technologists plotted a
adventures in any of the Eras. return to power, building fleets and armies in secret. This
Inside this section are: movement became the First Order, ruled by Supreme Leader
Snoke, and is now ready to reclaim the Imperial legacy.
Adversaries from various Eras
Grafts for planets to give them a unique feel The Old Republic Era
Rules from Age of Rebellion book on using Duty
Rules for running Podraces and Swoop races. The Knights of the Old Republic Campaign Guide focuses on
the period between the Great Sith War and the final
Eras of Play destruction of the old Sith Empire. During this time, the
galaxy is embroiled in one war after another, and The Jedi are
The Rise of the Empire Era all but wiped out. Gamemasters have several choices for
The Rise of the Empire Era represents a time of political when, specifically, they might set a Knights of the Old
unrest; the slow dissolution and ultimate demise of The Old Republic campaign. The following list is of major conflicts
Republic, the rise to power of Chancellor Palpatine, and The and eras of this time:
Clone Wars. Specifically, it's the years around Star Wars The Great Sith War (4000-3996 BBY)
Episode I: The Phantom Menace, Episode II: Attack of the The Restoration Period (3995-3966 BBY)
Clones, and Episode III: Revenge of the Sith. The Mandalorian Wars (3965-3960 BBY)
The Jedi Civil War (3959-3956 BBY)
Rebellion Era The Dark Wars (3955-3951 BBY)
The Rebellion Era covers the time of the Galactic Civil War,
as depicted in Episode IV: A New Hope, Episode V: The
Empire Strikes Back, and Episode VI: Return of the Jedi.
                          Adversaries
The Galactic Empire
Statistics
The Galactic Empire is a vast and highly organized Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0
government ruled over by Emperor Palpatine. The Galactic Skills Athletics +6, Intimidate +10, Profession (soldier) +6
Empire seized power at the end of the Clone Wars following Languages Basic
an unprecedented military build-up and the destruction of the Gear stormtrooper armor(low-light vision, comlink), blaster
Jedi Order. rifle, frag grenade I, utility belt, medpack
The Empire is divided into sectors, each of witch is
governed by a Moff and guarded by military forces. The Ecology
Empire's authority on any given world can range from a Environment any (Empire)
single garrison (Found mostly on backwater planets such as Organization Fire Team (3–6), Squad (9 Stormtroopers plus
Tatooine) to an intense presence with a Stormtrooper on 1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4
every street corner (As in the Deep Core and Important Core officers), Company (153 units: 4 platoons - 152 units: 128
Worlds). troopers and 24 officers), Battalion (613 units: 4 companies -
612 units: 512 troopers and 100 officers), Regiment (2,453
units: 4 battalions - 2,452 units: 2,048 troopers and 404
Adaptation for other Militaries officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192
Many of the units with in the Galatic Republic and
troopers and 1,620 officers)
the Rebel Alliance mirrors that of the Imperial
Military. They all have troops, spies, officiers, ace Special Abilities
pilots, etc. This means many of the basic imperial Coordinated Attack When a Stormtrooper takes the
stats can be adapted, Sergeant to Sergeant, Officer Harrying fire action, they automatically succeed on the
to Officer, etc. ranged attack roll.

Stormtrooper
Stormtroopers are the elite troops of the Empire, Trained to
fight and die without fear of question. Squads of
stormtroopers strike terror into the hearts of civilians
throughout the galaxy, enforcing the Emperor's will with
ruthless zeal and efficiency.
Stormtroopers are a separate force from the troops of the
Imperial Forces and do not answer directly to Imperial
military officers. They are obedient and are devoted to the
Emperor. They cannot be bribed, blackmailed, or seduced.
Any such attempt automatically fails.
CR 1
XP 400
Human soldier
Medium humanoid (human)
Init +4; Senses Perception +6
Defense                   HP 20
EAC 11; KAC 14
Fort +3, Ref +3, Will +1
Offense
Speed 30 ft.
Ranged blaster rifle +8 (1d8+1 F; critical burn 1d6) or frag
grenade I +8 (explode [15 ft., 1d6 P, DC 10])
Offensive abilities fighting styles (sharpshoot), sniper's aim
Viper-Series Probe Droid
CR 1
Before the rise of the Empire, probe Droids- often referred to
as probots- were used primarily to map space lanes, survey
planets, and perform search-and-rescue operations. However,
such friendly purposes fell by the wayside as the Emperor
conquered more and more systems. Probots became tools for
rooting out traitors on far-flung worlds. Arakyd Industries
manufactures the Empire's favored model, the Arakyd Viper,
for this very purpose.
Equipped with an extensive sensor system, the Viper is
either deployed directly from the ground or fitted with an
optional delivery system that guides the probot from a ship to
the designated planet. The delivery system possesses only
rudimentary breaking capacities, so it includes buffers to
prevent damage to the droid on impact. These are especially
important, sense the Imperial Viper's Self-Destruct System is
designed to destroy the droid if it takes significant damage
(To prevent it from falling into enemy hands).
CR 1
XP 400
Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception
+11
Defense                   HP 17
EAC 11; KAC 12
Fort -1, Ref +1, Will +2
Defensive Abilities Self-Destruct (4d6, 15 ft. radius, DC 18)
Immunities construct immunities
Offense
Speed 30 ft. (hover) Stormtrooper Specialty
Ranged laser pistol +7 (1d4+1 F; critical burn 1d4) Corps: Scout Trooper
Statistics Stormtroopers are a separate force from the troops of the
Str +4, Dex +1, Con -, Int +0, Wis +2, Cha +0 Imperial Forces and do not answer directly to Imperial
Skills Acrobatics +11, Computers +6, Culture +6, Perception military officers. They are obedient and are devoted to the
+11, Stealth +6, Survival +11 Emperor. They cannot be bribed, blackmailed, or seduced.
Languages Basic, Binary Any such attempt automatically fails.
Gear Sensor Unit, Video Recording Unit, Integrated Laser After recognizing the need for troopers with special
Pistol equipment and training, the Emperor ordered the
Droid Systems: Hovering Locomotion, Basic Processor, 2 development of additional types of stormtroopers. Including
Hand Appendages, 2 Claw Appendages, 2 Tool Appendages, (But not limited to) Snowtroopers, Sandtroopers, and Scout
Improved Sensor Package, Darkvision, Self-Destruct System Troopers.
(4d6), Locked Access, Internal Comlink Adaptation
Special Abilities A Heavy Trooper can be created by replacing the Scout
Self-Destruct To prevent capture the Probe Droid may Trooper's sniper rifle with an azimuth artillery laser (1d10+2
activate its self-destruct system. The a powerful explosive F; critical burn 1d6). Likewise a Jet Trooper can be created
destroys the Droid from within (No attack required), and a by replacing survival with Acrobatics as their master skill and
droid is destroyed in this fashion cannot be repaired or giving them the jetpack armor upgrade. Sandtroopers,
salvaged. The damage to all targets with the area is 4d6, 15 ft. Seatroopers and Snowtroopers all wear specialty armor
radius, DC 18) that makes them immune to the effects of their trained
environment. Spacetroopers are trained to fight in zero-g.
Acute Senses The Probe Droid may reroll any Perception They can be created by replacing survival with Acrobatics as
check, but the result of the reroll must be accepted, even if it their master skill and equiping their armor with mag boots
is worse. and jump jets.
CR 2 >
XP 600
Human soldier
Medium humanoid (human)
Init +4; Senses Perception +8
Defense                   HP 25
EAC 13; KAC 16
Fort +4, Ref +4, Will +3
Offense
Speed 30 ft.
Ranged blaster rifle +8 (1d8+2 F; critical burn 1d6) or
holdout laser pistol +10 (1d4+2 F; critical burn 1d4) or E-11
sniper rifle +10 (1d10+2 P) or frag grenade I +8 (explode [15
ft., 1d6 P, DC 10])
Offensive abilities fighting styles (sharpshoot), sniper's aim
Commanding Presence
Statistics Stormtroopers or Imperial Officers with this ability
Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 excel at leading others into battle, issuing quick
Skills Athletics +8, Intimidate +8, Pilot +8, Profession commands, demonstrating a gift for strategy, and
(soldier) +8, Stealth +8, Survival +12 decimating their enemies. They can use one of the
Languages Basic following Actions once per encounter as a Full
Gear stormtrooper armor(low-light vision, comlink), blaster Action:
rifle, holdout laser pistol, E-11 sniper rifle, frag grenade I, Hold the Line!: Make a single melee or ranged
utility belt, medpack attack against any target within your range. If your
attack hits, an Ally of your choice within 30 ft. of
Ecology you gains a +2 morale bonus to their AC until the
Environment any (Empire) end of your next turn.
Organization Fire Team (3–6), Squad (9 Stormtroopers plus
1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4 Lead the Assault: Make a single melee or ranged
officers), Company (153 units: 4 platoons - 152 units: 128 attack against any target within your range. If your
troopers and 24 officers), Battalion (613 units: 4 companies - attack hits, the next Ally to attack gains a +2
612 units: 512 troopers and 100 officers), Regiment (2,453 morale bonus to their attack rolls and damage rolls
units: 4 battalions - 2,452 units: 2,048 troopers and 404 until the end of your next turn.
officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192 Turn the Tide: Make a single melee or ranged attack
troopers and 1,620 officers) against any target within your range. If you
successfully damage the target, a number of allies
Special Abilities equal to your Charisma modifier (Minimum 1) can
Coordinated Attack When a Stormtrooper takes the immediately move up to half their Speed as a
Harrying fire action, they automatically succeed on the Reaction.
ranged attack roll.

Stormtrooper Sergent CR 4
CR 4 Stormtroopers are a separate force from the troops of XP 1,200
the Imperial Forces and do not answer directly to Imperial Human soldier
military officers. They are obedient and are devoted to the Medium humanoid (human)
Emperor. They cannot be bribed, blackmailed, or seduced. Init +5; Senses Perception +10
Any such attempt automatically fails.
After recognizing the need for troopers with special Defense                   HP 50
equipment and training, the Emperor ordered the EAC 16; KAC 18
development of additional types of stormtroopers. Including Fort +6, Ref +6, Will +3
(But not limited to) Snowtroopers, Sandtroopers, and Scout
Troopers. Offense
Adaptation Speed 30 ft.
A Death Trooper can be created by replacing the Sergeant's Ranged blaster rifle +12 (1d8+4 F; critical burn 1d6) or frag
commanding presence with bodyguard feats: Bodyguard and grenade I +12 (explode [15 ft., 1d6 P, DC 10])
In Harm's Way. Offensive abilities Commanding Presence, Coordinated
Attack, fighting styles (sharpshoot), sniper's aim
Statistics
Str +3, Dex +5, Con +1, Int +0, Wis +0, Cha +0
Imperial Officer
Skills Athletics +10, Intimidate +15, Profession (soldier) +10 Admired, respected, and feared, the officers of the Imperial
Languages Basic Army and Imperial Navy are drawn from prestigious families
Gear stormtrooper armor(low-light vision, comlink), blaster with long histories of military service. Few are promoted up
rifle, frag grenade I, utility belt, medpack from the lower ranks. Most are inducted straight into officer
training academies, instructed in doctrine, leadership, and
Ecology tactics, and then awarded academic commissions. There, if
Environment any (Empire) they distinguish themselves, they finally get a chance to rise
Organization Fire Team (3–6), Squad (9 Stormtroopers plus through the upper echelons- but rarely do they find occasion
1 sergeant), Platoon (38 units: 4 squads - 32 troopers and 4 to dirty their hands.
officers), Company (153 units: 4 platoons - 152 units: 128
troopers and 24 officers), Battalion (613 units: 4 companies - CR 5
612 units: 512 troopers and 100 officers), Regiment (2,453 XP 1,600
units: 4 battalions - 2,452 units: 2,048 troopers and 404 Human envoy
officers), Legion (9,813 units: 4 regiments - 9,812 units: 8,192 Medium humanoid (human)
troopers and 1,620 officers) Init +2; Senses Perception +11
Special Abilities Defense                   HP 65 RP 4
Coordinated Attack When a Stormtrooper takes the EAC 17; KAC 18
Harrying fire action, they automatically succeed on the Fort +4, Ref +6, Will +8
ranged attack roll.
Offense
Speed 30 ft.
DeStab Agent Melee survival knife +10 (1d4+5 S)
Destabilization, also known as Destab, was a branch of Ranged corona laser pistol +12 (2d4+5 F; critical burn 1d4)
Imperial Intelligence's Bureau of Operations. Their
operations were kept quiet, as details of their activities— Statistics
which ranged from legitimate Intelligence operations to full Str +0, Dex +2, Con +0, Int +3, Wis +0, Cha +5
scale atrocities—were enough to make most agents sick. Skills Bluff +16, Diplomacy +11, Intimidate +16, Profession
Officially, their mandate was to unravel the fabric of society. (Military) +16, Sense Motive +16
Languages Basic, up to 3 others
CR 4 Other Abilities envoy improvisations (get'em, hurry)
XP 1,200 Gear Code Cylinder, Comlink (Encrypted), Officer's Uniform,
Human envoy corona laser pistol, survival knife
Medium humanoid (human)
Init +5; Senses Perception +10 Special Abilities
Imperial Valor Perform a reaction to cause all ranged
Defense                   HP 45 attacks targeting you that round to instead hit one ally or
EAC 16; KAC 17 helpless enemy until the beginning of his next turn.
Fort +3, Ref +5, Will +7
Offense
Speed 30 ft.
Melee survival knife +8 (1d4+4 S)
Ranged frostbite-class zero pistol +10 (1d6+4 C; critical
staggered [DC 15])
Statistics
Str +0, Dex +1, Con +0, Int +3, Wis +0, Cha +5
Skills Bluff +15, Diplomacy +15, Intimidate +15, Sense
Motive +10, Stealth +10
Languages Basic, up to 3 others
Other Abilities cunning liar, envoy improvisations (clever
feint, quick dispiriting taunt) Gear casual stationweat,
frostbite-class zero pistol, survival knife
Special Abilities
Cunning Liar The first time a creature would succeed at a
Sense Motive check to disbelieve the DeStab Agent's lie, treat
that creature's result as if it had rolled a natural 1 on its
Sense Motive check.
Dark Trooper Phase II Imperial Security Bureau
The Phase II dark trooper was the second and main stage of The Imperial Security Bureau (ISB), also referred to as the
the Dark Trooper Project. The Phase II dark trooper was Security Bureau or Imperial Security, was a law enforcement
intended to be used either as an artificially intelligent droid or and intelligence agency of the Galactic Empire that was
exoskeleton—either way, it was extremely effective in battle. charged with matters of state security and ensuring the
A small number of these soldiers destroyed a Rebel base on loyalty of citizens to the Empire. Aside from that, it happened
Talay. Though most droids were shut down after the to be one of the many umbrella organizations under the
destruction of Arc Hammer, some of these troopers remained greater Commission for the Preservation of the New Order,
in operation throughout the Galactic Civil War. and was larger than its sister agency Imperial Intelligence. It
was led by ISB high command. Adaptation Personnel from
CR 8 various branches of the ISB can be created by replacing the
XP 4,800 current Detective specialization for another one such as
Technological soldier Hacker for Surveillance Division or Spy for an undercover
Medium construct (technological) agent.
Init +6; Senses low-light vision, darkvision 60 ft.; Perception CR 8
+16
XP 4,800
Defense                   HP 125 RP 5 Human operative
EAC 20; KAC 23 Medium humanoid (human)
Fort +8, Ref +8, Will +5 Init +8; Senses Perception +17
Immunities construct immunities Defense                   HP 115 RP 5
Offense EAC 20; KAC 21
Speed 30 ft. Fort +7, Ref +10, Will +11
Ranged Starheart cannon, yellow star +20 (3d6+10 E & F; Offense
critical blind) or integrated IMDS missile launcher +20 Speed 40 ft.
(Tactical missile [Explode 6d8 B & P (35 ft.)]) or Shock Ranged aphelion laser pistol +17 (3d4+8 F; critical burn 1d4)
caster, aurora (2d12+10)
Offensive abilities enhanced tank, fighting styles (armor
storm), hammer fist, powerful explosive Statistics
Str +0, Dex +6, Con +0, Int +4, Wis +2, Cha +0
Statistics Skills Bluff +17, Computers +22, Culture +22, Diplomacy
Str +4, Dex +6, Con -, Int +0, Wis +0, Cha +0 +22, Intimidate +22, Piloting +17, Survival +17
Skills Acrobatics +21, Athletics +16, Computers +16 Languages Basic
Languages Basic Other abilities debilitating trick, evasion, operative exploits
Gear advanced Ididishell(integrated missile lancher [20 (certainty, glimpse the truth), specialization (detective), trick
Tactical missiles]), aphelion laser rifle, squad nil grenade attack +4d8, triple attack, uncanny agility Gear aphelion laser
launcher, red star plasma cannon, frag grenade III, signal pistol, datapad
jammer (level 9), jetpack
Imperial Assassin
The shadowy corps of Imperial Assassins
exercises the Emperor’s will by eliminating any
sentient its master wishes. No matter the target, an
Imperial assassin tirelessly pursues him across the
galaxy until he can get close enough for a kill. In their
travels throughout the galaxy, Imperial assassins are
hidden in plain sight, often taking on disguises to grant them
easier access to their prey.
CR 10
XP 9,600
Human operative
Medium humanoid
Init +10; Senses Perception +20
Defense                   HP 150 RP 5
EAC 23; KAC 24 CR 10
Fort +9, Ref +12, Will +13 XP 9,600
Defensive Abilities evasion, uncanny agility Human soldier
Medium humanoid (human)
Offense Init +9; Senses Perception +24
Speed 50 ft.
Melee incapacitator +18 (3d4+10 B; critical staggered) Defense                   HP 165 RP 5
Ranged advanced nightarch needler +20 (2d6 P+10; critical EAC 23; KAC 26
injection DC +2) or elite shobhad horizon striker +20 Fort +12, Ref +10, Will +11
(6d4+10 P) Defensive Abilities evasion, uncanny agility
Offensive Abilities debilitating trick, trick attack +5d8, triple
attack Offense
Statistics Speed 40 ft.
Str +0, Dex +8, Con +0, Int +5, Wis +3, Cha +0 Melee advanced pike +22 (2d8+22 P; critical bleed 1d8)
Skills Acrobatics +25, Athletics +20, Bluff +25, Culture +25, Ranged Laser pistol, aphelion +18 (3d4+10 F; critical Burn
Piloting +20, Sleight of Hand +25, Stealth +25, Survival +20 1d4)
Languages Basic Offensive Abilities fighting styles (guard, blitz), guards
Other abilities debilitating trick, evasion, operative exploits protection, rapid recovery
(cloaking field, master of disguise [3/day, 100 minutes or 10 Statistics
mintues, DC 19]), specialization (ghost), trick attack +5d8, Str +8, Dex +5, Con +3, Int +0, Wis +3, Cha +0
triple attack, uncanny agility Skills Athletics +19, Perception +24, Sense Motive +19
Gear freebooter armor III, Incapacitator, advanced nightarch Languages Basic
needler, elite shobhad horizon striker, neurotoxin 6 vials, Feats Bodyguard, Improved Combat Maneuver (Disarm), In
signal jammer (level 10) Harm's Way, Cleave
Gear Royal Guard Armor (Ceremonial Armor with Helmet
Package), Force Pike, Heavy Blaster Pistol, comlink
Imperial Royal Guard (Encrypted, Long-Range [Miniaturized], Holo Capability),
The Imperial Royal Guard is one of the most recognizable Utility Belt (Standard) with medpac
units in the galaxy, thanks to their distinctive red armor and Special Abilities
their presence at the Emperor at all public functions. Rumors Parry
about the Emperor's most loyal guards outnumber known The Imperial Royal Guard parries the attacks of other
facts. The Royal Guard is composed of an elite stormtrooper creatures, causing them to miss. Once per round, they can
unit, trained well beyond the standard of any other military attempt to parry an attack against her or an adjacent ally as
force in the Empire. Its exact numbers are unknown, but the an reaction. To parry the attack, they make an attack roll,
Guard is never dispatched along with regular stormtrooper or using the same bonuses. If her attack roll is greater than the
military units. It is unknown if the Royal Guardsmen are roll of the attacking creature, the attack automatically misses.
clones, human recruits, or both. For each size category that the attacking creature is larger,
they takes a –4 penalty on her attack roll. The Royal Guard
also takes a –4 penalty when attempting to parry an attack
made against an adjacent ally.
Statistics
Imperial Inquisitor Str +4, Dex +2, Con +5, Int +2, Wis +8, Cha +3
During the Rebellion Era, an Imperial Inquisitor can be a Skills Athletics +19, Bluff +24, Diplomacy +24, Intimidate
terrific way to inspire fear and dread in any burgeoning Jedi +24, Mysticism +24, Survival +24
heroes; the things they are just starting to learn, the Languages Basic
Inquisitors can also do and can do them far better. The Combat Gear double bladed opila lightsaber, inquisitor’s
Inquisitor should strive to engage Jedi heroes in single robes, Comlink (Long-Range, Miniaturized, Encrypted)
combat while constantly mocking and taunting them, trying
to encourage them to succumb to the Dark Side. For more Special Abilities
information on the Force and a list of Force Powers consult Force Interrogation
the Jedi Class document. When you deal damage to one or more creatures by using a
Adaptation
Force Power, you can immediately make a Intimidate check
as a Swift Action to Demoralize a single target you damaged.
For a more combat focused Inquisitor replace Unsettling
Presence and Cower Enemies with the Rampage Sith ability Inquisition
and the Cleave Feat. For an Inquisitor that relies more on You are particularly adept at dealing with Force-sensitive
words than their Lightsaber, exchange Inquisition for a Skill foes. You gain a +1 bonus on attack rolls and deal +4 damage
Focus. against targets that have a Force Rating of 1 or higher.
CR 10 Cower Enemies
XP 9,600 When you use the Intimidate Skill to Demoralize, you can
Humanoid Jedi Intimidate all targets in a 30 foot cone instead of Intimidating
Medium Humanoid a single target. All other limitations to the Intimidation Skill
Init +0; Senses Perception +19 still apply.
Defense                   HP 140 RP 5 Unsettling Presence
EAC 22; KAC 23 You can spend a Resolve Point as part of an attack or as a
Fort +9, Ref +9, Will +15 move action to create an aura of unsettling discomfort
around you. Anyone entering within a 30 radius of you must
make a Will Save DC 18. On a failed save, that target is
Offense Shaken while within the aura up. This aura lasts for the
Speed 30 ft. remainder of the encounter and essentially works like
Melee double bladed opila lightsaber +18 (2d10+14 E & F; frightful presence.
critical burn 1d6)
Force Powers Known 8 CL 10th; Force Rating 4; ranged
+16)
Corruption, Force Grip, Dark Rage, Influence, Move Object,
Sense, Surge, and Vital Transfer
4th (3/day;DC 22); 3rd (6/day; DC 21); 2nd (at will; DC 20)
If one or more enemy Officers are within its line of sight,
Imperial Moff CR 11 the highest level Officer among them can attempt to Oppose
Moff was the rank held by the Sector Governors of the First the Culture check as a Reaction. If their Skill Check result is
Galactic Empire. In the fifth year of Emperor Sheev higher, the attempt to Outmaneuver fails.
Palpatine's reign, there was a fixed number of twenty Moffs,
who answered to the Imperial Ruling Council. That year, the
senior rank of Grand Moff was created and awarded to
Wilhuff Tarkin. As a symbol of their charge, Moffs wore a
rank insignia plaque bearing ten colored squares: five blue
over three red and two gold.
Moffs were in command of their sector's Sector Group, a
formation that contained assets from the Imperial Military
and intelligence. Moffs can be appointed by the Emperor or
an advisor, but are obligated to report to both. A Grand Moff,
overseer of an Oversector, can override any Moff.
CR 11
XP 12,800
Human envoy
Medium humanoid (human)
Init +3; Senses Perception +26
Defense                   HP 170 RP 6
EAC 26; KAC 28
Fort +10, Ref +12, Will +14
Defensive Abilities evasion, uncanny agility
Offense
Speed 30 ft.
Melee Dagger, ultrathin +19 (4d4+11 S)
Ranged Laser pistol, perihelion +21 (4d4+11 F; critical Burn
2d4)
Offensive Abilities fighting styles (guard, blitz), guards
protection, rapid recovery
Statistics
Str +1, Dex +3, Con +1, Int +5, Wis +2, Cha +8
Skills Bluff +21, Diplomacy +26, Intimidate +26, Sense
Motive +26, Stealth +21
Languages Basic
Other AbilitiesCommanding Presence, envoy improvisations
(hidden agenda, improved get ’em, improved hurry, quick
dispiriting taunt)
Gear Code Cylinder, Comlink (Encrypted), Officer's Uniform,
Laser pistol perihelion, Dagger ultrathin
Special Abilities
Imperial Valor
Perform a reaction to cause all ranged attacks targeting you
that round to instead hit one ally or helpless enemy until the
beginning of his next turn.
Outmaneuver
A Imperial Moff learns to counter the tactics of their enemies.
As a Standard Action, they can make a Culture check to
recall knowledge of tactics with a DC equal to the 15 + the
encounter CR. If the check succeeds, opponents in its line of
sight lose all competence, insight, and morale bonuses on
attack rolls, as well as any bonuses to AC, until the start of its
next turn.
Beasts
In the Star Wars universe, beasts are usually encountered as
threats (Such as Acklays, Rancors, and Wampas) or as
mounts (Such as Dewbacks and Tauntauns).

Rakghoul
Rakghouls are the hideous results of the feared Rakghoul
Disease that plagued the Taris surface and Undercity. Those
infected mutated into savage four-legged beasts within hours.
The aggressive nature of the Rakghouls made them
extremely dangerous to anyone who was not already infected.
They attack on sight, infecting their victims through the
wounds they inflict.
CR 4
XP 1,200
Medium animal
Init +1; Senses low-light vision; Perception +10
Defense                   HP 50
EAC 16; KAC 18
Fort +8, Ref +8, Will +3
Defensive abilities ferocity Nexu
Offense
Native to the jungles of Indona and Cholganna, the Nexu is a
fierce, stealthy predator with little fear of larger opponents, or
Speed 30 ft. even the weapons of sentient beings. Hunted for sport on
Melee claws +12 (1d6+7 S plus Rakghoul Disease) or bite their native planet, Nexu often turn the tables on their would-
+12 (1d6+7 P plus Rakghoul Disease) be-hunters, and slash them to ribbons before they can fire a
Offensive abilities natural weapons shot.
Statistics CR 5
Str +3, Dex +1, Con +5, Int -5, Wis +0, Cha +0 XP 1,600
Skills Athletics +15, Stealth +10 Medium animal
Init +9; Senses low-light vision; Perception +12
Special Abilities
Ferocity Defense                   HP 70
When the creature is brought to 0 Hit Points, it can fight on EAC 17; KAC 19
for 1 more round. It can act normally until the end of its next Fort +9, Ref +9, Will +4
turn; if it has 0 HP at that point, it dies. If it would lose
further Hit Points before this, it ceases to be able to act and Offense
dies. Speed 40 ft., Climb 40 ft.
Melee claws (2) +14 (1d6+10 S plus Grab) or bite +14
(1d6+10 P plus Grab) or tail whip +14 (1d6+10 S)
RAKGHOUL DISEASE Offensive abilities natural weapons, ambush, grab
Type disease (injury); Save Fortitude DC 15
Track physical; Frequency 8/hours Statistics
Effects The disease slowly transforms an infected Str +5, Dex +5, Con +2, Int -4, Wis +0, Cha +0
creature into a rakghoul over time. When they Skills Acrobatics +12, Athletics +15, Stealth +17, Survival
reach the death state, they instead fully transform +12
into a rakghoul with the stats above.
Cure Curing the disease takes a dose of the
rakghoul serum and a Medicine check (DC 25).
Special Abilities
Ambush
The Nexu deals an additional +2d6 points of damage
with it's claws or bite against a Flat-Footed opponent.
Grab
If the creature hits with the indicated attack (usually a claw or
bite attack), it deals the normal damage. If the creature's
attack roll successfully hits the target's KAC + 4, the creature
also automatically grapples the foe as a free action. (If it hits
the target's KAC + 13, it instead pins the target.) The creature
does not need to have a spare limb free to perform this
grapple, as long as it can make the listed attack, and it can
potentially grapple more than one target if it has more than Acklay
one attack with the grab ability. The creature can maintain Acklays were amphibious reptillian crustaceans with six
the grab either with another successful grab attack or by deadly claws and razor-sharp teeth native to the planet
performing the grapple combat maneuver normally. Vendaxa. They were used as execution beasts by the
Geonosians, and one attempted to kill Obi-Wan Kenobi,
Anakin Skywalker, and Padmé Amidala in the Petranaki
arena prior to the outbreak of the Clone Wars.
CR 8
XP 4,800
Huge animal
Init +2; Senses low-light vision; Perception +21
Defense                   HP 150
EAC 20; KAC 22
Fort +12, Ref +12, Will +7
Immune Radiation
Offense
Speed 40 ft., swim 30 ft.
Melee 6 bladed feet +16 (2d10+16 S) or bite +19 (3d4+14 P;
critical bleed 1d4)
Offensive abilities natural weapons, fast attack, trample
(2d10+16 S, DC 16).
Statistics
Str +6, Dex +2, Con +4, Int -5, Wis +0, Cha +0
SkillsAthletics +21, Perception +21, Stealth +15
Feats Cleave
Other Abilities amphibious, water breathing
Special Abilities
Trample
As a full action, the Acklay can move up to its speed and
through the space of any creatures that are at least one size
smaller than itself. The Acklay does not need to make an
attack roll; each creature whose space it moves through takes
damage. A target of a trample can attempt a Reflex save with
the listed DC to take half damage; if it attempts the save, it
can’t make an attack of opportunity against the trampling
creature due to the creature’s movement. A creature can deal
trample damage to a given target only once per round.
Statistics
Rancor Str +8, Dex +3, Con +5, Int -4, Wis +0, Cha +0
While there are certainly larger and more viscous creatures Skills Athletics +20, Perception +25, Survival +20
in the galaxy, the Rancor holds a special place in the Feats Cleave
nightmares of countless sentient creatures. Creatures of vast
rage and single-mined carnage, Rancors are periodically Special Abilities
captured by big game hunters, and shipped to new worlds as Crush
exotic pets. If the Rancor successfully Grabs an opponent with a his grab
attack, it can immediately deal bludgeoning damage to it
CR 11 equal to its claw damage.
XP 12,800
Huge animal Grab
Init +3; Senses low-light vision; Perception +25 If the creature hits with the indicated attack (usually a claw or
bite attack), it deals the normal damage. If the creature's
Defense                   HP 180 attack roll successfully hits the target's KAC + 4, the creature
EAC 24; KAC 26 also automatically grapples the foe as a free action. (If it hits
Fort +15, Ref +15, Will +10 the target's KAC + 13, it instead pins the target.) The creature
Defensive Abilities Fast Healing 5 does not need to have a spare limb free to perform this
grapple, as long as it can make the listed attack, and it can
Offense potentially grapple more than one target if it has more than
Speed 40 ft. one attack with the grab ability. The creature can maintain
Melee claws (2) +20 (3d12+21 S plus grab; critical bleed the grab either with another successful grab attack or by
3d4) or bite +23 (4d6+19 P plus grab) performing the grapple combat maneuver normally.
Multiattack claws (2) +14 (3d12+21 S plus grab; critical
bleed 3d4) and bite +17 (4d6+19 P plus grab)
Space 15 ft.; Reach 15 ft.
Offensive abilities natural weapons
CR 16
Krayt Dragon XP 76,800
The Krayt Dragon is a truly massive beast. This 100-meter- Colossal animal
long desert titan lives among the endless dunes of Tatooine. Init +0; Senseslow-light vision, tremorsense 100 ft.,
A Krayt Dragon actually submerges itself in the shifting darkvision 120 ft.; Perception +33
sands, and can use it's ten powerful limbs to swim through Aura frightful presence (220 ft., DC 22)
the dunes.
Tatooine natives rarely see a living Krayt Dragon, although Defense                   HP 300
the titanic bones of these creatures dot the landscape and are EAC 30; KAC 32
highly prized as building material or trade goods. The Fort +20, Ref +20, Will +16
gigantic reptile prefers to lurk under the warm desert during Defensive Abilities DR 15/-; Immunities paralysis, sleep,
the day, moving about at night as it slinks close to the surface fire; SR 27
of the sand. A Krayt Dragon attacks with it's massive jaws or
whiplike tail; it's claws have evolved exclusively for Offense
locomotion. Krayt Dragons subsist on the largest prey, Speed 50 ft.
including herds of Banthas and Dewbacks. Anything that Melee bite +28 (13d6+28 P plus swallow whole) or tail slap
moves across a Krayt Dragon's field of vision is fair game, +31 (6d10+26 B)
though. Multiattack bite +22 (13d6+28 P plus swallow whole), tail
If a truly determined hunter were to penetrate the beast's slap +25 (6d10+26 B)
armored hide and slay a Krayt Dragon, that hunter would be Space 30 ft.; Reach 30 ft.
rewarded with an Emperor's ransom in Krayt Dragon Pearls- Offensive abilities natural weapons, wallow whole (7d6+16
ordinary stones polished to priceless perfection in the A, EAC 30, KAC 28, 75 HP)
dragon's stomach. A single such stone could fetch well over
100,000 credits. A Krayt Dragon contains 2d4+2 Krayt Statistics
Dragon Pearls. Str +10, Dex +0, Con +7, Int 0, Wis +5, Cha +0
Skills Perception +33, Stealth +28, Survival +28
The Confederacy of Independent
Systems

T
he Confederacy of Independent Systems (CIS), Battle Droids are drones controlled by a Remote Processor,
also known as The Separatist Alliance, The taking their commands from a Central Control Computer
Separatist State, and commonly referred to as that operates several thousand battle droids, destroyer
The Separatists, is an unrecognized, galactic, droids, and droid starfighters simultaneously. A battle droid
democratic, and confederate government that communicates with it's fellow drones via Comlinks,
existed during The Clone Wars. In addition to transmission antennae, and encryption computers, making
the secret support of several mega for a control signal that is nearly impossible to jam (DC 40
corporations, including The Trade Federation and The Mechanics check).
Commerce Guild, The Confederacy was formed by thousands
of secessionist star systems on the grounds of excessive CR 1/2
taxation and corruption within The Galactic Senate. XP 200
The secessionist movement that began in 24 BBY would Technological soldier
lead to a political crisis in which tensions escalated between Medium construct (technological)
the newly-formed alliance and the reigning Galactic Republic. Init +3; Senses darkvision 60 ft., low-light vision;
In 22 BBY, The Separatists and The Republic would go to Perception +9
war using their respective military forces- The Separatist
Droid Army and The Republic clone army- resulting in a pan- Defense                   HP 13
galactic conflict for the first time in a millennium. EAC 10; KAC 12
Fort +2, Ref +2, Will +0
Immunities construct immunities
Droids within the Empire Offense
Old CIS droid still exist during the era of the Speed 30 ft.
Empire, but many are damaged and gain the
Unrepaired graft.
Melee Vibroknife +3 (1d4+2 S)
Unrepaired Graft: The damaged droids takes a –2
Ranged Blaster Carbine +6 (1d8+1 F; critical burn 1d6)
penalty to attack rolls, saving throws, skill checks, Offensive abilities fighting styles (sharpshoot), sniper's aim
and ability checks. In addition to this on a natural 1
the droid shuts down for 30 seconds, though it Statistics
may be restarted before it resets. Str +2, Dex +3, Con +1, Int +0, Wis +0, Cha +0
Skills Computers +4, Engineering +4, Perception +9
Languages Basic, Binary
Combat Gear Blaster Carbine
B1- Battle Droid
Frail in appearance but deadly in intent, Baktoid Combat
Automata's Battle Droid is a metal skeleton with a blaster.
Built by the Geonosians to the Trade Confederation's
specifications, battle droids are designed to resemble
Geonosians, or perhaps desiccated Neimoidian corpses.
Most intelligent beings regard them as startling, but
Neimoidians see battle droids as positively ghoulish.
Defense                   HP 65
B2-Super Battle Droid EAC 17; KAC 18
The B2-Series Super Battle Droid is a marked improvement Fort +5, Ref +7, Will +6
in the original B1-Series Battle Droid design. Larger and Immunities construct immunities
armored, the Super Battle Droid relies on a central control
computer for guidance, but it doesn't deactivate when it loses Offense
contact with the Remote Processor thanks to a Backup Speed 35 ft.
Internal Processor- a droid brain that takes over when the Melee carbon steel curve blade +10 (1d10+8 S; critical bleed
droid loses communication with the central computer. This 1d6)
second brain allows the droid to store it's last set of orders Ranged corona laser rifle +12 (2d6+5 F; critical burn 1d6)
and continue acting on them even after the Remote Offensive abilities fighting styles (hit-and-run), nimble
Processor has shut down. fusillade, opening volley
CR 2 Statistics
XP 600 Str +3, Dex +5, Con +2, Int +3, Wis +0, Cha +0
Technological soldier Skills Acrobatics +17, Athletics +17, Computers +17, Bluff
Medium construct (technological) +10, Engineering +12, Perception +17, Piloting +12, Stealth
Init +4; Senses darkvision 60 ft., low-light vision; +17
Perception +12 Languages Basic, Binary
Other Abilities debilitating trick, evasion, operative exploits
Defense                   HP 30 (uncanny mobility), specialization (daredevil), trick attack
EAC 14; KAC 16 +3d8 Combat Gear Gear carbon steel curve blade, corona
Fort +4, Ref +2, Will +3 laser pistol, frag grenade II
Immunities construct immunities
Special Abilities
Offense Sound Imitation
Speed 30 ft. BX Commando Droids have the ability to imitate any voice or
Melee Slam +7 (1d6+4 B) sound it has heard by succeeding at a Bluff check opposed by
Ranged Wrist Blasters +10 (1d4+2 F; critical burn 1d6) or a listener’s Sense Motive check.
Wrist Rockets +10 (1d12+2 B; critical knockdown)
Offensive abilities fighting styles (sharpshoot), sniper's aim
Statistics
Droideka-Destroyer Droid
Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0 Designed and built by the Geonosians of Geonosis and the
Skills Computers +7, Intimidate +7, Perception +12 Collicoids of Colla IV, the Droideka Series Destroyer Droids
Languages Basic, Binary reflect the savage ferocity of their makers.
Combat Gear Integrated Wrist Blasters, Wrist Rockets [2], The main propulsion method of destroyer droids is a
Droid Armor +1 AC microrepulsor-assisted wheel mode that allows a destroyer
droid to fold itself into roughly wheel-shaped package and roll
Special Abilities along at high speeds. Though lightning-swift in this mode,
Integrated Weapons A Super Battle Droid’s weapons are destroyer droids are considerably more ponderous when
integrated into its frame and can’t be disarmed. unfolded for combat.
Destroyer Droids have two heavy repeating blasters that
can lay down a devastating barrage. To argument it's
Bronzium Armor Shell Droid Armor, a Destroyer Droid also
comes equipped with a deflector Shield Generator. The
BX-Commando Droid tremendous energy drain of the blasters and shields
BX-series commando droids were advanced, sturdier necessitates that the Destroyer Droid be equipped with a
versions of B1 battle droids. They were programmed with minireactor.
improved combat tactics and battlefield awareness and CR 5
equipped with glowing white photoreceptors. Captains and
other high-ranking commando droids bore white identifiers XP 1,600
on their heads and chests. Technological soldier
Large construct (technological)
CR 5 Init +7; Senses darkvision 60 ft., low-light vision; Perception
XP 1,600 +16
Technological operative Defense                   HP 90
Medium construct (technological)
Init +6; Senses darkvision 60 ft., low-light vision; EAC 17; KAC 19
Perception +17 Fort +4, Ref +7, Will +4
Defensive Abilities SR 20
Immunities construct immunities
Offense Dwarf Spider Droids are equipped to descend down rocky
Speed 10 ft. (Walking), 50 ft. (Wheeled) crags like those found inside rough-hewn mine shafts, to
Ranged [2] corona laser rifle +15 (2d6+4 F; critical burn catch offenders red-handed before they can reach the safety
1d6) of the Commerce Guild boarder. Commerce Guild star
Space 10 ft.; Reach 10 ft. cruisers also carry compliments of Dwarf Spider Droids for
security and tribute enforcement.
Statistics CR 6
Str +3, Dex +5, Con +0, Int +0, Wis +0, Cha +0 XP 2,400
Skills Acrobatics +11, Computers +11, Perception +16 Large construct (technological)
Languages Binary Init +5; Senses darkvision 60 ft., low-light vision; Perception
Other Abilities fighting styles (sharpshoot), sniper's aim, +18
focuse fire Droid Sytems integrated corona laser rifle,
Walking Locomotion, Wheeled Locomotion (Exclusive), Defense                   HP 90
Remote Receiver, 2 Tools, Shield Generator (SR 20), Internal
Comlink, Bronzium Shell (Armor) EAC 18; KAC 20
Fort +6, Ref +6, Will +3
Special Abilities Immunities construct immunities
Deflector Shield Generator Offense
Whenever the Droideka would take damage, reduce the
damage by the Droid's Shield Rating (SR). If the damage is Speed 40 ft. (Walking)
equal to or greater than its Shield Rating, the Droideka’s Ranged Plasma cannon, red star +17 (2d10+6 E & F
Shield Rating is reduced by 5. Each round, the Droideka may Explode (5 ft.) DC 19; Burn 1d8)
use a Swift Action to make a DC 20 Fortitude check and Space 10 ft.; Reach 10 ft.
restore lost shield power. If the check succeeds, the Droid's
Shield Rating increases by 5 points (Up to it's normal Shield Statistics
Rating). While its shield is deployed the Droideka may only Str +3, Dex +5, Con +0, Int +2, Wis +0, Cha +0
use its walking speed. Skills Athletics +18
Feats Far Shot Languages Binary
Other Abilities debilitating trick, evasion, operative exploits
(uncanny mobility), specialization (daredevil), trick attack
+3d8 Droid Sytems Walking Locomotion (Extra Legs),
Climbing Claws, Magnetic Feet, Remote Receiver,
Darkvision, Improved Sensor Package, Locked Access, 1
Tool Appendage, Quadanium Plating Droid Armor (+5
Armor)
Special Abilities
Stability
A Dwarf Spider Droid gains a +5 stability bonus on checks
made to resist being knocked Prone. In addition to this, they
reduce the DCs of all Athletics checks made to climb by 5
and may Take 10 even when threatened.

Dwarf Spider Droid


In the battle of Geonosis, the Commerce Guild deployed
forces of Dwarf Spider Droids. Larger than the standard
battle droid and armed with a powerful Blaster Cannon, the
Dwarf Spider Droid gives mobile heavy weapon support to
advancing infantry.
The original function of Dwarf Spider Droids was to root
out hidden mining operations. The Commerce Guild requires
a tribute payment for all commercial operations within it's
borders; however, small independent operations often dig
within Commerce Guild Boarders and attempt to smuggle
the precious ore into a neutral region, avoiding tribute
payments.
Statistics
IG-100-Series MagnaGuard Str +5, Dex +3, Con +2, Int +0, Wis +0, Cha +0
Manufactured by Holowan Mechanicals, the first IG-100- Skills Acrobatics +13, Athletics +18, Intimidate +13
Series MagnaGuard Droids were custom-built to General Feats Bodyguard, Improved Combat Maneuver (Disarm), In
Grievous's specifications. Quick and deadly, the Harm's Way
MagnaGuards are designed to protect their charge to their Languages Basic, Binary
own destruction. MagnaGuard Droids have thick metal Droid Sytems Walking Locomotion, Magnetic Feet,
plating covering a wiry endoskeleton and have specifically Heuristic Processor, 2 Hand Appendages, Telescopic
designed arms that are adept at wielding melee weapons. Appendage (1 Hand), Darkvision, Improved Sensor Package,
Locked Access, Secondary Battery
CR 6 Combat Gear Electrostaff
XP 2,400
Technological soldier
Medium construct (technological)
Init +7; Senses darkvision 60 ft., low-light vision; Perception
+13
Defense                   HP 90
EAC 19; KAC 21
Fort +8, Ref +6, Will +7
Immunities construct immunities
Offense
Speed 30 ft.
Melee Electrostaff +16 (1d10+14 E; critical arc 1d4)
Offensive abilities fighting styles (guard), guards protection,
Bodyguard, Improved Combat Maneuver (Disarm), In Harm's
Way

Electrostaff
Weapon Level Price Damage Critical Bulk Special
Electrostaff 7 6,480 1d10 E Arc 1d4 1 Block, Cortosis, Double, Powered (capacity 20, usage 1), Stun

Special Materials
Cortosis
Cortosis ore was a very rare, brittle, fibrous material that's conductive properties caused lightsabers to temporarily short out upon
contact. This effect made cortosis a useful material for anti-lightsaber melee weapons, though with repeated strikes, a lightsaber
could still cut through it. Cortosis, due to its energy resistant properties, was also resistant to blaster fire.
Weapon (+2,500 credits) Weapons fashioned from Cortosis alloy have the ability to short out a lightsaber on attack. If the attack
roll beats the AC of the opponent wielding the lightsaber by 5 it shorts out for 1 round.
Armor (+2,500 credits) Armor fashioned from Cortosis alloy has the ability to short out a lightsaber on contact. If a lightsaber
attack roll misses the armor wearer's EAC by more than 5, the lightsaber shorts out for 1 round.
Fringe Dwellers
Ecology
Fringers live at the edge of society, criminals, independents, Environment any (Out Rim or Junk)
traders, and mercenaries of all kinds consider themselves Organization gang (4–12) or tribe (13+ plus 13+
fringers. While not all members of The Fringe are criminals noncombatants, 1 honchohead of CR 2–3, and 5–6 droids)
(Certainly, many are hard-working and honest folk), anyone
who operates far from the seat of galactic power or outside Special Abilities
the bounds of the law can be considered part of The Fringe. Tinker As a move action, a space goblin can remove the
penalties associated with the broken condition from a single
piece of equipment until the start of his next turn. The item
Adaptation then becomes unusable for 10 minutes (and retains the
Many Starfinder resources cover the personalities
broken condition after that until it is fixed).
of the Fringe. Thugs, Pirates, Bounty Hunters, Unstable Junklaser A space goblin’s laser pistol is crafted
Hackers, etc. are covered in the Starfinder from a mishmash of broken casings, leaking energy cells, and
rulebooks. The adversaries covered here are other random material. A junklaser is similar to an azimuth
specific to the Star Wars universe. laser pistol, except it has a range of only 60 feet. If the wielder
of a junklaser rolls a natural 1 when attacking with it, he
must immediately attempt a DC 18 Engineering check.
Success means that the junklaser gains the broken condition.
Failure means that the gun explodes in 1d3–1 rounds,
functioning as a concussion grenade I (explode [20 ft., 1d8 B,
DC 10]); a result of 0 rounds means the junklaser explodes
Jawa Mechanic immediately—randomly determine the corner of the wielder’s
Jawas are short humanoids native to Tatooine. The Jawas square that is the center of the burst. A thrown junklaser has
have a poor reputation and are regarded as thieves at best, the same range increment as a grenade.
vermin at worst. Their off-putting nature is made worse by
the sour smell that clings to them and their inexplicable and
nonsensical language. Jawas survive by scavenging lost Swoop Ganger
technology in the desert wastes. "Lost" for Jawas is
ambiguous; they are likely to snatch up anything that's not A swoop gang was a type of gang of individuals that
bolted down. Moisture farmers and others who live far from presumably rode around on swoops, a type of vehicle that
Spaceports regularly find that their belongings have vanished was faster and more dangerous than a standard speeder bike.
in the night with only tell-tale Jawa tracks leading off into the Holshef, riding with Merei Spanjaf in an attempt to escape
wasteland. the Galactic Empire's patrols, objected to her rate of speed,
stating he didn't spend his youth in a swoop gang, but Spanjaf
CR 1/3 simply warned him that they would have to go a lot faster if
XP 2,400 they pursued by a patrol, urging him to hang on.
Small humanoid
Init +3; Senses darkvision 60 ft.; Perception +3 CR 1/2
XP 200
Defense                   HP 6 Medium humanoid
EAC 11; KAC 12 Init +3; Senses Perception +4
Fort +0, Ref +2, Will +2
Defense                   HP 13
Offense EAC 10; KAC 12
Speed 30 ft. Fort +4, Ref +2, Will +0
Ranged unstable junklaser +3 (1d4 F; critical burn 1d4)
Offensive Abilities tinker Offense
Speed 30 ft.
Statistics Melee vibro knife +4 (1d4+3 P) or cestus battleglove +4
Str +0, Dex +3, Con +0, Int +1, Wis +0, Cha +0 (1d4+3 B)
Skills Computers +7, Diplomacy +3, Engineering +7, Stealth Ranged Laser pistol, azimuth +5 (1d4 F; critical burn 1d4)
+7, Survival +3
Languages Jawa Statistics
Combat Gear tattered robes, unstable junklaser with 1 Str +2, Dex +3, Con +1, Int +0, Wis +0, Cha -1
battery (20 charges) Skills Athletics +4, Culture +4, Intimidate +4, Piloting +9,
Stealth +4
Languages Basic, Binary
Feats Deadly Aim, Quick Draw Combat Gear vibro knife
Mandalorian Crusader Gamorrean Guard
Following the end of the Mandalorian Civil War, the Gamorreans were a sentient species of green-skinned
Mandalorian warriors were exiled to the moon of Concordia, porcine humanoids that hailed from the Outer Rim planet of
where most of them died out. However, the survivors Gamorr. They grouped themselves in clans, each of which
regrouped and began calling themselves the Death Watch. was led by a warlord and a Clan Matron. A number of
They were then led in secret by Concordia's governor, Pre Gamorrean guards were employed by the crime lord Jabba
Vizsla of Clan Vizsla, and Duchess Satine Kryze's sister, Bo- the Hutt throughout his career.
Katan.
CR 4
CR 3 XP 1,200
XP 800 Gamorrean soldier
Humand soldier Medium Humanoid
Medium Humanoid Init +0; Senses darkvision 60 ft.; Perception +10
Init +4; Senses darkvision 60 ft.; Perception +8
Defense                   HP 52
Defense                   HP 40 RP 4 EAC 18; KAC 20
EAC 14; KAC 16 Fort +6, Ref +4, Will +5
Fort +5, Ref +3, Will +4
Offense
Offense Speed 20 ft.
Speed 30 ft. Melee tactical doshko +12 (1d12+11 S; critical knockdown)
Melee Knife, survival +8 (1d4+5 S) Offensive Abilities fighting styles (hit-and-run), knockdown
Ranged azimuth laser rifle +11 (1d8+3 F; critical burn 1d6)
or Laser pistol, azimuth +11 (1d4+3 F; critical burn 1d4) or Statistics
frag grenades +11 Explode (1d6 P, 15 ft.) Str +5, Dex +0, Con +3, Int +0, Wis +0, Cha +0
Offensive Abilities fighting styles (hit-and-run), opening Skills Athletics +15, Intimidate +10, Survival +10
volley, deadly aim Feats Cleave Languages Basic
Combat Gear lashunta ringwear II, tactical doshko, frag
Statistics grenades II (3)
Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0
Skills Acrobatics +8, Engineering +13, Medicine +8, Piloting Special Abilities
+8 Knockdown
Feats Deadly Aim Languages Basic When a Gamorrean Guard scores a critical hit with a melee
Combat Gear Mandalorian Combat Suit (darkvision, weapon that has no other critical effects, the attack gains the
jetpack), Heavy Blaster Pistol (With Targeting Scope knockdown critical effect.
(Standard)),Knife, survival, Jet Pack, Field Kit with Medpac,
frag grenades I (3)
Special Abilities
Burning Assault
As a Standard Action Mandalorian Crusader can expend one
of their Jetpack's charges to make an attack with the Jetpack,
treating it as a Flamethrower, ifrit-class (1d6 F). They cannot
use this ability when flying.
Languages Basic
Dark Side Marauder Combat Gear lashunta ringwear II, carbon steel curve blade
Though the Jedi are the most powerful Force-users in the
galaxy, they are by no means the only ones. Dark Side Special Abilities
Marauders are Force-sensitive individuals consumed with Uncanny Reactions
rage, hatred, or an insatiable hunger for personal power. For The Dark Side Marauder may spend one Resolve Point to
more information on the Force and a list of Force Powers add their Force Rating as a bonus to Reflex saves for the next
consult the Jedi Class document. 3 rounds.
Adaptation
A Fallen Padawan can be created by replacing the Dark Side Jedi in Hiding
Marauder’s carbon steel curve blade with an Ilum lightsaber
(1d8+7 E & F; critical severe wound). Likewise a Night The Jedi Order has been painted as a collection of traitors,
Sister can be created by replacing the Marauder’s Rage force fools, and lunatics by Imperial propaganda. Few Jedi are
power with Holographic Illusion but with a flavor of making believed to have survived the Empire's great purge of the Jedi,
force illusions. and the majority of those who did were hunted and killed
shortly after. For more information on the Force and a list of
CR 5 Force Powers consult the Jedi Class document.
XP 1,600 Adaptation
Humanoid Mystic
Medium Humanoid A Fallen Knight can be created by replacing three of the Jedi
Init +0; Senses Perception +16 in Hiding’s force powers for Corruption, Dark Rage, and
Unleash. Likewise, the galaxy is a vast place, and the Jedi and
Defense                   HP 60 RP 4 the Sith are not the only keepers of knowledge of The Force.
EAC 16; KAC 17 Many planets boast their own population of talented
Fort +6, Ref +4, Will +8 individuals who are in tune with The Force, although the
methods they employ to harness it's power can vary widely.
Offense Force Adept can represent any of these other mystic
Speed 30 ft. traditions. These can be created by replacing the Jedi's
Melee carbon steel curve blade +10 (1d10+5 S; critical bleed lightsaber for a more common weapon.
1d6) CR 9
Force Powers Known 4 (CL 5th; Force Rating 2; ranged +8) XP 6,400
Dark Rage, Move Object, Surge, Influence Humanoid Jedi
2nd (3/day; DC 17); 1st (6/day; DC 16); 0 (at will; DC 15) Medium Humanoid
Statistics Init +0; Senses Perception +17
Str +2, Dex +0, Con +3, Int +0, Wis +5, Cha +2 Defense                   HP 120 RP 5
Skills Acrobatics +11, Athletics +16, Intimidate +16, EAC 21; KAC 22
Mysticism +16, Perception +16, Piloting +16 Fort +8, Ref +8, Will +14
Offense Special Abilities
Speed 30 ft. Force Resistance
Melee Sigil lightsaber +17 (2d8+12 E&F; Severe wound) A Hutt's sharp mind allows them to resist Force abilities.
Force Powers Known 8 (CL 9th; Force Rating 3; ranged Hutts add a +2 insight bonus to saves versus Force Powers.
+15) Supreme Stability
Force Grip, Foresee, Influence, Move Object, Protection, A Hutt's sluglike body structure and lack of any kind of legs,
Sense, Surge, and Vital Transfer allows a Hutt to become completely immune to being
3rd (3/day;DC 20); 2nd (6/day; DC 19); 1st (at will; DC 18) knocked Prone.
Statistics Silver Tongued
Str +3, Dex +0, Con +4, Int +0, Wis +6, Cha +3 Hutts may be known to be heavy handed in their ventures,
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Disguise but they are equally capable in legal negotiations as they are
+17, Intimidate +22, Mysticism +22 underground business. A Hutt may choose to reroll any
Languages Basic Diplomacy check, keeping the better of the two results.
Combat Gear lashunta ringwear II, sigil lightsaber
Special Abilities
Lightsaber Reflection
While using a lightsaber, the Jedi qualifies for the Reflect feat.

Hutt Crime Lord


Hutts are often found at the center of business and criminal
enterprises. Legality (Or lack thereof) does not affect
whether a Hutt will pursue a venture. All that matters is how
much of a benefit- and a profit- one can get from it.
A council of elders oversees Hutt Space. Comprised of
Hutts representing the oldest and most influential Kajidics,
they decide the fate of everyone who lives in Hutt Space, and
all Hutts are answerable to them.
CR 14
XP 38,400
Hutt envoy
CE Large Humanoid
Init +4; Senses low-light vision; Perception +25
Defense                   HP 235 RP 6
EAC 28; KAC 29
Fort +16, Ref +9, Will +18
Defensive abilities Force Resistance, Supreme Stability
Offense
Speed 10 ft.
Melee zero-edge vibroaxe +27 (7d12+19 P)
Ranged white star plasma pistol +21 (3d8+14 E & F; critical
burn 2d8) Space 10 ft.; Reach 10 ft.
Offensive Abilities fighting styles (hit-and-run), knockdown
Statistics
Str +5, Dex -1, Con +5, Int +3, Wis +2, Cha +8
Skills Bluff +30, Culture +25, Diplomacy +30, Intimidate +30,
Sense Motive +30
Feats Veiled Threat Languages Basic and Huttese
Other abilities envoy improvisations (hidden agenda,
improved get ’em, improved hurry, quick dispiriting taunt)
Combat Gear Generally none; if a Hutt needs something he
usually has an attendant to carry and use it. However, Hutts
can wield weapons such as a zero-edge vibroaxe or a white
star plasma pistol.
Vergence Effects: Inside the Jedi Temple is a unique
Force Vergences vergence that provides a +4 bonus to mysticism checks and
A vergence, or nexus point, was a phenomenon of the Force upon meditating for 1 hour within the vergance the Force
that was centered around a place or object; and in rare users gains a +2 caster level to the next divination force
instances around an individual. A vergence was a place in the power they use.
galaxy where the Force flowed the most freely, in a
concentrated wellspring of energy that could be more easily Dathomir
harnessed by those sensitive to its power. Both the Jedi Order Dathomir was a remote, neutral planet in the Quelli sector
and the Sith sought out these vergences and used them for and the home of the Nightsisters. The planet, lit red by its
their individual purposes. These groups often built temples central star, had numerous continents that were overrun with
around or over top of a nexus, or used the vergence as a vegetation, forests, and swamplands. The dark side of the
talisman if it was centered around an object. Force had an immensely strong presence on Dathomir, which
There are five distinct grafts that can be applied to a location allowed for the nurturing of many malevolent Force wielders
that can give it a Vergence Effect: Light Side Dominant, Light native to the planet.
Side Aligned, Force Enhanced, Dark Side Aligned, Dark Side Vergence Effects: Dark Side Aligned
Dominant.
Dagobah
Grafts Dagobah was a planet in the Dagobah system, and one of the
Light Side Dominant purest places in the galaxy within the Force. A remote world
+2 caster level to all Light Side force powers and -2 caster of swamps and forests, it served as a refuge for Jedi Grand
level to all Dark Side powers. Master Yoda during his exile after the destruction of the Jedi
Order.
Light Side Aligned Vergence Effects: Force Enhanced
+1 caster level to all Light Side force powers
Ilum
Force Enhanced The planet Ilum was situated in the Ilum system, a star
+4 mysticism +1 caster level to all force powers system located in a part of the Unknown Regions known as
Dark Side Aligned the 7G sector. Ilum was an arctic world; that is, the entire
+1 caster level to all Dark Side force powers planet was covered in ice and snow, and was therefore
inhospitable to most species. Hidden beneath Ilum's frigid
Dark Side Dominant surface was what came to be known as the Crystal Cave.
+2 caster level to all Dark Side force powers and -2 caster Within the maze-like crystal caves grew kyber crystals, which
level to all Light Side powers. brought the Jedi Order to Ilum so they could harvest the
crystals in a rite of passage known as the Gathering, in which
Example Worlds Jedi initiates harvested their crystals by attuning themselves
to the Force. As such, Ilum was a holy site for the Jedi Order
Byss for centuries.
Byss was a planet in the Deep Core, near the center of the Vergence Effects: Light Side Aligned
galaxy, discovered no earlier than 45 BBY. Byss itself was Jedha
somewhat of a myth, seeming to be the perfect place to live. Jedha was a small desert moon which orbited the planet
Its eerie blue-green glow, caused by its sun, also added to the NaJedha. Located in the Jedha system of the galaxy's Mid
strangeness of the world. Despite this outward appearance, Rim, the moon had a cold climate due to its lasting winter.
however, Emperor Palpatine's dark-side energies were The historical and spiritual significance of Jedha led the
everywhere, corrupting not only the inhabitants, but the moon to become a world of worship for those who believed in
planet itself. Byss was the secret throne world of Palpatine the Force, and a holy site for pilgrims who sought spiritual
and the location of his towering Imperial Citadel. guidance.
Vergence Effects: Dark Side Dominant Vergence Effects: Light Side Aligned. This unique location
Coruscant also provides a +2 bonus on mysticism checks to those who
Coruscant (pronounced /'kɔɹəsɑnt/), also known as the meditate for 1 hour on the nature of the Force, even to those
Imperial Center during the Imperial Era, was a planetary untrained with no ranks in the skill. The bonus lasts while
ecumenopolis in the Coruscant system of the Core Worlds. within the vergence.
Arguably one of the galaxy's most influential and important Korriban
planets, its cosmopolitan culture and location at the end of Korriban, known as Pesegam during the reign of Xim, and
several major trade routes gave it the unofficial designation also known as Moraband by the time of the Clone Wars, was
as the "center" of the galaxy. the sole planet in the Horuset system, located across the
The Imperial Palace, once known as the Jedi Temple during galaxy from Koros Major. It was the original homeworld of
the time of the Jedi Order, was the seat of power of Darth the Sith species and a sacred planet for the Sith Order,
Sidious, the Dark Lord of the Sith known to the galaxy as housing the tombs for many ancient and powerful Dark
Galactic Emperor Sheev Palpatine. Lords of the Sith, and containing immense dark side power.
Vergence Effects: Dark Side Dominant
Lothal Using The Force
In ancient times, the Jedi Order discovered a vergence amid The Force is a mystical energy field that surrounds and binds
the tundra on northern Lothal. Establishing a Jedi Temple all living in the galaxy. More than just a source of power for
hidden beneath the planet's surface, the entrance could only those sensitive to its presence, the Force can affect the fates
be exposed through use of the Force. According to the Lothal of even ordinary citizens who have no aptitude for its use.
Calendar, the planet was settled at least 3,245 years before Force Powers are spells in the Star Wars campaign setting.
Sheev Palpatine's rise to the position of Supreme Chancellor All force powers for the Force Sensitive character are treated
of the Galactic Republic. as spell-like abilities, whereas the Jedi Class use spell slots
Vergence Effects: Force Enhanced; this is only inside the just like the other spell casting classes. Additionally, you may
Jedi Temple. use a force power without tapping into these pool at the
Malachor expense of drawing on the darkside. However, this temptation
Malachor was a barren planet located in the Outer Rim has it consequences.
Territories, and had a Sith temple located underneath its
surface. Its surface resembled an ocean of liquid carbonite For more information on Falling to the Dark Side and a list of
that had flash-frozen. Small, pyramidal, solid stone foothills Force Powers consult the Jedi Class document.
are located equidistant from each other on the surface of the
planet. Along Malachor's central latitude was a large crater Force Powers are like the variable-level spells in the Core
ringed by narrow spires. Rulebook, however instead of being based on spell levels,
Vergence Effects: Dark Side Aligned they require a Force Rating. Tapping into the Force requires
a Force Rating. A Force Rating represents how connected a
Ossus character is to the Force. In the Jedi Class, the Force Rating
Ossus was a planet in the Outer Rim Territories that was is the highest level of spell slots a the character has access,
affiliated with the Jedi Order. Certain scholars even surmised caping out at Force Rating 6; for a Force Sensitive character
it was the location of the first Jedi Temple ever built, although the Force Rating is determined by the feats they take.
Ahch-To, Coruscant, Jedha, and Tython were also candidates. Starting with Minor Force Sensitivity and caping out at Force
At the very least, Ossus did house the Great Library and a Rating 5 with the Force Expertise feat at level 16.
temple at some point, from which a mosaic floor was later
salvaged and transported to the Order's newer headquarters Holocrons
on Coruscant. At some point prior to Antron Bach's birth,
Ossus fell into ruins. There are few artifacts in the galaxy that are more highly
Vergence Effects: Force Enhanced valued and more unique than Holocrons. Holocrons are,
essentially, special computers with built-in holoprojectors
Tython that contain vast knowledge of The Force. Each Holocron is a
Tython was a planet in the Tython system of the Deep Core small, hand-held device (Usually taking the form of some
that played a pivotal role in the histories of the Je'daii Order common geometric shape).
and its successor, the Jedi Order. A verdant world that was In truth, a Holocron is more of an artifact than a
incredibly rich in the Force, Tython was inhabited by an technological device. Each Holocron is imbued with at least
unknown species hundreds of thousands of years before the one "Gatekeeper" personality, which serves as the user
rise of the Galactic Empire, and it was visited by both the interface to the library of knowledge stored within. A
Gree and Kwa, two of the earliest species to have achieved Holocron's Gatekeeper is far more than a simple voice-
interstellar travel. In 36,453 BBY, the great pyramid ships interface user interface; the Gatekeeper has its own
known as the Tho Yor brought pilgrims from over a dozen personality and is usually based on an individual Jedi Master
species from across the galaxy to Tython, where the pilgrims (Or Sith Lord) who was instrumental in creating the
learned to harness the Force and established the Je'daii Holocron.
Order, basing their philosophy of balance upon Tython's two Most Holocrons have only a single Gatekeeper, as the
moons Ashla and Bogan. The Je'daii soon realized that Holocron represents the sum total of the knowledge of it's
Tython was unsafe for those who could not sense the Force, creator. The depth of a Holocron's knowledge varies, but
and as a result, the Tythans spread out to settle the other suffice to say that every Holocron has within it a vast amount
worlds of the Tython system. of information on Force Powers, Force Techniques, and
Vergence Effects: The world of Tython is a unique Force Secrets. Any given Holocron usually contains the sum
vergence that provides a +4 bonus to mysticism checks and total of all knowledge of The Force gleaned by an individual
supremely enhances any individual’s connection to the Force. Sith Lord or Jedi Master, and in many cases it can contain
All force users gain a +2 caster level to all force powers while more than that. Though the art of creating a Holocron is
on Tython. Additionally, some locations are attuned to the among the rarest secrets in the galaxy, the most powerful
Dark Sides or Light Sides of the force causing users of the Sith Lords and Jedi Masters of old create Holocrons to
opposing alignment to lose this benefit. spread their influence and preserve their knowledge for ages.
Using a Holocron Mechanically speaking, most Holocrons can stand in for a
Holocrons respond to voice activation. Some Holocron Jedi Master with regard to providing basic Force training to a
Gatekeepers are stingy when it comes to dispensing student. For example, if a non-Jedi hero wishes to Multiclass
information, however, and refuse to impart their secrets to into the Jedi Class, or merely pick up the Force Sensitivity
those they find untrustworthy or unworthy. This mostly Feat and Training in the Use the Force Skill, a Holocron can
depends on the personality of the Holocron's creator, but a provide a basis for the character's transition and basic Jedi
few Holocron Gatekeepers refuse to impart their knowledge training. This is especially useful in time periods when the
unless certain conditions are met as a precaution against Jedi are all but extinct, including during the Dark Wars, the
abuse. For example, a Holocron containing the secrets of Dark Times, the Galactic Civil War, and the time following
dangerous Force Techniques might only respond to the the Sith-Imperial War. Though there is no mechanical
commands of a proven Jedi Master who can demonstrate a restriction that prevents a character from learning the ways
significant mastery of The Force. of The Force without a master, possession of a Holocron can
Holocrons have an item level equal to the level of the offer a good backstory as to how the character learns to
Gatekeeper. For example, a level 10 Jedi Knight’s holocron is manipulate The Force.
a level 10 item. To activate a Holocron, the character must
make a Mysticism check with a DC equal to 10 + the item
level +/- any modifiers.
Once the Gatekeeper is willing to impart it's knowledge,
the possessor of a Holocron can simply ask the Holocron for
information on whatever topic is needed. Holocrons grant the
character a circumstantial Mysticism skill bonus to any
Knowledge checks related to Jedi or Sith lore equal to half its
item level. The Gatekeeper might have other knowledge such
as astrogation, cultural, or scientific knowledge that this
bonus can be applied to as well.
Oppressed The Empire retains oppressive control over this
Worlds in Rebellion world; Characters take a -4 on when performing all illicit
Worlds and even settlements often have qualities that make activities (bluff, disguise, sleight of hand, and stealth) and a -4
them unique. Listed below are several different Grafts that a on all diplomacy checks to gather information.
GM can apply to a world to further modify that world’s Polluted The settlement’s magical or high-tech industry has
uniqueness. Some of these qualities are disadvantages due to stained the sky with sickly grey smog, poisoned the waters
the Empires stranglehold, whereas others are advantages with dark slime and made the ground less fertile. Sickness
based on location or other factors. The Grafts applied are for and misery abound. Anyone who spends time in the
Rebellion Era worlds, even these grafts can change during settlement suffers a -4 penalty on Fort Saves made to resist
the course of play or can be changed to represent a different disease, poisons, radiation or other toxic effects and for
Era. For example the world of Lothal starts with the 1d4+1 days after leaving the area (or until they receive any
Oppressed Graft but during the course of play could be amount of healing while out of the polluted region)
switched to Martial Law or Supportive depending on the
success of the characters. Or to place the world of Lothal in Strategic Location The settlement sits at an important
the Clone Wars Era a Strategic Location Graft could be crossroads of hyperspace lanes. The level items available for
applied instead. purchase are considered 1 level higher and the characters
Grafts
gain a +2 to diplomacy checks on selling or obtaining legal
goods.
Defiant The citizens of this settlement have a natural
predilection for free thinking that borders on rebellious Supportive The settlement provides aid to the Rebellion. A
action. The characters gain a +2 on diplomacy checks to number of programs provide food and shelter to rebels and
gather information and gather allies. even to those less fortunate. Everyone in the settlement is
guaranteed at least two meals a day and a place to sleep with
Fascistic The settlement is governed by the Empire’s a roof over their head. The characters gain a +4 on diplomacy
totalitarian regime. Sadistic and legally all-powerful checks to gather information.
Stormtroops walk the streets, enforcing the Empire’s brutal
laws. Outsiders are mistrusted and undesirables often simply Example Worlds
disappear. Characters take a -6 on when performing all illicit
activities (bluff, disguise, sleight of hand, and stealth) and a -6 Alderaan
on all diplomacy checks to gather information. On fail Alderaan, located in the Core Worlds, was a terrestrial planet
diplomacy rolls there is a chance the town’s military or covered with mountains. During the waning decades of the
Stormtroopers will attempt to kill, imprison or enslave the Galactic Republic, it was ruled by Queen Breha Organa and
characters. represented in the Galactic Senate by her husband, Senator
Heavily Taxed The settlement is very heavily taxed and has Bail Organa. Following the rise of Sheev Palpatine's Galactic
fewer resources available than a settlement of its size Empire, Alderaan played a pivotal role in the establishment of
normally has. All items cost 30% more and the level items the Rebel Alliance, a movement that sought to restore the Old
available for purchase are considered 2 levels lower to a Republic's values. Because of its ties with the Alliance, the
minimum of 1. planet was destroyed when Grand Moff Wilhuff Tarkin
decided to test the superlaser of the Death Star, a moon-sized
Impoverished Because of any number of factors, the battle station developed by the Empire, at full strength.
settlement is destitute. Poverty, famine, and disease run World Graft: Supportive
rampant. All items cost 60% more and the level items
available for purchase are considered 4 levels lower to a Chandrila
minimum of 1. Chandrila was a planet in the Core Worlds of the galaxy. The
female human Mon Mothma hailed from Chandrila, and
Martial Law As long as the settlement remains under represented her homeworld in the Senate of the Galactic
martial law, a 9:00 PM to 6:00 AM curfew is in effect. Republic. It was also the homeworld and birthplace of Ben
Additionally, as long as the citizens must follow the edicts Solo. Chandrila was one of the planets targeted for
and proclamations, the city stifles and suffers. Characters destruction by Emperor Sheev Palpatine's second Death Star,
take a -6 on all illicit activities (bluff, disguise, sleight of hand, who planned to use the station's planet-shattering
and stealth) during regular hours and -10 while curfew is in superweapon to end the Rebellion through sheer terror.
effect. Following the Battle of Endor in 4 ABY, Chandrila became
the capital of the New Republic and the seat of the newly
Notorious The settlement has a reputation (deserved or not) formed Galactic Senate as a tribute to the Republic of old. It
for being a den of iniquity. Thieves, bounty hunters, and was not permanent, however, as the Republic chose to rotate
cutthroats are much more common here. The level items its capital world based on elections.
available for purchase are considered 2 levels higher and the World Graft: Supportive
characters gain a +4 to diplomacy checks on selling or
obtaining illegal goods. A drawback of these settlements is
that random encounters are treated as on CR higher.
Corellia Nal Hutta
Corellia was a planet located in the galaxy's Core Worlds Nal Hutta was a hot, swampy planet located in the galaxy's
known for its ace pilots and large starships. Corellia was Outer Rim Territories that was the homeworld of the Hutt
located in the Corellian system in the Core Worlds. It had a species. The planet was a haven for the criminal elements of
temperate climate and was covered in forests, jungles, and the galaxy, located far from galactic authorities. Its terrain
urban centers. One major city was Coronet City, which was was covered with numerous bogs, and its climate often
home to shipyards used to build TIE fighters and Star consisted of greasy rains.
Destroyers for the Galactic Empire. World Graft: Notorious
World Graft: Oppressed
Nar Shaddaa
Eradu Nar Shaddaa, nicknamed the "Smuggler's Moon," was the
Eriadu was the primary world in the Seswenna sector, and notorious moon of the planet Nal Hutta, homeworld of the
one of the Outer Rim's most active trade centers. It sat on the Hutt species. It was home to a large criminal underworld
intersection of several hyperspace routes, including the dominated by bounty hunters and Hutt crime lords. An
Rimma Trade Route, the Hydian Way, the Lipsec Run, and ecumenopolis, the entire surface of Nar Shaddaa was
the Yankirk Route. The planet had originally been on the covered in urban sprawl.
Eriadu Bypass until the Hydian Way was remapped to run World Graft: Notorious
through Eriadu (reflecting economic realities) rather than
Seswenna. Ryloth
World Graft: Strategic Location and Polluted Ryloth was a planet in the Ryloth system of the Outer Rim
Territories, and the homeworld of the Twi'lek species. Its
Kashyyyk terrain varied, filled with jungles, mesas, valleys, and
Kashyyyk (occasionally spelled Kashyk) was a wroshyr tree- volcanoes, and had an atmosphere breathable for Twi'leks
covered forest planet located in the southwestern quadrant of and humans alike. A forest covered its equator, filled with
the galaxy and the homeworld of the Wookiee species. It was dangerous predators. Given the varied and dangerous terrain,
a member of the Galactic Republic and after the Clone Wars Twi'leks lived in caves underground where it was safer. For
endured enslavement under the Galactic Empire. The planet centuries, the planet and its people were exploited by the
was classified by the Empire as G5-623. Hutts and their criminal enterprises.
World Graft: Fascistic World Graft: Oppressed
Lothal Sullust
Lothal was a planet in the Outer Rim Territories. During the Sullust was a barren, obsidian world of lava streams and
early years of the Galactic Empire, Lothal was in a state of turquoise lakes. Native fauna such as ash angels foraged
economic disrepair and invited the Empire to take over the during the day and returned to nest at night, while
planet's industries, with the promise of prosperity and rockrenders prowled the planet's underground. Because the
security. Although many people said the Empire would bring planet's atmosphere was highly toxic, native Sullustans lived
doom, the ones preaching new jobs and prosperity were in technologically advanced subterranean cities that were
vindicated. By 5 BBY, Lothal became the nesting ground for highly regarded for their beauty. They commuted to work by
the Spectres, a small rebel cell which operated from the lifts and shuttles that carried them to the factories on the
starship Ghost. planet's surface, alternating between day and night shifts.
World Graft: Oppressed and Impoverished The SoroSuub Corporation employed roughly half the
population of Sullust.
Mandalore World Graft: Defiant
Mandalore was a planet located in the Outer Rim Territories.
It was the homeworld of the Mandalorians, a fearsome and
warmongering people who fought the Jedi and raided their
temple during the fall of the Old Republic. Wearing
distinctive armor, they were feared throughout the galaxy, and
had political influence over two thousand other star systems.
World Graft: Oppressed
Mon Cala
Mon Cala, also known as Mon Calamari or Dac, was an
oceanic planet located in the Mon Calamari system, a binary
star system positioned in the Calamari sector of the galaxy's
Outer Rim Territories. Although some cities on Mon Cala
were built underwater, there also existed cities built on the
surface of the ocean. The planet was inhabited by two
separate sentient species, the peaceful Mon Calamari and the
more bellicose Quarren, and was ruled over by a single
monarch. Despite their differences, the two peoples had
respected each other for the longest time.
World Graft: Supportive
Duty
The Rebellion is a rag-tag group of freedom fighters, each of Intelligence – The PC knows that every victory hinges on
them there for their own reasons, and each of them knowing as much about the Empire’s military might and
contributing in their own unique way. As members of the other assets as possible. He is driven to gather any and all
Rebel Alliance, characters this aspect of their personalities potentially useful data, wishing to locate vital and vulnerable
with Duty. Duty represents how they are helping the cause. targets for Rebellion forces to strike at. He not only wants to
Simply put, Duty is what the character does for the Rebellion. know what the Imperial military factions are up to, but also
It's their "job". If the saboteur blows something up so the the state of technological research, economic policies, and
Empire can't use it, the GM will give them some duty points. other aspects of Imperial strength.
If the Space Superiority Ace thoroughly trounces the local Internal Security – The most dangerous threat to the
TIE squadron, or cripples a capital ship with a well placed Alliance comes from within its own ranks. Any Rebel soldier,
torpedo volley, the GM will give them duty points. Duty points operative, or ally could be an insidious threat waiting to take
are also given to all players as a reward when they an action at a critical moment to bring entire operations
successfully complete their primary objective. So, if the team crashing down, costing lives and assets. Knowing that
is tasked with rescuing a senator, they all get a few points of vigilance against these threats is the truest form of devotion
duty when they pull it off. to the cause of the Alliance, the PC watches for any and all
Duties signs of betrayal.
Personnel – More than machines, credits or information,
From Age of Rebellion by Fantasy Flight Games: the people of the Alliance are the most important and vital
Combat Victory – The Player Character is driven to show assets there are, and the Player Character knows this. He is
that the Alliance can hold its own against Imperial forces in devoted to seeing to their safety, well-being, and capacity for
any troop vs. troop engagement. He wants to engage the success. No one should ever be left behind; the most
Empire’s military – their best, whenever possible – and successful mission might not achieve every goal, but they are
provide more victories for the Alliance to tout to the galaxy as successful nonetheless when no one dies.
proof it can ultimately win the war. This means daring raids, Political Support – Every blaster, starfighter and thermal
excellent tactics, and acquiring the best firepower possible. detonator in the galaxy is useless without the political will to
Counter Intelligence – The PC knows that the survival of truly challenge and overthrow Palpatine and his New Order.
the Alliance depends upon its ability to hide from the Empire The Player Character undestands this all too well, and is
and avoid complete destruction at the hands of its determined to see to it that as many factions, systems and
overwhelming military superiority. To this end, he wants to sectors as possible come to the side- and the aid – of the
hunt down and eliminate enemy agents and threats, feed Alliance against the Empire.
false information to Imperial intelligence networks, and cover
the movements of all Alliance assets from observation and
reporting.
Recruiting – Every engagement with the Empire is a war of The Mechanics
attrition, and that is a war the Rebellion simply cannot win.
Nonetheless, more people must be found to serve, and they Step 0 At charcter creation all characters involved in the
are needed in every capacity. Not only does the Alliance Rebellion start with 5 points of Duty.
military need more soldiers and pilots, it needs more
technicians, engineers, mechanics, scientists, doctors, slicers Step 1 At the beginning of each session the GM makes a
and just about every other kind of worker. This Player Duty Chart. For example if Han has a duty score of 5, Lela
Character understands the risks of recruitment, as well as has a duty score of 20, and Lucas has a duty score of 10, then
the needs, and is constantly on the lookout for allies who are the chart might look like:
both talented and trustworthy. Han 1-5; Lela 6-25; Lucas 26-35
Resource Acquisition -There are never enough supplies to
fully support those fighting against he juggernaut that is the Step 2 Next, the GM rolls a d100. If it lands in one of those
Empire, and this PC knows it very well. He is determined to "brackets", their duty Activates then the character in question
seek out new sources of raw materials, food, clothing, gains temporary hit points equal to double their level for the
weapons, armor and equipment of all kinds. One spare crate duration of the session, and their teammates gains temporary
of medpacs can save quite a few lives, and a handful of hit points equal to their level. If their duty activates, and the
comlinks can mean the difference between success and roll is doubles, like 11, or 22, then that character also receives
failure on a mission. He will trade, beg, borrow, and steal a bonus Resolve Point.
anything for the cause.
Sabotage – The largest and most powerful military force in Step 3 The GM will award more duty points to the players
the history of the galaxy is also the most vulnerable to acts of throughout the session based on their accomplishment and
destruction and asset denial. The PC is focused on achieving goals for the rebellion.
sabotaging Imperial operations in whatever way possible, no
matter what it is. Step 4 As the game progresses, the team's total duty will
Space Superiority – To the PC, the war will ultimately be reach 100. At this point everyone resets their duty to 0, but
decided in the starts, and what the Alliance lacks in sheer the group's contribution rank goes up by 1 (starting at 0 when
numbers, it more than makes for in quality and tenacity of its characters are first made), and the group gets a boon from
pilots. Tech Procurement – The way this PC sees it, stealing the Alliance: special equipment, ships, upgrades, favors, etc.
the best developments of the Empire is a crucial way to even These are all subject to GM discretion, but the general rule is
the odds. ships and equipment should have an item level or tier no
Support – Although he might not get the same amount of greater than (1+Contribution rank+character level).
reward or recognition as the people he is helping, the PC has
many more opportunities than his fellows to fulfill his Duty to
the Rebellion.
Now This is Podracing
Example Podracer Stats
Vehicle Speed (MPH) Keep Pace Speed Up EAC/KAC HP Attack Collision
BT310 Quadra 290/580 20 27 10/12 35(17) -4 5d6 (DC 13)
J930 Dash-8 260/530 17 24 12/14 40(20) -2 5d6 (DC 13)
KV9T9-B Wasp 250/500 16 23 16/18 50(25) -1 5d6 (DC 13)
Plug-F Mammoth 255/515 15 22 16/18 50(25) 0 5d6 (DC 13)
Vulptereen 327 240/475 14 21 18/20 60(30) +1 5d6 (DC 13)

The players may get involved in a race, either through their Phase 3 Combat: In the free-for-all event, passengers and
own interest or because they are approached by a racing pilots can fire on other vehicles, depending on their range,
team or swoop gang. This can also work, if you let the player and pilots might be able to slam their vehicles into those of
characters who aren't directly involved take over some of the their enemies. The racers can attack each other if their tallies
NPC racers. are within 50 feet of each other at the end of phase 2.
The phases of are similar to that of “PHASES OF A Whether through collision or other intentional destruction, if
VEHICLE CHASE” in the Starfinder Rulebook. However, no a vehicle is attacked the normal Hit Point rules apply.
initiative is rolled and the race is not based off of zones. A
race runs a length of 3000 feet; this is abstract, as a race Example Race
actually covers a lot more ground.
Phase 1 Pilot Actions: Each vehicle’s pilot makes a Pilot
check; the DCs might be different for different vehicles (see Illegal Metropolitan Grand Prix (CR 4)
the example Race Stats). With a Keep Pace piloting action, Race Style: Free-for-all
you attempt a Piloting check (DC = 10 + (1-½ times your Opponent Racers: +12 pilot, attack +10
vehicle’s item level) + modifiers ) to stay in the same position Total Race Distance: 3000 ft.
in the race. With a successful check, the first number listed
as the vehicles speed is added to your “running tally”. If the Leg 1 (0 to 600): No hazards
check fails, your tally does not increase that round. When a Leg 2 (601 to 1200) Active Hazard: busy airspeeder lanes -
racer’s tally equals or exceeds 3000, that racer crosses the pilots take a stacking -4 to pilot checks.
finish line. A racer can attempt to at the higher listed speed Leg 3 (1201 to 1800) Active Hazard: construction site - each
by attempting a Speed Up Piloting check (DC = 17 + (1-½ round while the racers are in this bracket make a DC 13
times your vehicle’s item level) + modifiers) to get ahead, but if reflex to avoid taking 5d6 damage from construction
the attempt fails by more than 5 your vehicle gains a one of equipment or debris
the critical damage conditions in order of severity (glitching, Leg 4 (1801 to 2400) Altered Attacks: narrow tunnels -
malfunctioning, and wrecked). attacking while in this bracket take a -4 penalty
Leg 5 (2401 to 3000) Home stretch: No hazards
Phase 2 Chase Progress: The GM moves the vehicles to
their new zones, based on the actions the pilots chose and Winning: Any PC who wins the Grand Prix will be interested
whether they were successful. The GM also determines to hear what he wins. In addition to underworld notoriety and
whether anyone is out of range of other vehicles, and a purse of 5,000 credits, the 2nd place team hands over their
therefore out of the chase. No initiative is involved. Racers vehicle to the winning team.
can make their Piloting checks in any order, or all at the same
time. If two or more racers cross the finish line on the same
round, the one with the highest tally wins. If the tallies are the
same, the racers tied. In the event of a tie, brawls are likely to
break out in trackside betting pools.
                            Starships
Starship Options
Note on usage
The AC and TL for the Starships are calculated using the NPC pilot's ranks. When calculating them for personal use subtract the
current pilot’s ranks from AC and TL, then add your own ranks.
New Starship Weapons
Light Weapons
Weapon Range Speed Damage PCU Cost Special
Light Blaster Cannon Short — 1d6 5 2 —
Heavy Blaster Cannon Short — 1d10 5 5 —
Agile Laser Cannon Short — 1d6 5 3 Accurate

Heavy Weapons
Weapon Level Price Damage Critical Bulk Special
Quad Laser Cannon Short — 5d8 20 12 Accurate
Turbolaser Light Medium — 7d6 20 8 Slow Fire 1
Turbolaser Heavy Long — 9d6 30 10 Slow Fire 2

Special Properties
Accurate
A weapon with this special property is more accurate when targeting starfighters. The gunner receives a +2 circumstance bonus
versus starfighters.
Slow Fire
A weapon with this special property tends to be slow and heavy such as turbolasers or planetary defense cannons. While they deal
incredible damage, they need time to recharge or cool down between shots. A weapon's slow fire rating indicates how many
rounds must be waited before it can make another attack.

Imperial Ships
TIE FIGHTER (TIER 1/3)
The TIE fighter is the unforgettable symbol of the Imperial
fleet. Carried aboard Star Destroyers and battle stations, TIE
fighters were single-pilot vehicles designed for fastpaced
dogfights with Rebel X-wings and other starfighters.
Tiny fighter
Speed 10; Maneuverability good (turn 1)
AC 15; TL 13
HP 35; DT n/a; CT 7
Shields None (forward 0, port 0, starboard 0, aft 0)
Attack (Forward) two linked light laser cannons (4d4)
Power Core(s) Micron Light (50 PCU); Drift Engine None;
Systems basic short-range sensors, mk 2 armor, mk 1
duonode computer (tier 1)
Modifiers +1 any two checks per round, +2 Computers, +1
Piloting; Complement 1
CREW
Pilot gunnery +8, Piloting +11 (1 rank)
TIE INTERCEPTOR (TIER 1/2)
The TIE/IN interceptor, also known as TIE Interceptor, was a
type of TIE fighter used by the Galactic Empire, most notably
during the Battle of Endor. It was identifiable by the addition
of four arrow-shaped panels tipped with laser cannons.
Tiny interceptor
Speed 14; Maneuverability perfect (turn 0); Drift 1
AC 16; TL 17
HP 30; DT n/a; CT 6
Shields Basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) two linked light laser cannons (4d4)
Attack (Forward) two linked light laser cannons (4d4)
Power Core(s) Micron Heavy (70 PCU); Drift Engine Signal
Basic; Systems basic short-range sensors, mk 2 armor, mk 3
defences, mk 1 duonode computer (tier 1)
Modifiers +1 any two checks per round, +2 Computers;
Complement 1
CREW
Pilot gunnery +9, Piloting +12 (2 ranks) TIE DEFENDER (TIER 3)
The TIE Defender, was an advanced experimental TIE line
Special: A Fire at Will gunnery action done with all four laser starfighter manufactured by Sienar Fleet Systems for the
cannons can be taken at a -3 instead of a -4. Imperial Navy of the Galactic Empire. Unlike previous TIE
models, the starfighter featured a hyperdrive as well as
deflector shields, and was easily recognized by its three
wings mounted around an aft section of the cockpit. These
specifications made the fighter much more difficult to destroy
than standard TIE fighters.
Tiny fighter
Speed 12; Maneuverability good (turn 1); Drift 1
AC 19; TL 17
HP 35; DT n/a; CT 7
Shields Medium 90 (forward 23, port 22, starboard 22, aft
23)
Attack (Forward) six linked light laser cannons (2d4) or Light
EMP cannon or Concussion missile launcher (3d8)
Power Core(s) Pulse Black (120 PCU); Drift Engine Signal
TIE TACTICAL BOMBER (TIER 1) Basic; Systems basic short-range sensors, mk 4 armor, mk 2
The TIE/sa bomber, also known as the TIE bomber, was a defences, mk 1 duonode computer (tier 1)
bombing variant of the TIE line used by the Galactic Empire, Modifiers +1 any two checks per round, +2 Computers;
and was their main source of anti-emplacement air-support. Complement 1
Tiny fighter CREW
Speed 10; Maneuverability good (turn 1) Pilot gunnery +11, Piloting +13 (3 ranks)
AC 16; TL 14
HP 35; DT n/a; CT 7
Shields Basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) two linked agile laser cannons (2d8), or
high explosive missile launcher (4d8)
Attack (Ventral Chute) proton bomb (10d8) Limited Ammo
16 Power Core(s) Micron Heavy (70 PCU); Drift Engine
None; Systems basic short-range sensors, mk 3 armor, mk 1
defences, mk 1 duonode computer (tier 1)
Modifiers +1 any two checks per round, +2 Computers, +1
Piloting; Complement 1
CREW
Pilot gunnery +10, Piloting +10 (1 rank); Co-Pilot
LAMBDA-CLASS T-4A SHUTTLE (TIER 3) GOZANTI-CLASS CRUISER (TIER 4)
The Lambda-class T-4a shuttle, also known as the Imperial The Gozanti-Class Cruiser was a transport used by the
Shuttle, was a multi-purpose transport with a trihedral foil Galactic Empire, among other factions throughout the galaxy.
design used by the Galactic Empire during the Galactic Civil They were capable of carrying four TIE Fighters on their hull,
War, and was considered an elegant departure from the as well as AT-DPs which could be deployed directly from the
standards of brutish Imperial engineering. freighter to a planet's surface.
Small shuttle Speed 10; Maneuverability perfect (turn 0); Medium explorer
Drift 1 Speed 8; Maneuverability good (turn 1); Drift 1
AC 18; TL 16 AC 21; TL 15
HP 35; DT n/a; CT 7 HP 65; DT n/a; CT 13
Shields Basic 40 (forward 10, port 10, starboard 10, aft 10) Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) two linked light blaster cannons (2d6) or Attack (Forward) light plasma torpedo launcher (3d8)
linked light laser cannons (4d4) Attack (Aft) two linked light Attack (Port and Starboard) two heavy laser cannons (4d8)
blaster cannons (2d6) Attack (Dorsal and Ventral) quad laser cannon (5d8) Power
Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic;
Basic; Systems budget medium-range sensors, crew quarters Systems basic long-range sensors, crew quarters (common),
(common), mk 4 armor, mk 2 defences, mk 1 mononode mk 7 armor, mk 2 defences, mk 1 trinode computer (tier 2);
computer (tier 1); Security anti-hacking systems mk 1 (DC Expansion Bays cargo hold
+1); Expansion Bays cargo hold, passenger seating Modifiers +1 any three checks per round, +2 Computers, +1
Modifiers +1 any one check per round, +2 Piloting; Piloting; Complement 5
Complement 1 Starfighter Complement: 4 starfighters
CREW CREW
Pilot gunnery +11, Piloting +13 (3 ranks) Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks),
gunnery +10, Intimidate +15 (4 ranks), Piloting +10 (4 ranks)
Engineer Engineering +15 (4 ranks)
Gunner gunnery +15
Pilot gunnery +10, Piloting +15 (4 ranks)
Science Officer Computers +12 (4 ranks)
ARQUITENS-CLASS COMMAND CRUISER CREW
(TIER 10) Captain Bluff +24 (10 ranks), Computers +23 (10 ranks),
The Imperial Light Cruiser was faster and smaller than the Diplomacy +24 (10 ranks), Engineering +19 (10 ranks),
Empire's main warships, and were used as light gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10
reinforcements, and communication ships, among other ranks)
roles. Engineer Engineering +24 (10 ranks)
Gunner gunnery +24
Large heavy freighter Pilot Piloting +24 (10 ranks)
Speed 10; Maneuverability average (turn 2); Drift 2 Science Officer Computers +23 (10 ranks)
AC 26; TL 21
HP 160; DT n/a; CT 32
Shields Medium 120 (forward 30, port 30, starboard 30, aft
30)
Attack (Forward) high explosive missile launcher (4d8)
Attack (Port) two quad laser cannon (5d8) or two light
turbolasers (7d6) Attack (Starboard) two quad laser cannon
(5d8) or two light turbolasers (7d6) Attack (Ventral) heavy
laser cannon (4d8) Power Core(s) Pulse Prismatic (300
PCU); Drift Engine Signal Booster; Systems advanced long-
range sensors, crew quarters (common), mk 7 armor, mk 3
defences, mk 2 mononode computer (tier 5); Security anti-
hacking systems mk 1 (DC +1); Expansion Bays guest
quarters (common)
Modifiers +2 any one check per round, +4 Computers
Ship’s Complement: 750 officers, pilots, and enlisted crew
Starfighter Complement: 3 starfighters
Passenger Capacity: 100
IMPERIAL INTERDICTOR (TIER 10)
The Imperial Interdictor was an experimental Interdictor CREW
cruiser of the Imperial Navy which was constructed with Captain Bluff +24 (10 ranks), Computers +23 (10 ranks),
gravity well projectors designed to pull ships from Diplomacy +24 (10 ranks), Engineering +19 (10 ranks),
hyperspace and/or prevent them making the jump to gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10
lightspeed. ranks)
Huge cruiser Engineer (1 officer, 20 crew) Engineering +24 (10 ranks)
Speed 6; Maneuverability average (turn 2); Drift 2 Gunner (3 officers, 10 crew each) gunnery +24 (10 ranks)
AC 24; TL 17 Pilot (1 officer, 9 crew) Piloting +21 (10 ranks)
HP 230; DT 5; CT 46 Science Officer (3 officers, 12 crew each) Computers +25 (10
ranks)
Shields Medium 160 (forward 40, port 40, starboard 40, aft
40) Special: The Interdictor generates a gravity bubble centered
Attack (Dorsal) five quad laser cannon (5d8) Attack (Ventral) on the ship out to extreme range (40 hexes). Nothing within
five quad laser cannon (5d8) Attack (Port) four quad laser the bubble can enter hyperspace. Also, if a ship is in
cannon (5d8) Attack (Starboard) four quad laser cannon hyperspace it is immediately pulled out.
(5d8) Attack (Aft) two quad laser cannon (5d8) Power
Core(s) Gateway Light (300 PCU); Drift Engine Signal
Booster; Systems advanced long-range sensors, crew
quarters (common), mk 6 armor, mk 3 duonode computer
(tier 5); Gravity Well Projector; Expansion Bays shuttle bay
Modifiers +3 any two checks per round, +4 Computers, +1
Piloting;
Ship’s Complement: 2,807 officers, pilots, and enlisted crew
Starfighter Complement: 24 starfighters
Passenger Capacity: 80 troops
IMPERIAL I-CLASS STAR DESTROYER
(TIER 16)
The Imperial I-class Star Destroyer, also referred to as an Power Core(s) Gateway Ultra (500 PCU); Drift Engine
Imperial-class Star Destroyer or Star Destroyer, was a model Signal Basic; Systems advanced long-range sensors, crew
of Imperial-class Star Destroyer in the service of the Imperial quarters (common), mk 12 armor, mk 7 defences, mk 3
Navy. A wedge-shaped capital ship, it bristled with weapons tetranode computer (tier 8); Security anti-hacking systems
emplacements, assault troops, boarding craft, and TIE mk 4 (DC +4); Expansion Bays cargo hold, hangar bay,
fighters. shuttle bay; Modifiers +3 any four checks per round, +4
Computers, +1 Piloting;
Gargantuan battleship Complement: 37,085 officers, pilots, and enlisted crew
Speed 6; Maneuverability average (turn 4); Drift 1 Starfighter Complement: 72 starfighters
AC 34; TL 26 Passenger Capacity: 9,700 troops
HP 440; DT 10; CT 88
CREW
Shields Heavy 240 (forward 60, port 60, starboard 60, aft 60) Captain Diplomacy +33 (16 ranks), Engineering +33 (16
Attack (Forward) ten light turbolasers (7d6) ranks), gunnery +28, Intimidate +35 (16 ranks), Piloting +30
Attack (Dorsal) ten heavy turbolaser batteries (9d6) (16 ranks)
Attack (Ventral) ten heavy EMP cannons or Gravity cannon Engineer (3 officers, 45 crew each) Engineering +33 (16
Attack (Port) ten heavy turbolaser batteries (9d6) or ten light ranks)
turbolasers (7d6) or ten heavy EMP cannons Gunner (5 officers, 25 crew each) gunnery +33
Attack (Starboard) ten heavy turbolaser batteries (9d6) or ten Pilot (1 officer, 12 crew) Piloting +30 (16 ranks)
light turbolasers (7d6) or ten heavy EMP cannons Science Officer (2 officers, 8 crew each) Computers +28 (16
ranks)
Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal
Rebel Ships Basic; Systems budget long-range sensors, mk 3 armor, mk 1
duonode computer (tier 1)
Modifiers +1 any two checks per round, +1 Piloting;
T-65B X-WING (TIER 1) Complement 1
The X-wing is a versatile Rebel Alliance starfighter that CREW
balances speed with firepower. Armed with four laser Pilot gunnery +5, Piloting +11 (1 rank) Astromech Droid
cannons and two proton torpedo launchers, the X-wing can
take on anything the Empire throws at it.
Tiny fighter
Speed 12; Maneuverability good (turn 1); Drift 1
AC 18; TL 16
HP 35; DT n/a; CT 7
Shields Basic 30 (forward 8, port 7, starboard 7, aft 8)
Attack (Forward) 2 linked light laser cannons (4d4)
Attack (Forward) 2 linked light laser cannons (4d4)
Attack (Forward) light torpedo launcher (4d8)
Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal
Basic; Systems basic short-range sensors, mk 5 armor, mk 4
defenses, mk 1 duonode computer (tier 1) RZ-1 A-WING (TIER 1)
Modifiers +1 any two checks per round, +2 Computers; With its sleek arrowhead shape, streamlined cockpit, and
Complement 1 massive twin engines, the A-wing starfighter suggests raw
CREW speed even when parked within Alliance hangar bays. Faster
Pilot gunnery +5, Piloting +11 (1 rank) Astromech Droid than even the TIE interceptor, the A-wing is well suited for
lightning strikes. It sports a pair of pivoting laser cannons on
Special: A Fire at Will gunnery action done with all four laser each wingtip. The starfighters of Green Squadron, which
cannons can be taken at a -3 instead of a -4. flew in the Battle of Endor, were made up of A-wing
starfighters.
Tiny interceptor
Speed 14; Maneuverability perfect (turn 0); Drift 1
AC 15; TL 18
HP 30; DT n/a; CT 6
Shields Basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) linked agile laser cannons (2d8) or
concussion missile launcher (3d8)
Power Core(s) Micron Ultra (80 PCU); Drift Engine Signal
Basic; Systems basic medium-range sensors, mk 2 armor, mk
5 defences, mk 2 duonode computer (tier 1)
Modifiers +2 any two checks per round, +2 Computers;
Complement 1
BTL-A4 Y-WING (TIER 1) CREW
The Y-wing is a workhorse starfighter has been in use since Pilot gunnery +8, Piloting +10 (1 rank)
the Clone Wars. Used for dogfights and for bombing runs
against capital ships and ground targets, Y-wings are often Special The A-Wing comes equiped with a signal jammer
overshadowed by newer models such as the X-wing and the (DC 15 + tier) to block sensors within range.
A-wing.
Tiny fighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 13
HP 35; DT n/a; CT 7
Shields Basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) linked light laser cannons (4d4) or photon
torpedo launcher (4d8) or Light EMP cannon
B-WING (TIER 3) UT-60D U-WING STARFIGHTER (TIER 3)
Designed by Admiral Ackbar, the B-Wing Starfighter is a The U-wing, was a transport/gunship model manufactured by
mobile weapons platform designed to provide heavy assault Incom Corporation and used by the Alliance to Restore the
support to the Rebel fleet. Possessing a unique design that Republic during the Galactic Civil War. Used to drop troops
includes folding S-foils and a cockpit that rotates within it's into battle, and provide cover fire for them, U-wings were
housing in the starfighter's superstructure, the B-Wing is a pivotal in transport and protection of the Rebel Alliance's
difficult craft to master. Heavily armed with a variety of ground forces during the Battle of Scarif.
weapons, the B-Wing can deliver a punishing blow to slower
targets (Particularly Capital Ships), though it lacks the Small shuttle
maneuverability of other contemporary Starfighters, such as Speed 10; Maneuverability perfect (turn 0); Drift 1
the X-Wing or the A-Wing. AC 18; TL 16
HP 35; DT n/a; CT 7
Tiny fighter
Speed 12; Maneuverability good (turn 1); Drift 1 Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
AC 19; TL 17 Attack (Forward) linked light plasma cannons (4d12)
HP 35; DT n/a; CT 7 Attack (Starboard and Port) hard point for infantry-based
heavy weapon
Shields Medium 90 (forward 23, port 22, starboard 22, aft Power Core(s) Pulse Black (120 PCU); Drift Engine Signal
23) Basic; Systems basic medium-range sensors, crew quarters
Attack (Forward) heavy laser cannon (4d8) or Light EMP (common), mk 4 armor, mk 2 defences, mk 1 mononode
cannon or two linked heavy missile launchers (8d8) or laser computer (tier 1); Security anti-hacking systems mk 1 (DC
guided proton bombs (10d8) +1), anti-personnel weapon (artillery laser, azimuth);
Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Expansion Bays cargo hold, passenger seating
Basic; Systems basic short-range sensors, mk 4 armor, mk 2 Modifiers +1 any one check per round, +2 Computers, +2
defences, mk 1 duonode computer (tier 1) Piloting;
Modifiers +1 any two checks per round, +2 Computers; Ship’s Complement: (2) pilot and co-pilot
Complement 1 Passenger Capacity: 8 seats
CREW CREW
Pilot gunnery +11, Piloting +13 (3 ranks) Copilot gunnery Pilot gunnery +11, Piloting +13 (3 ranks)
+13
YT-1300 LIGHT FREIGHTER “Millennium VCX-100 LIGHT FREIGHTER "THE
Falcon” (TIER 4) GHOST" (TIER 4)
The YT-1300 light freighter, also known as the YT-1300 The VCX-100 light freighter was one of the Corellian
Corellian freighter, was a type of light freighter manufactured Engineering Corporation's freighter designs. A most notable
by the Corellian Engineering Corporation that saw operation example of this model was the Ghost, a modified VCX-100.
in the galaxy during the final days of the Galactic Republic Even more so than the majority of Corellian freighters, the
and the reign of the Galactic Empire. By the year 0 BBY, it ship is easily and extensively modifiable, and can easily be
was considered an outdated model. The Millennium Falcon, a configured to an individual crew's needs, whether it be
smuggling vessel that became part of the Rebel Alliance fleet, combat, mass transport, or even sneaking past Imperial
was a YT-1300 of the YT-1300f variety. sensors.
Small light freighter Small light freighter
Speed 8; Maneuverability good (turn 1); Drift 4 Speed 8; Maneuverability good (turn 1); Drift 2
AC 19; TL 18 AC 20; TL 18
HP 50; DT n/a; CT 10 HP 50; DT n/a; CT 10
Shields Light 50 (forward 13, port 12, starboard 12, aft 13) Shields Light 50 (forward 13, port 12, starboard 12, aft 13)
Attack (Dorsal) turret-mounted linked agile laser cannons Attack (Forward) linked light laser cannons (4d4)
(2d8) Attack (Aft) linked agile laser cannons (2d8)
Attack (Ventral) turret-mounted linked agile laser cannons Attack (Dorsal) turret-mounted linked agile laser cannons
(2d8) (2d8)
Power Core(s) Pulse Blue (200 PCU); Drift Engine Signal Power Core(s) Pulse Gray (100 PCU); Drift Engine Signal
Superior; Systems basic short-range sensors, crew quarters Booster; Systems advanced short-range sensors, crew
(common), mk 4 armor, mk 3 defences, mk 1 tetranode quarters (good), mk 5 armor, mk 4 defences, mk 1 tetranode
computer (tier 2); Security anti-hacking systems mk 1 (DC computer (tier 2); Security anti-hacking systems mk 2 (DC
+1); Expansion Bays smuggler compartment (dc 25), cargo +2); Expansion Bays cargo hold, guest quarters (common),
hold, guest quarters (common) recreation suite (hac)
Modifiers +1 any four checks per round, +2 Computers, +1 Modifiers +1 any four checks per round, +4 Computers, +1
Piloting; Piloting;
Passenger Capacity: 6
CREW
Captain Bluff +15 (4 ranks), Computers +12 (4 ranks), CREW
Diplomacy +15 (4 ranks), Engineering +12 (4 ranks), gunnery Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks),
+10, Piloting +15 (4 ranks) gunnery +10, Intimidate +12 (4 ranks), Piloting +15 (4 ranks)
Engineer Engineering +12 (4 ranks) Engineer Engineering +15 (4 ranks)
Gunner gunnery +15 Gunner gunnery +15
Pilot Piloting +15 (4 ranks) Pilot gunnery +10, Piloting +15 (4 ranks)
Science Officer Computers +12 (4 ranks) Science Officer Computers +12 (4 ranks)
CR90 CORVETTE (TIER 7)
The CR90 Corvette, better known as the Corellian Corvette,
is possibly the most versatile light warship in existence. Able
to be modified to fit almost any mission profile, there is no Modifiers +2 any one check per round, +2 Computers;
end to the variation noticeable from ship to ship. Corellian Ship’s Complement: 165 crew
Corvettes are commonly used as escorts, cargo transports, Passenger Capacity: 600
diplomatic couriers, and even frontline warships. CREW
Medium transport Captain Bluff +19 (7 ranks), Computers +16 (7 ranks),
Speed 8; Maneuverability average (turn 2); Drift 2 Diplomacy +19 (7 ranks), Engineering +15 (7 ranks),
AC 24; TL 20 Intimidate +19 (7 ranks), Piloting +14 (7 ranks)
HP 85; DT n/a; CT 17 Engineer Engineering +19 (7 ranks)
Gunner gunnery +19
Shields Medium 100 (forward 25, port 25, starboard 25, aft Pilot Piloting +19 (7 ranks)
25) Science Officer Computers +17 (7 ranks)
Attack (Dorsal and Ventral) turret mounted linked light
trubolaser batteries (14d6)
Attack (Port) turret mounted light trubolaser batteries (7d6)
Attack (Starboard) turret mounted light trubolaser batteries
(7d6)
Power Core(s) Nova Light (150 PCU); Drift Engine Signal
Booster; Systems basic long-range sensors, crew quarters
(good), mk 7 armor, mk 4 defences, mk 2 mononode
computer (tier 3); Security anti-hacking systems mk 1 (DC
+1); Expansion Bays guest quarters (good), medical bay,
passenger seating, cargo hold
EF76 NEBULON-B ESCORT FRIGATE Modifiers +3 any one check per round, +2 Computers
(TIER 10) Complement: 854 officers, pilots, and enlisted crew
The Nebulon-B was an escort frigate manufactured with a Starfighter Complement: 24 starfighters
highly versatile design platform that allowed it to function in Passenger Capacity: 75 troops
several different capacities as part of a fleet. CREW
Large heavy freighter Captain Bluff +24 (10 ranks), Computers +21 (10 ranks),
Speed 8; Maneuverability average (turn 2); Drift 2 Diplomacy +24 (10 ranks), Engineering +19 (10 ranks),
AC 26; TL 21 gunnery +19, Intimidate +24 (10 ranks), Piloting +19 (10
HP 160; DT n/a; CT 32 ranks)
Engineer Engineering +24 (10 ranks)
Shields Medium 120 (forward 30, port 30, starboard 30, aft Gunner gunnery +24
30) Pilot Piloting +24 (10 ranks)
Attack (Forward) three agile laser cannons (1d8) or three Science Officer Computers +21 (10 ranks)
Gravity guns
Attack (Port) six turret mounted light trubolaser batteries
(7d6) or three agile laser cannons (1d8)
Attack (Starboard) six turret mounted light trubolaser
batteries (7d6) or three agile laser cannons (1d8)
Attack (Aft) three agile laser cannons (1d8)
Power Core(s) Pulse Prismatic (300 PCU); Drift Engine
Signal Booster; Systems basic long-range sensors, crew
quarters (common), mk 7 armor, mk 3 defences, mk 3
mononode computer (tier 5); Security anti-hacking systems
mk 1 (DC +1); Expansion Bays guest quarters (common)
Ship’s Complement: 5 crew members
Other Ships Passenger Capacity: 24
CREW
Captain Computers +11 (3 ranks), Diplomacy +8 (3 ranks),
DELTA-7 AETHERSPRITE INTERCEPTOR gunnery +11, Intimidate +13 (3 ranks), Piloting +11 (3 ranks)
(TIER 3) Engineer Engineering +13 (3 ranks) Gunner gunnery +13
The Delta-7B Aethersprite-class light interceptor was a short- Pilot gunnery +9, Piloting +13 (3 ranks) Science Officer
range light starfighter used by the Jedi Order during the Computers +13 (3 ranks)
Clone Wars.
Tiny interceptor
Speed 14; Maneuverability perfect (turn 0)
AC 15; TL 17
HP 30; DT n/a; CT 6
Shields Light 50 (forward 13, port 12, starboard 12, aft 13)
Attack (Forward) (Forward) 2 linked light laser cannons
(4d4)
Power Core(s) Pulse Brown (90 PCU); Drift Engine None;
Systems basic short-range sensors, mk 3 armor, mk 5
defences, mk 3 duonode computer (tier 1); Security anti-
hacking systems mk 1 (DC +1)
Modifiers +3 any two checks per round, +2 Computers;
Complement 1
CREW
Pilot Computers +14 (3 ranks), gunnery +11 FIRESPRAY-31 SYSTEM PATROL CRAFT
Astromech Droid
"SLAVE 1" (TIER 4)
Slave I was a modified Firespray-31-class patrol and attack
craft used by the infamous bounty hunter Jango Fett before
the Clone Wars. Jango outfitted the craft with a number of
weapons, including laser cannons, projectile launchers, and
seismic charges.
Small shuttle
Speed 10; Maneuverability perfect (turn 0); Drift 2
AC 19; TL 18
HP 40; DT n/a; CT 8
Shields Basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) linked light laser cannons (4d4) or
Concussion missile launcher (3d8) or Gravity gun (6d6)
KOM'RK-CLASS FIGHTER (TIER 3) Power Core(s) Pulse White (140 PCU); Drift Engine Signal
The Kom'rk-class fighter/transport was a starship designed Booster; Systems advanced short-range sensors, crew
by rogue members of the MandalMotors corporation for use quarters (common), mk 4 armor, mk 3 defences, mk 2
by the violent Mandalorian splinter-group known as the mononode computer (tier 2); Security anti-hacking systems
Death Watch. mk 1 (DC +1); Expansion Bays cargo hold, guest quarters
Small shuttle (good), smuggler compartment (DC 30)
Speed 10; Maneuverability perfect (turn 0); Drift 2 Modifiers +2 any one check per round, +4 Computers, +2
AC 20; TL 17 Piloting;
HP 35; DT n/a; CT 7 Ship’s Complement: 1 pilot, up to 2 co-pilots or gunners
Passenger Capacity: 2
Shields Light 50 (forward 13, port 12, starboard 12, aft 13) CREW
Attack (Forward) linked light laser cannons (4d4) Gunner gunnery +15
Attack (Aft) linked light laser cannons (4d4) Pilot gunnery +15, Piloting +15 (4 ranks)
Power Core(s) Pulse White (140 PCU); Drift Engine Signal
Booster; Systems basic medium-range sensors, crew
quarters (common), mk 6 armor, mk 4 defences, mk 1
duonode computer (tier 1); Security anti-hacking systems mk
1 (DC +1); Expansion Bays passenger seating, cargo hold
Modifiers +1 any two checks per round, +2 Computers, +2
Piloting;
Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) heavy laser cannon (4d8) or light laser
cannon (2d4)
Attack (Aft) heavy laser cannon (4d8)
Attack (Port) gravity gun (6d6)
Attack (Starboard) light emp cannon (Special)
Power Core(s) Nova Heavy (200 PCU); Drift Engine Signal
Booster; Systems basic medium-range sensors, crew
quarters (luxurious), mk 4 armor, mk 1 defences, mk 1
duonode computer (tier 4); Security anti-hacking systems mk
1 (DC +1); Expansion Bays guest quarters (luxurious) (2),
recreation suite (trivid den), recreation suite (hac) Modifiers
+1 any two checks per round, +2 Computers, +1 Piloting;
Ship’s Complement: 30
Passenger Capacity: 75
CREW
Captain Bluff +21 (8 ranks), Diplomacy +21 (8 ranks),
Intimidate +21 (8 ranks), Piloting +18 (8 ranks)
Engineer Engineering +21 (8 ranks)
Gunner (1 officer, 2 crew) gunnery +18
Pilot Piloting +18 (8 ranks)
MINSTREL-CLASS SPACE YACHT (TIER 8)
Jabba Desilijic Tiure kept a personal luxury space yacht as a
space cruiser customized for personal business trips. The
vessel, named Star Jewel, operated as a flying fortress, and
became infamous for its gaudy appearance and the sordid
dealings and "social activities" carried out within.
Large heavy freighter
Speed 6; Maneuverability average (turn 2); Drift 2
AC 21; TL 18
HP 160; DT n/a; CT 32
Vehicles
Large land Vehicle
Speed 80 ft, full 4,500 ft., 500 mph (repulsor lift)
Airspeeder or Starship? EAC 14; KAC 15; Cover none
The line between airspeeders and spacecraft is HP 24 (12); Hardness 5
sometimes difficult to discern. The most
meaningful distinction is does it have a pressurized Attack Collision (5d4 B, DC 11)
cockpit and an ion drives. Those two are a luxury in
airspeeders but the absolute baseline for a starship. Ship Statistics
Modifiers +0 Piloting, –2 attack (–4 at full speed)
Crew: 1; Passengers: None
TIE STRIKER (TIER 1/3)
The TIE striker, was a streamlined variant of the TIE line
starfighters used by the Galactic Empire, most notably during
the Battle of Scarif. Specialized for in-atmosphere missions,
the atmospheric fighter was identifiable by its horizontal
high-speed wings and large central pod.
Tiny racer
Speed 14; Maneuverability perfect (turn 0)
AC 14; TL 13
HP 20; DT n/a; CT 4
Shields None (forward 0, port 0, starboard 0, aft 0)
Attack (Forward) linked light laser cannons (2d4)
Power Core(s) Micron Ultra (80 PCU); Drift Engine None;
Systems budget short-range sensors, mk 1 armor, basic
computer (tier 1),
Modifiers ; Complement 1 74-Z SPEEDER BIKE [LEVEL 4]
The 74-Z is a basic Speeder Bike designed for military
CREW scouting and urban patrol missions. It consists of a powerful
Pilot gunnery +8, Piloting +11 (1 rank) repulsorlift engine with two small thrust engines, a long
forward control vane, and a small blaster cannon in a rotating
forward mount. It is designed for a single Pilot, but has room
for a passenger as well- both straddling the engine block of
the Vehicle.
Large land Vehicle
Speed 60 ft, full 2,640 ft., 300 mph (repulsor lift)
EAC 17; KAC 19; Cover none
HP 50 (25); Hardness 7
BASIC PODRACER [LEVEL 2] Attack (Front) light blaster cannon (1d6; or 1d6x10 versus
Podracers were repulsorcraft that were built as racing personnel DC 13)
vehicles. Capable of achieving speeds over 700 kilometers Attack Collision (5d6 B, DC 13)
per hour, podracers were used in the similarly named sport of
Podracing.[1] Podracers came in various shapes and sizes, Ship Statistics
although the general construction of a Podracer was a one- Modifiers +2 Piloting, –2 attack (–4 at full speed)
man cockpit that pulled along by two engines which were Crew: 1; Passengers: None
attached to the cockpit via two cables. SPECIAL ABILITIES The 74-Z Speeder bike is equiped
Adaptation with a starship scale weapon. This weapon ignores the
After the Galactic Empire outlawed podracing, swoop racing hardness of other vehicles and does x10 damage to
became the favored alternative. A swoop, also known as a personnel.
swoop bike, was a type of repulsorlift vehicle similar to a
speeder bike; in fact, it was in essence simply an
overpowered version and described as "an engine with a
seat." Swoops are to speeder bikes what airspeeders are to
landspeeders. Swoops were often used by gangs and
criminals, and such organizations bore the mantle of swoop
gang.
LAAT/i GUNSHIP (TIER 9)
The LAAT/i Attack Gunship, first deployed at the Battle of
Geonosis, is an example of a combat space transport
designed to carry combat troops directly into the heat of
battle. It's weapons are used to clear a landing zone and lay
down suppressing fire as the troops exit the Vehicle.
Small shuttle Speed 10; Maneuverability perfect (turn 0)
AC 23; TL 22; Cover Total Cover (Crew), No Cover
(Passengers when doors are open)
HP 50; DT n/a; CT 8
Shields Light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) linked light laser cannon (4d4), Mass Driver
Missile Launchers (4d8)
Attack (Port and Starboard) Composite-Beam Laser Turret
(3d10+9) personal scale
Power Core(s) Arcus Maximum (200 PCU); Drift Engine
None; Systems advanced medium-range sensors, crew
quarters (common), mk 7 armor, mk 7 defences, mk 1
tetranode computer (tier 2); Security anti-hacking systems
mk 1 (DC +1); Expansion Bays passenger seating, cargo hold
Modifiers +1 any four checks per round, +4 Computers, +2
Piloting; Complement 2
Crew: 6 (Expert Crew Quality)
ALLIANCE T-47 AIR SPEEDER (TIER 4) Passengers: 30
The Incom Corporation T-47 airspeeder was an airspeeder
that became famous during the Galactic Civil War for its use CREW
by the Alliance to Restore the Republic as a military fighter Pilot gunnery +20, Piloting +22 (9 ranks)
known as the snowspeeder. Gunner gunnery +22
Tiny fighter
Speed 12; Maneuverability good (turn 1)
AC 20; TL 20
HP 40; DT n/a; CT 8
Shields Light 50 (forward 13, port 12, starboard 12, aft 13)
Attack (Forward) linked light laser cannons (4d4)
Attack (Aft) turret-mounted electomagnetic harpoon
Power Core(s) Arcus Light (75 PCU); Drift Engine None;
Systems basic medium-range sensors, mk 4 armor, mk 4
defences, mk 1 duonode computer (tier 2)
Modifiers +1 any two checks per round, +2 Computers;
Complement 2
CREW
Pilot gunnery +12, Piloting +15 (4 ranks)
Gunner gunnery +15
ALL TERRAIN ARMORED TRANSPORT
ALL TERRAIN SCOUT TRANSPORT (Level 14)
 (Level 8) The 15.5-meter-tall All Terrain Armored Transport (AT-AT) is
The 8.5-meter-tall All Terrain Scout Transport (AT-ST) is a an imposing, four-legged behemoth that shakes the ground as
nimble, two-legged mobile weapons platform that rapidly it plods toward enemy fortifications. (The Empire used AT-
moves across battlefields and through cramped urban ATs to overwhelm Rebel forces both on Hoth in Episode V
environments, providing reconnaissance and quick-response and on Scarif in Rogue One.)
fore support for ground troops.
Huge Ground Vehicle Colossal land Vehicle
Speed 20 ft., full 200 ft., 35 mph
Speed 20 ft, full 500 ft., 55 mph EAC 28; KAC 30; Cover total cover
EAC 21; KAC 23; Cover total cover HP 300 (150); Hardness 40
HP 140 (70); Hardness 25
Attack Heavy Laser Cannons (4d8; or 4d8x10 vs personnel
Attack (Pilot) Heavy Blaster Cannons, Twin +19 (1d10; or DC 20)
1d10x10 versus personnel reflex DC 16) Attack Blaster Cannons (1d6; or 1d6x10 vs personnel DC
Attack (Copilot) Light Blaster Cannons, Twin +19 (1d6; or 20)
1d6x10 versus personnel reflex DC 16) Attack Trample (14d10 B, DC 20)
Attack (Copilot) Grenade Launcher +19 (See Below)
Attack Trample (7d10 B, DC 16) Ship Statistics
Ship Statistics Modifiers –4 Piloting, –3 attack (–6 at full speed)
Modifiers +0 Piloting, –2 attack (–4 at full speed) Systems autopilot (Piloting +10), planetary comm unit
Crew: 2 (Piloting +21 [Rank 8]); Passengers: None Crew: 5 (Piloting +30 [Rank 14]); Passengers: 40
Cargo: None; Consumables: 2 Days; Carried Craft: None Cargo: 1 Ton; Consumables: 1 Week; Carried Craft: 5
Payload: 12 Frag Grenades III - Explode (4d6 P) Aratech 74-Z Speeder Bikes or 2 AT-STs
SPECIAL ABILITIES The 74-Z Speeder bike is equiped
SPECIAL ABILITIES The 74-Z Speeder bike is equiped with a starship scale weapon. This weapon ignores the
with a starship scale weapon. This weapon ignores the hardness of other vehicles and does x10 damage to
hardness of other vehicles and does x10 damage to personnel.
personnel.
                   Character Options
Species
Homeworld: Ando, a Mid Rim water planet dotted with
swampy islands and rocky outcroppings on which the Quara,
Ualaq, and Aquala make their homes.
Languages: Aqualish speak, read, and write both Basic and
Aqualish. The Quara, Ualaq, and Aquala have slightly
different dialects of Aqualish, but have no trouble
understanding one another.
Example Names: Calfta, Bongi, Carn'ar, Gondara, Gunda
Mabin, Korai-tae, Po Nudo, Ponda Baba, Undra Lagor, Yada
Munda.
Adventurers: Aqualish heroes are typically Operatives or
Soldiers. Force-using Aqualish are rare.

RACIAL TRAITS
Ability Adjustments: +2 Str, +2 Con, -2 Cha
Hit Points: 6

Size and Type: Aqualish are Medium humanoids


with the Aqualish subtype.
Amphibious: Aqualish may breathe underwater
without penalty and never suffer movement
penalties for traveling through water.
Expert Swimmer: An Aqualish gains a swim speed
of 50 feet and Athletics DCs are decreased by 5
when swimming. In addition, a Aqualish can take
Aqualish 10 on an athletics check when swimming even
while distracted or threatened.
The Aqualish are amphibious humanoids native to the Mid Resilient: Rugged and resilient, Aqualish gain a +1
Rim world of Ando. Three breeds of Aqualish exist- the racial bonus to Fortitude saves.
Aquala (Widely considered the "Baseline" Aqualish), the
Quara, and the Ualaq. The three strains are generally similar
in appearance and in all their traits, but the Quara and Ualaq
have claw-like hands with five digits whereas the Aquala have
fins. The Ualaq are set apart by the fact that they have four
eyes instead of two.
The Aqualish hold no beings in greater contempt than
those who belong to a different subspecies than themselves-
Aquala hate the Quara and the Ualaq, the Quara hate the
Aquala and Ualaq, and the Ualaq hate the Aquala and the
Quara. Each strain views the others as inferior and weak.
Since Quara and Ualaq can more easily use Equipment
designed for the general galactic population, they are more
frequently encountered away from Ando than the Aquala.
Species Characteristics
Personality: The Aqualish admire strength and are openly
contemptuous and hostile toward the weak. It is customary
and accepted social behavior for an Aqualish to be pushy and
belligerent toward people he or she is interacting with for the
first time. If the individual does not stand up to them, the
Aqualish assumes the other being is weak and continues to
bully him or her.
Physical Description: Aqualish are tusked, walrus-faced
humanoids with skin ranging in color from dark green or
blue to deep russet or black. Members of the Ualaq
subspecies have four eyes instead of two. Adult Aqualish
stand between 1.8 and 2 meters tall.
Bothan
Native to Bothawui, these short, fur-covered humanoids have
had hyperspace travel for thousands of years. Bothans use
information as a measure of wealth and power, even wielding
it as a weapon when necessary. The Bothan SpyNet, one of
the largest intelligence agencies during most eras, plays an
important role in the Galactic Civil War.
Culturally, Bothans don't believe in direct conflict because
it destroys people, material, and even information. They
prefer behind-the-scenes manipulation, watching and waiting
for information that they can use to gain status and influence.
This attitude makes espionage a natural part of their culture.
While others often find Bothans to be manipulative and
irritating, no one wants to lose access to their SpyNet. As a
result, nearly all groups have at least some contact with the
Bothans.
Species Characteristics
Personality: Bothans are curious, manipulative, crafty,
suspicious, and even a bit paranoid. They can be irritating,
but they are also loyal and brave.
Physical Description: Bothans are covered with fur that
ripples in response to their emotional state. They have
tapered ears, and both male and female Bothans sport
beards. They average about 1.6 meters tall and have a
maturity rate and life span slightly greater than Humans.
Homeworld: The industrial world of Bothawui is the
birthplace of the Bothans, along with various colony worlds
throughout the Mid Rim territories. Cerean
Languages: Bothans speak, read, and write both Bothese
and Basic. Cereans are a sophisticated and cultured humanoid Species
Example Names: Borsk Fey'lya, Karka Kre'fey, Koth Melan, native to Cerea, a world on the fringes of known space. Their
Tav Breil'lya, Tereb Ab'lon. elongated heads distinguish the, from most other humanoid
Adventurers: Bothan adventures, often SpyNet operatives, Species.
engage in daring missions at great personal risk. In addition, Cereans established contact with the rest of the galaxy
many Bothan heroes serve as Soldiers and Envoys. shortly before the Galactic Republic was transformed into the
Empire, swiftly gaining fame as expert astrogators,
cryptographers, and economists. Few patterns or trends
escape the notice of a Cerean.
RACIAL TRAITS Cerean society is matriarchal, and the Cerean culture's
Ability Adjustments: +2 Dex, +2 Int, -2 Con Hit traditional values emphasize living in harmony with nature
Points: 2 and minimizing any impact on the environment from
technology. The peaceful philosophies of the Jedi appeal to
Size and Type: Bothan are Medium humanoids with
the Bothan subtype.
Cereals, and many join the Order.
Investigator The DC to Gather Information is
decreased by 5. Species Characteristics
Conditional Bonus Feat: Bothans are natural spies Personality: Cereans tend to be calm, rational, and
and investigators. A Bothan with Diplomacy as a extremely logical.
Trained Skill gains Skill Focus (Diplomacy) as a Physical Description: Cereans average about 2 meters tall,
bonus Feat. with elongated craniums housing binary brains. They have a
Iron Will: Bothans have above-average willpower maturity rate and life span similar to those of Humans.
and gain a +1 Species bonus to their Will saves. Homeworld: The blissful planet Cerea.
Languages: Cereans speak, read, and write both Cerean and
Basic.
Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.
Adventurers: Cereans who become adventurers do so in
spite of their peaceful traditions. Still, when a cause or Chagrian
situation leads down this path, a Cerean tries to keep these The amphibious Chagrians are comfortable both on land and
traditions intact, avoiding aggression when possible. The in water. The coastal cities of their homeworld are
binary brain allows a Cerean to constantly weigh both sides constructed to allow the rising tides to flood the buildings.
in any disagreement and give two points of view equal When this takes place, Chagrians swim from place to place,
consideration. This ability extends even to issues or use speeders, which are adapted for aquatic use. The
surrounding The Force, and a Cerean Jedi or Force Prodigy pleasant tropical climate of Champala, coupled with the
often contemplates the Light Side and the Dark Side exotic architecture of it's cities makes the Chagrian
simultaneously. homeworld a popular destination for galactic tourists. Unlike
cities, spaceports on Champala are built high above sea level,
on the direst parcels of land.
Although juvenile Chagrians possess a weak sense of taste,
RACIAL TRAITS this sense fades as they mature into adults. The end result is
Ability Adjustments: +2 Int, +2 Wis, -2 Dex that Chagrians rarely, if ever, enjoy consuming food and
Hit Points: 2 drink, and do so solely to fuel their bodies. Dining activities
Size and Type: Cerean are Medium humanoids with
are traditionally viewed as a nuisance, and a waste of time, so
the Cerean subtype.
most Chagrians choose to consume nutrient capsules in
Intuitive Initiative Once per day, A Cerean may order to maintain bodily heath and energy levels. When
choose to reroll an Initiative check but the result of traveling, most Chagrians carry portable scanners that allow
the reroll must be accepted even if it is worse. them to determine the relative nutrient value of the food they
Despite their general lack of coordination, Cereans' eat. Although they are unable to taste the food they eat,
reaction speed is superior to that of most other Chagrians view dining as an opportunity to socialize with
species. members of other Species that do not share their sensory
Historian: Due to their in-depth historical training deficiencies.
and the wideranging academic background Society on Champala is peaceful and highly structured,
knowledge they possess, Cerean receive a +2 racial although Chagrian legal systems are complex and often
bonus to Culture checks. daunting to outsiders. As a rule, Chagrians are law-abiding
Student: Cerean's love to learn, and they may and obedient toward figures of authority. Chagrian
choose any with which a Knowledge check can be government ensures that every citizen is cared for, and the
made and receive a +2 racial bonus to that skill. standard of living for even the poorest Chagrian is quite high
when compared to the impoverished members of other
Species.
Chagrians have inherited an innate resistance to Radiation
due to instability in Champala's primary star. Their blue skin
is a direct result of this evolutionary step, and modern
Chagrians continue to enjoy protection from myriad forms of
Radiation as a side effect.
Species Characteristics
Personality: Chagrians are, by and large, even-tempered and
accepting of others. They appreciate law, order, and well-
defined social structures. On their homeworld, they want for
little, and so Chagrians are rarely selfish or greedy
individuals. Due to their accepting natures, Chagrians enjoy
interacting with members of many different Species. Given
their loyalty, they make excellent companions and friends.
Physical Description: Chagrians possess thick skin that
ranges in color from light blue to dark indigo. Horns (Known
as Lethorns) stem from a pair of fleshy growths that protrude
from the sides of their heads. Male Chagrians also develop a
pair of sharp horns on the tops of their heads, and these are
known to get quite long.
Homeworld: Champala, a tropical water world in the Inner
Rim.
Languages: Chagri is the native language of the Champala.
Chagrians who leave their homeworld readily learn Basic in
order to communicate with the rest of the galactic
community.
Example Names: Mas Amedda, Belar Tasseva, Myn Seda,
Shiran Vallendri, Ketrias Gorran.
Adventurers: Given their predisposition in dealing well with The Chiss are technologically advanced, keenly interested
others, Chagrians make excellent Envoys and Jedi. Less in art and science, and skilled at mathematics. Though
scrupulous Chagrians gravitate toward the Operative class, logical in their mindset, they are also appreciative of
while Chagrian Soldiers are not unheard of. philosophy, and interested in other cultures. Given their
xenophobic tendencies, it comes as no surprise that the
Chiss use their understanding of non-Chiss cultures to gain a
tactical advantage over potential adversaries.
Chiss society is highly ordered and structured. Rule of law
RACIAL TRAITS is controlled and enforced by a small number of ruling
Ability Adjustments: +2 Str, +2 Con, -2 Dex "Families." These ruling families, also known as clans or
Hit Points: 6 houses, are more akin to different branches of government
than to actual familial units. As a rule, a Chiss will never
Size and Type: Chagrian are Medium humanoids
with the Chagrian subtype.
knowingly do anything to bring shame upon his or her family,
Amphibious: Aqualish may breathe underwater
for entire lines have been exiled for the actions of a single
without penalty and never suffer movement family member.
penalties for traveling through water. The culture of the Chiss is based on a strict code of
Low-Light Vision: Chagrians can see in dim light as conduct. As a rule, they do not attack an opponent unless
if it were normal light. they are attacked first. Thrawn ignores this imperative when
Radiation Resistance: Chagrians gain a +5 bonus to he sizes control of the Imperial remnants, and consequently
their Fortitude saves against Radiation damage. he is exiled from his people. Although most Chiss are
peaceful, once embroiled in military conflict, they do not
relent until their opponents are either totally destroyed, or
completely subjugated.
Species Characteristics
Personality: Many of the galaxy's perceptions of the Chiss
and how they behave is initially based on the personality of
Grand Admiral Thrawn. As the years pass, it becomes
increasingly obvious that all Chiss are individuals, and that
Thrawn was an exceptional member of his Species in a
number of ways. As such, the impression of the Chiss held by
the galaxy at large is that they are arrogant, aloof, and
calculating individuals. While this may be true in some
instances, Chiss personalities are as varied as those of any
other Species. In general, they tend to be well-educated,
artistic, and cautious in their dealings with strangers.
Physical Description: Chiss have deep blue skin and red
glowing eyes. The shade of their skin and the crimson of their
eyes deepens with the amount of oxygen in the atmosphere
that they breathe. They tend to have black hair, though some
individuals, especially female Chiss, develop grey hair as they
age.
Homeworld: The frigid world of Csilla, in The Unknown
Regions.
Languages: Cheunh is the complex and nuance-laden
language of the Chiss. Most non-Chiss have difficulty learning
the intricacies of Cheunh. Chiss on the other hand, have little
difficulty mastering Basic, though most of them are
unfamiliar with it.
Chiss Example Names: Chiss traditionally have long, tripartite
Originating on the cold world of Csilla in The Unknown names. When dealing with non-Chiss, these names are
Regions, the Chiss are largely unknown to the greater abbreviated. Examples of abbreviated Chiss names include
galactic community until five years after the Battle of Yavin, Deel, Prakk, Karyce, Lev, Sorn, Szardra, Thrawn, Voss, and
when a Chiss known as Grand Admiral Thrawn rallies the Zilvad.
Imperial remnants and goes to war against the New Adventurers: Their keen mental acuity allows the Chiss the
Republic. Even then, the Chiss remain an enigmatic, excel at nearly any occupation they choose to pursue.
secretive Species. Their origins are largely unknown, even to However, there are no known Chiss Jedi, and it is currently
the Chiss themselves, though some scientists believe they are unknown whether Chiss society is home to any Force
descended from an isolated Human colony lost to time. Traditions.
RACIAL TRAITS Clawdite
Ability Adjustments: +2 Int, +2 Cha, -2 Str A specially bred offshoot of Zolanders, Clawdites were
Hit Points: 4 genetically engineered to withstand the unsafe levels of
Radiation generated by an unstable sun. However, Clawdites
Size and Type: Chiss are Medium humanoids with
the Chiss subtype.
developed an unexpected mutation- the ability to
Exceptional Vision: Chiss have low-light vision and
shapechange. The Zolanders deemed the Clawdites a dire
infravision. As a result, they can see in dim light as threat- a devious subspecies filled with wickedness.
if it were normal light, and they can see with no Therefore, to guard against Clawdite treachery, the
light source at all to a range of 60 feet using the Zolanders sequester them in wretched ghettos, where they
infrared spectrum. live as second-class citizens under the watchful eyes of their
Keen Senses: Chiss receive a +2 racial bonus to captors.
Perception skill checks. The Clawdites chafe under the tyrannical yoke placed upon
Historian: Due to their in-depth historical training them, and those who can, flee, but more languish on their
and the wideranging academic background homeworld, struggling to find some way to be free. Count
knowledge they possess, Chiss receive a +2 racial Dooku and the Separatist Movement offered the Clawdites
bonus to Culture checks. the freedom they craved from the Zolanders, so many
Student: Chiss love to learn, and they receive a +2 enlisted to support Count Dooku's war effort in exchange for
racial bonus to any two skills of their choice. his promise. The aid was short lived, for the Separatist
Movement unraveled with Count Dooku's death.
Only after the fall of the Empire did the Clawdites finally
rise up against the Zolanders, fighting a brutal civil war that
consumed the world in violence. The Clawdites eventually
gained control of the planet, and in victory, they assert
themselves as the dominant Species. Free, the Clawdites
courted the New Republic, and threw their support behind
Alliance Intelligence organizations, using their unique talents
to infiltrate the Yuuzhan Vong, and sabotaged equipment,
gathered intelligence, and assassinated critical targets. The
Clawdites took on this dangerous work because they are
driven to support the cause of liberty, and for them, the end
always justifies the means.
Species Characteristics
Personality: Clawdites are staunchly committed to freedom
and detest opposition in it's forms. Independent spirits, they
go their own way, following their hearts rather than abide by
a set of rules imposed on them. Above all, Clawdites hate
bigotry and prejudice, and do not tolerate bullies. The more
violent Clawdites are sure to make examples of those they
encounter.
Physical Description: In their natural forms, Clawdites
are distinctly reptilian, their thick hides having a green or
ochre cast. Their catlike eyes are yellow, set in a face that
could pass for Human. Clawdites can alter their appearance
in subtle ways when young, and as they age and practice their
skills, they can assume the appearance of similarly sized
Species, even masking their equipment when it is held close
to their bodies.
Homeworld: Clawdites originate from Zolan, a planet
awash with intense Radiation from it's sun.
Languages: Clawdites speak Basic and Clawdite (A
modified version of the world's native tongue of Zolanese).
Example Names: Durbat, Renneyn, Rolsat Noviee,
Torsayn, Zam Wesell.
Adventurers: Clawdites who leave Zolan find work as
county hunters, assassins, or spies. Their unique nature
makes them especially adept Operatives.
The basic Republic Clone is bred for obedience and
RACIAL TRAITS military discipline. This can stifle players who want more free
Ability Adjustments: +2 Dex, +2 Cha, -2 Str will. Instead, the player could choose to play an ARC Trooper
Hit Points: 2 or a Republic Clone Commando, both unit types are Clones
based on the original Jango Fett template, but they have more
Size and Type: Clawdites are Medium humanoids of Fett's personality and fewer behavioral restrictions than
with the Clawdite subtype. standard Clone Troopers. They receive special training better
Shapeshift: Clawdites can alter its appearance at suited to heroic careers, and many have Destinies that
will. They can assume the appearance of a stretch out beyond the Clone Wars. For Republic Clone
humanoid form of the same age and sex. A heroes, characters receive a variant of the basic Human
Clawdite in humanoid form gains a +10 racial template (See below).
bonus on Disguise checks. Changing shape is a
standard action that consumes 1 Resolve Point. Species Characteristics
Cold-Blooded: Clawdites receive a +2 racial bonus
on saving throws against mind-affecting effects
Personality: Though often viewed as the "Flesh and blood"
and poisons.
equivalent of Battle Droids, Clones possessed a limited
Low-Light Vision: A Clawdite can see in dim light as capacity for individuality. They were bred for no other
if it were normal light. purpose than combat, but nevertheless they developed as
individuals under the guidance of their Jedi officers. The
Jedi's unique abilities and leadership prowess earned them
the admiration and respect of the Clones who served under
them.
Physical Description: Republic Clones are genetic
replicas of the Human Species. Specifically, they are based
off of the bounty hunter Jango Fett, which results in they
being almost indistinguishable from one another. All Republic
Clones reach a height of 1.83 Meters, and unless put through
particularly unusual training, they weigh 80 Kilograms.
Homeworld: The vast majority of Republic Clones are
created on Kamino by the Kaminoans.
Languages: Republic Clones all learn Basic, and several
also the the ancient language of The Mandalorians, Mando'a.
Example Names: When a Republic Clone is created, they
are assigned a two letter and four digit identification tag,
although those that survive multiple deployments tend to take
up a moniker to better identify themselves.
Adventurers: All Republic Clones received basic training
in core military skills, such as weapons handling,
marksmanship, drill, and other essentials. As such, the vast
majority of Republic Clones become Soldiers, with a rare few
becoming Operatives and Mechanics.

RACIAL TRAITS
Starting Stats: Str 14, Dex 14, Con 14, Int 11, Wis
10, Cha 10 Ability Adjustments: +2 to any 1 ability
Hit Points: 4
Size and Type: Clones are Medium humanoids with
the Human subtype based on the Jango Fett
template.
Clone Weapon Familiarity: Clones are trained to be
Given the prominence of Clones in the story of the Clone proficient with small and longarm weapons and
Wars, Gamemasters should not be surprised if players wish gain weapon specialization with those at 3rd level.
Bonus Feat: Human Clones gain a bonus feat at 1st
to play Clone characters. Clone Trooper heroes can be level.
interesting and present exciting story opportunities, Bonus Trained Skill: Clones are trained to be
especially for a Gamemaster who plans to use Order 66 in versatile and accomplished at many tasks. They
the campaign finale. Gamemasters should allow players to may choose 1 additional trained skill at 1st level.
play Clone Trooper heroes who stand out from the rank-and-
file Clone Troopers.
Homeworld: Devaron, a world of low mountains and deep
valleys linked by thousands of rivers.
Languages: Devaronians speak, read, and write both
Devaronese and Basic. Their speech is low, guttural, and full
of snarling consonants.
Example Names: Dmaynel Kiph, Elassar Targon, Jubal,
Kapp Dendo, Tyrn Jiton, Lak Jit, Oxbel, Saricia, Sires Vant,
Trynic, Ulicx Vinaq, Vilmarh Grahrk.
Adventurers: Male Devaronian are found in occupations
that allow them freedom to travel whenever and wherever
they wish. Due to the oppressive nature of the Empire, many
Devaronian males joined the Rebellion- not because of
politics, but because they were annoyed that their freedom to
travel was being curtailed. Any female Devaronian hero found
elsewhere is already an exceptional individual who has
decided to challenge the traditions of her culture. Such
Devaronians may be of any class or role.

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, -2 Cha
Hit Points: 4
Size and Type: Devaronians are Medium humanoids
with the Devaronian subtype.
Resilient: Devaronians receive a +1 racial bonus to
Fortitude saving throws. This bonus increases to
+3 against poisons and disease.
Self-Sufficient: Devaronians receive a +2 racial
bonus to Survival skill checks.
Adaptability: Devaronians receive Skill Focus as a
bonus feat at 1st level.

Devaronian
Devaronians are among the first Species in the galaxy to
develop interstellar travel, and the males of the species have
been common sights in spaceports throughout the galaxy for
thousands of years. After reaching middle age, Devaronian
males are driven by an urge to wander. As such, they are
often found traveling the galaxy as tramp freighter captains
and scouts. Female Devaronians, on the other hand, are
content to remain in a single location, and as such, raise the
young and run the government of Devaron. The males send
as much money as they can back to their families on
Devaron, but they seldom return to the homeworld. The
females are content with this arrangement, as they tend to
view the restless males as disruptive to home life.
Species Characteristics
Personality: Devaronian males are bold, daring, bull-headed,
rash, terse, unscrupulous, and stingy with their credits. They
love being the masters of their own destinies. Female
Devaronians are generally bright, wise, scrupulous, and
sharp-tongued.
Physical Description: Devaronian males are hairless with
red-tinted skin, sharp incisors, and a pair of large horns
growing from their foreheads. Their appearance is not unlike
the devils of a thousand myths. Female Devaronians are
covered in thick fur that ranges in color from brown to white.
Females are hornless and have prominent canine teeth.
Devaronians stand 1.6 to 1.8 meters tall.
Duros
Tall, hairless humanoids from the Duro System, Duros were
one of the first Species to become a major influence in the
Galactic Republic, and many respected scholars credited the
Duros with creating the first hyperdrive. The Duros have a
natural affinity for space travel, possessing an innate grasp of
the mathematical underpinnings of astrogational
computations. Many tales are swapped in cantinas about
Duros astrogators calculating the coordinates for supposedly
impossible jumps in their heads. Although not as numerous
as Humans, the Duros are almost as omnipresent; all but the
smallest settlements in known space feature Duros
populations.
The Duros Species has existed on other worlds in isolation
from the rest of their kind, evolving in slight different
directions from the baseline Species. The most populous and
well-known near-Duros Species are the Neimoidians, a
people rarely encountered during the Rebellion era.
Species Characteristics
Personality: A Duros tends to be intense and adventurous,
always seeking to learn what's at the end of the next
hyperspace jump. They are a proud, self-sufficient, fun-loving
people who also have a tendency toward gregariousness.
Physical Description: Duros average about 1.8 meters tall. Ewok
They are hairless, with large eyes and wide, lipless mouths.
Skin color ranges from blue-gray to deep azure. Intelligent omnivores native to one of the moons orbiting
Homeworld: The orbiting cities of the Duro System. Endor, Ewoks are almost unknown prior to the battle of
Languages: Duros speak, read, and write both Durese and Endor. Ewoks live in tree-dwelling tribes with gender-based
Basic. division of labor; males hunt, forage, and make weapons,
Example Names: Baniss Keeg, Elior, Kadlo, Kir Vantai, while females raise young and handle other domestic tasks.
Lai Nootka, Monnda Tebbo. Ewok culture revolves around complex animistic beliefs
Adventurers: Duros adventurers include hyperspace involving the giant trees of the forest moon.
explorers, star charters, and spacers of all descriptions. They Although technologically primitive, Ewoks are clever,
also tend to gravitate toward the sciences, including inquisitive, and inventive. Skittish and wary when first
engineering and astrogation as Mechanics. Some Duros shun introduced to machines, their curiosity soon overcomes fear.
exploration in favor of smuggling and trading as Operatives,
and a small number go into diplomatic professions as Species Characteristics
Envoys. Personality: Ewoks tend to be curious, superstitious, and
courageous, though they can be fearful around things that are
strange or new.
Physical Description: Ewoks average about 1 meter tall.
RACIAL TRAITS Their fur color and pattern varies widely.
Ability Adjustments: +2 Dex, +2 Int, -2 Con Homeworld: The forest moon of Endor.
Hit Points: 2 Languages: Ewoks speak Ewokese. They have no written
form of their language. They can learn to speak Basic.
Size and Type: Duros are Medium humanoids with Example Names: Asha, Chirpa, Deej, Kneesaa, Latara,
the Duros subtype. Logray, Malani, Nippet, Paploo, Shodu, Teebo, Wicket, Wiley.
Expert Pilot: Duros receive a +2 racial bonus to Adventurers: An Ewok adventurer may be motivated by a
Piloting. In addition to this, Duros treat a ship's
maneuverability as one category better when
love of excitement, a natural inquisitiveness, or a warrior's
piloting.
quest. Collecting powerful "Magic" items from fallen
Intuitive Navigation: Duros reduce the DC of any opponents is a sure way to earn the respect of the tribe.
Computer or Piloting skill checks made to Navigate
by 5.
Skilled: Duros gain an additional skill rank at 1st
level and each level thereafter.
Gran
RACIAL TRAITS Gran originally came from the world and system of Kinyen in
the Expansion Region. They are longtime members of
Ability Adjustments: +2 Dex, +2 Cha, -2 Str galactic society, with numerous colonies. Although most of
Hit Points: 2 these colonies are peaceful, their colony on Malastare quickly
Size and Type: Ewoks are Small humanoids with the became embroiled in a bitter conflict with the native Dugs,
Ewok subtype. forcing the Gran to act aggressively to protect themselves.
Sneaky: Ewoks receive a +2 racial bonus to Stealth Gran place society over self, and they receive training that
checks. In addition, Ewoks reduce the penalty for complements both their personal talents and society's needs.
using Stealth while moving by 5, and reduce the The desire to maintain balance within society caused the
Stealth check penalty for sniping by 10. Gran to establish alien-only areas of Kinyen. This was
Sure-Footed: Ewoks receive a +2 racial bonus to intended to restrict alien influence and avoid trouble between
Acrobatics and Athletics skill checks. Species, such as what happened on Malastare. During the
Keen Smell: Ewoks receive a +2 racial bonus to Dark Times, the Empire has pushed the Gran leadership to
Perception skill checks made to smell. grant access to all areas. When the Gran refused, Kinyen was
Ewok Resilience: Ewoks receive a +1 racial bonus to subjected to orbital bombardment. The Kinyen Gran relented,
all saving throws. This bonus increases to +3
against fear effects.
but the incident inspired many Gran to resist the new
Primitive: Ewoks do not gain Weapon Proficiency
Empire.
with small arms, long arms, grenades, or advanced
melee weapons as starting feats at 1st level even if Species Characteristics
their class normal grants them. Personality: Gran are highly social and unable to stand
solitude, or isolation from other Gran, for any length of time.
Most are talkative, friendly, and hospitable. They are slow to
anger. Gran friendships are for life. Gran from Malastare and
other colonies follow looser social codes than those from the
homeworld .
Physical Description: The beige-skinned Gran have three
distinctive eye stalks with pitch-black eyes, ahead of small
horns and large, triangular ears. Males and females have
similar builds.
Homeworlds: Kinyen, with colonies on many other worlds,
including Hok and Malastare.
Languages: Gran speak, read, and write their own
language of Gran, as well as Basic.
Example Names: Ainlee Teem, Aks Moe, Ask Aak, Baskol
Yeesrim, Cera Vixe, Cruegar, Kea R- Lan, Mawhonic, Nadin
Paal, Ree-Yees, Vee Naaq.
Adventurers: Heroic Gran are often Envoys, Operatives,
Soldiers, and bounty hunters. Prior to the Dark Times, Gran
Jedi consulars were common, and it is possible that some
survived the initial Jedi purge. After the bombardment of
Kinyen, individualistic Gran find themselves open to other
methods of serving society, looking for new ways to resist the
Empire.

RACIAL TRAITS
Ability Adjustments: +2 Wis, +2 Cha, -2 Int
Hit Points: 4

Size and Type: Gran are Medium humanoids with


the Gran subtype.
Enhanced Vision: Gran decrease the DC of
perception checks to Notice based on sight by 5.
Low Light Vision: Gran can see in dim light as if it
were normal light.
Adept Negotiator: Gran receive a +2 racial bonus to
Diplomacy and Sense Motive checks.
Adventurers: Kel Dor commonly become diplomats
(Envoys), bounty hunters, and Jedi. Given their altruism and
sense of justice, many enter law enforcement.

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Con
Hit Points: 4
Size and Type: Kel Dor are Medium humanoids with
the Kel Dor subtype.
Heightened Spiritually: Kel Dors receive a +2 racial
bonus to Mysticism. In addition, they receive a +2
racial bonus to caster level checks to overcome
Spell resistance.
Darkvision: Kel Dors can see up to 60 feet in the
dark.
Vigilant: Kel Dors receive a +1 racial bonus to
Reflex saving throws.
Atmospheric Requirement: Kel Dors suffer
limitations outside their native atmosphere.
Without protective goggles, a Kel Dor is
considered Blind. Without an Antiox Breath Mask, a
Kel Dor begins to Suffocate. However, Kel Dors
may survive in a vacuum for up to 5 minutes
before suffering its effects.

Kel Dor
The Kel Dor evolved on Dorin, a world with an atmosphere
consisting mostly of helium and a gas that is unique to that
world. As such, Kel Dor cannot breathe on planets with
common nitrogen/oxygen atmospheres. Conversely, Dorin's
atmosphere is toxic to most nonnative life.
On other planets, Kel Dor dwellings provide their native
atmosphere (Stored in large tanks). When outside, Kel Dor
must wear breath masks and goggles. They can neither see
nor breathe without these devices. Most Kel Dor breath
masks include vocoders that amplify the wearer's speech;
while their vocal cords function normally in their native
atmosphere, Kel Dor must shout to provide sound in other
environments. Their eyesight however, is enhanced when
they are away from Dorin.
Species Characteristics
Personality: Calm and kind, the Kel Dor never turn away a
being in need. Still, most believe in quick, simple justice
(Even engaging in vigilantism).
Physical Description: The average Kel Dor stands Ithorian
between 1.6 and 2 meters tall. Their skin ranges from peach
to deep red, and most have black eyes. Ithorians are tall humanoids whose appearance leads many
Homeworld: The technological planet of Dorin. to refer to them colloquially as "Hammerheads." Peaceful
Languages: The Kel Dor can speak, read, and write both and gentile, Ithorians are widely recognized as talented
Basic and Kel Dor. artists, brilliant agricultural engineers, and skilled diplomats.
Example Names: Dorn Tlo, Plo Koon, Torin Dol.
Ithorians are perhaps the greatest ecologists in the galaxy,
devoting their technology to preserving the natural beauty of
their homeworld's jungles. They live in "Herds," dwelling in
cities that hover above the surface of their planet and striving
to maintain the ecological balance in the "Mother Jungle."
Ithorians also travel the galaxy in massive "Herd Ships,"
masterpieces of environmental engineering that carry a
perfect replica of their native jungle. Many look forward to
trading for the exotic wares the Ithorians bring from distant
planets.
Species Characteristics
Personality: Ithorians tend to be calm, peaceful, tranquil, and
gentile.
Physical Description: Ithorians are humanoid, ranging in
height from 1.8 to 2.3 meters tall, with long necks that curl
forward and end in dome-shaped heads. They have two
mouths, one on each side of their neck, producing a stereo
effect when they talk.
Homeworld: The jungle world of Ithor, or a specific Herd
Ship.
Language: Ithorians can read and write both Basic and
Ithor. When they speak the languages, they speak in a
stereophonic voice.
Example Names: Fandomar, Momaw, Oraltor, Tomia,
Trangle, Umwaw. Mandalorian
Adventurers: Ithorians tend to concentrate on peaceful Mandalorians were a predominantly human ethnolinguistic
professions. They love to meet new beings and see new cultural group who originated on the planet Mandalore.
places. Often, wanderlust leads them to explore the greater Mandalorians had a particularly unique role in galactic
galaxy, before they eventually return home. history as legendary warriors, and could be commonly found
not only on the Mandalorian homeworld and its moon,
Concordia, but across Mandalorian Space and the galaxy at
RACIAL TRAITS large on worlds such as Kalevala, Krownest, and Concord
Dawn. Mandalore had a largely martial history, but by the
Ability Adjustments: +2 Wis, +2 Cha, -2 Dex time of the Clone Wars the pacifist and reformist New
Hit Points: 4 Mandalorian political faction controlled Mandalore's
Size and Type: Ithorians are Medium humanoids government, led by Duchess Satine Kryze. This led to
with the Ithorian subtype. internal conflict with other Mandalorian groups like Death
Bellow: As a Standard Action, an Ithorian can open Watch, who wanted to maintain the warrior ways of their
all four of it's throats and emit a terrible subsonic Mandalorian heritage.
bellow. The Ithorian makes a special attack, all
creatures and unattended objects within a 30 ft. Species Characteristics
cone must succeed on a Fortitude saving throw to Personality: Mandalorian clan structure was like a pyramid,
resist its effects, the DC is equal to 10 + your with the ruler, or Mand'alor, at the top and the Protectors
character level + your key ability modifier. A enforcing their rule. Below them were the political factions
successful hit deals 3d6 points of sonic damage; known as Houses, made up of family clans.One example was
on a failed save the target takes half damage House Vizsla, which was comprised of Clan Vizsla and Clan
instead. Ithorians gain a unique weapon Wren. Under the rule of Duchess Satine Kryze and the New
specialization with their natural weapons at 3rd
level, allowing them to add 1–1/2 × their character
Mandalorian government during the Clone Wars, the
level to their damage rolls for their bellow. Each
Mandalorians had mostly rejected their martial ancestral
use of this ability requires spending a Resolve ways, but maintained a police force and secret service, who
Point. wielded electropoles and shields.
Survival Instinct: Ithorian receive a +2 racial bonus Homeworld: Mandalorians had a particularly unique role
to Survival. in galactic history as legendary warriors, and could be
Nature Affinity: Ithorians love of nature gives them commonly found not only on the Mandalorian homeworld of
a +2 racial bonus to Life Science and decreases the Mandalore and its moon, Concordia, but across Mandalorian
DC to identify creatures with Life Science by 5. Space and the galaxy at large on worlds such as Kalevala,
Krownest, and Concord Dawn.
Languages: As well as Galactic Basic, Mandalorians spoke
Mando'a, whose written form was also known as
Mandalorian.
Example Names: Satine Kryze, Gar Saxon, Pre Vizsla,
Sabine Wren
Adventurers: Mandalorians were some of the most feared
warriors in the galaxy. As prideful warriors, single combat Mirialan
was integral to the culture and spirit of the Mandalorians, Mirialans are a Species of Near-Humans native to the planet
and they had a strong code of honor. Mandalorians adventure Mirial. They are devoted and skillful people who have long
for the same reasons as most humanoid races, though they practiced a religion centering on an understanding of The
do so with a tenacity. Mandolorians are often Operatives or Force through individual actions shaping destinies. They are
Soldiers, though some do become Envoys. easily spotted by their traditional geometric pattern tattoos
which indicate when a Mirialan has completed a specific task
or achieved a goal.
RACIAL TRAITS
Species Characteristics
Ability Adjustments: +2 to any 1 Ability Personality: Mirialans are a focused race, spending their
Hit Points: 4 time perfecting whatever path they choose to pursue.
Size and Type: Mandalorians are Medium humans Mirialans also tend to be determined individuals, rarely
with the Mandalorian subtype. backing down from their decisions once they have made
Armor Savant: Mandalorians use armor in a way that them.
complements their physique. When wearing armor, Physical Description: Mirialans appear very similar to
they gain a +1 racial bonus to AC. When they’re stock Humans save that their skin color ranges from yellow-
wearing heavy armor, their armor check penalty is green to more human coloration and can at times show as a
1 less severe than normal. pale blue-green. Their eyes are usually blue or green, with
Weapon Familiarity: Mandalorians are proficient orange more rarely; and their hair is typically black or brown.
with small and longarm weapons and gain weapon They average the same heights as Humans, though they tend
specialization with those at 3rd level. to be slightly lighter and they have lifespans comparable to
Bonus Feat: Mandalorians gain a bonus feat at 1st Humans.
level. Homeworld: The planet of Mirial, a frigid desert world in
the Outer Rim. Mirial has repeatedly left The Republic
throughout history, notably jointing the Sith Empire during
the Jedi Civil War and the Confederacy of Independent
Systems during the Clone Wars.
Languages: Mirialans practice their own intricate
language of Mirialan.
Example Names: Bariss Offee, Luminara, Unduli, Arwen
Cohl, Hylo Visz, Fortris Gall, Teela Kaarz
Adventurers: Mirialans adventure for the same reasons as
most humanoid races, though they do so with a tenacity not
found in most Species. Mirialans are often Operatives,
though some do become Soldiers. Mirialans have long
practiced a primitive Force-based religion, and some have
taken the mantle of Jedi. Mirialan Jedi are often renowned for
their skill and their dangerous agility in combat.

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Int
Hit Points: 4

Size and Type: Mirialans are Medium humanoids


with the Mirialan subtype.
Disciplined: Mirialans receive a +1 racial bonus to
Will saving throws. This bonus increases to +3
against fear effects.
Heightened Spiritually: Mirialans receive a +2 racial
bonus to Mysticism. In addition, they receive a +2
racial bonus to caster level checks to overcome
Spell resistance.
Mirialan swiftness: Mirialan move faster than other
humanoids, they have a base speed of 35 feet.
RACIAL TRAITS
Ability Adjustments: +2 Int, +2 Wis, -2 Con
Hit Points: 2

Size and Type: Mon Calamari are Medium


humanoids with the Mon Calamari subtype.
Amphibious: Mon Calamari may breathe underwater
without penalty and never suffer movement
penalties for traveling through water.
Expert Swimmer: An Mon Calamari gains a swim
speed of 50 feet and Athletics DCs are decreased
by 5 when swimming. In addition, a Mon Calamari
can take 10 on an athletics check when swimming
even while distracted or threatened.
Weathered: Mon Calamari have cold resistance 5,
which stacks with one other source of cold
resistance.

Mon Calamari
Amphibious land-dwellers, the Mon Calamari share their
Outer Rim homeworld with the aquatic Quarren. They tend
to be soft-spoken but vigorously defend causes that inspire
them. Mon Calamari suffered under great oppression under
the Galactic Empire; thus, it was one of the first worlds to
declare support for the Rebel Alliance.
Mon Calamari are widely recognized for their keen
analytical and organizational abilities, and they have
developed a reputation as being among the foremost ship
designers in the galaxy. They see everything they create as a
work of art, not just a tool or weapon.
Species Characteristics
Personality: Creative, quiet, and inquisitive, the Mon
Calamari are dreamers who cherish peace, but aren't afraid
to fight for the causes they believe in.
Physical Description: The average Mon Calamari stands
1.8 meters tall. They have high-domed heads, large eyes, and
smooth, mottled skin.
Homeworld: The watery world of Mon Calamari.
Languages: The Mon Calamari can speak, read, and write
both Mon Calamarian and Basic. Most tend to also learn
Quarrenese as well.
Example Names: Ackbar, Bant, Cilhal, Ibtisam, Jesmin,
Oro, Perit, Rekara.
Adventurers: Mon Calamari seek their dreams among the
stars. They are idealistic and daring, often attaching
themselves to causes that seem hopeless or lost right from
the start. They strive to prove that even thinkers and Nautolan
dreamers can be brave and daring when the need arises. Nautolans are one of the sentient Species native to the planet
Glee Anselm. Their language, Nautila, evolved underwater
and is heavily tied to pheromones. Out of water, Nautila loses
much of it's meaning. As a result, Nautolans learn another
language, typically either Basic or Anselmian, the language of
the Anselmi people, who are native to Glee Anselm's land
masses.
Even though they are aquatic, Nautolans have little difficulty
living in climates that would be uncomfortable for other
amphibians. They are a hardy Species, due in part to the
extra cartilage that supports their skeletal structures. Given
their aquatic origins, they are excellent swimmers.
Species Characteristics
Personality: Nautolans are loyal and steadfast companions.
They wear their moods on their proverbial sleeves,
expressing both joy and despair with equal zeal. Though
polite and civilized under most circumstances, Nautolans
tend to reflect the moods of others around them. The tendrils
on their heads sense the pheromones released by others.
This can inadvertently affect a Nautolan's disposition- for
better or for worse. Despite their peaceful nature, Nautolans
are not above defending themselves.
Physical Description: Nautolans have thick green skin
that is covered in dark, mottled spots. Their large, black eyes
allow them to see well in dim light. Each Nautolan's head is
crowned by long, tentaclelike tendrils, which the Nautolan
decorates with leather bands, metal rings, or beaded ties.
Homeworld: The oceanic world of Glee Anselm, located in
the Mid Rim.
Languages: Nautolans speak their native language of
Nautila, an underwater language reliant on pheromones as Quarren
much as sound. Out of water, most Nautolans speak Basic or
Anselmian. The Quarren hail from the distant Outer Rim planet of Mon
Example Names: Hiskar Dorset, Kit Fisto, Ploss Niklos, Calamari, sharing the world with the sentient humanoid
Renko Losa, Pin Mako, Setel Yast. Species of the same name. The Mon Calamari live on the
Adventurers: Nautolans crave adventure and are as likely surface of the world, while the more isolationist Quarren
to be Envoys, Operatives, or Mechanics as they are to be dwell in oxygen-filled cities in the deep recesses of the
Soldiers. There have also been several notable Nautolan Jedi oceans.
and Force Prodigies. Offworld, Quarren generally stay clear of galactic politics.
Instead, they often become involved with shadowy
occupations such as pirates, smugglers, and spy networks.
Many Quarren blame both the Empire and the Rebels (Even
RACIAL TRAITS more than the Mon Calamari) for their homeworld's
Ability Adjustments: +2 Str, +2 Con, -2 Wis devastation during the Galactic Civil War.
Hit Points: 6
Species Characteristics
Size and Type: Nautolans are Medium humanoids Personality: Practical and conservative, Quarren tend to
with the Nautolan subtype. hate change and distrust anyone who displays overt optimism
Amphibious: Nautolans may breathe underwater and idealism.
without penalty and never suffer movement Physical Description: The average Quarren stands 1.8
penalties for traveling through water.
Nautolan Movement: A Nautolan has a base speed
meters tall. They have leathery skin and heads that resemble
of 40 feet and a swim speed of 30 feet.
four-tentacled squids, hence the name "Squid Head"
Natural Athlete: Nautolans receive a +2 racial bonus sometimes used by others.
to athletics. Homeworld: The watery planet Mon Calamari.
Weathered: Nautolans have cold resistance 5, Languages: Quarren speak, read, and write Quarrenese
which stacks with one other source of cold and Basic. They tend to also learn Mon Calamarian as well.
resistance. Example Names: Kelmut, Seggor, Tessek, Tsillin, Vekker,
Vuhlg.
Adventurers: Quarren leave their homeworld to escape
their dependency on the Mon Calamari. They tend to seek
out the fringes of society, operating as Operatives or Envoys
in criminal organizations.
Rodian
RACIAL TRAITS Rodians hail from the Tyrius star system in the Mid Rim,
their homeworld humid and choked with heavy rain forests
Ability Adjustments: +2 Str, +2 Con, -2 Charisma teeming with dangerous life forms. In this hostile
Hit Points: 6 environment, the Rodians evolved into brutal hunters and
Size and Type: Quarren are Medium humanoids killers to survive. As a result, Rodian culture centers around
with the Quarren subtype. the concept of "The Hunt." Their art glorifies violence and the
Amphibious: Quarren may breathe underwater art of stalking prey. The more intelligent and dangerous a
without penalty and never suffer movement hunter's prey, the more honorable the hunt. Rodians have
penalties for traveling through water. numerous annual festivals that exists solely to honor such
Expert Swimmer: An Quarren gains a swim speed of activities.
50 feet and Athletics DCs are decreased by 5 when Since joining the rest of the galaxy's spacefaring Species,
swimming. In addition, a Quarren can take 10 on the Rodians have come to view bounty hunting as the most
an athletics check when swimming even while honorable profession in existence, and many have found
distracted or threatened. Conditional Bonus Feat: great success in this field.
Adept traders and negotiators, Quarren with
Diplomacy as a Trained Skill gains Skill Focus
(Diplomacy) as a bonus Feat.
Species Characteristics
Personality: Rodians tend to be violent, tenacious, and
dedicated.
Physical Description: Rodians are humanoid, with
multifaceted eyes, a tapered snout, and deep green skin, the
average Rodian stands 1.6 meters tall.
Homeworld: The industrial world of Rodia.
Languages: Rodians speak, read, and write both Rodese
and Basic, and many learn to speak Huttese as well.
Example Names: Andoorni, Beedo, Chido, Doda, Greedo,
Greeata, Kelko, Navik, Neela, Neesh, Wald.
Adventurers: Rodian adventurers leave their homeworld to
improve their skills, hoping to one day return and claim the
title of Hunt Master. To this end, they take on roles that allow
them to flex their hunting skills and increase their battle
prowess, most commonly working as bounty hunters or
mercenaries as Soldiers.

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Cha
Hit Points: 4

Size and Type: Rodian are Medium humanoids with


the Rodian subtype.
Survivalist: Rodians receive a +2 racial bonus to
Survival and Perception.
Expert Tracker: Rodians decrease the DC of any
Survival skill check made to track by 5.
Low Light Vision: Rodians can see in dim light as if
it were normal light.
Skilled: Rodians gain an additional skill rank at 1st
level and each level thereafter.
Adventurers: Sullustan adventurers enjoy exploring the
galaxy, conducting business as Envoys, and pulling pranks as
Operatives to see how others react. They are inquisitive and
love to discover things through personal experience,
sometimes being a bit reckless.

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Con
Hit Points: 2
Size and Type: Sullustans are Medium humanoids
with the Sullustan subtype.
Darkvision Sullustans can see up to 60 feet in the
dark.
Natural Climber: Sullustans gain a +2 racial bonus to
athletics. They have a climb speed of 15 feet. In
addition to this, they may choose to take 10 on
athletics checks when climbing even when
distracted or threatened.
Heightened Awareness: Sullustans receive a +2
racial bonus to Perception skill checks.

Sullustan
To survive the natural perils of their harsh, volcanic
homeworld, the Sullustans evolved in the planet's numerous
caves. They prefer to dwell underground, constructing highly
advanced cities of such great beauty that wealthy sightseers
come from all over the galaxy to visit them. Living
underground helped the Sullustans to develop acute senses,
and they are renowned for their navigational and piloting
skills.
This friendly, gregarious species enjoys interacting with
unique, unusual, and interesting beings. When Old Republic
scouts first visited their homeworld, the Sullustans quickly
embraced galactic civilization. The Sullustan manufacturing
company SoroSuub is one of the largest non-Human-owned
interstellar corporations in the galaxy. In fact, the company
was so powerful that it has become the official government of
Sullust, and more than half the plant's population is on it's
payroll.
Species Characteristics
Personality: Sullustans tend to be pragmatic, pleasant, and
fond of practical jokes.
Physical Description: Sullustans are humanoid with large Togruta
eyes, big ears, and jowls. The average Sullustan stands 1.5
meters tall. Togruta are natives of the planet Shili, a world of dense
Homeworld: The volcanic, technological world of Sullust. forests, wild scublands, and ever-growing urban areas. The
Languages: Sullustans speak, read, and write Sullustese most striking features of Togruta are their brightly colored
and Basic. horns, head, head-tails, and skin. These patterns serve as a
Example Names: Aril Nunb, Dllr Nep, Nien Nunb, Sian sort of camouflage that helps them stalk prey through the red
Tevv, Syub Snunb. and white, meter-tall turu-grass of the scrublands.
Togruta are natural pack hunters and work effectively in large
groups. Individualism is generally discouraged, but despite
this fact, most Togruta leaders gain power and prestige
through expressions of individuality.
Outsiders often believe that Togruta are venomous.
Although no one knows how the rumor was started, Togruta
do use their sharp incisors to kill one of their favorite meals,
the small, rodentlike Thimiars.
Species Characteristics
Personality: Togruta are social, outspoken, perceptive, and
attentive. They prefer to work in groups and are adept at
complex social interaction within a known group.
Physical Description: A Togruta has an oval face flanked
by striped, curved horns and a long head tail. Elaborate red
and white patterns adorn the face, while a Togruta's body and
limbs display red and white strips.
Homeworld: Shili in the Expansion Region, a planet
featuring small communities within dense forests and hidden
valleys.
Languages: Togruta are taught their species language of
Togruti, and most later learn Basic.
Example Names: Ashla, Raana Tey, Codi Ty, Creev Zrgaat,
Dyani Zaan, Jir Taalan, Qusak Laal, Shaak Ti, Vika Saaris,
Ahsoka Tano.
Adventurers: Strong-willed, highly independent Togruta
leave their homeworld to "Hunt among the stars." Togruta are
often Envoys, Operatives, or Soldiers, or may become Force
Prodigies, but can belong to any Class.
Trandoshan
The reptilian Trandoshans are known for their great strength,
RACIAL TRAITS and warlike natures. Many of these beings dedicate
Ability Adjustments: +2 Dex, +2 Cha, -2 Con
themselves to martial training, and some follow the path of
Hit Points: 4 the hunter on their native world. A few have even become
renowned (Or infamous) bounty hunters in galactic society.
Size and Type: Togrutas are Medium humanoids Trandoshans have a long-standing enmity with Wookiees, and
with the Togruta subtype. the two Species have fought often over the centuries.
Communalism: Togrutas are used to working with Trandoshans (Who refer to themselves as "T'doshok") have
others as part of a team. Once per day, as long as supersensitive eyes that can see into the infrared range. They
an ally is within 10 feet, a shirren can roll a single shed their skin several times in the span of their lives and can
attack roll or skill check twice and take the higher even regenerate lost limbs, but their clawed hands have
result. difficulty with fine manipulation of objects.
Pack Instinct: When performing an aid another,
covering fire, or harrying fire action, Togrutas grant
that creature a +4 bonus instead of a +2.
Species Characteristics
Cooperative: Togrutas spend much of their lives in
Personality: Violent, brutal, and driven, Trandoshans love to
close contact with one another, learning to predict compete but can show compassion and mercy as the
their neighbors’ reactions and coordinate their situation warrants.
actions. A Togruta gains a +2 bonus to skill checks Physical Description: Trandoshans range from 1.8 to 2.1
for the aid another action and to attack rolls to meters tall. Their scaly hides offer additional defense against
provide harrying fire. attacks.
Keen Senses: Togrutas receive a +2 racial bonus to Homeworld: The jungle world of Trandosha.
Perception skill checks. Languages: Trandoshans speak, read, and write both Dosh
and Basic.
Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk.
Adventurers: A Trandoshan adventurer craves the thrill of
battle. Some leave Trandosha to become bodyguards or
mercenaries. Others set out to find new places to hunt and
explore. A few use their warrior traditions to become
Soldiers, some even developing into Bounty Hunters as time
goes by.
RACIAL TRAITS Twi’lek
Ability Adjustments: +2 Str, +2 Con, -2 Dex From the dry, rocky world of Ryloth, Twi'leks have made a
Hit Points: 6 place for themselves along the Galaxy. These tall, thin
humanoids include a variety of distinct subraces, but all are
Size and Type: Trandoshans are Medium humanoids instantly recognizable by the tentacular "Head-Tails" (Called
with the Trandoshan subtype. Lekku) that protrude from the backs of their heads.
Regeneration: Trandoshans regain hit points
naturally at twice the normal rate (2 hit points per
Sly, calculating beings, Twi'leks prefer to avoid trouble and
character level with 8 hours rest or 4 hit points per
stick to the shadows until an opportunity to act without
character level with 24 hours rest). They can undue danger to themselves presents itself. Their
regrow limbs, but takes a month. entrepreneurial spirit frequently leads them to positions of
Natural Weapons: Trandoshans are always influence, and Twi'lek corporate executives and ambassadors
considered armed. They can deal 1d3 lethal are no less common than unscrupulous Twi'lek freighter
damage with unarmed strikes and the attack captains and crime lords.
doesn’t count as archaic. Trandoshans gain a
unique weapon specialization with their natural Species Characteristics
weapons at 3rd level, allowing them to add 1–1/2 Personality: Twi'leks are calculating, pragmatic, and
× their character level to their damage rolls for charismatic people. Generally, they try to avoid being swept
their natural weapons (instead of just adding their up in open conflict, preferring instead to duck into the
character level, as usual). shadows where they can observe, plan, and prepare to profit
Natural Armor: Trandoshans have thick scales that from the outcome.
provide a +1 racial bonus to AC.
Low-Light Vision: A Trandoshans can see in dim
Physical Description: Twi'leks are humanoids with long
light as if it were normal light.
head-tails. The average Twi'lek stands between 1.6 and 2
meters tall, with skin tones ranging between white, green,
blue, red, and orange, as well as a variety of others.
Homeworld: The rocky world of Ryloth.
Languages: Twi'leks speak, read, and write Ryl and Basic.
They can also communicate with one another using their
Lekku (A form of sign language). Many others also learn
Huttese.
Example Names: Bib Fortuna, Deel Surool, Firith Olan,
Koyi Komad, Lyn Me, Oola, Tott Doneeta.
Adventurers: Twi'lek adventures generally prefer to work
behind the scenes as Operatives, letting others stand in the
full light of day. Many wind up in businesses (Whether legal
or illegal), performing as entertainers, or even serving as
diplomats as Envoys.

RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Cha, -2 Wis
Hit Points: 4

Size and Type: Twi’leks are Medium humanoids


with the Twi’lek subtype.
Desert Stride: Twi’leks can move through
nonmagical difficult terrain in deserts, hills, and
mountains at their normal speed.
Survivor: A Twi'lek can go without water for 3 days
plus a number of hours equal to her Constitution
score before needing to attempt Constitution
checks to avoid nonlethal damage. They also gain a
+3 racial bonus to resist disease and poisons.
Low-Light Vision: Twi’leks can see in dim light as if
it were normal light.
Persuasive: Twi’leks receive a +2 racial bonus to
Diplomacy and Bluff checks.
Species Characteristics
Personality: Weequay are bullying, brooding, and
superstitious by nature, Their culture does not assign names
to individuals, as all Weequay are considered to be part of the
same whole. They maintain a sinister silence, refusing to
speak in the presence of non-Weequay, preferring instead to
use trusted intermediaries to do their talking for them. Those
raised apart from traditional values find their own voices and
seldom integrate well back into Weequay society.
Physical Description: Weequay are humanoids with thick,
leathery skin that ranges in color from tan to dark brown.
Their faces are lipless, with flat noses and a well-defined frill
along each of their jowls. Males grow their black hair into
long braids, while females are bald.
Homeworld: The arid planet of Sriluur in the Outer Rim.
Languages: A Weequay relies on pheromones to
communicate with other members of his or her tribe.
Communication between tribes involves the spoken language
of Sriluurian, which consists of whispers, hisses, and throaty
mumbles. Written Sriluurian involves a multitude of complex
hieroglyphics and pictograms.
Example Names: Weequay do not take names within their
own society, though members of other Species often give
individual Weequay nicknames. Examples of such monikers
include: Adazian Liebke, Ak-buz, Ak-rev, Diergu-Rea
Duhnes'rd, Fyg, Grimorg, Labansat, Nort Toom, Plaan, Que-
Mars Redath-Gom, Solum'ke, Sora Bulq, and Tas Kee.
Adventurers: Weequay are so attached to their tribes that
it is rare for an individual to venture into the galaxy alone. It
is far more common for bands of like-minded Weequay to ply
their martial skills and propensity for violence as a group.
Their quiet nature and ability to work as a team make them
particularly attractive to the Hutts and various criminal
syndicates as guards and enforcers. Thus, Weequay
Operatives and Soldiers are quite common.

RACIAL TRAITS
Weequay Ability Adjustments: +2 Dex, +2 Con, -2 Int, -2 Cha
The Weequay are well-known throughout the galaxy for their Hit Points: 4
violent tendencies and lack of individuality. Deeply spiritual,
they worship a broad pantheon of deities, the most senior of Size and Type: Weequay are Medium humanoids
which is known as Quay. Zealous Weequay perform ritual with the Weequay subtype.
sacrifices in Quay's honor, at times resorting to murder. Such Survival Instinct: Weequay have learned to survive
incidents have done little to dispel their violent reputation. the harsh conditions on Sriluur. A Weequay
receives a +2 racial bonus to Survival. Natural
Each Weequay carries a spherical totem through which Armor: Weequay posses a thick, leathery hide that
Quay allegedly speaks. The totem is used in times of great provides a +1 racial bonus to AC. A Natural Armor
need to guide the Weequay, providing spiritual answers to bonus stacks with an Armor bonus to KAC and
individual questions. In practice, the Weequay asks a EAC. Pheromones: Weequay communicate silently
question, shakes the device, and waits for the answer to with other members of their tribe by emitting
appear. A Weequay treats the totem's advice seriously and complex pheromones. This form of
becomes angry and violent is such advice is questioned or communication has a maximum range of 100 ft.
ridiculed. Species with the Scent ability can detect Weequay
Male Weequay ply the galaxy as thugs, mercenaries, and pheromones by smell, but this does not allow them
hired assassins, while female Weequay rarely, if ever, leave to understand what the Weequay are
Sriluur. A Male Weequay who leaves Sriluur grows and communicating.
cultivates a long braid, which is then shorn off upon his
return to the homeworld in celebration. Weequay who are
born off-world or adopted into other societies at an early age
often develop more individualistic personalities than their
deep-rooted cousins.
RACIAL TRAITS
Ability Adjustments: +4 Str, +2 Con, -2 Dex, -2 Wis
Hit Points: 6
Size and Type: Wookiees are Medium humanoids
with the Wookiee subtype.
Extraordinary Recuperation: Wookiees regain hit
points naturally at twice the normal rate (2 hit
points per character level with 8 hours rest or 4 hit
points per character level with 24 hours rest).
Wookie Rage: Once per day, a Wookie can fly into a
rage that gains +2 racial bonus on attacks and
damage for melee attacks, -2 to AC, and 2
temporary hit points per character level. The Rage
lasts until the end of the encounter. A Wookie can
end the rage as a free action, and after the rage
ends is fatigued until they take a rest to recover
stamina points.
Natural Climber: Wookiees gain a +2 racial bonus to
athletics. They have a climb speed of 15 feet. In
addition to this, they may choose to take 10 on
athletics checks when climbing even when
distracted or threatened.

Wookiee
Wookiees are widely recognized as one of the strongest and
fiercest intelligent Species in the galaxy. Wookiees have many
customs and traditions that revolve around honor and loyalty,
including the special bond called the honor family and the
sacred pledge called the Life Dept. A Wookiee never uses his
or her climbing claws in combat; doing this is considered
dishonorable and a sign of madness.
Species Characteristics
Personality: Wookiees tend to be honorable, rash, loyal, and
short-tempered.
Physical Description: Wookiees are large furry bipeds,
ranging in height from 2 to 2.3 meters.
Homeworld: The forest world of Kashyyyk.
Languages: Wookiees speak Shyriiwook, consisting of
complex grunts and growls. They understand Basic but lack
the ability to speak it.
Example Names: Chewbacca, Gorwooken, Groznik, Low-
bacca, Ralrra, Rorworr, Salporin.
Adventurers: Wookiee adventurers usually start out as
wanderers or explorers, but some find this path by forming
an honor family with (Or owning a Life Dept to) other
adventurers.
Zabrak
The Zabrak are an early spacefaring race distinguished by
patterns of vestigial horns on their heads. Zabrak hail from
many worlds and have been spacefarers for so long that they
define themselves and each other according to their colony of
origin.
The harshness of Iridonia, their homeworld, forged in the
Zabrak an iron will to survive. Driven to escape their world,
they sought to obtain the knowledge of space flight. When
Duros scouts began exploring the Mid Rim Territories, they
encountered Zabrak in eight sovereign colonies in five
different systems. Though subjugated under the harsh rule of
the Empire, the Zabrak colonies eventually regained their
independence.
Zabrak posses a great amount of confidence, and they
believe that there is nothing they can't accomplish. While this
innate attribute could lead to feelings of superiority, most
Zabrak don't look down on others. They believe in themselves
and are proud and strong, but they rarely project any
negativity toward those of other Species.
Species Characteristics
Personality: Zabrak tend to be dedicated, intense, and
focused, sometimes appearing obsessive and single-minded
to other Species.
Physical Description: Zabraks are humanoid,
distinguished by patterns of vestigial horns atop their heads.
The average Zabrak stands 1.8 meters tall.
Homeworld: The barren world of Iridonia, or one of the
eight colonies in the Mid Rim region of space.
Languages: Zabraks speak, read, and write both Zabrak
and Basic.
Example Names: Aagh Odok, Eeth Koth, Kooth Aan.
Adventurers: Zabrak adventurers love to explore the
galaxy. No challenge is too big to deter a Zabrak. They range
from Operatives on distant colony worlds, to Envoy diplomats
and merchants, to Soldiers, and even Jedi.

RACIAL TRAITS
Ability Adjustments: +2 to any 1 Ability
Hit Points: 6

Size and Type: Zabraks are Medium humanoids with


the Zabrak subtype.
Bonus Feat: Zabraks gain a bonus feat at 1st level.
Heightened Awareness: Zabraks receive a +2 racial
bonus to Perception skill checks.
Fearsome Countenance: Zabraks receive a +2 racial
bonus to Intimidate skill checks.
Archetypes
Bounty Hunter
The nature of their work requires Bounty Hunters to
associate with the scum of the universe. You are among the
finest Bounty Hunters in the galaxy, relying on the element of
surprise and your hunter's instincts to catch your prey.
Hunter’s Mark [2nd]
Choose a specific sentient creature that you can identify by
name, alias, or specific identity to be your mark. Once you
defeat your mark, as an action that takes 1 minute, you can
study dossiers and database information about another
individual to be your new mark. You can instead abandon
your mark for a new one without defeating it, but if you do so,
you take a –2 penalty to all skill checks for 1 week. If you have
the Bounty Hunter Theme the penalty lasts for 1d4 days
instead. While hunting that target, you gain a +2
circumstance bonus to Perception checks against your target Force Adept
and a +2 circumstance bonus to Survival checks when you The Force Adept is strong in the Force, but follows a different
Track your target. You also ignore the penalty for making path from that of the Jedi. To the Force Adept, the Force is
ranged attacks against the target within your second range more mysterious and more supernatural, and the aid it
increment. provides has a magical quality. A Force Adept comes from a
different tradition, with different beliefs and codes of conduct
Ruthless Negotiator [4th] from those of the Jedi. This Archtype benefits from using the
Once per day, when haggling over the price of a bounty, you materials in the Jedi Class document.
can reroll your Diplomacy check, keeping the better result.
Force Intuition [2nd]
Debilitate Target [6th] You learn 2 Force Powers and gain a Force Rating of 1. All
When you hit an opponent you've designated as your Hunter's Force powers you learn draw from the same pool of uses
Mark (See Hunter's Mark, above) with a ranged or melee which starts at three times per day. They Force powers are
attack, you can spend 1 Resolve Point to inflict a debilitating considered a Spell-Like ability, using your character level as
effect on that enemy until the beginning of your next turn. your caster level and the key ability score is Charisma.
You can choose to make the target deafened, flat-footed, or off-
target, or to reduce its speeds by half (to a minimum of 10 Force Power Adept [4th]
feet). The target can negate this effect with a successful The DC of Force Powers you cast increases by 1. At 11th
Fortitude save (DC = 10 + half your character level + your level, the DC of your Force Powers instead increases by 2,
Dexterity modifier). If you have the Debilitating Trick or and at 17th level, the DC of Force Powers you cast instead
Debilitating Attack class abilities the DC of those attacks are increases by 3. Your pool of uses increases by 2.
reduced by 2 instead.
The Force is my Ally [6th]
Nowhere to Hide [9th] You can use a Force Power as a move action. You can spend
You may spend a Resolve Point to reroll any Diplomacy 2 Resolve Points to cast a quickened Force Rating 0 power or
checks made to Gather Information on your Hunter's Mark, 4 Resolve Points to use a quickened Force Rating 1 power.
but you must accept the result of the reroll, even if it is worse. You can quicken only Force Powers with a casting time of 1
full action or shorter. At 16th level, you can spend 6 Resolve
Indomitable [12th] Points to use a quickened Force Rating 2 power. Your pool of
This ability applies only to an opponent you've designated as uses increases by 2.
your Hunter's Mark (See Hunter's Mark, above). You receive a
+2 bonus on saves against any attack originating from that Deepened Sensitivity [12th]
target. Your connection to the Force has deepened so significantly
that you are sensitive to even more subtle currents. You gain
+1 to you force rating, showing your further sensitivity to the
Force. Your pool of uses increases by 2.
Imperial Inquisitor Mandalorian Warrior
The Imperial Inquisitors are a special group of Dark Jedi who The Mandalorians are talented and ferocious warriors. Their
work for the Empire. Trained to hunt down and destroy the skillful training, warrior culture, and advanced combat
remaining Jedi whenever they are found, Imperial Inquisitors abilities make them formidable foes in any era. The following
are steeped in the lore of the Dark Side. A character must be Talents are particularly suited to the Knights of the Old
a member of the Imperial Inquisitors and have a Dark Side Republic era.
Score of 1+ to take this Archetype. This Archtype benefits
from using the materials in the Jedi Class document. Armored Mandalorian 2nd
Force Interrogation 2nd Mandalorians wear armor constantly and are routinely
making improvements to upgrade their armor. You reduce the
When you deal damage to one or more creatures by using a Dexterity penalty by 1 and gain an extra Armor Upgrade slot
Force Power, you can immediately make a Intimidate check for any armor you wear. In addition to this, in typical
as a Swift Action to Demoralize a single target you damaged. settlements, you can find and purchase armor upgrades with
an item level up to your character level +2.
Inquisition 4th
You are particularly adept at dealing with Force-sensitive Mandalorian Advance 4th
foes. You gain a +1 bonus on attack rolls and deal +4 damage Mandalorians know how to move on the battlefield whether it
against targets that have a Force Rating of 1 or higher. is in heavy armor or with a jetpack. You choose one feat:
Opening Volley or Jetpack Training. You gain this as a bonus
Cower Enemies 6th feat.
When you use the Intimidate Skill to Demoralize, you can Mandalorian Glory 6th
Intimidate all targets in a 30 foot cone instead of Intimidating
a single target. All other limitations to the Intimidation Skill Above everything else, Mandalorians fight for glory in battle.
still apply. Once per encounter, when you reduce an opponent's hit
points to 0, you gain a +5 morale bonus on your next attack
Unsettling Presence 9th during the same encounter.
You can spend a Resolve Point as part of an attack or as a Mandalorian Ferocity 9th
move action to create an aura of unsettling discomfort
around you. Anyone entering within a 30 radius of you must Mandalorians can be ferocious fighters. Select one Weapon
make a Will Save DC equal to 10 + half your level + your Group or Special Weapon you are proficient with; once per
Charisma modifier. On a failed save, that target is Shaken encounter, when making more than one attack in a round, you
while within the aura up. This aura lasts for the remainder of can add +2 damage to each successful hit with the selected
the encounter and essentially works like frightful presence. weapon group or Exotic Weapon.
Military Officer
Officers study old battles, looking for historical examples of
good military tactics. You are an expert at leading troops into
battle, and using the battlefield to your advantage. Field Tactics 9th
You know how to use existing terrain to your best advantage.
Thorough Assessment 2nd Using a Move Action, you can make a Culture check to recall
You understand culture as a way to study of military tactics, knowledge of tactics with a DC equal to the 10 + the
warfare, and opponent cultural weaknesses. You gain Culture encounter CR. If the check succeeds, you and all allies within
as a class skills. If this skill is already a class skill for you (or 60 feet of you can use whatever cover is available to gain a +2
becomes a class skill) from a source other than this bonus to cover AC and reflex saves (this bonus stacks with
archetype, once per day you can choose to roll a check with their current cover). Allies must be able to hear and
Culture twice and take the best result. Additionally, when you understand you to gain this benefit, and the bonus lasts until
succeed on a knowledge check with any skill in which you are the start of your next turn. This ability provides no benefit to
trained, you learn one more useful piece of information about anyone who doesn't have cover. This is a Mind-Affecting
a creature, terrain, vehicle, world, star system, etc. than effect. At level 14, this can be used as a swift action.
normal. At level 11, you learn two more pieces of useful
information than normal. Outmaneuver 12th
An Officer learns to counter the tactics of their enemies. As a
Coordinate 4th Standard Action, you can make a Culture check to recall
An officer with this ability has a knack for getting people to knowledge of tactics with a DC equal to the 15 + the
work together. When you use Coordinate as a Standard encounter CR. If the check succeeds, opponents in your line
Action, all allies within your line of sight grant an additional of sight lose all competence, insight, and morale bonuses on
+1 bonus when they use the Aid Another Action until the start attack rolls, as well as any bonuses to AC, until the start of
of your next turn. The bonus granted by the coordinate ability your next turn. If one or more enemy Officers are within your
increases by 1 every four levels. line of sight, the highest level Officer among them can
attempt to Oppose your Culture check as a Reaction. If their
Tactical Savvy 6th Skill Check result is higher than yours, your attempt to
Outmaneuver your opponents fails.
When an ally whom you can see spends a Resolve Point to
activate an ability, as a Reaction you can make a Culture
check to recall knowledge of tactics with a DC 15. If the
check succeeds, you can spend an additional Resolve Point to
reduce the cost of the allies by 1 Resolve Point (minimum 0).
This ability refreshes whenever you take a 10-minute rest to
recover Stamina Points and after an 8-hour rest to recover
Resolve Points.
Rebel Recruiter Squadron Leader
You have learned that many enemies can be considered You are an expert at leading a squadron of smaller Vehicles
potential allies instead. You can recognize the telltale signs of into combat as a unit.
a potential ally, and, rather than killing your enemy, you can
bring him or her over to your side. Field Commander 2nd
Inspiring Rhetoric 2nd You can form a squadron that includes any Airspeeder,
Starfighter, or Space Transport you pilot, plus a maximum
You gain Diplomacy as a class skills. If this skill is already a number of Vehicles equal to your half your level plus your
class skill for you (or becomes a class skill) from a source Charisma modifier (Minimum one other Vehicle). Vehicles
other than this archetype, once per day you can choose to roll must be able to communicate with you to gain the benefits of
a check with Diplomacy twice and take the best result. your Squadron Leader abilities, and you must designate
Additionally, when you use diplomacy to sway crowds or which Vehicles are in your squadron at the beginning of your
individuals to your cause decrease the check by 5. first turn as a Free Action. All vehicles in your squadron must
be a tier equal to or less than your vehicle. During a battle, as
Recruit Enemy 4th long as the action only involves speech, you may take a
Once per encounter, when you deal damage to a living Captain action during any phase that you also take a Pilot or
creature that is equal to or greater than the target's current a Gunnery action. If your role is solely that of Captain, the DC
Hit Points (That is, when you deal enough damage to kill the of any Captain actions you take are reduced by 2.
target), you can use this ability. Make a Diplomacy check with Form on Me 4th
a DC equal to either 10 + your opponent’s total Diplomacy
skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is Attempt a Piloting check (DC = 15 + 1–1/2 × your starship’s
higher. On a successful result, instead of dealing full damage, tier) on a successful check, until the end of your next turn, the
you deal half damage to the target. In addition, the target target does not gain the benefits of any evasive stunts, and the
becomes your ally, and it's Attitude toward you immediately squadron does not suffer any penalties.
shifts to Helpful. The target fights on your side until the end
of the encounter, at which point it departs (Or, if the GM Combined Fire 6th
wishes, the target might become your ally permanently and As a Swift Action, you designate a single creature, Vehicle or
join your party). Anyone Hostile to you becomes Hostile to the object within your line of sight as the target of Combined
target. This is a Mind-Affecting effect. If the target is a higher Fire. When using the Combined Fire Action against that
level than you, it gains a +5 bonus to it's Will Save. Enemies target, Vehicles in your squadron gain a +2 bonus on their
that cannot be bribed, blackmailed, or seduced (Such as attack rolls. You can grant this bonus by succeeding at a
Stormtroopers) are immune to this effect. Diplomacy check (DC 15). You may have only one target
Bolstered Numbers 6th designated at a time.
Whenever you successfully use Recruit Enemy on a target, It's a Trap! 9th
you and all allies within line of sight gain a +2 morale bonus You are skilled at sensing the plans of enemy naval Officers,
to attack rolls until the end of the encounter. and counteracting them. Once per encounter as a Reaction,
Team Recruiting 12th you can spend 2 Resolve Points to grant the Pilot of any
single Vehicle within line of sight (Including a Vehicle you are
You can use Recruit Enemy whenever you or an ally would commanding) an immediate Move Action.
deal enough damage to kill a target, instead of only when you
do. Master Starhopper 12th
You adept at making astrogation calculations, you reduce the
time it takes to astrogate by one step. For example the usual
10 minutes it takes to make an astrogate check is reduced to
1 minute. In addition to this, you may spend 1 Resolve Point
to reduce the DC of the check to astrogate by 5.
Fleet Tactics 18th
As a Captain action, you may designate a single Vehicle as
the target of a large-scale assault. If you succeed on a
Diplomacy check (DC = 15 + 1–1/2 × your starship’s tier), all
allied Gunners within you squadron deal +4 additional
damage to the target with each successful ranged attack until
the start of your next turn. This is a Mind-Affecting effect.
New Feats
Bad Feeling (Combat) Jetpack Combat Maneuvers (Combat)
Benefit: You can always take a move action during a surprise Prerequisite: Jet pack training and Acrobatics Rank 5
round, even if you are surprised. If you are not surprised, you Benefit: Gain a +2 circumstance bonus to a combat
can take this move action in addition to any other actions you maneuver (this applies to bull rush, disarm, sunder, or trip
are normally allowed to take in the surprise round. combat maneuvers) when you spend one charge of your
jetpack. When you use this feat, you take a –2 penalty to your
Burst Fire (Combat) Armor Class until your next turn.
Prerequisite: Weapon Proficiency (Longarms or Heavy
Weapons) Jetpack Training
Benefit: When using a ranged weapon with the Automatic Prerequisite: Acrobatics Rank 2
special property, and that you are Proficient with, you may Benefit: You always use the proper trajectories to maximize
fire a short burst as a standard action against a single target. the efficiency of your rocket-pack burn rates. You gain a +2
You take a cumulative -5 penalty on your attack roll, but deal bonus to acrobatics when hovering and changing from
extra damage equal to the item’s level. normal flight to cruising flight or vice versa is a move action
Special: Firing a Burst expends 5 charges, and can only be for you.
done if the weapon has at least 5 charges remaining. Normal: Changing from normal flight to cruising flight or
vice versa is a standard action.
Charged Bolts (Combat)
Benefit: When using a weapon with the boost ability you Priming Shot (Combat)
know how to get the most out of that weapon. Boosting in Benefit: When you take the attack or full attack action with a
this way expends charges from the weapon equal to double ranged weapon, you can take a –2 penalty to your attack roll.
its usage value. This adds an extra amount of damage equal If you hit, the next missile, rocket, or grenade you use gets a
to half the item’s level. +2 circumstance bonus to attack.
Droid Hunter (Combat) Rapid Reload (Combat)
Benefit: While wielding a weapon with which you are Benefit: You can retrieve a stored Energy Cell or ammo for a
proficient, you gain a +2 bonus on damage rolls against weapon that weighs 1 bulk or less and reload that weapon as
enemies with the technological subtype, or +4 if you are a single Swift Action.
using a weapon that has the lockdown special property. Normal: You can only reload as a move action unless
otherwise specified.
Echani Martial Arts (Combat)
Prerequisite: Base Attack Bonus +3, Improved Unarmed Rapid Shot (Combat)
Strike Prerequisite: Base Attack Bonus +4, Proficient with ranged
Benefit: You have trained the Echani style of martial arts. weapon
Your unarmed strikes deal lethal damage, don’t count as Benefit: You can make two quick shots with a ranged weapon
archaic, and gain a unique weapon specialization that adds 1- as a single attack. When using a ranged weapon with which
1/2 × character level to damage. you are proficient, you may fire two shots as a standard
action against a single target. You take a -5 penalty on your
Flash and Clear (Combat) attack rolls for both shots. You roll the damage once, but with
Benefit: When you damage a target using a weapon with the two successful attacks all variable, numeric effects are
explode special property, you gain total concealment against increased by one-half.
that target until the beginning of your next turn. Special: Using this Feat fires two shots and can only be done
on if the weapon has sufficient ammunition remaining. If you
Friends in Low Places do not have a Strength score of 13 or higher, increase the
Prerequisite: Trained in Diplomacy penalty to attacks to -6 when using this Feat.
Benefit: Whenever you would acquire a license for a
restricted or military object, you can make a Diplomacy check
with a DC equal to 20 + the item level to gather information
about the item. Reduce the black-market cost of the item by
10%.
Jedi Familiarity
Benefit: Once per encounter, when you are targeted or
affected by a Force power or Force talent originating from an
ally, you gain one temporary Resolve Point, which must be
spent before the end of the encounter or it goes away. The
Force power must benefit you; if the Force power or Force
talent damages you, you do not gain the benefit of this feat.
Force Expertise
Force User Feats Prerequisite: Force Affinity, Character Level 16
Battle Strike (Combat) Benefit: Your Force Rating increases by +1 and the number
Prerequisite: Force Rating 1 of times per day you can use a Force Power increases by 2.
Benefit: You use the Force to enhance your battle prowess. This does not put you above Force Rating 5.
As a standard action, you can make a deadly attack (melee or
ranged), using the Force to guide you. Just before making Force Sensitivity
your attack, attempt a Mysticism check with a DC equal to 20 Prerequisite: Character Level 5
+ your target’s CR. If you succeed at the check, add your Benefit: You learn 1 Force Power and gain a +1 to your Force
Force Rating as a divine bonus to the attack and deal an Rating (this does not put you above Force Rating 2). If you do
additional 1d6 damage per Force Rating. not have a Force Rating yet, your Force Rating is 1. All Force
Special: You can spend a Resolve Point to double your Force powers draw from the same pool and are usable once per day
Rating to attack and add an extra 1d6 to the damage. for every 3 character levels you have starting at level 1. Your
caster level equals your character level and the key ability
Channel Force score for these spells is Charisma.
Benefit: You understand that the Force manifests in many
forms, some magical and some divine. You can draw on this Force Training
magical or divine energy to cast Force Powers with spell slots Prerequisite: Force Sensitivity
you have from any spell casting classes. When casting a Benefit: You learn 2 additional Force Powers. This feat can
Force Power, you may sacrifice a spell slot and to use a Force be taken multiple times, each time you learn 2 new Force
Power of the same level without tapping into your Force Powers.
Power pool.
Minor Force Sensitivity
Force Affinity Benefit: You learn two level-0 Force Powers as a spell-like
Prerequisite: Force Sensitivity, Character Level 8 ability. All Force powers draw from the same pool and are
Benefit: Your Force Rating increases by +1 and the number usable once per day for every 3 character levels you have
of times per day you can use a Force Power increases by 2. starting at level 1.
This does not put you above Force Rating 3.
Mystic Duelist (Combat)
Force Endurance Prerequisite: 1 rank Mysticism, Force Rating 1
Prerequisite: Character Level 5 Benefit: You tap into the force during battle by harnessing
Benefit: You add 3 additional uses to the number of uses in your emotions or being at peace. For attacks made with a
your Force Power pool. melee weapon, you can spend a Resolve Point to add your
Force Rating as a divine bonus to the attack for 1 minute.
This does not stack with any sources that provide bonuses to
attack based on your Force Rating.
New Skill Uses
Computers Mysticism
Improve Access (Trained Only) Force Trance (Trained Only)
As a Full-Round Action, you can make a Computer check to As a Full-Round Action, you can enter a Force Trance with a
adjust the attitude of a computer in order to gain access to it's DC 10 Mysticism check. In this state, you remain fully aware
programs and information. You must be able to communicate of your surroundings. You can emerge from the trance as a
with the computer either through a direct interface or by Swift Action. If you remain in a Force trance for 4
connecting to it through an appropriate network. Apply a consecutive hours, you emerge from the trance fully rested
modifier on the standard Computers check based on the (as though you'd rested for 8 hours). While you're in a Force
computer's current attitude toward you: Hostile +10, trance, you can go ten times as long as normal without air,
Unfriendly +5, Indifferent +0, Friendly -5. On a successful food, or water (see the Endurance skill).
check, the computer's attitude shifts one step in your favor. If
you fail, the computer's attitude does not change. If you fail by Move Light Object (Trained Only)
5 or more, the computer's attitude becomes one step worse
and the computer notifies the computer's administrator of the As a move action, you can use The Force to telekinetically lift
access attempt. A Hostile computer can be dangerous. If the and move a relatively light object within your line of sight. A
computer becomes Hostile or you fail any Computer check successful DC 10 Mysticism check allows you to move an
made to improve access to a Hostile computer, it traces your object weighing up to 1 Bulk a distance of 30 feet in any
exact location, notifies the nearest security personnel, and direction. As a Standard Action, you can use the object as a
activates any additional countermeasures. projectile weapon, but the DC equal to 20 + your target’s CR.
If your Mysticism check succeeds, the object hits and deals
Astrogate (Trained Only) 1d4 points of bludgeoning damage. Using an object as a
projectile weapon is otherwise treated as a ranged attack for
You can plot a safe course through hyperspace. Doing so the purposes of talents and feats that interact with ranged
usually requires 1 to 10 minutes, at the end of which you attacks.
must succeed on a Computer check. Various factors
influence the DC of the check. Moving from a given location Sense Surroundings
to a desired destination through Hyperspace requires a As a Swift Action, you can make a DC 15 Mysticism check to
successful Computer check. Because every object in the ignore the effects of cover and concealment when making
galaxy is constantly in motion, the precise path between two Perception checks to detect or observe targets until the start
locations changes from day to day. of your next turn. Increase the DC by 5 if this ability is used
If the Astrogator uses current data (One day old at most), against targets with Total Cover.
they can plot a safe course. Doing so takes ten minutes and
requires a successful DC 10 Computer check. If an
Astrogator has no data with which to plot a jump through Telepathy
Hyperspace, the base DC for the Computer check is 30, and As a Standard Action, you can establish a telepathic link with
the Astrogator must spend 1 hour calculating coordinates a distant creature. Through the link, you can exchange
and vectors before attempting the check. As a general rule, emotions or a single thought, such as "Go!", "Help!", or
data for a particular route through Hyperspace is available to "Danger!" The target must have an Intelligence of 2 or higher,
anyone with access to the HoloNet- although that data might and the distance between you and the target determines the
be outdated if the route in question is not frequently traveled DC (see below). Against an unwilling target, you must make a
by other ships. Mysticism with a DC equal to 15 + your target’s CR; if the
Certain situations or circumstances can also modify the check fails, you cannot establish a telepathic link or attempt
check, as shown in the table below. The lack of a Nav to telepathically contact the target for 24 hours unless the
Computer (Or, failing that, an Astromech Droid with stored target becomes a willing one.
coordinates) makes the task much more difficult. If time is of
the essence, the Astrogator can perform the check as a 1 Telepathy
minute Action by taking a -10 or a Full-Round Action by Distance DC
taking a -20 penalty on their Computer check. Same planet 15
Astrogation DC Modifiers Same system 20
Situtation Check Modifier Same region/quadrant of the galaxy 25
Using Nav Computer +5 Different region/quadrant of the galaxy 30
No Nav Computer Used -10
No HoloNet Access -5
Attempt to make the check in 1 minute -10
Attempt to make the check in 1 round -20

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